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Doctor Who - The Game of Rassilon

Raven Crowking

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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.
 

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Raven Crowking

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Banana: Not only is this fruit tasty, it’s good for you. The 9th Doctor used a banana to replace “Captain Jack Harkness’s” sonic blaster in The Doctor Dances and the 10th Doctor claimed to have invented the banana daiquiri in 17th century France in The Girl in the Fireplace. Bananas are good. Always bring a banana to a party.

Bessie: A veteran, bright yellow open-topped roadster owned by the 3rd Doctor, and later used by the 4th and 7th Doctors, Bessie had been modified to have inertial brakes (allowing it to stop instantly without inertia effects), a remote control device, and an anti-theft device that could restrain potential car thieves with a Strength +20 force field. It is considered to be a Very Fast vehicle.

Binoculars: These useful devices allow you to see things at a distance with greater clarity. Some binoculars may have additional properties, such as night vision of converting infrared light to the visible spectrum.

Blue Crystal: In The Green Death, the 3rd Doctor took a perfect blue crystal from the planet Metebelis Three. After giving it to Jo Grant as a wedding present, the consequences caught up to him in Planet of the Spiders, and he was forced to return the crystal to the planet, where it was sought by the Great One to complete its crystal web.

This crystal has the ability to focus and amplify thoughts, so that any creature with the Telepathic Focus Knack can use it to fuel Psychic Powers. Psychic Powers focused through the Blue Crystal have their Cost reduced by half, rounded down, to a minimum of 0.

Bluetooth Earpiece: The standard communications device issued to members of Torchwood.

Camera: This device is useful for making a visual record of things. Photographic evidence, for example, might be crucial to convincing the United Nations that there is a Cyberman invasion massing in the sewers of London.

Celery: A vegetable that turns purple when exposed to certain gasses in the praxis range. On Gallifrey, celery was considered a powerful restorative – if it is waved under a Time Lord’s nose he gains a Fort save (DC 10) to wake up. If nothing else, eating celery is good for your teeth.

Compact Laser Deluxe: This is a fully powered energy weapon that can be compressed into a relatively small space for easy concealment.

Cricket Ball: This can be thrown at control panels to deactivate automatic security systems, bounced off a spaceship to use the momentum to rescue a spacewalker whose safety line has been cut, or any of a host of other creative uses. It can also be used in a game of cricket.
 

Raven Crowking

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Data Scanning Device: Described as an “iPod for books” by Toshiko Sato, this device is capable of scanning the pages of an entire book by being brought near to its spine, after which it can display the pages on a computer, television, or other display apparatus.

Delta Wave Augmenter: This device augments brain waves associated with sleep, allowing a character to rest effectively when some force is attacking her mind while asleep. With Jiggery-Pokery, this can be turned into a wave of Van Cassadyne energy that causes 2d10 points of Psionic Potential damage per round to all living creatures within its field of effect – refining the effect to specific species takes several days.

Deparalyzer: This is a microcircuit attached to a metal plate that is taped to the back of the neck near the brainstem. It grants the user complete immunity to the Cybermen’s cyberhypnosis. It takes about 5 minutes to make a deparalyzer, requiring a DC 10 Sciences (Cybernetics) skill check. You only have to make one skill check to make any number of these devices in a given episode.

Dogon Sixth Eye: One of the thirteen eyes of the reptilian Dogon, the sixth eye connects spirit to flesh, and brings spirit into focus. A character that ingests a Dogon sixth eye before dying will steadily gain more physical contact with the world in his “ghostly” state until he becomes corporeal and visible once more.

During the first 24 hours, the character is incorporeal and invisible.

During the second 24 hours, the character is incorporeal and invisible, but gains the ability to communicate in a limited way, sending suggestions to a selected corporeal host.

During the third 24 hours, the character creates a corporeal, visible “body” of fictional energy and ectoplasm, which appears complete with clothing and gear.

This state is short lived; ending approximately 10 minutes after the eye is removed from the character’s actual, deceased corporeal body.

