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Doctor Who - Discussion Thread for The Game of Rassilon

Aggedor

Medium Animal, Level 3
STR +5, END +3, DEX –4, AGL +0, PCN +4, KNO –5, PSI +1, PRS +2.
Skills: Hide, Intimidate +4, Listen +8, Move Silently +3, Spot +6, Tracking +20, and Wilderness Survival +3.
Knacks: Alertness.
HP 25; Saves Fort +5, Ref +2, Will +4; Defence 10; AP 0.

Armour: The thick fur and bony plates of an Aggedor give it DR 2.

Maul: An Aggedor attacks by mauling, using both claws and its bite in a deadly attack. If the creature hits (with a +8 attack bonus), it does 2d6 damage.

Scent: Aggedor can detect creatures by their scent by making a Perception check with a +8 bonus. They are able to track by scent, as can a bloodhound.

The Aggedor were the Royal Beasts of Peladon, furry creatures that appear somewhat like a cross between a wild boar and a bear. They have a huge fanged maw, sharp claws, and a horn between the eyes. When Aggedor are excited, they stand upon their hind legs.

The Pels treated the Aggedor almost as gods. In ancient times, the Peladon nobility hunted Aggedor as a right of passage. While they were once numerous, over hunting drove the Aggedor to virtual extinction by the time that the planet was contacted by the Federation. Only a few Aggedor remain, roaming the highest peaks and the least used catacombs of Peladon.

Advancement: This represents a small Aggedor. Aggedor can reach size Huge. At size Large, increase the Aggedor’s Strength and Endurance by +1, and increase its level by up to 3. At size Huge, increase the Aggedor’s Strength and Endurance by an additional +2, and increase its level by up to 3. The maul damage of a large Aggedor is 2d8; that of a huge Aggedor is 2d12.

Episode Guide: The Curse of Peladon, The Monster of Peladon.​
 

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An example that also appears in D&D......well, sorta

Alligator

Medium Animal (Aquatic, Reptilian), Level 3
STR +5, END +1, DEX n/a, AGL +1, PCN +1, KNO n/a, PSI +0, PRS –3
Skills: Hide +7, Listen +5, Spot +5.
Knacks: None.
HP 22; Saves Fort +5, Ref +2, Will –1; Defence 9; AP 0.

Armour: An alligator’s armoured hide gives it DR 2.

Bite: An alligator attacks with its bite, having a +6 attack bonus and doing 1d8 damage.

Drag Under: When an alligator successfully attacks, it makes an opposed Strength check with its victim. If it wins, it maintains its hold, doing 1d8 damage each round, and drags its victim underwater (where the victim faces the danger of drowning). A victim can make a new Strength check or an Escape Artist check each round, opposed by the alligator’s Strength check, to break free.

Alligators and crocodiles are the largest reptiles native to modern Earth. They live in warm climates, from Africa to the Americas, and are often found in zoos. During the 2164 Dalek invasion of the Earth, alligators were seen to be living in the London sewers.

Advancement: Alligators and crocodiles can grow to size Large and level 6. Increase a larger alligator’s Strength to +6, and its bite damage to 1d10.

Episode Guide: The Dalek Invasion of the Earth, The Romans.​
 

One From Torchwood....SPOLIERS!

Abaddon

Colossal Outsider, Level 10
STR +30, END +20, DEX +0, AGL –5, PCN –5, KNO +0, PSI +10, PRS +15
Skills: None.
Knacks: None.
HP 244; Saves Fort +30, Ref –5, Will +25; Defence –3; AP 0.

Claw: Abaddon can make a claw attack (+5 attack bonus, 1d3+30 damage).

Deadly Shadow: Any creature that is touched by Abaddon’s shadow must make a Willpower save (DC 40) or die.

Very Fast: Because of his size, Abaddon is Very Fast.

Vulnerabilities: Abaddon can be destroyed by forcing it to consume too much life. “Captain Jack Harkness” was able to use the energy provided by his immortality to defeat Abaddon – the murder of several hundred people was not enough, nor even close to being enough.

A gigantic creature with bluish, scaly skin, curved horns, and long snout-like face, Abaddon is known as the “Son of the Great Beast”. The Disciples of Light sealed him beneath the Cardiff Temporal Rift before the universe began, but was able to send emanations from his prison to interact with, and grant power to, his disciple, Bilis Manger. Bilis Manger then manipulated the Torchwood Three team into opening the Rift and freeing Abaddon.

