Doctor Who - The Game of Rassilon

Raven Crowking

First Post
In this thread, I'm going to post the entire Basic Rules of the Doctor Who RPG I am writing for home use. This material is copyright (c) 2007 Daniel J. Bishop. I will ask that, while you may use it for your home games, that you do not collect it and post it in another public forum.

If you are a publisher, and want to use this material, please contact me at dbishop at danieljbishop dot ca. If you have the Doctor Who license, I would love to contribute!

Nothing in these rules is intended to be, nor should be taken as, a challenge to the trademarks, licenses, or ownership of Doctor Who or related materials by the BBC, the estate of Terry Nation, or any other party.
 

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Raven Crowking

First Post
Introduction

The Death Zone on Gallifrey was the black secret at the heart of the Time Lord’s self-created paradise.

In the Dark Times of their early history, before the days of Rassilon, the Time Lords had tremendous powers. They misused them terribly. They created the Death Zone on Gallifrey, outside of time and space. They kidnapped aliens, and then sent them to the Death Zone to fight for the Time Lords’ amusement.

Legends are vague about the part Rassilon played in the Games. Either he was the cruellest of the Time Lords, or he put a stop to them. In any event, he had his tomb placed in the centre of the Death Zone. Immortality was offered to all who could survive the Game and find him there. Of course, this immortality was not of the kind most Time Lords desired – he who won was entombed with Rassilon as a living stone face on his sarcophagus.

Rassilon is long gone, and the Death Zone is destroyed with Gallifrey…but, being outside time and space, it might have somehow survived the Time War. The Game of Rassilon lives on. You are about to embark on it…not in the Death Zone but in a whole multiverse of time, space, and alternate worlds. Not because you are kidnapped, but because you choose to play.

Welcome to the Game of Rassilon.
 

Raven Crowking

First Post
Nomenclature

There is some argument among Doctor Who fans about the names of stories in the classic series. For these stories, the Game of Rassilon uses the naming scheme from Doctor Who: The Programme Guide by Jean-Marc Lofficier (Target Books, copyright 1989). The jointly produced Fox/BBC television movie is referred to as The Enemy Within. The new series is referred to by episode titles only, even where a story spans more than episode.

In the case of spin-off series, such as Torchwood and K-9 and Company, the reference is given in the format of “Series Title: Episode Title”, as in The Sarah Jane Adventures: Invasion of the Bane.
 

Raven Crowking

First Post
Character Creation

Step One: Describe the Character


The first step to creating a character for The Game of Rassilon is determining what sort of character you’d like to create.

You should have an idea of the type of character you wish to create, including time period and world of origin, what the character did prior to adventuring, and what the character is like. These will help you determine what Attributes, background, and starting knack you should choose.

The important question – Who is this character? – should be answered before game mechanics become involved.
 

Raven Crowking

First Post
Step Two: Attributes

You get 8 points to place in Attributes. Each point gives you a bonus, so that if you spend 2 points in Strength, you have Strength +2. You can lower any Attribute by up to 4 to gain an additional 4 points to spend on other Attributes. The lowered Attribute is listed as a negative, such as Endurance –4. You cannot raise any Attribute higher than +4 during this step.

Strength (abbreviated STR): Strength measures muscle and physical power. Noncorporeal creatures do not have a Strength score. If your Strength score falls to –10 or lower, your muscles are no longer strong enough to carry on bodily functions, and you die.

Endurance (abbreviated END): Endurance measures resiliency to physical damage as well as resistance to adverse environments (such as extreme cold or heat), poison, and disease. Noncorporeal creatures do not have an Endurance score. If your Endurance score falls to –10 or lower, you die.

Dexterity (abbreviated DEX): Dexterity measures hand-eye coordination and the ability to aim ranged weapons. If your Dexterity score falls to –10 or more, you are not able to use any Dexterity-based skill until your Dexterity rises to at least –9.

Agility (abbreviated AGL): Agility measures reflexes, balance, and the ability to control body motions. If your Agility score falls to –10 or more, you are unable to move until your Agility rises to at least –9.

Perception (abbreviated PCN): Perception measures acuity of the senses. If your Perception falls to –10 or more, you are unable to physically sense anything until your Perception rises to at least –9.

Knowledge (abbreviated KNO): Knowledge represents the ability to understand and retain skills requiring memory, inference, and reason. Creatures (such as vermin, constructs, and some plants) that lack the ability to think usually lack a Knowledge score; this does not necessarily prevent them from using Knowledge-based skills. If your Knowledge falls to –10 or lower, you are unable to take any action requiring thought until your Knowledge rises to at least –9.

Psychic Potential (abbreviated PSI): Psychic Potential measures the ability to gain and use psychic powers. Constructs do not usually have a Psychic Potential score. If your Psychic Potential score is –1 or lower, you cannot gain any new, or use existing, psychic powers, until your Psychic Potential rises to 0 or higher. If your Psychic Potential falls to –10 or lower, you are dead.

Personality (abbreviated PRS): Personality measures persuasiveness, personal magnetism, and ability to lead, as well as the strength of one’s own sense of self. Creatures (such as vermin, constructs, and some plants) that lack self-knowledge usually lack a Personality score. If your Personality falls to –10 or lower, you become an automaton (generally under the control of the being or power that lowered your Personality) until your Personality rises to at least –9.
 

Raven Crowking

First Post
Step Three: Background

Choose the background of your character. Your background will determine your starting skill set.

Academic: Academics include librarians, archaeologists, scholars, professors, teachers, and other education professionals. Academics gain a +4 bonus to the following skills: Administration (KNO), Cryptology (KNO), Gather Information (PCN), Knowledge (any five) (KNO), and Research (KNO). In addition, they gain either a +4 bonus to the Computer Use (KNO) skill, or the ability to speak four additional languages.
Examples: Barbara Wright, Ian Chesterton, Romana, and Zoë Herriot.​

Adventurer: Adventurers include professional daredevils, big-game hunters, relic hunters, explorers, extreme sports enthusiasts, field scientists, thrill-seekers, and others called to face danger for a variety of reasons. Adventurers gain a +2 bonus to the following skills: Bluff (PRS), Brawling (STR), Climb (STR), Escapology (AGL), Intimidate (PRS), Jump (STR), Move Silently (AGL), Spot (PCN), Swim (AGL), and Wilderness Survival (PCN). In addition, they gain a +4 bonus to any five of the following skills: Appraise (PCN), Archaic Weapons (STR), Balance (AGL), Demolitions (KNO), Drive (Automobiles) (DEX), Drive (Motorcycles) (DEX), Energy Weapons (DEX), Fast Draw (DEX), Firearms (DEX), Gamble (PCN), Pilot (Airplanes) (DEX), Pilot (Helicopters) (DEX), Ride (AGL), Search (PCN), Security Systems (KNO), Sense Motive (PCN), Streetwise (PRS), and Treat Injury (KNO).
Examples: “Captain Jack Harkness”.​