Duratia: This Gallifreyan medicine is used to aid in recovery from severe psychic shocks. It allows Psionic Potential and Personality damage to be restored at twice the normal rate.

Environmental Helmet: Although often part of a spacesuit, environmental helmets can be worn on their own to provide a short-term breathable atmosphere. An environmental helmet provides approximately 30 minutes of air.
 

Raven Crowking

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Field Gravity Detector: In actuality, a yoyo, used by the 4th Doctor to determine the presence, magnitude, and direction of gravity in a given area.

Fire Extinguisher: A fire extinguisher was used by the 10th Doctor to immobilise the clockwork repair droids in The Girl in the Fireplace. They were used as weapons against the Primords in Inferno. The TARDIS has fire extinguishers onboard. Fire extinguishers are sometimes labelled with the warning “Do not use to cool drinks, freeze food, win arguments, or create Christmas grotto decorations”.

Firing Stock 15 Rifles: Projectile weapons used by the Human Empire, far into the future. These rifles are based on P-90’s but fire ammunition that is designed to only impact on organic-based targets, preventing accidents in hostile environments. FS 15 rifles are otherwise the same as ordinary rifles.

Geiger Counter: This useful device can measure the strength and proximity of radiation.

Ghost Machine: An alien device containing nanotechnological quantum transducers that can convert emotional energy left over from significant events into visions of those events. One half of the device allows the user to see the past, while the other allows them to see the future. There is some speculation that the device was created by a transdimensional being that used it like a GPS receiver, locking on to significant events to locate itself while travelling in time and space. Although the user can see these events – and experiences them emotionally – he cannot interact with them, or change what he sees. In some ways, this simply provides a limited form of clairvoyance that cannot be controlled by the user.

HD CCTV: A scanner used by Torchwood, using alien technology to convert a raster CCTV image into a smooth vector image, which can then be magnified in order to identify face shapes.

Homing Device: This is any one of a number of devices designed to pick up upon the unique energy signature of a TARDIS and allow the user to follow the signal to its source. Most have a range of just over 1 kilometre. While a homing device is useful for locating your TARDIS if its Chameleon Circuit is working properly, it is perhaps even more useful for the chance of incidentally locating another TARDIS operating in your vicinity.

Ion Bonder: Although nominal a tool for molecularly bonding items, this device can also create an invisible beam effect that disrupts the neural paths of living beings, rendering them unconscious for 1-6 minutes unless they succeed at a DC 25 Willpower save. Stepping up the power can create a state of unconsciousness lasting ten times as long. Aim using your Energy Weapons skill.
 

Raven Crowking

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Janis Thorn: A poisonous weapon of the Sevateem, used by Leela much to the 4th Doctor’s disapproval. They could be used in conjunction with a blowgun or simply stabbed with. A character struck by a Janis thorn must make a Fort save (DC 25) or be paralysed. A paralysed creature’s limbs can be posed, and they will then remain stiffly in the position they are given. This paralysis leads to death unless an anti-toxin is administered within 2 hours.

Jelly Babies: A confectionery favoured by the Doctor in several of his incarnations. Offering a jelly baby grants you a +2 modifier to Bluff and Diplomacy skill checks.

Laser Cutter: This is a high-precision instrument for delicate surgery on electronic circuits and components. If used as a weapon, the laser cutter is effectively a dagger that bypasses Hardness and armour.

Life Knife: This three-bladed knife was used by Torchwood 3’s Suzie Costello to kill people to test the Resurrection Glove. The knife and the Resurrection Glove are made of the same alien metal. Those killed with the knife are easier for the Glove to resurrect. Stabbing the deceased with the knife can increase the connection with the glove even post mortem.

Torchwood 3’s Ianto Jones coined the name “Life Knife”.

Life Support Collar: Part of the TARDIS Medical Kit, the Life Support Collar takes over autonomic functions, such as heartsbeat and breathing, allowing a Time Lord to think with the portion of his brain normally given over to such functions. This means that the Time Lord can activate Body Control at no cost…or even communicate by making his hearts beat in Gallifreyan Morse Code.

