Raven Crowking
First Post
Equipment
Characters in Doctor Who generally don’t carry a great deal of equipment. Many pieces of necessary gear will be found in adventure settings, and other pieces of equipment can be created via Jiggery-Pokery or found stashed in the TARDIS as needed. You should consider choosing 2 to 3 pieces of signature equipment that you usually carry with you. For example, the 9th Doctor always carried slightly psychic paper and a sonic screwdriver, and Rose carried her souped-up time-space cell phone.
1st Doctor’s Blue Ring: A ring with a large blue gemstone, worn by the 1st Doctor (and discarded by the 2nd Doctor). This ring was not merely a decorative object; it contained a power source sufficient to open the TARDIS doors when the TARDIS had no power on Vortis.
This item requires Telepathic Focus to activate.
3-D Glasses: These red-blue anaglyphic lenses can be used to detect the radiation given off by an object or person that has crossed between dimensions (or “void stuff”). They are made of cardboard and plastic.
500-Year and 900-Year Diaries: Used for keeping track of events and things you’ve previously encountered, these diaries grant a +2 bonus to Knowledge skill checks.
Air Car: A flying car, such as those that were used on Gallifrey and Zanak. This is a Fast flying vehicle. According to the 1st Romana, if you realign the malletic vectors and set a polarity oscillator, you get twice the speed for half the energy – this is a DC 15 Repair that makes an air car Very Fast.
Alien Detecting Scanner Watch: A normal wristwatch with a flip-up display and scanner that can be used to detect aliens within 5 meters.
Amnesia Pill: A drug containing compound B67 (aka “Retcon”). It is apparently odourless, colourless, and tasteless, dissolving instantly in liquids. The Amnesia Pill takes approximately 20 minutes to take effect. Thereafter, a character that takes this drug must make a Will save every 10 minutes (DC 10 + 1 per previous save) or be rendered unconscious. Upon waking, the character completely forgets all anomalous events, creating alternate memories to take their place. A character with the Strong Identity Knack can spend an Action Point to throw off the effects of the Amnesia Pill when another anomalous event is experienced.
Anti-Plastic: A blue-coloured liquid that is corrosive to plastic. For each round in which anti-plastic is in contact with plastic, it does 2d6 damage to the plastic object or creature, ignoring hardness. Typically, a dose of anti-plastic lasts 1d4+1 rounds.
Anti-Personnel Spray Bulb: This spray, used by Sarah Jane Smith against the Bane, causes 1d3 points of temporary Strength, Endurance, and Personality damage. It deals double damage against aberrations. It may have reduced effect on some creatures, at the Game Master’s discretion. The target is allowed a Fortitude save (DC 15) for half damage. The effective range of the spray is 3 meters.
Anti-Weevil Clamps: A piece of metal tape used by Torchwood 3 that, when wound round a captive’s ankles or wrists, and then pressed together, melds into an unbreakable loop, mimicking a pair of handcuffs. The loop has Hardness 5 and 20 hit points, and can be broken with a DC 40 Strength check or escaped with a DC 35 Escapology check. Irradiating it with low-level microwaves can also break the loop.
Anti-Weevil Spray: This spray, used by Torchwood 3, causes Weevils pain, causing them 1d6 points of temporary Strength, Endurance, and Personality damage. It may have reduced effect on other aliens, at the Game Master’s discretion. The target is allowed a Fortitude save (DC 15) for half damage. The effective range of the spray is 1 meter.
Archetine V Amulet: This amulet grants the wearer the Psionic Power, Telepathic Reception, at no cost. However, the wearer of the amulet doesn’t merely pick up occasional surface thoughts; she hears the surface thoughts of all sentient creatures within a 10-meter radius, and the amulet focuses her awareness of the negative thoughts. While this may be somewhat useful, the downside is that for each full or partial day that the amulet is used, the wearer takes 1 point of Personality damage, making the wearer easier to manipulate by any creature that can avoid having its surface thoughts read (such as those with the Psychic Defence power). This damage only heals on days that the amulet isn’t worn.
Archetine V Signal Device: This communications device is powerful enough to send a narrow, compressed signal through space. It can be used to create a sonic weapon of devastating power (dealing 4d6 sonic damage per round in a 10 meter radius) if the user knows the proper frequency for the creature to be damaged or spends 1 Action Point using the Jiggery-Pokery Knack.
Atmospheric Density Jacket: This yellow jacket has several gas canisters built into it. When wearing this garment, a character doesn’t have to worry about the effects of a thin atmosphere for 48 hours.
