Doctor Who - The Game of Rassilon

Raven Crowking

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

Thank you all. This thread was set up for discussion of these rules: http://www.enworld.org/showthread.php?t=199346

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.)

You couldn't do stories like Love and Monsters or Blink otherwise.

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

First off, you'd have to have more than a party of four (including Time Lord) to overcrowd the TARDIS. That thing's huge!

Second, although the current rule is 1-2 companions, the initial TARDIS crew was 4, and it has been 4 since. As 4 is supposedly the average number of players in an RPG, that works out nicely.

Finally, while I enjoyed the Series Finale, it would be nice if they could write a finale that didn't involve someone gaining new superpowers, at least once. If Mickey isn't hopping between dimensions, then Rose is sucking up the Space-Time Vortex. The funny thing is, though, that the game could still handle exactly what we saw on-screen.


RC
 

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Raven Crowking

First Post
K-9 Mark III
Small Construct (Robot), Level 6
STR 0, END +2, DEX +4, AGL –3, PCN +8, KNO +8, PSI –4, PRS +2
Skills: Computer Use +14, Energy Weapons +8, Engineering +12, Investigate +12, Knowledge (Current Events) +10, Knowledge (Technology) +12, Leadership +5, Listen +12, Profession (Agricultural) +4, Repair +12, Sciences (Biology) +10, 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, Jack-of-All-Trades, and Loyal.
HP 34; Saves Fort +5, Ref –1, Will +9; Defence 14; AP 16.

Armour: K-9 has DR 5.

Batteries: K-9 has batteries that contain 30 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.

Temporal Sense: K-9 can sense temporal anomalies. He is allowed to make a PCN check to notice any temporal anomaly within 100 meters. If the anomaly has not yet occurred, he may make a Perception check to notice it 5 minutes before it occurs.

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.

The 4th Doctor built K-9 Mark III as a present for Sarah Jane Smith, but K-9 was not discovered until years later. Shortly after being activated, he aided Sarah Jane Smith and Brendan Richards thwart a cult of Hecate in the village of Moreton Harwood. He remained with Sarah Jane Smith, helping her whenever possible for years. When President Borussa used the Time Scoop to kidnap Sarah Jane Smith and bring her to the Death Zone on Gallifrey, though, K-9 was unable to convince her of the danger. Eventually, K-9 was damaged beyond Sarah Jane Smith’s ability to repair, and he remained dormant for years.
When Sarah Jane Smith investigated the Krillitane’s infiltration of a local school, K-9 Mark III was heavily damaged, and no longer functioning. When reactivated by the 10th Doctor, K-9 suffered a general –4 penalty to all Attribute checks, skill checks, and saving throws. His batteries were only able to contain 10 power units. K-9 Mark III was destroyed facing the Krillitane, sacrificing himself to save the Doctor and his Mistress. The Doctor placed K-9’s memory core into the updated K-9 Mark IV.​

K-9 Mark IV
Small Construct (Robot), Level 8
STR 0, END +4, DEX +4, AGL –4, PCN +8, KNO +8, PSI –4, PRS +2
Skills: Computer Use +14, Energy Weapons +8, Engineering +12, Investigate +12, Knowledge (Current Events) +10, Knowledge (Technology) +12, Leadership +5, Listen +12, Profession (Agricultural) +4, Repair +12, Sciences (Astronomy) +14, Sciences (Biology) +10, Sciences (Chemistry) +14, Sciences (Mathematics) +12, Sciences (Physics) +18, Sciences (Temporal Sciences) +16, Security Systems +12, Spot +12, TARDIS Systems +20, and Tracking +12.
Knacks: Danger Sense, Jiggery-Pokery, and Loyal.
HP 68; Saves Fort +7, Ref +0, Will +10; Defence 15; AP 4.

Armour: K-9 has DR 10.

Batteries: K-9 has batteries that contain 40 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.

Force Field: K-9 can extend a force field similar to that of the TARDIS. This force field is capable of restraining a black hole. Anything within the force field is impervious to anything outside the force field (and vice versa). Using this force field costs 4 power units, and each use lasts 1 hour.