Athlete: Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wrestlers, boxers, martial artists, swimmers, skaters, and those who engage in any type of competitive sport. Athletes gain a +4 bonus to the following skills: Balance (AGL), Brawling (STR), Intimidate (PRS), Jump (STR), Running (AGL), Sense Motive (PCN), Sports (any) (varies by sport), Spot (PCN), Swim (AGL), and Tumble (AGL).
Examples: None of the Doctor’s companions had been professional athletes. However, this background might be suitable for the contestants at the 2012 Olympics seen in Fear Her.​

Astronaut: As scientists and pioneers, astronauts have prepared their minds and bodies for the rigors of space travel and life in space. They are elite members of a sophisticated space program, hurling themselves into the void to advance science and shed light on the mysteries of the universe. Astronauts gain a +4 bonus to the following skills: Astrogation (KNO), Computer Use (KNO), Knowledge (Spacecraft) (KNO), Knowledge (Technology) (KNO), Leadership (PRS), Navigate (KNO), Pilot (Spaceships) (KNO), Repair (KNO), Sciences (Astronomy) (KNO), and Sciences (Physics) (KNO).
Examples: Steven Taylor.​

Blue-Collar Worker: Blue-collar occupations include factory work, food service jobs, construction, service industry jobs, taxi drivers, postal workers, and other jobs that are usually not considered to be desk jobs. Blue-collar workers gain a +4 bonus to the following skills: Bluff (PRS), Brawling (STR), Craft (KNO), Gather Information (PCN), Sense Motive (PCN), and Streetwise (PRS). In addition, they gain a +4 bonus to four of the following skills: Administration (KNO), Appraise (PCN), Drive (Automobiles) (DEX), Handle Animal (PRS), Heavy Machinery Operation (KNO), Intimidate (PRS), and Repair (KNO).
Examples:​
Jackie Tyler, Mickey Smith, Rose Tyler, and Tegan Jovanka.​

Celebrity: A celebrity is anyone who, for whatever reason, has been thrust into the spotlight of the public eye. Actors, entertainers of all types, newscasters, radio and television personalities, and more fall under this starting occupation. Celebrities gain a +4 bonus to the following skills: Bluff (PRS), Diplomacy (PRS), Intimidate (PRS), Knowledge (Current Events) (KNO), Knowledge (Popular Culture) (KNO), and Leadership (PRS). They also gain a +4 bonus to four of the following skills: Appraise (PCN), Artistic Expression (PRS), Gamble (PCN), Perform (Act) (PRS), Perform (Dance) (AGL), Perform (Keyboards) (DEX), Perform (Percussion Instruments) (DEX), Perform (Sing) (PRS), Perform (Stand-Up) (PRS), Perform (Stringed Instruments) (DEX), Perform (Wind Instruments) (DEX), and Sense Motive (PCN).
Examples:​
None of the Doctor’s companions have been celebrities. However, this background would be appropriate for many of the guests on Platform One in The End of the World, including “The Last Human,” Cassandra.​

Colonist: Colonists are wayfaring pioneers who set the foundations of new societies on far-flung continents, planets, or moons. To survive in their new surroundings, they learn to live off the land and defend themselves against indigenous predatory life forms and hostile forces of nature. Colonists gain a +4 bonus to the following skills: Brawling (STR), Climb (STR), Craft (any) (KNO), Treat Injury (KNO), and Wilderness Survival (PCN). In addition, they gain a +4 bonus to five of the following skills: Archaic Firearms (DEX), Archaic Weapons (STR), Archery (DEX), Computer Use (KNO), Diplomacy (PRS), Energy Weapons (DEX), Firearms (DEX), Handle Animal (PRS), Heavy Machinery Operation (KNO), Jump (STR), Knowledge (Alien Species) (KNO), Knowledge (Planets) (KNO), Listen (PCN), Navigate (KNO), Profession (any) (KNO), Repair (KNO), Ride (AGL), Sciences (Ecology) (KNO), and Search (PCN).
Examples:​
None of the Doctor’s companions has been a colonist, but this background would be appropriate for colonists such as those in Colony in Space.​
 

Raven Crowking

First Post
Background, Part 2

Creative: The creative background covers artists of all types who fan their creative spark into a career. Illustrators, copywriters, cartoonists, graphic artists, novelists, magazine columnists, actors, sculptors, game designers, musicians, screenwriters, photographers, and web designers all fall under this occupation. Creative characters gain a +4 bonus to the following skills: Artistic Expression (PRS), Knowledge (Current Events) (KNO), Knowledge (Popular Culture) (KNO), Research (KNO), and Sense Motive (PCN). In addition, creative characters gain a +4 bonus to five of the following skills: Appraise (PCN), Computer Use (KNO), Craft (any) (KNO), Diplomacy (PRS), Gather Information (PCN), Knowledge (Business) (KNO), Perform (Act) (PRS), Perform (Dance) (AGL), Perform (Keyboards) (DEX), Perform (Percussion Instruments) (DEX), Perform (Sing) (PRS), Perform (Stand-Up) (PRS), Perform (Stringed Instruments) (DEX), Perform (Wind Instruments) (DEX), and Sleight of Hand (DEX).
Examples: None of the Doctor’s companions had the creative background, but this might be suitable for characters like the Beatles (who appeared in The Chase).​

Criminal: This illicit background reveals a background from the wrong side of the law. This occupation includes con artists, burglars, thieves, crime family soldiers, gang members, bank robbers, and other types of career criminals. Criminals gain a +4 bonus to the following skills: Appraise (PCN), Brawling (STR), Gather Information (PCN), Sense Motive (PCN), and Streetwise (PRS). In addition, criminals gain a +4 bonus to five of the following skills: Climb (STR), Disguise (PRS), Forgery (DEX), Gamble (PCN), Hide (PCN), Intimidate (PRS), Knowledge (Law) (KNO), Listen (PCN), Move Silently (AGL), Security Systems (KNO), Sleight of Hand (DEX), and Spot (PCN).
Examples:​
Chang Lee.​

Dilettante: Dilettantes usually get their wealth from family holdings and trust funds. The typical dilettante has no job, few re¬sponsibilities, and at least one driving passion to ¬occupy his or her day. That passion might be a charity or philanthropic foundation, an ideal or cause worth fighting for, or a lust for living a fun and carefree existence. Dilettantes gain a +4 bonus to the following skills: Appraise (PCN), Artistic Expression (PRS), Diplomacy (PRS), Drive (Automobiles) (DEX), Drive (Motorcycles) (DEX), Gather Information (PCN), Intimidate (PRS), Knowledge (Current Events) (KNO), Knowledge (Popular Culture) (KNO), and Sense Motive (PCN).
Examples:​
Vicki and Victoria Waterfield.​

