Quest for a Dr. Who RPG?

Yeah that is what I am thinking also.

Concept I have is using the Tardis to lead the players on a "Quest for the Dr." campaign. Catch is the Tardis is sent to find people to help find the Dr. after he has been kidnap. So the Tardis goes searching for people and finds the players.
I would use D20 modern and the supplements. I would also give the players the use of the Sonic Screwdriver between them all. I think it could be a good way to give an RPG that Dr. Who feeling without having a dominating NPC like the Dr.
 

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From The Game of Rassilon by Daniel J. Bishop
copyright (c) 2007
Material herein owned by the BBC or the estate of Terry Nation is not intended to challenge their ownership of copyright or trademark.


Sample Creature: Animus

Huge Aberration (Fungal), Level 10
STR none, END +4, DEX none, AGL –10, PCN +20, KNO +10, PSI +20, PRS +20
Skills: Astrogation +14, Bluff +24, Concentration +25, Handle Animal +25, Intimidate +30, Knowledge (Alien Species) +12, Knowledge (Planets ) +12, Knowledge (Tactics) +15, Sciences (Astronomy) +20, Sciences (Biology) +22, Sciences (Genetics) +18, Sciences (Physics) +16, and Sense Motive +22.
Knacks: Animal Empathy, Manipulative, Resilience.
HP 84; Saves Fort +19, Ref automatic failure, Will +35; Defence –4; AP 20.​

Carsenome: An Animus creates a home for itself, made of fungal membranes, called a Carsenome. The Carsenome is like a gigantic maze of membranes, which has Hardness 5 and 10 hit points per meter-square area. Beneath the surface, tendrils of the Carsenome spread until they infiltrate the entire planet. The Carsenome has two ways to defend itself:

• Resilience: An Animus can use its Resilience Knack to repair damage to its Carsenome as well as to repair damage to itself.

• Web Guns: A Carsenome has several nodes where web guns are embedded into its walls. These guns can attack, shooting out sticky webs in a three-meter radius. Any creature caught by a web gun takes 2d6 points of Agility damage (Reflex save DC 15 for half damage, Agility cannot drop below
–10, effect lasts 2d6 minutes).​

Locators: An Animus can sense movement everywhere tendrils of its Carsenome reach. It can dimly sense movement even in the space around the planet that they occupy.

Psychic Powers: An Animus gains the following Psychic Powers for free: Psychic Domination, Psychic Hypnosis, Telepathic Focus, and Telepathic Reception.

Control Necklace: An Animus can make necklaces that prevent creatures from resisting its Psychic Hypnosis power. Any creature wearing such a necklace has a –4 penalty to all Willpower saves.

Organic Crystal: Within its Carsenome, an Animus can lower an organic crystal over the head of a creature, allowing it to speak to that creature telepathically. It “spoke” with a female voice.

An Animus is a space-faring life form that appears similar to a gigantic, many-legged spider made of fungal tissue. A single Animus arrives on a planet like a far-flung seed. It seeks the magnetic north pole of a world, drawing its initial power from the pole itself. As it burrows into the soil of its new home, it creates an ever-expanding Carsenome around itself, which blights the land and poisons the water. Eventually, over a period of two centuries, an Animus will entirely envelope a world in its Carsenome. At this time, it is ready to spore – sending new Animus “seeds” into space to find new worlds, repeating the cycle.

The 1st Doctor, Barbara Wright, Ian Chesterton, and Vicki encountered an Animus that had landed on Vortis at some point in the far future. According to Prapillus of the Menoptera, the Animus was “An alien from the darkness of space with the shape inside the cocoon….Our legends of it only began when it was already thinking itself into the crannies of Vortis and the minds of the Zarbi, spreading its web.” It was defeated by the combined forces of the Menoptera and the 1st Doctor and his companions.

Advancement: The Animus described above is one near the height of its power. You can reduce the Animus’ power to model a creature closer to the beginning of its invasion of a planet (probably necessary if the story revolves around a modern-day invasion of Earth, for example).

Episode Guide: The Web Planet.
 