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.

Temporal Sense: K-9 can sense temporal anomalies. He is allowed to make a PCN check to notice any temporal anomaly within 100 meters. If the anomaly has not yet occurred, he may make a Perception check to notice it 5 minutes before it occurs.

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 IV was built by the 10th Doctor as a present for Sarah Jane Smith.​

K-9 Mark V
K-9 Mark V represents a radical redesign of K-9 from Professor Marius’ original. This is the version of K-9 appearing in The K-9 Adventures.​

Kameleon
Medium Construct (Robot), Level 1
STR 0, END –2, DEX 0, AGL –4, PCN +2, KNO +4, PSI +2, PRS –4.
Skills: Bluff +0, Computer Use +8, Disguise +0, Gather Information +5, Investigate +6, Knowledge (Alien Species) +8, Knowledge (Planets) +8, Knowledge (Technology) +8, Perform (Stringed Instruments) +4, and Security Systems +8.
Knacks: Psychic (Telepathic Reception).
HP 7; Saves Fort +0, Ref –4, Will –4; Defence 7; AP 4.

Shape-Shift: By spending an Action Point, Kameleon can alter his physical appearance to that of any humanoid creature. This gives Kameleon a +10 bonus to his Bluff and Disguise skills. Kameleon takes on the STR, END, DEX, and AGL of the creature or individual whose form he has taken.

Kameleon was a shape-shifting android created by the Xeraphin Consciousness, and found by the Master on Xeriphas. The android was originally designed to infiltrate humanoid societies on other worlds. The 5th Doctor encountered Kameleon in the guise of King John in 1215 (the Master was trying to prevent the signing of the Magna Carta). The Doctor was able to wrest control of Kameleon from the Master. Eventually, Kameleon was taken over by the Master again and destroyed on the planet Sarn. Other Kameleon androids undoubtedly exist.​
 

Raven Crowking

First Post
Skills

When you purchase skills, you gain 1 rank per skill point spent.

When you use a skill, you make a skill check to see how well you do. The higher the result of the skill check, the better. To make a skill check, roll: 1d20 + skill modifier (Skill modifier = skill rank + Attribute + miscellaneous modifiers). The higher the roll, the better.

In most cases, you’re trying to match or exceed a certain Difficulty Class (DC), or you’re trying to beat another character’s check result. The harder the task, the higher the number you need to roll. Circumstances can affect your check. A character that is free to work without distractions can make a careful attempt and avoid simple mistakes. A character that has lots of time can often try over and over again, thereby assuring the best outcome. If others help, the character may succeed where otherwise he or she would fail.

Many skills can be used even if the character has no ranks in them; doing this is called making an untrained skill check.

(I assume that I do not have to copy out the entire section on how skills are used; if you haven't caught onto skill use under the d20 system and its derivitives by now, my pasting it here won't help you! :lol: )
 

Raven Crowking

First Post
Skill Descriptions

Administration (KNO): Use this skill to understand bureaucracies, to determine who’s really in charge of a group of people, to fill out forms, and to cut through red tape.

Appraise (PCN): Use this skill to determine the value of an object, or to uncover a forgery.

Archaic Firearms (DEX): Use this skill to load and fire pre-modern firearms, such as flintlocks, wheel locks, and muskets.

Archaic Weapons (STR): Use this skill to make attacks with archaic melee weapons, such as swords, daggers, and axes. You can also use this skill to throw weapons like daggers.

Archery (DEX): Use this skill to fire bows and crossbows.

Artistic Expression (PRS): When you choose this skill, you must choose an artistic discipline, such as fiction writing, poetry, sculpture, or painting. Use this skill to create artwork in that genre. You can have more than one Artistic Expression skill ranking, linked to more than one genre.

Astrogation (KNO) (Trained Only): Use this skill to formulate a course for a spaceship. You can also use this skill to determine the space-time coordinates of a known planet.

Balance (AGL): Use this skill to balance…for example, to balance upon a ledge or a rope. You may also use this skill to resist being knocked down.

Bluff (PRS): Use this skill to make someone temporarily accept something you say as true. You can use this skill to bluster past a guard or to spin a story about a map to a lost scringestone mine.

