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.