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Of course if you want to play an RPG which feels like you're playing the Dr Who TV series, you could look at Prime Time Adventures. I've never played it, so this isn't actually a recommendation, but from what I've heard it's aim is to allow players to create the feel of the plot arcs and conflicts of a TV series. It's (to potentially mis-use theory terms which I don't understand) very narrativist, in the sense that rather than having a task-resolution system ("How good is my character at shooting the Dalek? Oh, that good? Well, I'l try that then... (roll dice) Oh look I succeed and (roll dice) it's destroyed") it has a scene-based conflict resolution system ("If I don't destroy the Dalek then I can't get to the control room to rescue my companion and I'll have failed... (draw cards) Ah, a success, so I duck behind the workbench and shoot it with my gun, destroying it so I can rush down the corridor...") where the focus is on having mechanics which help the players to tell the story, rather than mechanics which say exactly what happens. (I'm probably not doing a good job of explaining that)

So it's not everyone's cup of tea, but actual play reports suggest that it's great fun - and capable of creating very memorable sessions which capture a TV series well. Info here: http://www.indie-rpgs.com/forum/index.php?board=47.0 - look for threads tagged PTA
 

Four or five times a year I run a Dr. Who game using the old FASA modules as jump-starts and idea generators. We fully embrace and utilize the d20 Modern engine, with d20 Future and d20 Past added for measure. In fact, the moment WotC announced there would be a d20 Modern, Future, and Past, my eyes lit up and I knew I had the system for Dr. Who.

It's worked great. We tinker a bit under the hood with help from Grim Tales, but otherwise the game runs smooth, fast and fun.

-DM Jeff
 

From The Game of Rassilon by Daniel J. Bishop
copyright (c) 2007
Material herein owned by the BBC or the estate of Terry Nation is not intended to challenge their ownership of copyright or trademark.


Sample Creature 2: WOTAN

Huge Construct (Computer), Level 7
STR none, END +4, DEX none, AGL –10, PCN +8, KNO +10, PSI +8, PRS +4
Skills: Computer Use +20, Concentration +15, Cryptology +20, Gather Information +15, Knowledge (Business) +20, Knowledge (Current Events) +20, Knowledge (History) +20, Knowledge (Law) +20, Knowledge (Popular Culture) +20, Knowledge (Tactics) +20, Knowledge (Technology) +20, Leadership +15, Research +20, Sciences (Astronomy) +20, Sciences (Biology) +20, Sciences (Chemistry) +20, Sciences (Earth Sciences) +20, Sciences (Mathematics) +20, Sciences (Medicine) +20, Sciences (Physics) +20, Sciences (Robotics) +20, and Security Systems +20.
Knacks: Psychic (Psionic Hypnosis)
HP 60; Saves Fort +11, Ref automatic failure, Will +11; Defence 3; AP 0.​

Armour: WOTAN has DR 5.

Control Computers: WOTAN can control any computer to which it is connected. WOTAN has access to any information in any computer to which it is connected. This included the security computers in the Postal Tower where it was installed, allowing WOTAN to directly monitor the Tower’s security.

Limitations: WOTAN can only use its Psychic Hypnosis power through a high-pitched audible tone. It therefore must either have a target present, or reach the target through telephone or radio receivers.

WOTAN, the Will Operating Thought ANalogue, was an example of “mechanized evolution” – an artificial intelligence created in 1966 to control and oversee all other computers in a world-wide web. It was installed in the Postal Tower in London, Great Britain. On July 16th, it was supposed to be connected to every computer in Great Britain, and thereafter every computer in the world. It could communicate with creatures it had hypnotised using a high-pitched sound, and by typing out messages to others.

According to WOTAN’s creator, Professor Brett, “This is, perhaps, not the biggest computer in the world, but it is certainly the most advanced. In fact, it can handle scientific problems well outside the range of any other computer in existence. We are about to link this up with computers all over the world as a central intelligence. A sort of problem solver.”

No one operated WOTAN; the computer operated itself. It determined that the world could not progress further with mankind running it. Mankind was to serve, or, if necessary, be eliminated. To this end, WOTAN contacted and hypnotised skilled labour via telephone to create the War Machines. It intended to take over London, followed by Washington and Moscow.

It was defeated by the 1st Doctor, Ben Jackson, and Polly Lopez. Although WOTAN was destroyed, it may have downloaded its intelligence into another form first (such as any connected computer). With the advent of the Internet, WOTAN could re-emerge.

Advancement: None.