Boxing (STR): Use this skill to make unarmed attacks using your fists.

Brawling (STR): Use this skill to attack using makeshift weapons, as well as to use simple holds and throws.

Climb (STR): Use this skill to climb ropes, walls, and similar things.

Computer Use (KNO) (Trained Only): Use this skill to get information from computers, to use computer programs, and to program computers. An artificial intelligence, such as WOTAN or BOSS, can resist your use of this skill.

Concentration (PRS): Use this skill to concentrate on a task or power in the face of distraction.

Craft (KNO) (Trained Only): When you choose this skill, you must choose something that you know how to create from basic materials, such as baskets, sonic devices, swords, poisons, or homing beacons. Use this skill to make those devices. You can have more than one ranking in Craft, with each separate skill ranking relating to the creation of a different type of thing.

If you use the Repair skill to repair something you can craft, you can add your Craft ranks to your Repair skill check.

Cryptology (KNO) (Trained Only): Use this skill to break codes and translate ciphers.

Demolitions (KNO) (Trained Only): Use this skill to create explosives, set times, set fuses, and determine the proper amount of explosives to use for a specific result.

Diplomacy (PRS): Use this skill to convince others to like you, and to help negotiate a solution to problems between yourself and others.

Disguise (PRS): Use this skill to make yourself appear like someone else – or simply to conceal your identity.

Drive (Automobiles) (DEX) (Trained Only): Use this skill to drive automobiles and lorries.

Drive (Motorcycles) (DEX) (Trained Only): Use this skill to drive motorcycles.

Energy Weapons (DEX): Use this skill to fire energy weapons, such as blasters. Creatures with built-in energy weapons (like K-9 and the Daleks) use this skill to fire those weapons.

Engineering (KNO): Use this skill to create and utilize simple machines, such as levers and pulleys.

Escapology (AGL): Use this skill to get free from all sorts of bonds – manacles, ropes, straight jackets, and the webs of the Great Spiders of Metebelis III.

Fast Draw (DEX): Use this skill to draw a weapon faster than your opponent.

Firearms (DEX): Use this skill to fire a modern firearm, from a pistol to a semi-automatic weapon.

Forgery (DEX) (Trained Only): Use this skill to forge a document, identification, or a signature.

Gamble (PCN): Use this skill when attempting to win bets by playing games of chance or skill. Gamble helps you to understand games of chance, odds, and how others perceive their odds.

Gather Information (PCN): Use this skill to gather general information about what is happening in a given area through social interaction with its inhabitants – for example, buying a few rounds in a pub, spending the night dancing, or impersonating wait staff at a party thrown by your “father” from an alternate Earth.

Handle Animal (PRS): Use this skill to tame a wild animal, train a tame animal, or command a trained animal.

Heavy Artillery (KNO) (Trained Only): Use this skill to operate everything from catapults to howitzers, including rocket launchers and similar items.

Heavy Machinery Operation (KNO) (Trained Only): Use this skill to operate heavy machinery, from cybernetic environmental suits to bulldozers.

Hide (PCN): Use this skill to hide from Daleks, Cybermen, and robotic Yeti. You can also use this skill to hide objects, either on your person or elsewhere.

Intimidate (PRS): Use this skill to make someone temporarily do what you wish them to, either from browbeating or threats (implied or otherwise).

Investigate (PCN): Use this skill to get the answers you want when you ask direct questions, as with a police interrogation or a journalistic interview.

Jump (STR): Use this skill to jump over a turnstile, leap a chasm, or get to the bottom of a pit without getting hurt.

Knowledge (KNO): When you choose the Knowledge skill you must select a certain subset of knowledge. All Knowledge skills allow you to “remember” something you know about their topic. Use Knowledge to get information when you need it. Your GM may also simply choose to tell you things your character would reasonably know. The following Knowledge skills are examples. You can make untrained Knowledge skill checks only in areas of knowledge that you would reasonably have some access to. You can create new Knowledge skills – in fact, you are encouraged to!

If you are researching something in which you have an appropriate Knowledge skill, you may add your skill ranks to your Research check.

