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.
 

log in or register to remove this ad

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.
 

Remove ads

Top