Liquorice Allsorts: Another confectionary, that can be laid in a trail upon the ground to distract guards and lead them away from an area they are supposed to protect. This trick rarely works twice upon the same guard.

Lockpick Device: An alien lock picking device, this allows you to make a Security Systems skill check each round against any lock, even if you do not have ranks in the Security Systems skill. The device grants a +2 bonus on the first round, with a cumulative +2 bonus on subsequent rounds, and is reputed to be able to open any lock within 8 rounds (with a massive +16 bonus at that time).
 

Raven Crowking

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Medical Pack: The TARDIS has a dispenser that issues medicine-impregnated bandages that promote the healing of wounds. A dye on the exterior of the bandage changes colour when the wound has healed. These packs allow you to make Treat Injury checks with a +2 bonus, and allow wounds to be healed at twice the normal rate.

Micro-Meson Scanner: This small device can be hidden within an ordinary object, such as a bracelet. When turned on, it can gain a complete schematic on everything within 20 meters, including alarm systems and electronics. It can project this information through a holographic emitter, and the holographic projection can be interacted with, reacting as the Micro-Meson Scanner determines that the real scanned location would react.

Nitro-9: An explosive substance created and used by the 7th Doctor's companion Ace, who often carried it around in her backpack despite the Doctor’s warnings. Nitro-9 does 4d6 damage in a 1-meter blast radius, 3d6 damage in a 2-meter radius, 2d6 in a 4-meter radius, and 1d6 in an 8-meter radius. Creatures near the edge of a radius can make a Reflexes save (DC 10) to be in the better of the two areas. Canisters of Nitro-9 can be set with fuses of various lengths using the Demolitions skill.

Patrol Staser: This weapon was issued to the Chancellery Guard on Gallifrey. It is a form of energy weapon pistol that, in addition to its damage, inhibits the ability of a Time Lord to regenerate. It can’t function in a relative dimensional stabilizing field, such as exists within the interior of a TARDIS.

Partial Encephalographic Barrier: This device can be built into a hat or helmet, and grants its wearer access to the Psychic Defense power.

Pheromone Perfume: This alien perfume uses pheromones to make its user irresistibly attractive to anyone, male or female. This is similar to the Attractive Knack, although the attraction usually only lasts for eight hours and you must spend a dose of perfume rather than an Action Point for the effect to occur.

Portable Prison Cell: This small device can create a Strength 25 force field around any object, acting as a portable prison cell. The device only has a battery life of one hour.

Preachers’ Rifles: These weapons used by the Preachers from Pete’s World, an alternate universe Earth. They use the Alternate Universe Cyberman emotional inhibitor disabler code in a weaponised fashion, and using them takes advantage of the Alternate Universe Cybermen’s vulnerability to emotions. They don’t cause damage, however, and are thus not nearly as helpful against other creatures.

Prismatic Field Generator: This device alters the refractive index of the air, allowing the user to bend beams of light without breaking them. This device was used to bypass security beams when the Mona Lisa was stolen in City of Death.

Protein Sauce: This special enzyme was developed by Suzie Costello of Torchwood 3 to capture a pterodactyl when it came through the Cardiff Rift. It was later adapted to help the pterodactyl identify its food. Predatory animals must make a DC 15 Willpower save to avoid responding if this is used as a lure.

Psychic Interference Transmitter: This machine creates interference patterns along a wavelength of 337.98 micropars that neutralize Psychic Powers within a 500 meter range. The machine requires refined crystals of voolium and madrinite 15, which only occurred naturally on Calufrax to the 4th Doctor’s knowledge – and Calufrax was a disguised segment of the Key to Time!

Psychic Paper: This paper is slightly psychic, and a user with Telepathic Focus can make it show whoever is reading it whatever the holder wants the person viewing it to see. It is usually kept in a credit card or travel pass holder.

When using psychic paper, make a Bluff check with a +8 bonus, opposed by your target’s Sense Motive. If the target’s Sense Motive exceeds your Bluff, your mind has wandered, and the slightly psychic paper shows more than you wanted it to – either based upon your desires, or the desires of your target. For example, when Rose showed the paper to “Captain Jack Harkness” in The Empty Child, it conveyed her flirtatious interest in him. When the 10th Doctor showed the paper to Queen Victoria in Tooth and Claw, it named him her Protector.