Alien Species: Whether it is the Daleks, the Kraals, or even stranger creatures, there’s at least a chance that you know something important about the alien creatures you meet.

Arcane Lore: You are knowledgeable about the supernatural and the occult. While the supernatural is often considered fictional in the Doctor Who universe, creatures like Faeries, the Beast, and Morgaine bring this assumption into question. In any event, folklore often points at something that is very real.

Business: You know how to run a business.

Current Events: You know the current events from your original time period and world.
History: You know the history of your own world, up until your time period. If you are a Time Lord, you may use this skill to know future events as well.

Law: You know the legal code of your home world and time.

Planets: Whether its New Earth, Skaro, Mira, or Ribos – or an even stranger world – there’s at least a chance that you know something about it.

Popular Culture: You know the popular culture of your original time period and world.

Spacecraft: Use this skill to identify spacecraft and who is likely to be using them. This allows you to identify Dalek saucers, as well as ships created by the Movellans, Cybermen, and others. Sometimes this allows you to identify that spaceships are spaceships, as with the unusual spacecraft in Torchwood: Day One and Fear Her.

Tactics: Use this skill to command units of soldiers, policemen, and the like to your best advantage.

Technology: You know the technology common to your time period and world. Your knowledge of technology can be used to figure out how gadgets from other planets and times work.

Theology and Philosophy: You have a good working knowledge of the religion(s) and philosophies of your culture and possibly whatever other cultures you could reasonably have come in contact with.​

Leadership (PRS): Use this skill to take charge of a group of people and get them to do what you want effectively.

Listen (PCN): Use this skill to hear things – including things trying to sneak up on you.

Martial Arts (AGL) (Trained Only): Use this skill to attack with barehanded strikes and kicks, as well as using weapons associated with the martial arts. You can specify which martial art you know (such as karate, judo, or Venusian aikido).

Move Silently (AGL): Use this skill to move silently – including trying to sneak up on things.

Navigate (KNO): Use this skill to figure out how to get from point A to point B.

Perform: When you choose the Perform skill you must select a certain type of performance. You can have multiple Perform skills in different types of performance. You are allowed to create new Perform skills to match your view of your character.

Act (PRS): You know how to act – in plays, on television, or in film.
Dance (AGL): You are a talented dancer. You might specialize in a form of dance, such as ballet or modern interpretational dance.

Keyboards (DEX): You know how to play keyboard instruments, like pianos, organs, and harpsichords.

Percussion Instruments (DEX): You know how to play percussion instruments, such as drums.

Sing (PRS): You have a good singing voice. You may specialize in a form of singing, such as Opera, Country & Western, or Pop.

Stand-Up (PRS): You know how to perform stand-up comedy routines.

Stringed Instruments (DEX): You can play stringed instruments, such as guitars and lutes.

Wind Instruments (DEX): You can play wind instruments, such as oboes and recorders.​

Pilot (Airplanes) (DEX) (Trained Only): You can pilot small aircraft and commercial planes.

Pilot (Helicopters) (DEX) (Trained Only): Use this skill to pilot helicopters.

Pilot (Spaceships) (KNO) (Trained Only): Use this skill to pilot spacecraft of all kinds.

Profession (KNO) (Trained Only): When you choose the Profession skill you must select a certain profession that you have undertaken. All Profession skills allow you to perform the tasks required by that profession. You can create new Profession skills – in fact, you are encouraged to!

If you use the Repair skill to repair something related to your profession, you can add your Profession ranks to your Repair skill check.

If you are researching something in which you have an appropriate Profession skill, you may add your skill ranks to your Research check.

Repair (KNO): Use this skill to repair things.

If you use the Repair skill to repair something you can craft, you can add your Craft ranks to your Repair skill check.

If you use the Repair skill to repair something related to your profession, you can add your Profession ranks to your Repair skill check.

If you use the Repair skill to repair something related to a science you have studied, you can add your Sciences ranks to your Repair skill check.

Research (KNO): Use this skill to research information in libraries and on the Internet. If you are researching something in which you have an appropriate Knowledge, Profession, or Sciences skill, you may add your skill ranks to your Research check.