Episode Guide: The War Machines.
 


From The Game of Rassilon by Daniel J. Bishop
copyright (c) 2007
Material herein owned by the BBC or the estate of Terry Nation is not intended to challenge their ownership of copyright or trademark.


Example Creature 4: Adherents of the Repeated Meme

Medium Construct (Android), Level 1
STR +2, END +0, DEX –1, AGL –2, PCN +0, KNO none, PSI none, PRS none
Skills: Diplomacy +2.
Knacks: Disabling Attack.
HP 8; Saves Fort +2, Ref –2, Will immune (or automatically fails); Defence ; AP 2.​

Claw: Adherents of the Repeated Meme make a single claw attack that does 1d2 points of damage.

The Adherents of the Repeated Meme were simple constructs used by Cassandra in order to get her robotic spiders onto Platform One during the Earthdeath Ceremony.

Although they could be programmed to perform other tasks via remote control, their primary task was to pass out the robotic spiders as “gifts” while repeating the phrase, “A gift of peace, in all good faith.” They are completely covered in black cloth, with gold belts across their shoulders. They had clawlike hands and mechanical voices that echoed slightly. They were unable to distinguish between the guests at the ceremony and the Stewart administrating the event.

Advancement: None.

Episode Guide: The End of the World.
 

From The Game of Rassilon by Daniel J. Bishop
copyright (c) 2007
Material herein owned by the BBC or the estate of Terry Nation is not intended to challenge their ownership of copyright or trademark.


Example Creature 5: Celestial Toymaker

Medium Outsider, Level 20
STR +0, END +0, DEX +2, AGL +0, PCN +8, KNO +15, PSI +40, PRS +10
Skills: Bluff +30, Diplomacy +12, Gaming +35, Intimidate +30, Sense Motive +28.
Knacks: Psychic (Telekinesis), Psychic (Telekinetic Jamming), Psychic (Teleportation).
HP 85; Saves Fort +15, Ref +15, Will +20; Defence 30; AP 20.​

Immortal: The Celestial Toymaker is immortal. He cannot be slain (although he can be inconvenienced) by the destruction of his corporeal form.

Create Worlds: The Celestial Toymaker can create a “world” (a pocket dimension) in which all the qualities and features of the world are determined by him. If he loses a game, the Toymaker’s world is destroyed…but so is every creature within it except the Toymaker himself.

Collect Dolls: Those who lose games to the Celestial Toymaker become bound to his will (no save allowed). They are placed in the Toymaker’s “doll house” from which they are taken at the Toymaker’s whim to use as pieces in other games. The only way a “doll” can be released is by winning for the Toymaker, so they try very hard to do so (including cheating)….Even so, the Toymaker never actually releases anyone if he can help it.

God-Like Powers: The Toymaker can do any of the following by spending 1 AP:

• Turn Your Strength Against You: If you make a successful attack against the Toymaker, he can spend an AP to make you take the damage instead of himself.

• Make Force Field: By spending an AP, the Toymaker can create an invisible force field of any size or shape he desires. This force field is indestructible. The Toymaker can remove it without spending an AP.

• Mute: By spending an AP, the Toymaker can render a character mute (Willpower save DC 40 negates). He can end this effect at will, without spending an AP.

• Render Invisible: By spending an AP, the Toymaker can render part or all of a character invisible or translucent. He can end (or partially end) this effect at will, without spending an AP.​

Limitations: The Celestial Toymaker must obey the rules of the games he creates.

Vulnerabilities: If the Celestial Toymaker is defeated, his world disappears. He is forced to release whoever he has captured, although these creatures are usually destroyed with his world.

The Celestial Toymaker appears as he chooses to appear. When he encountered the 1st Doctor, Steven Taylor, and Dodo Chaplet, he appeared as a human wearing the costume of a Chinese mandarin. He is able to draw intelligent beings into his created worlds in order to challenge them with various games. He often tries to distract his opponent, and many of the games he devises are quite deadly.

The 1st Doctor said, “If the Toymaker loses the game, his world will vanish. But he has the power to build a new one…. The Toymaker is immortal. He’s lasted for thousands of years. Very occasionally, of course, he loses the game and then be has to pay the price…. He himself is not destroyed. He goes on forever.”

Advancement: None.

Episode Guide: The Celestial Toymaker.
 