Doctor: A doctor can be a physician (general ¬practitioner or specialist), a surgeon, or a psychiatrist. Doctors gain a +4 bonus to the following skills: Administration (KNO), Profession (Medical Professional) (KNO), Sciences (Medicine) (KNO), Sense Motive (PCN), and Treat Injury (KNO). In addition, doctors gain a +4 bonus to five of the following skills: Computer Use (KNO), Concentration (PRS), Gather Information (PCN), Sciences (Biology) (KNO), Sciences (Forensic Medicine) (KNO), Sciences (Genetics) (KNO), and Sciences (Sociology) (KNO).
Examples:​
Grace Holloway, Harry Sullivan, Martha Jones, and Owen Harper.​

Drifter: Drifters are aimless wanderers and world wise jacks-of-all-trades who move between cities or star systems, working odd jobs until boredom or fate leads them elsewhere. Along the way, they learn strange customs and pick up interesting and diverse skills. Drifters gain a +2 bonus to the following skills: Bluff (PRS), Gather Information (PCN), Knowledge (Current Events) (KNO), Navigate (KNO), Repair (KNO), Sense Motive (PCN), Streetwise (PRS), and Wilderness Survival (PCN). In addition, drifters gain a +4 bonus to six of the following skills: Brawling (STR), Computer Use (KNO), Craft (any) (KNO), Cryptology (KNO), Diplomacy (PRS), Disguise (PRS), Drive (Automobiles) (DEX), Drive (Motorcycles) (DEX), Energy Weapons (DEX), Firearms (DEX), Forgery (DEX), Knowledge (Alien Species) (KNO), Knowledge (Arcane Lore) (KNO), Knowledge (Planets) (KNO), Knowledge (Popular Culture) (KNO), Knowledge (Spacecraft) (KNO), Knowledge (Technology) (KNO), Perform (Dance) (AGL), Perform (Keyboards) (DEX), Perform (Percussion Instruments) (DEX), Perform (Sing) (PRS), Perform (Stringed Instruments) (DEX), Perform (Wind Instruments) (DEX), Ride (AGL), and Sleight of Hand (DEX).
Examples:​
Ace (Dorothy).​
 

Raven Crowking

First Post
Background, Part 3

Emergency Services: Rescue workers, firefighters, paramedics, hazardous material handlers, and emergency medical technicians fall under this category. Emergency services workers gain a +4 bonus to the following skills: Concentration (PRS), Drive (Automobiles) (DEX), Search (PCN), Spot (PCN), and Treat Injury (KNO). In addition, emergency services workers gain a +4 bonus to five of the following skills: Administration (KNO), Heavy Machinery Operation (KNO), Investigate (PCN), Knowledge (Technology) (KNO), Listen (PCN), Pilot (Helicopter) (DEX), Sciences (Medicine) (KNO), Security Systems (KNO), and Wilderness Survival (PCN).
Examples: None of the Doctor’s companions have had this background, but it would be appropriate for the ambulance driver possessed by the Ectoplasmic Master in The Enemy Within.​

Entrepreneur: Entrepreneurs have an obsession about being their own boss. They believe in themselves, have an abundance of confidence, and the ability to acquire the funds necessary to bankroll their newest moneymaking venture. These small to large business owners have a knack for putting together business plans, gathering resources, and getting a new venture off the ground. They rarely want to stick around after the launch, however, as they prefer to put their energies into the next big thing. Entrepreneur’s gain a +4 bonus to the following skills: Appraise (PCN), Bluff (PRS), Diplomacy (PRS), Gather Information (PCN), Knowledge (Business) (KNO), Knowledge (Current Events) (KNO), Knowledge (Popular Culture) (KNO), Leadership (PRS), Profession (any) (KNO), and Sense Motive (PCN).
Examples: Pete Tyler.​

Heir: Heirs are the elite sons and daughters of powerful magnates, influential nobles, and imperial monarchs. Unlike dilettantes, however, they are bound by their lineage to certain responsibilities, with the assumption that they might someday rise to lead their families into the future . . . assuming the stars are properly aligned and they do nothing to jeopardize their birthright. Heirs gain a +4 bonus to the following skills: Administration (KNO), Diplomacy (PRS), Intimidate (PRS), Knowledge (Current Events) (KNO), Knowledge (History) (KNO), Knowledge (Law) (KNO), and Leadership (PRS). They also gain a +4 bonus in three of the following skills: Computer Use (KNO), Drive (Automobiles) (DEX), Energy Weapons (DEX), Firearms (DEX), Gamble (PCN), Knowledge (Theology and Philosophy) (KNO), and Sense Motive (PCN).
Examples:​
Nyssa and Vislor Turlough.​

Investigative: There are a number of jobs that fit within this background, including investigative reporters, photojournalists, private investigators, police detectives, criminologists, criminal profilers, espionage agents, and others who use their skills to gather evidence and analyse clues. Investigators gain a +4 bonus to the following skills: Bluff (PRS), Gather Information (PCN), Investigate (PCN), Search (PCN), Sense Motive (PCN), and Streetwise (PRS). In addition, investigators gain a +4 bonus to four of the following skills: Brawling (STR), Computer Use (KNO), Diplomacy (PRS), Disguise (PRS), Energy Weapons (DEX), Firearms (DEX), Intimidate (PRS), Knowledge (Law) (KNO), Listen (PCN), Sciences (Forensic Medicine) (KNO), Sciences (Sociology) (KNO), Security Systems (KNO), and Spot (PCN).
Examples: Jo Grant and Sarah Jane Smith.​

Law Enforcement: Law enforcement personnel include uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police. Law enforcement personnel gain a +4 bonus to the following skills: Administration (KNO), Gather Information (PCN), Intimidate (PRS), Knowledge (Law) (KNO), and Sense Motive (PCN). In addition, they gain a +4 bonus to five of the following skills: Brawling (STR), Diplomacy (PRS), Drive (Automobiles) (DEX), Drive (Motorcycles) (DEX), Energy Weapons (DEX), Fast Draw (DEX), Firearms (DEX), Investigate (PCN), Knowledge (Current Events) (KNO), Martial Arts (AGL), Search (PCN), Spot (PCN), Streetwise (PRS), and Treat Injury (KNO).
Examples: PC Gwen Cooper and Sara Kingdom.​
 

Raven Crowking

First Post
Background, Part 4

Military: Military covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as the various elite training units such as UNIT. Military personnel gain a +4 bonus to the following skills: Administration (KNO), Brawling (STR), Intimidate (PRS), Knowledge (Tactics) (KNO), and Spot (PCN). In addition, military personnel gain a +4 bonus to five of the following skills: Archaic Firearms (DEX), Archaic Weapons (STR), Archery (DEX), Demolitions (KNO), Energy Weapons (DEX), Firearms (DEX), Heavy Artillery (KNO), Heavy Machinery Operation (KNO), Leadership (PRS), Pilot (Airplanes) (DEX), Pilot (Helicopters) (DEX), Pilot (Spaceships) (KNO), Repair (KNO), Ride (AGL), Treat Injury (KNO), and Wilderness Survival (PCN).
Examples: Ben Jackson, Brigadier Lethbridge-Stewart, Mike Yates, and Sergeant Benton.​