Ride (AGL): Use this skill to ride animals, such as horses. If you are unfamiliar with the animal you are trying to ride there is usually a penalty to your check.

Running (AGL): Use this skill to run away from robotic Yeti, Ice Warriors, and other things.

Sciences (KNO) (Trained Only): When you choose the Sciences skill you must select a science that you have studied. All Science skills allow you to know and investigate the topic of your science. Use Sciences to get information when you need it. Your GM may also simply choose to tell you things your character would reasonably know. The following Sciences skills are examples. You can create new Sciences skills – in fact, you are encouraged to!

If you use the Repair skill to repair something related to a science you have studied, you can add your Sciences ranks to your Repair skill check.

If you are researching something in which you have an appropriate Sciences skill, you may add your skill ranks to your Research check.

Archaeology: This is the study of ancient peoples and places, conducted by digging up and cataloging their remains.

Astronomy: This is the study of stellar phenomenon, including astrophysics, orbital patterns, nebulae, and the like.

Biology: This is the study of living things, including Botany (study of plants) and Zoology (study of animals).

Chemistry: This is the study of chemical properties of elements and complex molecules.

Computer Sciences: This is the study of computational theory and design. This science is also concerned with Artificial Intelligence.

Cybernetics: This is the study of applied integration of computational, mechanical, and biological systems.

Earth Sciences: This is the study of how interrelated systems affect a given world, including Geography, Ecology, and the impact of intelligent beings.

Forensic Medicine: This is the study of dead bodies, used to determine the cause and time of death.

Genetics: This is the study of DNA, RNA, genomes, and heredity. In cultures with advanced technology, it may also be linked to cloning.

Geology: This is the study of rocks, minerals, and plate tectonics.

Mathematics: This is the study of the relationship between numbers, including geometry, calculus, and trigonometry. Block-transfer computation is a branch of mathematics that was once studied on Logopolis and on Gallifrey.

Medicine: This is the study of injury and disease and their treatment.

Palaeontology: This is the study of extinct life forms through examination of their fossil remains.

Physics: This is the study of energy, matter, and their interaction. It includes Newtonian physics, Relativity, Quantum Mechanics, Chaos Theory, String Theory, and related topics.

Psionics: This is the study of psychic phenomenon, including parapsychology.

Robotics: This is the study of mechanical engineering, artificial intelligence, and computer programming applied toward the creation of robots and androids.

Sociology: This is the study of societies, including their mores, customs, and institutions.

Temporal Sciences: This is the study of time, including parallel timelines and the Space-Time Vortex.

Transmat Systems: This is the study of matter transmission systems, including transmat, teleportation, and cellular fragmentation.​

Search (PCN): Use this skill to conduct a close search of an area, a person, and so on.

Security Systems (KNO) (Trained Only): Use this skill to bypass traps, open locks, and hack computer security protocols.

Sense Motive (PCN): Use this skill to determine what someone else’s motives are.

Sleight of Hand (DEX) (Trained Only): Use this skill to perform magic tricks, quickly conceal small objects, and pick pockets.

Sports (Cricket) (DEX): You know how to play cricket, including batting and bowling.

Sports (Football) (AGL): You know how to play British football (American soccer), including dribbling, kicking, and other ball play.

Sports (Hockey) (AGL): You know how to play hockey, including stickhandling, skating, passing, and shooting the puck.

Sports (Rugby) (STR): You know how to play Rugby, including proper scrum behaviour.

Sports (Tennis) (DEX): You know how to play tennis.

Spot (PCN): Use this skill to notice things, such as a sabre-toothed tiger hiding in a primeval forest, a Silurian lurking in the shadows, or the inhuman hands of an Abzorbaloff hiding behind a newspaper.

Streetwise (PRS): Use this skill to deal with criminal elements and handle yourself on the streets.

Swim (AGL): Use this skill to swim.

TARDIS Systems (KNO) (Trained Only): Use this skill to operate, maintain, and repair a TARDIS.

Tracking (PCN) (Trained Only): Use this skill to locate, identify, and follow a creature’s tracks (and other signs).