Psychic paper can display telepathic messages from other sources if their telepathy is powerful enough (like the Face of Boe’s in New Earth). It can also unlock electronic pass readers by deciphering the required code and transmitting it – treat the paper as though it had Security Systems +8 for this purpose.

This paper is ineffective against creatures with the Psychic Defence power.
 

Raven Crowking

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Radiation Pills: Medicine that prevents damage from background radiation, and causes damage already caused by radiation to heal at twice the normal rate. This medicine is actually poisonous to Daleks, disorienting and eventually killing the subject – if you could convince a Dalek to take it!

Recorder: The 2nd Doctor was often seen playing a recorder. It played a pivotal role in The Three Doctors as well as often being used by the 2nd Doctor to distract and confuse his enemies.

Resurrection Glove: This is a metal gauntlet, also known as “The Glove” and jokingly dubbed the “Risen Mitten” by Torchwood 3’s Ianto Jones. It has the ability to bring the dead back to life for a limited time. The glove is slightly radioactive and possesses low psychic levels that allow it to directly respond to brain activity. It establishes an empathic link with its wearer, using the wearer’s life energy to power its effects.

This item requires the Telepathic Focus Knack to use. When using the glove, make a Psionic Potential check. You gain a +2 bonus to this check if you are using the glove to resurrect the victim of a recent violent trauma, and an additional +4 bonus if the Life Knife killed the target.

For every five points (or part thereof) by which the check exceeds 15, the resurrection process lasts for 1 minute. Normally, only the head is affected, allowing communication and little else. If used on lower life forms, such as flies and goldfish, full-body resurrection is possible (but it doesn’t last any longer).

If the Life Knife is plunged into the heart of the target, and remains there while the glove is used, you gain an additional +4 bonus to your check. In this case, you may expend an Action Point to power the glove, keeping the target alive indefinitely, but this is risky to you.

Every hour that the target remains alive, it drains 1 point of your Psionic Potential and Endurance. When either reaches –5, you become fatigued. When both reach –5, you become exhausted. At this point, your body begins to show the wounds your target died from, and those wounds disappear from your target. When either reaches –10, you are dead.

This effect can only end when the glove is destroyed, or when the target willingly releases you.

Scarf: This item can be extremely useful, especially if it is as long as the one Madame Nostradamus knitted for the 4th Doctor. It can be used to bind, blindfold, and trip opponents. It can be used to drag objects, or even be unravelled to help you find your way in a maze (or the mazelike corridors of the TARDIS interior). If long enough (and strong enough), it can be used as a rope to help a companion climb up from a cliff. It is always useful for mopping your brow.

Sonic Blaster: This handheld weapon from the 51st century can reintegrate as well as disintegrate its targets (although reintegrating a living being, or even a construct, doesn’t restore it to life or animation). It runs on batteries, and runs out of power on a natural “1” whenever it is used.

Sonic knife: This tool was used by Scaroth to steal the Mona Lisa in City of Death; it is treated as a dagger, except that it deals sonic damage.

Sonic Lance: This handheld tool can also be used as a weapon, treated as a dagger that does sonic damage and bypasses hardness and armour. It can also be used as a detonator to explode unstable material.

A larger version of the sonic lance is used in Federation mining operations. This version does 1d6 on the first round at a range of up to 30 meters. Each round, the damage increases by 1d6, until it reaches the maximum of 6d6 on the sixth round. Like the handheld sonic lance, the mining version does sonic damage that bypasses armour and hardness.

Sonic Lipstick: This is a sonic screwdriver, disguised to appear to be a normal lipstick.
 

Raven Crowking

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Sonic Screwdriver: The sonic screwdriver is a multiuse tool that, while ostensibly a device for unscrewing screws without having to contact them, has a multitude of other, far more useful abilities. Among them are:

• A sonic screwdriver grants a +5 bonus to Security Systems checks to open (or lock) locks. It is, however, ineffective against a deadlock seal.