Unlike the Beast, Abaddon appeared to be animalistic when released. This might have been a result of his long captivity…or, as the Beast attempted, he might have possessed another being before his corporeal form was destroyed.

The Disciples of Light clearly planned against the release of the demons they sealed away, manipulating events so that someone capable of defeating the demon would appear prior to its release. Thus, when “Captain Jack Harkness” used his vortex manipulator, he was brought back through time so that he could use his stored life energy to overload Abaddon.

Advancement: If you write a story where Abaddon survived End of Days, give him a number of psychic powers (including Possession). You will have to determine what powers and statistics are appropriate to his new form. Other demons similar to Abaddon may be imprisoned elsewhere in the universe.

Episode Guide: Torchwood: End of Days.​
 



This game is absolutely wonderful! I was a big fan of Time Lord but this game has some great ideas! Please continue on with this and when it is compiled I would dearly love to get the PDF!

Allen
 

Allensh said:
This game is absolutely wonderful! I was a big fan of Time Lord but this game has some great ideas! Please continue on with this and when it is compiled I would dearly love to get the PDF!

Allen

Thanks for your words of encouragement. So far, though, I can count the people who've expressed interest in this game on one hand.

RC
 

Remathilis said:
How bout some stats for Daleks, Cybermen, Axons, Autons, Sea Devils, Ice Warriors, Zygons, or (heaven forbid) Slitheen?

Because you asked so kindly, here is some Axon-y goodness for you. Will you be voting for Mr. Axon?


Axon

Medium Aberration, Level 4
STR +2, END +4, DEX +0, AGL +0, PCN +4, KNO +8, PSI +4, PRS +6
Skills: Bluff +16, Brawling +6, Diplomacy +10, Disguise +10, Gather Information +10, Knowledge (Technology) +12, Sciences (Biology) +12, Sciences (Chemistry) +12, Sciences (Physics) +12, Sense Motive +10, Spot +8
Knacks: Disabling Attack, Manipulative.
HP 36; Saves Fort +4, Ref +0, Will +8; Defence 14; AP 6.

Damage Resistance: Axons have DR 10.

Alter Form: An Axon can spend 1 Action Point to alter its form. When Axos has had a chance to sample the local inhabitants of a world, it can tailor the appearance of its Axons to grant them a +4 bonus to Bluff and Diplomacy skill checks. On Earth, these appeared as golden humanoids with curly golden hair and large eyes. Using the Disguise skill, Axons can also appear to be specific individuals.

Reach: An Axon can attack an opponent up to 10 meters away with a tentacle attack.

Axons are independent bodies extruded from Axos to allow local action. Their natural form is similar to a lumpy, reddish-gold tendril-covered humanoid. Their main function is to deflect suspicion while spreading Axonite across as much of their target world as possible.

Advancement: None.

Episode Guide: The Claws of Axos.​


Axos
Colossal Aberration, Level 20
STR +20, END +40, DEX +0, AGL –8, PCN +4, KNO +12, PSI +10, PRS +10
Skills: Astrogation +40, Bluff +44, Brawling +12, Cryptology +22, Diplomacy +34, Intimidate +20, Knowledge (Technology) +25, Sciences (Biology) +30, Sciences (Chemistry) +30, Sciences (Genetics) +25, Sciences (Physics) +25, Sciences (Temporal Sciences) +14, Sense Motive +30, Spot +16, Wrestling +16
Knacks: Manipulative, Psychic (Empathic Projection, Empathic Reception, Psychic Attack, Psychic Defence, Telepathic Focus, Telepathic Reception, Telepathic Speech).
HP 960; Saves Fort +40, Ref n/a, Will +50; Defence 2; AP 20.

Damage Resistance: Axos has DR 40.

Grasping Appendage: Axos can extrude a tongue-like flexible yellow tube about 6 inches in diameter, with five grasping tentacles from its access port. This appendage is used to grapple a sample of local inhabitants, which is drawn into Axos to be absorbed, processed, and ejected. This entire process takes about half an hour, and is lethal. The ejected specimen is a mere husk, disintegrating when touched.

Claws and Tentacles: Within the interior of Axos, Axos can generate any number of thick red tentacles used to grapple victims. It can create claws that do 1d6 damage on a successful Brawling attack.