Treat Injury (KNO): Use this skill to apply first aid to an injury, or perform initial treatment in the even of poisoning or disease.

Trivia (Any) (sometimes Trained Only): Use this skill to represent any skill not otherwise in the rules.

Tumble (AGL): Use this skill to perform acrobatic manoeuvres, including dodging an attack or swinging from a chain to knock a vial of antiplastic out of an Auton’s hand.

Use Rope (DEX): Use this skill to tie a prisoner securely, to use a lasso, or to tie special knots (such as slip knots and sailor’s hitches).

Wilderness Survival (PCN): Use this skill to find food, water, and shelter in the wilderness. This skill can also be used to recognize wilderness hazards (such as bad water, poisonous berries, and indigenous predators). Your use of this skill is penalized on planets you are unfamiliar with.

Wrestling (AGL): This skill allows you to grab, hold, throw, and pin opponents.
 

Raven Crowking

First Post
Psychic Powers

Psychic powers are somewhat similar to skills and somewhat similar to Knacks. Psychic powers may have effects that can be used like a skill check, and may have effects that require the expenditure of one or more Action Points. In addition, some psychic powers have prerequisites. This means that you must have the prerequisite psychic power before you can gain the power with the prerequisite.

The cost of a psychic power is the amount that using it temporarily reduces your Psionic Potential. Remember, if your Psionic Potential falls to –1 or below, you cannot use your psychic powers until it rises to at least 0. If your Psionic Potential falls to –10 or lower, you are dead.

Psionic Potential lost in this manner is restored at the rate of 1 point per hour, unless otherwise noted.

The psychic powers listed in The Game of Rassilon Player’s Guide are not the only psychic powers in the Doctor Who universe – they are, however, the only psychic powers typically available to player characters.

It should be noted that lead shielding blocks most Psychic Powers.
 

Raven Crowking

First Post
Astral Projection

Cost: 4.

Astral Projection allows you to communicate with other astral creatures, and (for a Time Lord) with other incarnations that might be in the same linear time-frame as yourself, as the 6th Doctor did to locate his second incarnation in The Two Doctors. This may be perilous – it is how the Master Abbott of the Det-Sen Monastery encountered (and was possessed by) the Great Intelligence.

Spend 1 Action Point to use Astral Projection to appear in another location on the same planet and in the same time as your actual physical location.

A Time Lord may spend 4 Action Points to use Astral Projection to create a physical embodiment of his next incarnation, as the 4th Doctor did in Logopolis (the Watcher) and K’Anpo Rinpoche did in Planet of the Spiders (Cho-Je). The physical embodiment is created and controlled by the next player to play that Time Lord, and is created using the same rules as normal for a new incarnation. This character is then saved as the Time Lord’s next incarnation. If the embodiment is used in more than one consecutive episode, the Time Lord must pay 1 Action Point for each additional episode at the time the embodiment is created.​

Body Control

Cost: 1.

Use this power to avoid damage by rolling a Psionic Potential Check against a DC of 10 + the amount of damage inflicted. You may use this skill to enter a trance in which you heal damage at twice the normal rate (although you do not heal the cost for this power until after the trance has ended).

When in a healing trance, spend 1 Action Point to end an ongoing disease or poison you are currently afflicted with. In some cases, as with the Virus of the Purpose, this does not end the disease, but instead allows you to resist it for a longer period.​
 

Raven Crowking

First Post
Clairvoyance
Cost: 2.

Use this power to gain a general idea of what is occurring at an area that you cannot physically see, in the same time period you are in.

Spend 1 Action Point to see and hear what is occurring at that location as though you were physically there.

Spend 1 Action Point to gain the answer to a simple question concerning the location of a person or object. For example, in The Ribos Operation, the Seeker was able to discern that the person who stole the jethrik and money from the Graff Vynda-K had fled to the catacombs. Similarly, Gwyneth was able to tell that the corpse of a woman who had walked away from her master’s funeral parlour had gone to see “the Great Man” in The Unquiet Dead.​

Empathic Projection
Cost: 1.