Outcast: Persecuted and exiled for being different, outcasts are lone pariahs or shunned members of a culture whose customs or characteristics society finds deviant or abhorrent. Outcasts lurk on the fringes of civilization. Some strive for acceptance, while others are trapped by their own feelings of resentment, self-loathing, or hopelessness. Outcasts have a +4 bonus to the following skills: Craft (any) (KNO), Hide (PCN), Intimidate (PRS), Move Silently (AGL), and Wilderness Survival (PCN). In addition, outcasts gain a +4 bonus to five of the following skills: Archaic Firearms (DEX), Archaic Weapons (STR), Archery (DEX), Brawling (STR), Climb (STR), Concentration (PRS), Disguise (PRS), Firearms (DEX), Handle Animal (PRS), Knowledge (Arcane Lore) (KNO), Listen (PCN), Repair (KNO), Spot (PCN), Swim (AGL), and Treat Injury (KNO).
Examples: Adric.​

Religious: Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation. Religious characters gain a +4 bonus to the following skills: Administration (KNO), Concentration (PRS), Diplomacy (PRS), Gather Information (PCN), Intimidate (PRS), Knowledge (Arcane Lore) (KNO), Knowledge (Current Events) (KNO), Knowledge (Theology and Philosophy) (KNO), Leadership (PRS), and Sense Motive (PCN).
Examples: Katarina.​

Rural: Farm workers, hunters, and others who make a living in rural communities fall under this category. Rural characters gain a +4 bonus to the following skills: Craft (any) (KNO), Handle Animal (PRS), Repair (KNO), Ride (AGL), and Wilderness Survival (PCN). Rural characters gain a +4 bonus to five of the following skills: Archaic Firearms (DEX), Archery (DEX), Firearms (DEX), Heavy Machinery Operation (KNO), Sciences (Biology) (KNO), Sciences (Ecology) (KNO), Spot (PCN), Swim (AGL), Tracking (PCN), and Treat Injury (KNO).
Examples: The Doctor has had no rural companions, but this background type may be appropriate for many background characters in Doctor Who, including the villagers in K-9 and Company: A Girl’s Best Friend and in Torchwood: Countrycide.​

Scientist: This background refers to research scientists. These characters gain a +4 bonus to the following skills: Administration (KNO), Computer Use (KNO), Concentration (PRS), and Research (KNO). Scientists gain a +4 bonus to six of the following skills: Sciences (Archaeology) (KNO), Sciences (Astronomy) (KNO), Sciences (Biology) (KNO), Sciences (Chemistry) (KNO), Sciences (Ecology) (KNO), Sciences (Forensic Medicine) (KNO), Sciences (Genetics) (KNO), Sciences (Geology) (KNO), Sciences (Mathematics) (KNO), Sciences (Medicine) (KNO), Sciences (Paleontology) (KNO), Sciences (Physics) (KNO), Sciences (Robotics) (KNO), Sciences (Sociology) (KNO), and Sciences (Temporal Sciences) (KNO).
Examples: Liz Shaw, Suzie Costello, and Tosheko Sato.​

Student: A student can be in high school, college, or graduate school. He or she could be in a seminary, a military school, or a private institution. A college-age student should also pick a major field of study. Students gain a +4 bonus to the following skills: Bluff (PRS), Concentration (PRS), Gather Information (PCN), Knowledge (Popular Culture) (KNO), and Research (KNO). Students gain a +4 bonus to five of the following skills: Administration (KNO), Artistic Expression (PRS), Computer Use (KNO), Knowledge (Business) (KNO), Knowledge (Current Events) (KNO), Knowledge (History) (KNO), Knowledge (Law) (KNO), Knowledge (Technology) (KNO), Knowledge (Theology and Philosophy) (KNO), and Sense Motive (PCN).
Examples: Brendan Richards, Dodo Chaplet, Kelsey, Maria Jackson, Perpugilliam (Peri) Brown, and Susan “Foreman”.​

Technician: Applied scientists and engineers of all types fit within the scope of this background. Technicians have a +4 bonus to the following skills: Computer Use (KNO), Engineering (KNO), Repair (KNO), and Security Systems (KNO). Technicians have a +4 bonus in six of the following skills: Administration (KNO), Craft (any) (KNO), Heavy Machinery Operation (KNO), Knowledge (Spacecraft) (KNO), Knowledge (Technology) (KNO), Sciences (Mathematics) (KNO), Sciences (Physics) (KNO), and Sciences (Temporal Sciences) (KNO).
Examples: Ianto Jones.​

Warrior: Warriors have been fighting all their lives, whether on the streets or in some form of arena. They include disenchanted youths and poverty-stricken hoodlums looking to trade fists for cash, clones bred in secret labs to fight from birth, and low-ranking members of a society’s warrior caste. Warriors have a +4 bonus to the following skills: Balance (AGL), Bluff (PRS), Brawling (STR), Intimidate (PRS), and Spot (PCN). In addition, warriors gain a +4 bonus to five of the following skills: Archaic Firearms (DEX), Archaic Weapons (STR), Archery (DEX), Boxing (STR), Energy Weapons (DEX), Fast Draw (DEX), Firearms (DEX), Martial Arts (AGL), Ride (AGL), Treat Injury (KNO), and Wrestling (AGL).
Examples: Jamie McCrimmon and Leela.​

White-Collar Worker: Office workers and desk jockeys, lawyers, accountants, insurance agents, bank personnel, financial advisors, tax preparers, clerks, sales personnel, real estate agents, and a variety of mid-level managers fall within the scope of this background. White-collar workers have a +4 bonus to the following skills: Administration (KNO), Bluff (PRS), Computer Use (KNO), Diplomacy (PRS), Gather Information (PCN), Knowledge (Current Events) (KNO), Knowledge (Popular Culture) (KNO), Profession (KNO), Research (KNO), and Sense Motive (PCN).
Examples: Alan Jackson, Chrissie Jackson, Donna Noble, Melanie Bush, and Polly Lopez.​

Personalizing the Backgrounds: Each background assumes 40 skill points distributed over a number of skills. You are allowed to remove some of the base package skill points and spend them in other skills. Indeed, you are allowed to ignore the backgrounds if you like, and simply spend 40 skill points to customize your character (with a maximum of +4 to any one skill). Many companions and characters in Doctor Who are better described using this method. Backgrounds exist to make character generation easier – they are not straight jackets.
 

Raven Crowking

First Post
Step Four: Choose a Knack

A Knack is a special skill or situational condition that exists for your character. It is something you can do that others cannot normally do…or even attempt. Some Knacks are “always on” – they come into play whenever you choose, or whenever a situation calls for them. Other knacks are “Action Point activated” – you must spend an Action Point to be able to use them. Finally some knacks have an effect that occurs only when they are chosen (“When Chosen”).

