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Doctor Who - Discussion Thread for The Game of Rassilon
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<blockquote data-quote="Raven Crowking" data-source="post: 3642831" data-attributes="member: 18280"><p>How about this one?</p><p></p><p></p><p><strong>Ambassadors of Death</strong></p><p style="margin-left: 20px">Medium Humanoid, Level 3</p> <p style="margin-left: 20px">STR +2, END +4, DEX –2, AGL +0, PCN –2, KNO +4, PSI +4, PRS +0 </p> <p style="margin-left: 20px">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, </p> <p style="margin-left: 20px">Knacks: Calm Nerves, Disabling Attack.</p> <p style="margin-left: 20px">HP 24; Saves Fort +4, Ref –2, Will +6; Defence 13; AP 6.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Alien Minds:</em> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Feeding:</em> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Force Field:</em> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Radiation:</em> 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).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Radiation Touch Attack:</em> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Slow:</em> The Ambassadors aliens are Slow.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Sonic Communication:</em> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Spacecraft:</em> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Limitations:</em> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Vulnerabilities:</em> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Advancement:</strong> Advance the Ambassadors by giving them additional levels, or by granting them additional Action Points.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Episode Guide:</strong> <em>The Ambassadors of Death</em>.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3642831, member: 18280"] How about this one? [b]Ambassadors of Death[/b] [indent]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. [i]Alien Minds:[/i] 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. [i]Feeding:[/i] 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. [i]Force Field:[/i] 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. [i]Radiation:[/i] 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). [i]Radiation Touch Attack:[/i] 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. [i]Slow:[/i] The Ambassadors aliens are Slow. [i]Sonic Communication:[/i] 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. [i]Spacecraft:[/i] 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. [i]Limitations:[/i] 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. [i]Vulnerabilities:[/i] 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. [b]Advancement:[/b] Advance the Ambassadors by giving them additional levels, or by granting them additional Action Points. [b]Episode Guide:[/b] [i]The Ambassadors of Death[/i].[/indent] [/QUOTE]
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