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Quest for a Dr. Who RPG?
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<blockquote data-quote="Raven Crowking" data-source="post: 3593309" data-attributes="member: 18280"><p>From The Game of Rassilon by Daniel J. Bishop </p><p><span style="font-size: 9px">copyright (c) 2007</span></p><p><span style="font-size: 9px">Material herein owned by the BBC or the estate of Terry Nation is not intended to challenge their ownership of copyright or trademark.</span></p><p></p><p><span style="font-size: 15px"><strong>Example of Action Points in Play</strong></span></p><p></p><p>In <em>Smith and Jones</em>, the 10th Doctor begins the episode with 1 Action Point (having spent the last of his Action Points in <em>The Runaway Bride</em>, and having gained 1 Action Point at the end of the episode). Martha Jones, being a new character, has 4 Action Points.</p><p></p><p>The episode proceeds without either having to expend an Action Point, until the Judoon ships land on the moon. As the Doctor tries to discover what the Judoon are looking for, the GM tells him that the Judoon have locked the hospital computer systems, and then that they have wiped the records. As the Doctor decides to make a Computer Use skill check to see if there is a backup, Martha Jones spends an Action Point to ask the GM who the aliens are looking for.</p><p></p><p>The GM tells Martha that, while she doesn’t know, Dr. Stoker’s office is nearby, and he would probably be able to tell her. As he knows that Martha will discover the Plasmavoure there (thus answering her question), he doesn’t return the Action Point.</p><p></p><p>The Plasmavoure sends one of its Slabs to kill Martha. After a chase scene, the Doctor uses Jiggery-Pokery to turn an x-ray machine into an x-ray laser. This uses the Doctor’s last Action Point and kills the Slab. Martha points out that the x-ray machine would irradiate the area, and the GM agrees. He calls for an incredibly high Fortitude save for the Doctor to survive. Moreover, the radiation in the area would be so high, he rules, that if Martha entered the area, she would probably be making a Fortitude save as well.</p><p></p><p>The Doctor decides that he has to spend 2 Action Points to make a Minor Special Effect – absorbing and expelling the radiation to prevent either save from being necessary. The GM agrees that this would work, but the Doctor needs Action Points to do it. The Doctor does an amusing dance, but it isn’t “particularly entertaining” enough to gain him an Action Point. So, he declares that his sonic screwdriver was burned out for 1 Action Point. In order to gain another Action Point (because he doesn’t want to be at 0 Action Points), he says that the radiation would be expelled into his left shoe. The GM doesn’t think this is sufficient, but grants the Action Point for both shoes. The Doctor is now barefoot on the moon, and the radiation is dealt with.</p><p></p><p>Still later, the Doctor needs to slow down the Judoon. He again decides to create a Minor Special Effect, using 2 Action Points, to make a genetic transfer to Martha that would confuse the Judoon long enough to allow him to deal with the Plasmavoure. At this point, the Doctor has 1 Action Point, and Martha has 3, so Martha spends 2 Action Points to grant the Doctor 1. The GM decides that, as it has been made abundantly clear that the Judoon are killing anyone who appears to be an alien, this qualifies as self-sacrifice, and awards Martha an Action Point. She promptly uses it to ensure that the Judoon don’t kill her – in fact, they give her a compensation voucher.</p><p></p><p>Without any Action Points left, and not a lot of equipment that he can sacrifice to create new ones, the Doctor confronts the Plasmavoure (which has just spent an Action Point to utilize Jiggery-Pokery on the MRI herself). </p><p></p><p>He decides to play for time, learning her plans, and then points out to the GM that, if the Plasmavoure drinks his blood, she will register as an alien, allowing the Judoon to recognize her. Moreover, the MRI device that the Plasmavoure is creating will certainly cause the Judoon to evacuate too quickly to sentence the hospital to death for harbouring a fugitive. This is definitely self-sacrifice and the GM awards the Doctor 1 Action Point. </p><p></p><p>The Doctor that Action Point to avoid death, claiming that he used Body Control to enter a trance, allowing him to heal some of the damage from the Plasmavoure by the time Martha uses her Treat Injury skill to revive him. The GM agrees that this would work. Martha uses her last breath to save the Doctor, but the GM decides that, as the oxygen level was running out anyway, this doesn’t qualify to give her an Action Point.</p><p></p><p>The Judoon evacuate the moon, the Doctor disables the Plasmavoure’s MRI device (without the aid of his sonic screwdriver), the hospital is returned to the Earth, and all that remains is wrap-up. The Doctor and Martha play this up with some amusing banter, that the GM decides is worth an Action Point each.</p><p></p><p>At the end of the episode, Martha has 2 Action Points and the Doctor has 1. The GM awards them an Action Point each for playing through the episode, and an additional Action Point each because the victory conditions for the episode were unusually difficult to meet – after all, they had to locate the Plasmavoure and make the Judoon recognize it for what it was, while avoiding having the Doctor being executed as an alien, preventing the Judoon from declaring the hospital guilty of harbouring a fugitive, and moving fast enough to solve those problems before the air ran out.