Not all characters in the Doctor Who universe have a Knack. All player characters in the Game of Rassilon have one, however. Every character chooses one Knack when created.

Aggressive (Always On): You gain a +1 bonus to all attack rolls. You can take this Knack more than once, and the effects stack.

Alertness (Always On): You gain a +1 bonus to Spot and Listen checks to avoid being surprised. You can take this Knack more than once, and the effects stack.

Animal Empathy (Action Point Activated): Animals like you. Without spending an Action Point, all animals automatically treat you as if they were one step friendlier to you. If you spend an Action Point, you can befriend an animal so that it treats you as though you had trained it to perform three simple tasks.

Athletic (Always On): You gain a +1 bonus to all Strength, Agility, and Endurance-based skill checks. You can take this Knack more than once, and the effects stack.

Attractive (Action Point Activated): By spending an Action Point, you can cause any creature that is attracted to creatures of your gender to become infatuated with you. This does not change the nature of the creature, but it might prevent it from attacking you. This infatuation lasts for the length of the adventure.

Bench Thumping (Action Point Activated): By spending an Action Point, you can make a Repair check instantaneously by striking the object you want to repair.

Calm Nerves (Always On): You are not easily rattled. You gain a +3 bonus on Will saves to avoid morale penalties.

Danger Sense (Action Point Activated): When surprised, you can spend an Action Point to negate the surprise for you.

Defensive (Always On): You gain a +2 bonus to your defence. You can take this Knack more than once, and the effects stack.

Disabling Attack (Action Point Activated): Whether due to studying Venusian aikido or having a strong right cross, you can disable a foe with a single attack. Activate this Knack when you make a successful attack – your opponent is rendered unconscious for 1d6 x 10 minutes. This Knack is only effective against humanoid foes.

Dodge (Action Point Activated): By expending an Action Point, you can negate an attack that just hit you. You must use this Knack before damage is determined.

Fast Reflexes (Always On): You gain a +1 bonus to your Reflex saving throws. You can take this Knack more than once, and the effects stack.

Iron Will (Always On): You gain a +1 bonus to your Willpower saving throws. You can take this Knack more than once, and the effects stack.

Jack-of-All-Trades (Action Point Activated): By spending an Action Point, you may make a skill check as though you had ranks in that skill equal to your level. You may use this Knack to give yourself a bonus to a skill you have ranks in.

Jiggery-Pokery (Action Point Activated): By expending one or more Action Points, you can use an Engineering or Repair check to create a gadget that performs a function determined by you. When you determine what the gadget is designed to do, your GM will designate an Action Point cost. Most short-term, single-function gadgets only cost one Action Point.

Leadership (Action Point Activated): By spending an Action Point, you can take charge of a group of soldiers, policemen, firemen, or so on. The group must be of a type that is accustomed to behaving under the leadership of a superior. By spending two Action Points, you can take charge of any group. Each use of this Knack lasts for one episode.

Leather Lungs (Action Point Activated): By spending an Action Point, you can scream so loudly and piercingly that you can stun your opponents. Roll a Personality check. Each opponent within earshot must make a Willpower save (DC = your Personality check) or be stunned for one turn. Opponents with vulnerability to Sonic energy take 1d6 damage if they fail the save, and are automatically stunned even if they succeed.

Loyal (Always On): You gain a +3 bonus on any Willpower save made to prevent an effect that would cause you to betray or act against your companions. You can take this Knack more than once, and the effects stack.

Manipulative (Action Point Activated): Instead of making a social skill check (Bluff, Diplomacy, or Intimidate) you can spend an Action Point to automatically gain the result you would have if you had made the check and rolled a 20.

Photographic Memory (Action Point Activated): You can remember anything that you have personally seen or heard. By spending an Action Point, you may ask the GM to tell you something that you have forgotten, such as a clue or another character’s name. If the information is insignificant, the GM can tell you so and restore the Action Point.

Psychic (When Chosen): Choose a psychic power. You now have this power.

Quick Action (Always On): You react more quickly than most. You automatically gain a +2 bonus to Initiative. You can take this Knack more than once, and the effects stack.

Racial Memories (Action Point Activated): You have subconscious access to the racial memories of your species. When you spend an Action Point, your GM will give you clues about the current adventure that are based upon ancestral precedent. This has a side effect of rendering you incapacitated due to reliving those memories. Incapacitation usually lasts 1d6 x 10 minutes.

Resilience (Action Point Activated): By spending an Action Point, you can instantly heal 4d6 points of normal damage or 1d6 points of Attribute score damage that you have taken.

Resourceful Pockets (Action Point Activated): You carry useful objects in your pockets. The item needed does not have to be recorded on your character sheet; you habitually carry an odd assortment of junk in your pockets. You can pull out a relatively common object, such as a cricket ball or a small bag of jelly babies, without spending an Action Point. By spending an Action Point, you can come up with almost any piece of equipment that can fit in your pocket. In the event that the GM disallows an item, you get your Action Point back.

Serendipity (Action Point Activated): When you fail a task, you may spend an Action Point. If you do so, the task still fails, but there is an unexpected benefit to your failure. The GM determines what the benefit is, and it may or may not be immediately obvious.

Skilled (When Chosen): You gain 4 additional skill points, which must be immediately spent on skills. You can take this Knack more than once. Each time you gain an additional 4 skill points.

Small (Always On): You are size Small. As a result, you gain a +1 size bonus to your attacks and defence, as well as a +4 bonus to Hide skill checks. This Knack is appropriate for making a child character, such as those in The Sarah Jane Adventures.

Social Chameleon (Action Point Activated): By spending an Action Point, you can cause people to treat you as though you belong in a particular setting. Each use of this Knack lasts for one episode. Social Chameleon causes the average person to treat you as though you belong in a setting; specific major characters can still determine that you are an outsider.

Stamina (Always On): You gain a +1 bonus to Fortitude saves. You can take this Knack more than once, and the effects stack.

Strong Identity (Action Point Activated): By spending an Action Point, you can throw off hypnotism or other mind-control effects.

Toughness (Always On): You gain additional Hit Points equal to twice your Endurance, to a minimum of 1. You can take this Knack more than once, and the effects stack.

Weapon Mastery (Always On): Choose a weapon. You add double your level to your effective skill ranks in that weapon. You can take this Knack more than once, applying it to a different weapon each time.

New Knacks: You can create a new Knack whenever it is appropriate to create the type of character you want. Use the Knacks detailed above as examples to write your own. The GM must approve any new Knack, and may suggest changes to make it fit better into his campaign.
 

Raven Crowking

First Post
Step Five: Hit Points, Saving Throws, Defence, and Action Points

Your character has hit points equal to his or her Endurance score + 2d8.