Time Manipulation: By spending 2 Action Points, Axos can speed up or reverse the effects of aging, so that it can make a given being older or younger. The target’s age changes by 10 years per round, for as many rounds as Axos uses this effect. The target must be inside Axos, and is allowed a Will save (DC 30) each round to negate.

Axons: Axos can create Axons within itself by spending 2 Action Points per Axon. It can reabsorb Axons within itself as well; each Axon reabsorbed grants Axos 1 Action Point.

Axonite: Axos can extrude Axonite, a thinking molecule that actively resists analysis. It uses the energy it absorbs to not only copy, but to recreate and restructure any given element. It converts, transmits, and stores all forms of energy. Axonite can store incredible potential energy; injected into a creature, it can make that creature grow far more quickly than normal, and attain a far greater size.

When Axos’ feeding cycle begins, however, Axonite turns into a great mass of smoking white foam-like substance. It absorbs any energy around it, using that energy to grow. Touching Axonite during the feeding cycle causes 4d6 points of Endurance damage (Fort save DC 40 for half damage). Those killed by touching feeding Axonite become mere husks, disintegrating when touched or being transformed into Axons themselves.

Vulnerabilities: Within Axon, there are ganglion clusters that control individual areas. A successful attack against such a cluster requires a Knowledge (Alien Species) check (DC 40) or a Sciences (Biology) check (DC 20) to identify the ganglion, and a successful attack roll. That area of Axos is disabled for 1 round per point of damage caused.

Axos is a parasitic interstellar lifeform that travels among worlds, absorbing their energy. When Axos first arrives on a new world, it attempts to find an area on the outskirts of inhabitation, where it might be able to capture a single victim to learn about that world. It buries the majority of its bulk upon impact, presenting a smaller and less threatening appearance to the world. The interior of Axos is clearly and obviously organic, with many stalked eyes that follow anyone traversing the interior.

Axos makes initial contact with something similar to this: “Axos calling Earth. Request immediate assistance. Immediate assistance. Axos calling Earth. Axos calling Earth.” It learns the name of the planet and the language by intercepting transmissions and applying its Cryptology skill.

Axos then creates Axons and these Axons claim to be the inhabitants of a distant group of worlds from the far rim of the galaxy. “Our planetary system has been crippled by extreme solar flare activity. Axos is all that remains of our culture. As you can see, our science, unlike yours, has taken an organic path. This ship…this ship was not built for our journey. It was grown. Yes. Grown from a single cell. And now its nutrient is all but exhausted. We would like to stay until our nutrition and energy cycles have been fully replenished. In return, according to your custom, we offer a gift, a payment – Axonite!”

Axos attempts to have Axonite distributed worldwide within 72 hours of its arrival. It then sends a signal, activating the Axonite and beginning its feeding cycle. This feeding cycle destroys all life on a given world.

Axos arrived on Earth in 1971, having been brought there by the 13th Master. The Master offered to lead Axos to Earth in exchange for his freedom, and the death of the Doctor. The 3rd Doctor, with the aid of Jo Grant, UNIT, and the Master, was able to use the Master’s TARDIS to place Axos in a time loop. It should be noted, however, that Axos demonstrated some ability to manipulate time already, and might potentially escape the loop. Also, there is a reasonable chance that Axos was not the only creature of his type.

Advancement: None.

Episode Guide: The Claws of Axos.​
 

How about this one?


Ambassadors of Death
Medium Humanoid, Level 3
STR +2, END +4, DEX –2, AGL +0, PCN –2, KNO +4, PSI +4, PRS +0
Skills: Astrogation +10, Concentration +6, Cryptology +12, Diplomacy +8, Disguise +2, Energy Weapons +12, Knowledge (Technology) +14, Pilot (Spaceships) +14, Sciences (Mathematics) +12, Sciences (Physics) +14,
Knacks: Calm Nerves, Disabling Attack.
HP 24; Saves Fort +4, Ref –2, Will +6; Defence 13; AP 6.

Alien Minds: The Ambassadors have complex alien minds, giving them a +4 bonus to any saves to resist telepathic abilities. Where no save is normally allowed, the Ambassadors are allowed a Will save with a DC of 15. They do not gain the +4 bonus in this case.

Feeding: The Ambassadors aliens can consume radiation. Over a period of 10 minutes, the aliens can absorb 1,000 rads. Each 1,000 rads absorbed restores 1 Action Point, up the alien’s normal starting Action Points.