Characters in Doctor Who generally don’t carry a great deal of equipment. Many pieces of necessary gear will be found in adventure settings, and other pieces of equipment can be created via Jiggery-Pokery or found stashed in the TARDIS as needed. You should consider choosing 2 to 3 pieces of signature equipment that you usually carry with you. For example, the 9th Doctor always carried slightly psychic paper and a sonic screwdriver, and Rose carried her souped-up time-space cell phone.
1st Doctor’s Blue Ring: A ring with a large blue gemstone, worn by the 1st Doctor (and discarded by the 2nd Doctor). This ring was not merely a decorative object; it contained a power source sufficient to open the TARDIS doors when the TARDIS had no power on Vortis.
This item requires Telepathic Focus to activate.
3-D Glasses: These red-blue anaglyphic lenses can be used to detect the radiation given off by an object or person that has crossed between dimensions (or “void stuff”). They are made of cardboard and plastic.
500-Year and 900-Year Diaries: Used for keeping track of events and things you’ve previously encountered, these diaries grant a +2 bonus to Knowledge skill checks.
Air Car: A flying car, such as those that were used on Gallifrey and Zanak. This is a Fast flying vehicle. According to the 1st Romana, if you realign the malletic vectors and set a polarity oscillator, you get twice the speed for half the energy – this is a DC 15 Repair that makes an air car Very Fast.
Alien Detecting Scanner Watch: A normal wristwatch with a flip-up display and scanner that can be used to detect aliens within 5 meters.
Amnesia Pill: A drug containing compound B67 (aka “Retcon”). It is apparently odourless, colourless, and tasteless, dissolving instantly in liquids. The Amnesia Pill takes approximately 20 minutes to take effect. Thereafter, a character that takes this drug must make a Will save every 10 minutes (DC 10 + 1 per previous save) or be rendered unconscious. Upon waking, the character completely forgets all anomalous events, creating alternate memories to take their place. A character with the Strong Identity Knack can spend an Action Point to throw off the effects of the Amnesia Pill when another anomalous event is experienced.
Anti-Plastic: A blue-coloured liquid that is corrosive to plastic. For each round in which anti-plastic is in contact with plastic, it does 2d6 damage to the plastic object or creature, ignoring hardness. Typically, a dose of anti-plastic lasts 1d4+1 rounds.
Anti-Personnel Spray Bulb: This spray, used by Sarah Jane Smith against the Bane, causes 1d3 points of temporary Strength, Endurance, and Personality damage. It deals double damage against aberrations. It may have reduced effect on some creatures, at the Game Master’s discretion. The target is allowed a Fortitude save (DC 15) for half damage. The effective range of the spray is 3 meters.
Anti-Weevil Clamps: A piece of metal tape used by Torchwood 3 that, when wound round a captive’s ankles or wrists, and then pressed together, melds into an unbreakable loop, mimicking a pair of handcuffs. The loop has Hardness 5 and 20 hit points, and can be broken with a DC 40 Strength check or escaped with a DC 35 Escapology check. Irradiating it with low-level microwaves can also break the loop.
Anti-Weevil Spray: This spray, used by Torchwood 3, causes Weevils pain, causing them 1d6 points of temporary Strength, Endurance, and Personality damage. It may have reduced effect on other aliens, at the Game Master’s discretion. The target is allowed a Fortitude save (DC 15) for half damage. The effective range of the spray is 1 meter.
Archetine V Amulet: This amulet grants the wearer the Psionic Power, Telepathic Reception, at no cost. However, the wearer of the amulet doesn’t merely pick up occasional surface thoughts; she hears the surface thoughts of all sentient creatures within a 10-meter radius, and the amulet focuses her awareness of the negative thoughts. While this may be somewhat useful, the downside is that for each full or partial day that the amulet is used, the wearer takes 1 point of Personality damage, making the wearer easier to manipulate by any creature that can avoid having its surface thoughts read (such as those with the Psychic Defence power). This damage only heals on days that the amulet isn’t worn.
Archetine V Signal Device: This communications device is powerful enough to send a narrow, compressed signal through space. It can be used to create a sonic weapon of devastating power (dealing 4d6 sonic damage per round in a 10 meter radius) if the user knows the proper frequency for the creature to be damaged or spends 1 Action Point using the Jiggery-Pokery Knack.
Atmospheric Density Jacket: This yellow jacket has several gas canisters built into it. When wearing this garment, a character doesn’t have to worry about the effects of a thin atmosphere for 48 hours.