Your character gains a +1 bonus to two of the three kinds of saving throws, or a +2 bonus to one kind of saving throw (your choice). The three different kinds of saving throws are:

Fortitude: These saves measure a character’s ability to stand up to massive physical punishment or attacks against his or her vitality and health such as poison and paralysis. Apply a character’s Endurance modifier to Fortitude saving throws.

Reflex: These saves test a character’s ability to dodge massive attacks such as explosions or car wrecks. Often, when damage is inevitable, a character gets to make a Reflex save to take only half damage. Apply a character’s Agility modifier to Reflex saving throws.

Willpower: These saves reflect a character’s resistance to mental influence and domination as well as to many psychic effects. Apply a character’s Personality modifier to Willpower saving throws.

Your character’s defence is 10 + Agility + level + any special modifiers (such as from the Defensive Knack).

Every character starts with 4 Action Points.
 

Raven Crowking

First Post
Step Six: Choose Appropriate Equipment

Make a list of your character’s standard equipment. Remember, this is what your character normally carries – it isn’t everything that he or she owns. Equipment is very fluid in the Doctor Who universe. There is no absolute list of equipment in the Game of Rassilon – the gamut of all time and space is open.
 


Raven Crowking

First Post
Special Character Types

A. Time Lords

Time Lords were the oligarchic rulers of the planet Gallifrey before the Time War destroyed their home world. The Time Lords are divided into various colleges, such as the Arcalians, Patrexes, and Prydonians, each headed by Cardinals. They were ruled by a High Council, which was comprised of a President, a Chancellor, the Cardinals, and various high-ranking officials.

Before the Time War, the Time Lords were linked no matter where they went in space and time through the telepathic circuitry in their TARDISes. Because of the destruction of Gallifrey, the Time Lords who survived the Time War are unaware of the existence of other Time Lords. Each believes that he or she is the last Time Lord, until a meeting with another Time Lord occurs by chance. It is quite probable that, in addition to the Doctor and the Player Character Time Lord(s) in your game, other renegades survive – possibly including Drax, K’Anpo Rinpoche/Cho-Je, the Master, the Meddling Monk, Professor Chronotis/Salyavin, the Rani, and the War Chief.

The early history of the Time Lords is shrouded in myth and misdirection. The two greatest figures from this era were Omega, the solar engineer who collapsed a star to create the Eye of Harmony – a captive black hole that powered all Time Lord technology. In the process, he was thought destroyed, but it was eventually learned that he became trapped in an antimatter universe where his willpower could manipulate reality.

Omega attempted to escape the antimatter universe at least twice. The first time, he nearly drained Gallifrey of its power, and the combined talents of the 1st, 2nd, and 3rd Doctors was needed to defeat him. In the second instance, he attempted to create a new body for himself in the real universe by converting that of the 5th Doctor.

Rassilon created the transduction barriers that protected Gallifrey. Essentially, these were giant transtemporal force fields that placed Gallifrey in a universe of its own. While the transduction barriers were functional, Gallifrey could ensure that no vessel could approach the planet without permission, and even with permission they could only approach within the Gallifreyan “present”. The transduction barriers essentially set up a “Gallifreyan Standard Time” that Time Lords could rely on, and prevented other species from interfering with Gallifrey’s past or future.

Interference was a serious concern – and one that the Time Lords were well aware of.

The Time Lords possessed enormous powers, able to erase whole worlds and species. They were responsible for driving the Great Vampires into hiding, for capturing the planets of the Fendahleen and the Vardans in time loops, and for nearly destroying the Racnos.

In their early history, they had sought to use their powers for entertainment – creating the Death Zone on Gallifrey. After a time, they began to act against the great threats they discovered (such as the Great Vampires and the Racnos).

It was during this time that Shada, the Time Lords’ prison planet, was created. Malcontent Time Lords and dangerous aliens were imprisoned there, and then forgotten.

Eventually, the Time Lords began to use their powers to attempt the betterment of other species. The Minyans of Minyos were one such species. They viewed the Time Lords as gods, who helped them to build an advanced species. However, the Minyans were not ready for the technology the Time Lords granted them (including an early form of regeneration), and Minyos was destroyed in an internecine war. Horrified at the results of their interference, the Time Lords withdrew from the rest of the universe, vowing only to observe from that point on.

Of course, even fairly early on there were Time Lords who were less keen on remaining observers. When caught, they were imprisoned on Shada. Many Time Lords were able to stay out of Shada, though, through the simple expedient of not drawing the attention of the High Council on Gallifrey. Thus, the Doctor was able to retain his freedom until his 2nd incarnation, when he faced a reproduction of the Death Zone on an alien planet. He was unable to return all of the kidnapped human soldiers without aid from the Time Lords. Likewise, the Meddling Monk and the Rani never faced an official censure from Gallifrey (although the Master was, at one time, imprisoned).

At his trial, the 2nd Doctor was able to convince the Time Lords that true evil still existed in the universe, and that the Time Lords still bore a responsibility to oppose that evil. The Time Lords were troubled by the Doctor’s defence. They decided to forcibly regenerate him, and to exile him to the planet Earth, during a period in which many alien invasions were to occur. They also formed the Celestial Intervention Agency. While the Time Lords would maintain their veneer of dispassionate observation, the CIA would monitor the universe for potential threats – and often used the Doctor as a tool for intervention!

One of these interventions was intended to destroy the Daleks before they could be created. The Time Lords had foreseen a time when the Daleks would wipe out all other life in the galaxy – including the Time Lords. They sent the 4th Doctor and Sarah Jane Smith to deal with the problem. The 4th Doctor, however, refused to commit genocide – choosing instead to set back the Daleks’ development.

Worse, the Daleks’ creator, Davros, captured the Doctor and forced him to reveal how and why the Daleks suffered future defeats.

From then on the Daleks had one overriding agenda – to get a Dalek agent on Gallifrey and assassinate the High Council. Although the Time Lords didn’t realize it yet, the first salvo in the Time War had been fired.

The Daleks tried various times to get an agent on Gallifrey. At first, they attempted to duplicate the Doctor and send the duplicate to Gallifrey. However, when the Doctor continued to foil their plans, the Daleks settled for the Master. They claimed that the Master had been captured and exterminated for his crimes against the Daleks (a claim which could reasonably be true). They claimed that the Master had, as his final wish, requested that the Doctor take his remains to Gallifrey. This claim might also have been reasonably true, but that the Daleks would honour it (and leave the Doctor unmolested) should have alarmed the Doctor.

The 7th Doctor claimed the “remains” of the Master (an ectoplasmic Dalek construct), but the personality of the real Master asserted itself, and the Ectoplasmic Master caused the TARDIS to crash land on Earth. The Doctor was forced to regenerate when he was taken into surgery in San Francisco, and the Ectoplasmic Master attempted to fulfil one of the real Master’s longstanding goals – stealing the Doctor’s body and remaining lives. The Master and the 8th Doctor fought over the opened access to the Eye of Harmony in the Doctor’s TARDIS – and the Master was sucked into it.