Force Field: By spending 1 Action Point, the Ambassadors aliens can emit a low-level radioactive force field that grants them DR 10. Bullets that encounter this force field are flattened (any damage to the Ambassadors is considered to be caused by the kinetic force of the bullets, not their penetrative power). Each use of this power lasts 1 minute, and can be used as a free reaction.

Radiation: The Ambassadors aliens emit radiation equal to 2,102,462 rads. This radiation is self-sustaining and highly contagious. Any creature within 10 meters of the aliens must make a Fort save (DC 10 + 1 for each save passed) or suffer 1d2 points of End damage).

Radiation Touch Attack: By spending an Action Point, an Ambassador can make a touch attack (+3 attack bonus) that causes 2d6 points of End damage (Fort save DC 15 for half). This attack knocks an opponent back 5 feet.

Slow: The Ambassadors aliens are Slow.

Sonic Communication: The natural communication of the Ambassadors aliens caused 1d6 points of Sonic damage unless a Fort save (DC 20) succeeds. Translated properly (requiring a successful Cryptology skill check at DC 20), this transmission is a definite attempt at pictographic communication.

Spacecraft: The Ambassador aliens spaceship is an enormous organic construct. It is a discoid, approximately half a mile in diameter, and that can emit radio pulses similar to those of quasars. These pulses prevent cameras from photographing it. This spacecraft has sufficient firepower to destroy a planet. It can create environments suitable for nearly any creature type, and can create a perceptual induction field (using low-level telepathy) that makes creatures believe that they are in their proper environment. On their ship, the aliens can use their Force Field and Radiation Touch Attack without expending Action Points.

Limitations: The aliens cannot speak vocally without technological assistance. General Carrington had signal boxes that sent simple commands, such as “forward” and “back”, but which did not allow two-way communication.

Vulnerabilities: The Ambassadors aliens were dependent upon radiation to live. Their Action Points represent remaining radioactivity, and if they are reduced to 0 the aliens die.

Representatives of an alien intelligence very different from humanity, the so-called “Ambassadors of Death” were humanoid aliens. In their natural habitat, they appear as silvery glittering humanoids without fingers, but with opposable thumbs. The aliens on Earth appeared lumpy, almost as though they were rotting – a possible result of limited or different radiation intake.

In approximately 1965, Great Britain sent up Mars Probe 6. This was a manned probe, crewed by Carrington and Jim Daniels. Mars Probe 6 encountered the Ambassadors aliens on Mars, where one of the aliens accidentally killed Daniels with a touch. Carrington arranged with the aliens to send ambassadors to Earth. However, Carrington was concerned with the aliens, and wanted to capture them instead, and so warn the Earth of their potential invasion.

In 1969, when Carrington had been promoted to General, and placed in charge of Space Control, Mars Probe 7 was launched, manned by astronauts Charles Can Lyden, Frank Michaels, and Joe LeFee. The astronauts had spent at least 12 hours on the surface of Mars and were returning to Earth in early 1970 aboard Mars Probe 7 when they encountered the alien’s spacecraft. The aliens then sent a series of sonic waves to communicate with General Carrington, Sir James Quinlan, and their allies. When Recovery 7 was sent to pick up the crew, it picked up the alien Ambassadors instead. The aliens used the astronauts’ space suits to at least partially contain their radioactive nature. They were immediately abducted by General Carrington’s henchmen.

The aliens sent a series of radio pulses containing a mathematical formula for building an electronic device that converted their radio pulses into human speech. The 3rd Doctor launched Recovery 7, met up with the aliens on their own ship, secured the release of the actual astronauts, and (with the aid of Liz Shaw and UNIT), saw the Ambassadors returned. As the aliens had only sent their Ambassadors on a peaceful mission of diplomacy, they left the Earth thereafter.

The Time War may have undone these historical events, as the Guinevere 1 in The Christmas Invasion seems to be the Earth’s first Mars Probe in that story, in 2006.

Advancement: Advance the Ambassadors by giving them additional levels, or by granting them additional Action Points.

Episode Guide: The Ambassadors of Death.​
 

Or this one?

