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Doctor Who - Discussion Thread for The Game of Rassilon

Nestene Troll Doll
Tiny Construct, Level 1
STR +2, END +4, DEX –2, AGL –4, PCN +2, KNO n/a, PSI n/a, PRS n/a
Skills: Brawling +4, Climb +4, Move Silently +8.
Knacks: Disabling Attack.
HP 8; Saves Fort +4, Ref +0, Will n/a; Defence 11; AP 1.

Regain Action Point: If the troll doll successfully kills a victim, it regains it Action Point in 1 hour.

Limitations: The troll doll is heat activated. It only remains active within 10 feet of a living warm-blooded being, taking approximately 10 minutes to become active and 1 minute to deactivate.

This plastic troll doll was designed by the 13th Master for the Nestene Consciousness. It has been described as a “disgusting object”. It appears to be made of hard plastic, being some 1½ feet tall with stumpy legs, two fingers, and a thumb. “It’s a horrible looking thing,” according to Mrs. Farrel. “Something evil about it.”

The troll doll attacks from surprise when activated, attempting to use its Disabling Attack upon its victim. Once its victim is disabled, it delivers a Coup de Grace by strangling the victim. It then runs as far from the victim as possible in 1 minute before deactivating.

Advancement: None.

Episode Guide: Terror of the Autons.​
 

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Great Work!

I'm surprised there hasn't been more interest - after all, there are loads of fans worldwide, and I think this is a particularly well designed and thought out conversion.

I've subscribed to both your Game of Rassilon threads, as I'd certainly try this game out in an instant if I had a group to play with! You're definitely putting a lot of effort into The Game of Rassilon, so please keep up the good work! :D
 
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Exarian
Medium Humanoid, Level 1
STR +10, END +2, DEX +0, AGL +0, PCN +2, KNO –3, PSI +1, PRS +0
Skills: Archaic Weapons +14, Brawling +12, Hide +4, Listen +6, Move Silently +4, Running +4, Spot +6, Wilderness Survival +1
Knacks: Psychic (Telepathic Reception).
HP 10; Saves Fort +2, Ref +2, Will +0; Defence 11; AP 0.

Limited Telepathy: Exarians have limited telepathic powers, allowing them to communicate with each other, and with those who have Telepathic Reception.

Exarians are the native race of the planet Exarius. They are tall humanoids with brownish-green skin. They do not speak, instead using their limited telepathy to communicate at short range, and gestures to communicate over distances. At one point, they were an incredibly advanced race. Their city was once the centre of a great civilization. By genetic engineering they developed a super-race, which in turn created a Doomsday Weapon. The Doomsday Weapon was a series of chambers that stretched for miles, able to cause any star to supernova. It was only used once, as a test, creating the Crab Nebula. Once the weapon was built, the Exarian race began to decay. The radiation from the weapon poisoned the soil of the planet.

This listing describes the Exarians as they were when encountered by the 3rd Doctor and Jo Grant. At this point, they were primitives using spears and knives. They used rocks tied to ropes in a way similar to a morning star with reach. They wore badges on thongs around their necks. They lived in a guarded city (described as a warren of tunnels and chambers) at the end of a stone tunnel. Their sciences had devolved into “a lunatic religion, worshipping machines instead of gods” according to the 3rd Doctor – a religion that embraced sacrifice.

In 2471, a group of colonists from Earth arrived on Exarius. Two were killed by the native Exarians. Thereafter, the colonists began to feed the natives in order to keep on good terms with them. The Exarians would capture a colonist and then exchange him for food. Colonists that approached the Exarian city were killed.

In 2472, the 3rd Doctor and Jo Grant were sent to Exarius by the Time Lords to prevent the 13th Master from gaining the Doomsday Weapon of the ancient Exarians. As a result, the last Exarian Guardian asked the Doctor to operate the Doomsday Weapon’s self-destructor mechanism, destroying the Exarian City, the Guardian, the Priests, and most (or perhaps all) of the Exarians.

Advancement: Advance Exarians by adding levels and skill points.

Exarian priests are shorter, and wear a high-collared, silvery glittering robe. Their skin tones are closer to those of humans. Exarian priests have only Strength +4 and Perception –6, but they have Knowledge +6. They lose the Archaic Weapons skill, but gain Knowledge (Theology and Philosophy) +10 and Profession (Priest) +12. These are a separate mutation from the original Exarian strain. They are nearly blind, averaging about 4½ feet tall.

Episode Guide: Colony in Space.​


Exarian Guardian
Small Humanoid, Level 6
STR –8, END –4, DEX –4, AGL –8, PCN +4, KNO +12, PSI +20, PRS +5
Skills: Knowledge (History) +18, Knowledge (Law) +18, Knowledge (Technology) +21, Knowledge (Theology and Philosophy) +18, Leadership +11.
Knacks: Psychic (Telepathic Reception, Telepathic Speech)
HP 6; Saves Fort +0, Ref –4, Will +9; Defence 9; AP 6.

Psionics: Exarian Guardians gain the following Psychic Powers for free: Body Control, Clairvoyance, and Psychic Defence.

Special Teleportation: By spending 1 Action Point, an Exarian Guardian can teleport any object it can see, without having to touch it, to any location that it knows of. If the object is attended by a being, that being can attempt to resist with a Will save (DC 30).

The last mutation of the Exarian super-race (see Exarian) were the Exarian Guardians, who protected the Exarian Doomsday Weapon, and prevented it from falling into the wrong hands. They appeared as shrivelled Exarians with chalky skin, withered bodies, and vestigial limbs. Their heads were enormous in comparison to their bodies. According to the 3rd Doctor, they were beings of tremendous intelligence. The last Guardian was slain in 2472, when the Doomsday Weapon self-destructed.