• A sonic screwdriver grants a +3 bonus to Demolitions checks to disarm bombs, or to set them off from a distance.

• A sonic screwdriver can disrupt or excite energy at a range of 15 meters, allowing its user to render the ionic creations of an Isolus inanimate, or to cause flammable marsh gas to ignite.

• At closer range, this ability can be used to detect energy fields, such as the telepathic field used by the Nestene Consciousness to control its plastic Autons. You may make a Sciences (Psionics) skill check (DC 15) with a sonic screwdriver to determine the Psionic Potential of a willing target.

• A sonic screwdriver can cut through or mend thin metal, rope, or other materials. Doing so requires 1 round per point of hardness of the material to severe, and twice that time to mend.

• A sonic screwdriver can be used to cause an Automated Teller Machine to provide money. If you don’t want anyone to notice, this requires a DC 20 Security Systems skill check. If you don’t care that anyone notices – perhaps because android scavengers dressed like Father Christmas are training their weapons on you – you can do this without a skill check.

• A sonic screwdriver can be used as a computer mouse or a remote control.​

Space Suit: Space suits are extremely useful when travelling to areas that have a dangerous atmosphere or no atmosphere at all, including Earth’s moon, the interior of the Impossible Planet, and pre-colonization Mars. Space suits provide their own atmosphere and environment, protecting to some degree from both heat and cold. At the Game Master’s discretion, space suits might offer protection against other environmental effects.

Space-Time Cell Phone: This is a cell phone that has been modified to allow it to make phone calls to the user’s home timeline, even when travelling in time – going so far as to calibrate differently for separate users. It can send and receive signals in places that ordinary phones cannot, including the ability to adaptively accept signals from new sources. This service is called “Universal Roaming”. The first space-time cell phone was a Nokia 3200 mobile phone belonging to Rose Tyler that the 9th Doctor modified using Jiggery-Pokery in The End of the World, and the second space-time cell phone was a Samsung D500.

Space-time Telegraph: A device given by the Doctor to Brigadier Lethbridge-Stewart that can contact the Doctor throughout time and space. It was supposed to be used only in the gravest of emergencies. The Doctor received its signal at the end of Revenge of the Cybermen, leading to the events of Terror of the Zygons.

Stattenheim Remote Control: A device used by the Rani to control her TARDIS remotely. The 2nd Doctor also had a Stattenheim in The Two Doctors, although remote controls are known to shorten the lifespan of TT Capsules of all types (including TARDISes), and may lead to equipment failure within the machines themselves.

SUV: The Torchwood 3 Hub's converted SUV is a large, black Range Rover with tinted windows and blue lights running along the A-frames. The vehicle has a white-on-black non-standard typeface for the registration plate, usually found only on military vehicles and vehicles from before 1973 on British car number plates, and its registration number, CF06 FDU (indicating the vehicle was registered in Cardiff between March and September 2006), does not appear in the DVLA vehicle register.

It contains computers that can connect to the Torchwood Hub and to various databases, including those operated by the police. The SUV is considered a Fast vehicle.
 

Raven Crowking

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TARDIS Key: The key to open the TARDIS. New keys can be manufactured within the TARDIS to give to new companions, as the Time Lord desires.

TARDIS Toolkit: The TARDIS has a very extensive and complicated system of circuitry and computer systems. Naturally from time to time malfunctions will occur. The TARDIS toolkit is stored in the Master Control Room, and contains many tools for TARDIS maintenance and repair. Their uses are many and all have their own power source. Indeed, the sonic screwdriver is part of the standard TARDIS toolkit.

Among the other tools found in kit are the Master Drone Clamp, the Laser, the Pen Torch, the Universal Detector, the Neutron Ram, the Influx Booster Stabilizer, the Stalos Gyro, the Moog Drone Clamp, the Magnetic Clamp, the Microdot, and the Zeus Plugs. Although many of these are high-tech instruments, many can be used for other purposes – the Magnetic Clamp as a makeshift club, for example, and the Zeus Plugs as castanets.