Whether or not this incident was critical to the Daleks is unknown. What is known is that the Daleks had been evolving – in terms of their physical bodies, their cybernetic casings, and their technology. The Daleks were able to destroy Gallifrey – and with it nearly all the Time Lords. The Daleks, however, survived. One Dalek fell out of the Space-Time Vortex to land on Earth. The Cult of Skaro – a Dalek think tank – escaped using a Void Ship. The Emperor of the Daleks survived as well, manipulating Earth and using human beings to create a new race of Daleks. Other Dalek forces may also have survived.

While initial reports claimed that the Time War was a stalemate – with both the Daleks and the Time Lords having been destroyed – it is clear now that the Daleks won. Even after Rose Tyler used the Space-Time Vortex energy to destroy the Emperor Dalek and the Dalek fleet, the Black Dalek of the Cult of Skaro (and perhaps others) survive to plague the universe.

Time Lords have thirteen potential lives – their original, pre-regenerative life, and twelve post-regenerative lives. The Time Lords were able to give another complete set of regenerations (twelve more lives) while Gallifrey existed. How a Time Lord could now extend his existence beyond his or her original regenerations is currently unknown.

Pre-regenerative and post-regenerative Time Lords are very different.

Pre-regenerative Time Lords can live for approximately 400 to 450 earth years. They have the following characteristics:

• +2 bonus to Endurance, Perception, and Personality. This bonus is on top of whatever adjustments were made in Step Two, allowing a potential bonus of +6.
• +4 bonus to Knowledge and Psychic Potential. This bonus is on top of whatever adjustments were made in Step Two, allowing a potential bonus of +8.
• +4 bonus to the following skills: Concentration (PRS), Knowledge (Alien Species) (KNO), Knowledge (Arcane Lore) (KNO), Knowledge (Planets) (KNO), Navigate (KNO), Repair (KNO), Sciences (Temporal Sciences) (KNO), and TARDIS Systems (KNO).
• +2 bonus to four of the following skills: Computer Use (KNO), Diplomacy (PRS), Engineering (KNO), Knowledge (History) (KNO), Knowledge (Spacecraft) (KNO), Knowledge (Technology) (KNO), Research (KNO), Sciences (Mathematics) (KNO), and Sciences (Physics) (KNO).
• +2 bonus to Willpower saving throws.
• Psychic Powers: Body Control, Telepathic Focus, and Telepathic Reception.
• Regeneration: If a Time Lord encounters conditions that would otherwise cause his death, he can attempt to regenerate. Regeneration under these circumstances requires a Willpower save (usually DC 20, but possibly higher depending upon circumstances). If the save fails, a regenerative problem has occurred (your GM will tell you what happens). You gain a +2 circumstance bonus to this save if you are within your TARDIS – this bonus rises to +4 if the time rotor is activated. A Time Lord can also regenerate when not faced with immediate death – this does not require a Willpower save.
• Temporal Sense: Time Lords can sense temporal anomalies. They are allowed to make a Perception check to notice any temporal anomaly within 100 meters.
• Minor Special Effect: A Time Lord can spend 2 Action Points to create a minor effect that seemingly defies the laws of physics. The player must describe this effect, and the GM adjudicates its effects. This ability can be used to grant a +4 circumstance bonus to the use of any skill. Alternatively, it may simply accomplish a task if the GM deems the description is sufficient.
• Deux Ex Machina: By spending all remaining Action Points, a Time Lord can cause a major effect to happen, often resolving a major problem. This effect may negate an attack or a major threat; prevent the Time Lord from having to regenerate; or something similar. The player must describe this effect, and the GM adjudicates its effects. A Time Lord must spend at least 4 Action Points to use this ability.​

Post-regenerative Time Lords can live for approximately 450-500 years per post-regenerative incarnation. In addition to the qualities they had as pre-regenerative Time Lords, they gain the following characteristics:

• +1 bonus to any Attribute. This bonus is gained each time that a Time Lord regenerates.
• Binary vascular system: By spending an Action Point, a Time Lord may reroll any Fortitude saving throw. Where the first heart fails, the other may succeed.
• Bypass Respiratory System: By spending an Action Point, a Time Lord may automatically make any saving throw necessary to avoid a gas – or other respiratory – attack.
• Burst of Energy: By spending an Action Point, a Time Lord may reduce the time required to complete a task by half. A Time Lord may spend more Action Points to further reduce the time that a task takes to complete.
• Cold and Heat Damage Reduction: A Time Lord has 15 points of damage reduction against cold and heat (but not fire) effects.​

Regeneration & The Round-Robin Time Lord

Unlike other characters, a Time Lord does not belong to a single player. Instead, a Time Lord belongs to the group. When a Time Lord character regenerates, the character is passed to another player, who takes over the role of that character. It is best if every player has the opportunity to play the Time Lord before a player who has already had a chance takes it over again.

When you take over the role of a Time Lord, you get to decide how the character now looks and dresses. You cannot change the Time Lord’s gender, but the character doesn’t have to look completely human (although it is probably to your benefit that the character does). You may adjust all of its Attribute scores by as much as 2 points, so long as the total bonuses for all scores stay the same. In addition, you may move as many as 20 skill points around, representing the different focuses of various incarnations. Finally, you may switch up to half the character’s Knacks (rounded up) for new ones.

During the first 12 hours of a Time Lord’s regeneration cycle, any damage taken by the Time Lord that is not actually lethal can be healed by spending 1 Action Point. This includes the complete regeneration of lost body parts.
 

Raven Crowking

First Post
B. Other Special Characters

Sometimes a campaign requires that the players have special resources. Other special characters are one means of gaining those resources. For example, K-9 Mark III in K-9 and Company, and the Archetype (Luke Smith) in The Sarah Jane Adventures, provide resources that the otherwise human characters wouldn’t have.

You must work with your GM to create these sorts of special characters. Here are some from the Doctor Who universe (and its spin-offs).

The Archetype (Luke Smith)
Small Humanoid, Level 1
STR +1, END +2, DEX +2, AGL 0, PCN +2, KNO +8, PSI +2, PRS –2.
Skills: Artistic Expression +2, Computer Use +12, Cryptology +12, Escapology +4, Gather Information +6, Knowledge (Technology) +12, Listen +6, Repair +12, Research +12, Sense Motive +6, Spot +6.
Knacks: Jack-of-All-Trades (bonus), Photographic Memory (bonus), Small.
HP 11; Saves Fort +2, Ref +0, Will +0; Defence 12; AP 4.

Burst of Energy: By spending an Action Point, the Archetype may reduce the time required to complete a task by half. The Archetype may spend more Action Points to further reduce the time that a task takes to complete.

Equipment: Normal clothing.

The Archetype was created by the Bane in their attempt to take over the Earth using the Bubble Shock soft drink. An artificially created human, the Bane fed information gleaned from scanning every human on every Bubble Shock factory tour, in hopes that the Archetype would be able to show them how to alter their product to snare the 2% of humanity that didn’t like Bubble Shock. Because he wasn’t born naturally, he doesn’t have a naval.