Mind Parasite
Diminutive Aberration, Level 8
STR n/a, END –2, DEX n/a, AGL –4, PCN +10, KNO +3, PSI +20, PRS +8.
Skills: Concentration +10, Intimidate +18, Spot +10, Sense Motive +30
Knacks: Danger Sense, Disabling Attack, Psychic (Telepathic Reception).
HP 20; Saves Fort +6, Ref –4, Will +16; Defence 22; AP 8.

Damage Resistance: The mind parasite has DR 40/Electricity.

Special Psychic Attack: The mind parasite can use a special psychic attack, like the Psychic Attack power, except that on a failed save the attack does 1d6 points of real damage. The attack uses images plucked from the victim’s mind that induce fear, and the damage appears to have come from those causes. A victim who was afraid of drowning, for example, appeared to have drowned in a dry room, while another victim appeared to have been scratched and bitten by rats. As with Psychic Attack, each use of this power costs 2 Action Points.

Feed on Evil: The mind parasite feeds on evil impulses. Feeding takes an inactive victim (such as one rendered unconscious or bound) and takes 10 minutes. Every time the mind parasite feeds, it gains 10 Action Points.

Keller Machine: The Keller Machine was created by the 13th Master to house a mind parasite. The feeding of the parasite was known as “The Keller Process”, and it destroyed memory. A victim of the process loses 4d4 Skill Points per level, and may not even remember his name until told. The machine wipes out all negative impulses, leaving the victim, in the words of the 3rd Doctor, “An idiot. Or a saint.” In addition, a mind parasite housed in a Keller Machine gains these abilities:
* Amplification: The Keller Machine amplifies the mind parasite’s psionic abilities, raising its Psionic Potential by +10.

* Armour: The Keller Machine protects the parasite housed within, so that it cannot be harmed while the machine exists. The Keller Machine has Hardness 10 and 30 hit points. However, it is size Medium, so that the parasite’s Defence is lowered to 14.

* Use Conduit: The mind parasite can use another being as a conduit for any of its Psychic Abilities if that person wears a telepathic amplifier attuned to the Keller Machine. A mind parasite without a Keller Machine cannot use this ability. The telepathic amplifier might appear as a simple object, such as an earring, and can be adjusted to allow the mind parasite to use its powers on the being with the amplifier.

* Virtual Action Points: Whenever the mind parasite uses its Psychic Powers, the machine reduces the cost by 1 Action Point.

* Teleport: The mind parasite can use Teleportation while housed in a Keller Machine.

* Limitations: A mind parasite in a Keller Machine cannot move on its own without teleporting.

* Vulnerabilities: The mind parasite cannot Teleport or use its special Psychic Attack for 10 minutes if the machine is within an electrical field that mimics the beta waves of the human brain. Thereafter, it can store up its energy and blow the circuits in the field by spending 2 Action Points.​

Limitations: A mind parasite is naturally slower than Very Slow, and cannot participate in a chase unless it is being carried.

Vulnerabilities: A mind parasite cannot use its Psychic Powers within 5 meters of any being it has completely drained of negative impulses. Something in such a being acts as a screen and neutralizes the parasite.

A mind parasite appears as an incredibly resilient pulsating jelly. In their natural state, they are neither very intelligent or sentient, but when they have had a chance to glut on the minds of others, they can develop a mind and intelligence of their own.

In 1970, the 13th Master, disguised as Professor Emanuel Keller, created a machine that extracted antisocial and negative impulses, leaving criminals reformed. The machine had a rather Dalek-like dome and light. Using this machine was called the “Keller Process”. According to Professor Kettering at one such event, “When the process is completed, the negative impulses that made this man a criminal will have been removed. He will take his place as a useful, if lowly, member of society.”

In reality, within the machine was a mind parasite brought to Earth by the Master. Each time the Keller Process was used, the parasite gained the opportunity to feed and grow stronger. The Master intended to use the machine to launch a Thunderbolt missile, destroying the 1971 World Peace Conference, and plunging the planet into war. To this end, he hypnotised Captain Chin Lee at an Embassy Reception, using her to get close to the Chinese Delegate, Fu Peng.

This plot was foiled by the 3rd Doctor, Jo Grant, and UNIT.

Advancement: Advance a mind parasite by increasing its Psionic Potential, Personality, level, and/or starting Action Points. You may also give it additional Psychic Powers. A mind parasite that has unlimited opportunity to feed may advance very quickly.

Episode Guide: The Mind of Evil.​
 

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