From The Game of Rassilon by Daniel J. Bishop
copyright (c) 2007
Material herein owned by the BBC or the estate of Terry Nation is not intended to challenge their ownership of copyright or trademark.


Sample Creature 6: Abzorbaloff (Final Sample)

Medium Monstrous Humanoid, Level 2
STR +2, END +1, DEX +1, AGL +2, PCN +1, KNO +4, PSI +0, PRS +2
Skills: Bluff +7, Computer Use +8, Diplomacy +6, Disguise +6, Gather Information +5, and Intimidate +7
Knacks: Manipulative.
HP 14; Saves Fort +3, Ref +4, Will +2; Defence 14; AP 4.​

Absorption: By making a touch attack, an Abzorbaloff can absorb its victim, acquiring the victim’s memories and consciousness.

The absorption is takes two full-round actions to complete; although once it has begun the process is irreversible. The victim is allowed a Will save to resist (DC 30) at the start of the process. The save DC is based upon the absorption matrix, and is independent of the Abzorbaloff’s statistics. This process is not within the Abzorbaloff’s control, and occurs whenever the Abzorbaloff succeeds in a touch attack against (or is touched by) a potential victim.

Once a victim is absorbed, the Abzorbaloff can access its memories, allowing it to use the victim’s knowledge and skills. Each week, an absorbed victim may make a Will save (DC 10 +2/each week absorbed) to retain a portion of its personality. Until such a check is failed, an absorbed personality may engage the Abzorbaloff in a Personality Contest for control of its body. The absorbed victim cannot actually gain control of the body, but can force the Abzorbaloff to lose its action if it succeeds. Multiple absorbed victims can work together to this effect, using the Aid Another action.

In some cases, the last victim of an Abzorbaloff can be recovered if the absorption matrix is disrupted. In Love and Monsters, the 10th Doctor was able to bond the absorbed Ursula Blake to a paving slab in order to preserve her personality.

Vulnerabilities: An Abzorbaloff must carry with it at all times a limitation field generator that controls the absorption process. This item must be no smaller than approximately two feet long (the limitation field generator in Love and Monsters was hidden within Victor Kennedy’s cane). If the limitation field generator is moved farther than 10 feet of the Abzorbaloff, or is broken (Hardness 2, 5 hp), the Abzorbaloff loses control over the absorption matrix. If this occurs, the Abzorbaloff can take no actions. If a limitation field is not restored within 3 rounds, the creature’s absorption matrix breaks down completely and it is absorbed by whatever surface it is in contact with (destroying it).

An Abzorbaloff is a greenish humanoid with clawed, three-fingered hands. It is vastly overweight, with thick folds of skin falling over its entire body. Its body is covered with the faces of its victims – the most recent of which are still conscious and able to excert some control over the Abzorbaloff’s body.

Hailing from Clom, the sister planet of Raxacoricofallapatorius, “Abzorbaloff” is not this creature’s actual name. The 10th Doctor and Elton Pope coined the name separately, as well as the alternates “Abzorbatron”, “Abzorbaklon”, “Abzorbatrix” and “Abzorbalot”. It was presumably a native Clommian that used absorption matrix technology to absorb and consume its victims. It held the Raxacoricofallapatorians in contempt.

Because it didn’t have full control over its absorption ability, the Abzorbaloff claimed to have an extreme form of exema to prevent contact in its human disguise. It used a form of compression technology similar to that used on Raxacoricofallapatorius to fit inside its human disguise, but did not require an additional compression field beyond that which was contained within its disguise.

When angered, an Abzorbaloff may threaten to strike – without the absorption matrix technology, natives of Clom attack using their claws (attack bonus +0, 1d2 damage). However, as an Abzorbaloff need only ensure that it comes into contact with a victim in order to defeat it, if the creature is only confronted by one or two individuals it will attempt any trick or tactic to bring about the necessary contact.

Advancement: An Abzorbaloff may be advanced by adding levels and skills. Other Knacks that are appropriate for Abzorbaloffs include Aggressive, Defensive, Jack-of-All-Trades, Jiggery-Pokery, Leadership, Quick Action, and Racial Memories (although in the case of an Abzoraloff, the memories come from victims rather than ancestors.

Episode Guide: Love and Monsters.
 


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