You can influence the emotions of others. Use this power to gain a +4 bonus to any Bluff, Diplomacy, or Intimidate check.

Spend 1 Action Point to automatically succeed in a Bluff, Diplomacy, or Intimidate check.
Note that some creatures, such as most constructs, Cybermen, and similar beings, may be immune to this power.​
 
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Raven Crowking

First Post
Empathic Reception
Cost: 0.

You can pick up on strong emotions generated by other creatures. As a result, you gain a +4 bonus to Sense Motive checks as long as your Psionic Potential is at 0 or higher.

Spend 1 Action Point to automatically succeed in a Sense Motive check.

Note that some creatures, such as most constructs, Cybermen, and similar beings, may be immune to this power.​

Possession
Cost: 5.

You can attempt to take over the body of another creature, inhabiting that body with your mind and controlling its actions. To do so, make a Psionic Potential check; the result is the DC of the Will save to negate. When you use this power, you may choose to spend Action Points, gaining a +2 bonus to the Psionic Potential check per Action Point spent. You must choose whether or not to spend Action Points, and how many to spend, before the Psionic Potential check is rolled.

Normally, this power is only available to noncorporeal beings, or beings in special phases of being, such as those using the Astral Projection power, the Isolus, the Ectoplasmic Master, and the Gelth. However, a normally corporeal being can use this power with a sufficient power source – thus the Cadaverous Master was able to use the Source on Traken to possess Councillor Tremas, and both the Cadaverous Master and the 15th Master attempted to possess the Doctor using the Eye of Harmony.

Possessed player characters are usually allowed a new saving throw on a regular basis (once per hour or once per day, as determined by the Game Master). The Game Master may also allow additional saving throws to particularly strong-willed NPCs to represent their attempts to throw off possession.

Generally speaking, possession is only a power used by evil or misguided creatures.​
 

Raven Crowking

First Post
Precognition
Cost: 1.

Prerequisites: Clairvoyance.

True precognition doesn’t exist in the Doctor Who universe – the ability of Time Travellers to exercise free will within the fabric of space-time prevents this. However, as time itself is elastic – always attempting to return to its original shape – it is still possible to gain a general presentiment of what is to come.

Use this power to get a general sense of some likely future event, chosen by the Game Master. This will most often be in the nature of a clue rather than an absolute and clear prediction.

Spend 1 Action Point to gain an accurate explanation of the clue given when you use this power. You may choose to spend the Action Point after you hear the clue.​

Psychic Attack
Cost: 2.

Prerequisites: Telepathic Reception, Telepathic Speech.

You may use this power to mentally attack another creature that you can see. Make a Psionic Potential skill check – this determines the DC of the Will save to resist this power. On a successful attack, you do 1 point of temporary Personality damage per level. If your target’s Personality falls to –10 or lower, it becomes an automaton under your control until its Personality rises to at least –9.

You may spend any number of Action Points to increase the DC of the Will save; each Action Point so spent raises the DC by 2 (so that spending 4 Action Points raises the DC by +8).

If you have Clairvoyance, you may spend 1 Action Point with that power to “see” a creature that would otherwise be outside of your line of sight.​
 

Raven Crowking

First Post
Psychic Defence
Cost: 0

You automatically know when you are being targeted by a psychic power.

Spend 1 Action Point to gain a +4 bonus to any saving throw made to resist a Psychic Power. Spend 2 Action Points to automatically succeed in any saving throw made to resist a Psychic Power. You must choose whether or not to spend Action Points, and how many to use, before the die is rolled.​

Psychic Domination
Cost: 4.

Prerequisites: Psychic Attack, Telekinesis, Telepathic Reception, and Telepathic Speech.

By telekinesis and telepathy, you can take control of a target’s body and force it to move as you desire. Make a Psionic Potential check. This sets the DC for the Will save to resist. Psychic Defence can resist this power, but cannot be used to automatically save (due to the telekinesis element).

You may spend any number of Action Points to increase the DC of the Will save; each Action Point so spent raises the DC by 2.

Using this power allows you to control the target for 1 round. The target is fully aware of what its body is doing; it is merely unable to prevent the action.​
 

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