Advancement: To advance Exarian Guardians, add additional Action Points and Psychic Powers.

Episode Guide: Colony in Space.​


IMC Sensor Robot
Large Construct (Robot), Level 1
STR +8, END +8, DEX –2, AGL –2, PCN +4, KNO +4, PSI n/a, PRS n/a
Skills: Profession (Prospecting), Search +8.
Knacks: None.
HP 16; Saves Fort +10, Ref –2, Will n/a; Defence 8; AP 0.

Damage Resistance: The robot has DR 10.

Claws: Each claw can attack with a +8 attack bonus for 1d6 damage each.

The IMC Sensor Robot was a modified Mark III Servo Robot used by the Interplanetary Mining Corporation to survey planets for mineral deposits. It had two arms and a whirring sensor on top. The arms can each end in a variety of different types of attachments, or simply terminate. The IMC Sensor Robot encountered by the 3rd Doctor had three-clawed “hands” used to fake monster attacks. It used sensors to search for specific types of minerals, and made a pinging sound when operational.

The robot used on Exarius was fitted with a holographic projector to make it appear like a gigantic pale green iguana. It was fitted with speakers to make a roaring noise as well.
The robot could be programmed by remote control.

Advancement: None.

Programme Guide: Colony in Space.​
 
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Good Gods!

I don't envy you when it comes to converting the TARDIS - you've already posted a hefty amount on it, and as you well know that's just for starters. Now I know why Time Lords are geniuses - they have to be, just to manage the damn things. :)

And in serendipity, I'd only just finished perusing a site highlighting the "bloopers" in "Colony in Space" when I checked updates to both your threads. And lo and behold, what do I see - Exarians!
 
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deamonprince said:
I don't envy you when it comes to converting the TARDIS - you've already posted a hefty amount on it, and as you well know that's just for starters.

Haven't even got to the Console Rooms yet.

And in a serendipity, I'd only just finished perusing a site highlighting the "bloopers" in "Colony in Space" when I checked updates to both your threads. And lo and behold, what do I see - Exarians!

What makes you think that was a coincidence? :lol: :uhoh: :cool:
 


Remathilis said:
Good Job! I'm impressed.

(and I wasn't serious about the Axons, but they did get mentioned... twice in fact!)


Thank you. The Claws of Axos is a good example of a Master story at its best:

(1) The Master comes up with a plot. In this case, it's buy his own freedom and kill the Doctor.
(2) The Doctor convinces him that his allies in this plot are going to kill him, too.
(3) The Doctor is right.
(4) The Master works with the Doctor to defeat the Master's former allies.
(5) The Master can't figure out why the Doctor would rather protect humans than rule them alongside the Master.
(6) The Doctor wins.
(7) The Master escapes, or is imprisoned.
(8) Start theme music and roll credits.


RC
 


Jumping Ahead of Myself, So Posting Here

The Game of Rassilon uses a simplified combat rules system, as follows:

Each round, you may take one action on your Initiative.

To attack, roll 1d20 + Combat or Weapon Skill and compare to Defence. If equal or greater, the attack is a success. A natural 20 always hits and is a critical threat; a natural 1 always misses. Criticals, if confirmed, always increase damage by 1d6.

Unless otherwise noted, unarmed attacks do 1d3 damage (nonlethal) archaic weapons do 1d6 damage, firearms do 2d6 damage, and energy weapons do 3d6 damage.

By accepting a -5 penalty to hit, you can do any of the following:

* Increase your damage by 1d6. You can do this any number of times, and the effects stack, so long as you can still hit on a 19.

* Give your opponent a -2 penalty to a roll chosen by you on his next action, while still doing normal damage. Your opponent may choose not to act to avoid this penalty.

* Attempt a special manuever, such as a Disarm or Bullrush. In some cases, such as with a Disarm, your check automatically succeeds (except on a 1), and sets the DC for the target's opposed roll. Disarm, Trip, and similar tactics are opposed by a Reflexes save. Bullrush and similar tactics are opposed by a Strength check. This attack doesn't cause damage.

* If using Wrestling, you may attempt to pin, opposed by your opponent's Wrestling, Escapology, or untrained Strength or Agility check (whichever is higher). This attack doesn't cause damage.

* If using Martial Arts, you may cause lethal damage instead of nonlethal damage.

* Thumping. Instead of doing damage, you render your opponent unconscious for 1d6 minutes unless he makes a Fort save with a DC equal to your check result. Your check needs to be able to hit, and causes nonlethal damage.​

By accepting a -10 penalty to your attack roll, you may do any of the following:

* Give your opponent a -5 penalty to a roll chosen by you on his next action, while still doing normal damage. Your opponent may choose not to act to avoid this penalty.

* Attempt a special manuever, such as a Disarm or Bullrush. In some cases, such as with a Disarm, your check automatically succeeds (except on a 1), and sets the DC for the target's opposed roll. Disarm, Trip, and similar tactics are opposed by a Reflexes save. Bullrush and similar tactics are opposed by a Strength check. This attack causes normal damage.

* If using Wrestling, you may attempt to pin, opposed by your opponent's Wrestling, Escapology, or untrained Strength or Agility check (whichever is higher). This attack causes normal damage.

* If using Brawling, you may cause lethal damage instead of nonlethal damage.

* If using Brawling, you may attempt to pin, opposed by your opponent's Wrestling, Escapology, or untrained Strength or Agility check (whichever is higher). This attack doesn't cause damage.​
 

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