They are kept in a case with a personalized touch sensitive lock (requiring a Security Systems check at DC 20 to bypass).

Telepathic Amplifier: This device appears to be a round earring. It picks up telepathic impulses from any source (which must be preset), and projects them into the wearer’s mind. The wearer can be used as a conduit to transfer Psychic Powers from the source as though they were possessed by the wearer. The source and the wearer may divide the cost (and any Action Points to be used) as they desire.

A character using Jiggery-Pokery can reverse the feed on this device to cause manifested powers to affect the wearer instead of targets selected by the wearer.

Time Core Locator: Sometimes called the “Tracer”, this white, wand-like device is the core to the Key to Time. When plugged into the Central Console of a TARDIS, the Core indicates the space-time coordinates of each section of the Key. The segments of the Key to Time – a perfect cube that maintains the equilibrium of time itself – are all disguised and hidden throughout the cosmos. The Core locates the segments at close range (rather like a Geiger counter locates radiation). When brought into contact with the disguised segment, the Core converts it back into its proper form.

Time/Space Visualiser: A device given to the 1st Doctor by the Xerons at the end of The Space Museum, this large console is a “time television” that allows the operator to tune in on any event in history. It was able to watch a live performance by the Beatles, Abraham Lincoln delivering the Gettysburg Address, and the Daleks plotting to pursue the Doctor.

Tissue Compression Eliminator: The Master's weapon of choice, this device shrinks people to doll size, killing them in the process. It is used as an Energy Weapon, and the skill check result sets the DC of the Reflexes save to avoid.

TM 45: This is the standard UNIT comlink, a small transceiver with a range of about 50 miles. It is set to a specific frequency reserved for UNIT.

Torch: Useful for providing lighting, a heavy torch can also be used as a makeshift club.

Torchwood Stun Gun: The Torchwood 3 team possess a specially designed stun gun engineered for use on humans and aliens alike. It can either do 2d6 points of energy damage, or it can stun on a successful hit for 2d6 minutes. A Fortitude save (DC 15) reduces the time a target is stunned by half; if this save succeeds by 10 or more, the target is not stunned.

Travel Dial: This device from the planet Marinus looks almost like a wristwatch. It can teleport the user to any one of several predetermined coordinates. The range of the travel dial is planetary.

Tribophysical Waveform Macro-Kinetic Extrapolator: This is an interstellar transportation platform that utilises massive energy to create a force bubble that protects the rider while riding the shockwave to its destination – effectively a “pan-dimensional surfboard”.

The force bubble it creates can be extended, using Jiggery-Pokery, to create a larger force field (even around an orbital station). The 10th Doctor used Jiggery-Pokery to have the surfing effect shunt the TARDIS two hundred yards when the Empress of the Racnoss forcibly summoned it in The Runaway Bride.

Two-Person Transporter Ship: This ship is an intergalactic teleportation device used by the Butterfly People of Archetine V to transport prisoners. One being alone cannot operate it. The ship can be reprogrammed to send someone anywhere within several light years.
 

Raven Crowking

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Umbrella: A device that is useful as a makeshift sword (to defend with only), a cane, a tripping device, and a protection against mild hazards, such as rain or even a jet of acid (although this last may well destroy the umbrella). Decorative umbrellas exist, such as one with multi-coloured panels or a question mark shaped handle.

Watch: A Gallifreyan watch can not only tell your relative time, but it can indicate the era that you are in and, in some cases, comes with an alarm signalling planetary disaster. This device comes in both a wristwatch and a pocket watch design.

Weight Negation Clamp: This item negates the mass of any object, making it possible to carry heavy weights easily. They can be clamped to any object, even a wall.

Whomobile: This is a Very Fast two-person vehicle that can operate both as a normal car and as a flying car. It was designed by the 3rd Doctor during his exile on Earth, presumably modelled after the flying cars of Gallifrey.

Although never shown on the series, it is assumed that the Whomobile had inertial brakes and an anti-theft device, as did Bessie (see the entry on page X).
 

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