When Sarah Jane Smith, Kelsey, and Maria Jackson visited the Bubble Shock factory, Kelsey’s cell phone disrupted the Bane enough for the Archetype to gain sentience and be “born”. The Archetype threw off the Bane’s control. Joining with Sarah Jane Smith, the Archetype was instrumental in foiling the Bane Mother’s invasion plans. He thereafter took the name “Luke” and became Sarah Jane Smith’s adopted son.​

K-9 Mark I
Small Construct (Robot), Level 4
STR 0, END +2, DEX +4, AGL –4, PCN +8, KNO +8, PSI –4, PRS +2
Skills: Computer Use +12, Energy Weapons +8, Engineering +12, Investigate +12, Knowledge (Technology) +12, Listen +12, Repair +12, Sciences (Chemistry) +12, Sciences (Mathematics) +12, Sciences (Physics) +12, Sciences (Temporal Sciences) +12, Security Systems +12, Spot +12, TARDIS Systems +6, and Tracking +12.
Knacks: Danger Sense and Jack-of-All-Trades.
HP: 30; Saves Fort +4, Ref –2, Will +6; Defence 13; AP 16.

Armour: K-9 has DR 5.

Batteries: K-9 has batteries that contain 20 units of power. He recharges 1 power unit each hour, or four power units for each hour of complete inactivity. When his power units are at 0, K-9 cannot move or act. K-9 can spend 1 Action Point to recover 4 power units.

Blaster: K-9 has a blaster built into his “nose”. Attacks with this blaster use the Energy Weapons skill. By spending 1 power unit, K-9 can make a stun attack with a range of 5 meters. By spending 2 power units, K-9 can make an attack with a range of 5 meters, doing 2d6 points of energy damage.

Probe: K-9 can extend a probe from his visor, allowing him some limited ability to manipulate objects. This probe can be used to connect to computers (including the TARDIS central console). By spending 1 energy unit, K-9 can use his probe to perform a chemical analysis (using his Sciences [Chemistry]) skill.

Sensors: K-9 can hear well into the ultrasonic range. By spending a power unit he can make a Spot check to detect life forms anywhere within a 5-kilometer radius. He can use this ability to locate specific individuals. When he uses his sensors, his “ears” waggle.

Tickertape: K-9 can print out onto tickertape that issues from his “mouth”. This allows him to create a printout of chemical analysis or other information that can be saved or taken by another individual.

Vulnerabilities: K-9 is damaged by submersion in water, taking 1d6 damage per round. This damage bypasses his armour. Despite being a construct, K-9 might suffer from some diseases at the GM’s discretion. For instance, K-9 once suffered from a form of laryngitis.

K-9 was created by Professor Marius in the 51st Century. When the 4th Doctor and Leela fought the Virus of the Purpose on Asteroid K4067, they encountered Professor Marius and K-9. The Professor was returning to Earth, and could not bring K-9 with him due to weight restrictions. He asked the Doctor to look after K-9 – which suited K-9 very well indeed. After a number of adventures, K-9 helped the 4th Doctor and Leela stop the Vardan and Sontaran invasion of Gallifrey. Afterwards, K-9 chose to remain on Gallifrey with Leela.​

K-9 Mark II
Small Construct (Robot), Level 6
STR 0, END +3, DEX +4, AGL –3, PCN +8, KNO +10, PSI –4, PRS +1
Skills: Computer Use +12, Energy Weapons +10, Engineering +12, Investigate +12, Knowledge (Technology) +12, Listen +12, Repair +12, Sciences (Chemistry) +12, Sciences (Mathematics) +12, Sciences (Physics) +12, Sciences (Temporal Sciences) +16, Security Systems +12, Spot +12, TARDIS Systems +18, and Tracking +12.
Knacks: Danger Sense, Jack-of-All-Trades, and Resilience.
HP 47; Saves Fort +5, Ref –1, Will +9; Defence 14; AP 16.

Armour: K-9 has DR 10.

Batteries: K-9 has batteries that contain 20 units of power. He recharges 1 power unit each hour, or four power units for each hour of complete inactivity. When his power units are at 0, K-9 cannot move or act. K-9 can spend 1 Action Point to recover 4 power units.

Blaster: K-9 has a blaster built into his “nose”. Attacks with this blaster use the Energy Weapons skill. By spending 1 power unit, K-9 can make a stun attack with a range of 5 meters. By spending 2 power units, K-9 can make an attack with a range of 5 meters, doing 2d6 points of energy damage.

Probe: K-9 can extend a probe from his visor, allowing him some limited ability to manipulate objects. This probe can be used to connect to computers (including the TARDIS central console). By spending 1 energy unit, K-9 can use his probe to perform a chemical analysis (using his Sciences [Chemistry]) skill.

Sensors: K-9 can hear well into the ultrasonic range. By spending a power unit he can make a Spot check to detect life forms anywhere within a 5-kilometer radius. He can use this ability to locate specific individuals. When he uses his sensors, his “ears” waggle.
Tickertape: K-9 can print out onto tickertape that issues from his “mouth”. This allows him to create a printout of chemical analysis or other information that can be saved or taken by another individual.

Vulnerabilities: K-9 is damaged by submersion in water, taking 1d6 damage per round. This damage bypasses his armour. Despite being a construct, K-9 might suffer from some diseases at the GM’s discretion. For instance, K-9 once suffered from a form of laryngitis.

K-9 Mark II was built by the 4th Doctor, who had prepared for the departure of K-9 Mark I by building the robot dog and placing it in storage. When K-9 Mark I decided to stay on Gallifrey, the Doctor simply pulled out the crate containing K-9 Mark II. After a number of adventures with the 4th Doctor, Romana, and (later) Adric, K-9 Mark II stayed with Romana in E-Space. He carried within his databanks at the time everything necessary to build a TARDIS.​
 


Raven Crowking

First Post
Morrus,

If you are still interested in this, contact me. You can reach me at any of the following:

dbishop at danieljbishop dot ca
dbishop at cpso dot on dot ca
ravencrowking at hotmail dot com
 


Silmarillius

First Post
The system is obviously designed for fast paced gameplay, similar to the Doctor Who Television show, well done!

In terms of PC character's, will the ability to play NPC character one shots be a suggestion? (eg. Officer in the First World War, Member of a branch of Torchwood, etc.)

I'm just thinking of an overcrowded Tardis is all. Series finale was great!
 

Raven Crowking

First Post
Raven Crowking said:
Morrus,

If you are still interested in this, contact me. You can reach me at any of the following:

dbishop at danieljbishop dot ca
dbishop at cpso dot on dot ca
ravencrowking at hotmail dot com

I take it, then, that you are no longer interested and I may continue to post this game here. If not, please contact me within the next 24 hours.
 

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