</p><p></p><p>The 10th Doctor goes into <em>The Shakespeare Code</em> with 3 Action Points, and Martha Jones goes in with 4 Action Points.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3593309, member: 18280"] From The Game of Rassilon by Daniel J. Bishop [SIZE=1]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.[/SIZE] [SIZE=4][B]Example of Action Points in Play[/B][/SIZE] In [I]Smith and Jones[/I], the 10th Doctor begins the episode with 1 Action Point (having spent the last of his Action Points in [I]The Runaway Bride[/I], and having gained 1 Action Point at the end of the episode). Martha Jones, being a new character, has 4 Action Points. The episode proceeds without either having to expend an Action Point, until the Judoon ships land on the moon. As the Doctor tries to discover what the Judoon are looking for, the GM tells him that the Judoon have locked the hospital computer systems, and then that they have wiped the records. As the Doctor decides to make a Computer Use skill check to see if there is a backup, Martha Jones spends an Action Point to ask the GM who the aliens are looking for. The GM tells Martha that, while she doesn’t know, Dr. Stoker’s office is nearby, and he would probably be able to tell her. As he knows that Martha will discover the Plasmavoure there (thus answering her question), he doesn’t return the Action Point. The Plasmavoure sends one of its Slabs to kill Martha. After a chase scene, the Doctor uses Jiggery-Pokery to turn an x-ray machine into an x-ray laser. This uses the Doctor’s last Action Point and kills the Slab. Martha points out that the x-ray machine would irradiate the area, and the GM agrees. He calls for an incredibly high Fortitude save for the Doctor to survive. Moreover, the radiation in the area would be so high, he rules, that if Martha entered the area, she would probably be making a Fortitude save as well. The Doctor decides that he has to spend 2 Action Points to make a Minor Special Effect – absorbing and expelling the radiation to prevent either save from being necessary. The GM agrees that this would work, but the Doctor needs Action Points to do it. The Doctor does an amusing dance, but it isn’t “particularly entertaining” enough to gain him an Action Point. So, he declares that his sonic screwdriver was burned out for 1 Action Point. In order to gain another Action Point (because he doesn’t want to be at 0 Action Points), he says that the radiation would be expelled into his left shoe. The GM doesn’t think this is sufficient, but grants the Action Point for both shoes. The Doctor is now barefoot on the moon, and the radiation is dealt with. Still later, the Doctor needs to slow down the Judoon. He again decides to create a Minor Special Effect, using 2 Action Points, to make a genetic transfer to Martha that would confuse the Judoon long enough to allow him to deal with the Plasmavoure. At this point, the Doctor has 1 Action Point, and Martha has 3, so Martha spends 2 Action Points to grant the Doctor 1. The GM decides that, as it has been made abundantly clear that the Judoon are killing anyone who appears to be an alien, this qualifies as self-sacrifice, and awards Martha an Action Point. She promptly uses it to ensure that the Judoon don’t kill her – in fact, they give her a compensation voucher. Without any Action Points left, and not a lot of equipment that he can sacrifice to create new ones, the Doctor confronts the Plasmavoure (which has just spent an Action Point to utilize Jiggery-Pokery on the MRI herself). He decides to play for time, learning her plans, and then points out to the GM that, if the Plasmavoure drinks his blood, she will register as an alien, allowing the Judoon to recognize her. Moreover, the MRI device that the Plasmavoure is creating will certainly cause the Judoon to evacuate too quickly to sentence the hospital to death for harbouring a fugitive. This is definitely self-sacrifice and the GM awards the Doctor 1 Action Point. The Doctor that Action Point to avoid death, claiming that he used Body Control to enter a trance, allowing him to heal some of the damage from the Plasmavoure by the time Martha uses her Treat Injury skill to revive him. The GM agrees that this would work. Martha uses her last breath to save the Doctor, but the GM decides that, as the oxygen level was running out anyway, this doesn’t qualify to give her an Action Point. The Judoon evacuate the moon, the Doctor disables the Plasmavoure’s MRI device (without the aid of his sonic screwdriver), the hospital is returned to the Earth, and all that remains is wrap-up. The Doctor and Martha play this up with some amusing banter, that the GM decides is worth an Action Point each. At the end of the episode, Martha has 2 Action Points and the Doctor has 1. The GM awards them an Action Point each for playing through the episode, and an additional Action Point each because the victory conditions for the episode were unusually difficult to meet – after all, they had to locate the Plasmavoure and make the Judoon recognize it for what it was, while avoiding having the Doctor being executed as an alien, preventing the Judoon from declaring the hospital guilty of harbouring a fugitive, and moving fast enough to solve those problems before the air ran out. The 10th Doctor goes into [I]The Shakespeare Code[/I] with 3 Action Points, and Martha Jones goes in with 4 Action Points. [/QUOTE]
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