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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 233
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Posted: Fri Sep 05, 2025 11:54 pm Post subject: Some remnants of a Doctor Who D6 game site I came across. |
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http://www.geocities.com/Area51/Cavern/5614/
I don't think this was ever completed but maybe the scraps can be used for something else. Seems to be D6.
ENJOY |
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 233
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Posted: Fri Sep 05, 2025 11:54 pm Post subject: |
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GAME MECHANICS
The Time Traveller
Time
There are four different ways do describe time, going from the smallest unit to the largest time period.
Turn: One unit of time within a scene, anywhere from three seconds to three minutes in length. A turn is enough time to take one action.
Scene: One compact period of action and role playing which takes place in a single location. A scene is made up of a variable number of turns (as many as it takes to complete it); it can also be completed with straight-up role playing, which requires no use of turns.
Episode: One independent part of a story, almost always played in one game session. It is made up of a number of scenes connected by periods of down tune.
Story: A complete tale, with an introduction, build up and climax, which often takes several chapters to complete.
Actions
Besides acting out their characters speeches and conversation, players will want their characters to attempt to perform actions they have described to the Game Controller. Actions can be anything from jumping over a gorge to glancing behind oneself to see if one is being followed. The player tells the Game Controller what his character is doing and details the procedure he uses.
Many actions are automatic, such as when a player tells the Game Controller that his character walks across the street towards his TARDIS, for instance. All the Game Controller needs to do is keep track of where the character is and what she is doing. However certain actions require a dice roll to determine success or failure.
Rolling Dice
The game system consists of rolling 10-sided dice. Whenever the success of an action is in doubt or the Game Controller thinks that there is a chance the character may fail, you will have to roll dice.
Ratings
A character is described by his traits - the innate and learned abilities and aptitudes he possesses. Attributes and skills are defined by numbers; each trait has a rating, which describes how good the character is in that particular Trait. Attributes have limits that are determined by the character s species type (usually 1 - 6), skills have no set limits.
0 - Abysmal
1 - Poor
2 - Average
3 - Good
4 - Exceptional
5 - Superb
6 - Superhuman
The Trait rating equals the number dice the character gets to roll for that particular action. Thus, if your character had a 4 in Strength you would get to roll four dice. If your character had a 1 in Perception he would only get to roll one die. However you almost never simply roll the number of dice your character has in an Attribute, which defines the character s intrinsic capabilities. Usually you get to add the number of dice you have in an Attribute, with the number of dice you have in a skill - listed as sub-categories under the Attributes.
If a Game Controller wanted to see if a character noticed an enemy creeping up behind him, he would have the player roll a their characters Perception + Alertness (an Attribute + a Skill).
These dice are called the Dice Pool, which is a description of the total number of dice you roll in a single turn. - usually for a single action, though you can divide up you dice pool to perform multiple actions. For example: if a character wants to take two actions, (like, firing a weapon and dodging) he must divide both his dice pools in half. If a character wanted to take three actions in one turn, he must divide each of his actions dice pools into thirds.
There are many actions that don t require or even have an appropriate Skill, such as breaking down a door. In such cases, you would only use an Attribute (in this case Strength). There is absolutely no situation where more than two Attributes can add to a Dice Pool.
Difficulties
The Game Controller will give the player a difficulty number, which is the number that you need to obtain in order to succeed in whatever you are attempting. A difficulty is always a number between 2 and 10. You need to get that number or higher on at least one of the dice you roll in order to succeed. Every time you do so, it s called a success. If the difficulty for a task is six and you roll a 2, 3, 9, 7 & 6, you have scored three successes. Though most of the time you only need one success to actually succeed, the more successes you get, the better you do.
Difficulties
Two: simple
Three: easy
Four: routine
Six: standard
Seven: challenging
Eight: difficult
Nine: extremely difficult
Ten: Impossible
Unless the Game Controller states otherwise the standard difficulty for a particular task is always six.
Rule of One
Whenever you roll a one, it cancels out a success. You remove the "success" die and the "one" die from play. If you roll more ones than you do success, a disaster occurs; something called a Botch takes place. Don t count the ones that canceled out successes, but if even a single one is left after all the successes have been canceled, a botch occurs. The circumstances surrounding a botch determines if it is catastrophic or a minor mishap. If there aren t any ones or successes left, the character has simply failed.
Extended Actions
In order to fully succeed, the character will sometimes need more than one success - you will need to accumulate three, or seven, or even 20 successes (on rare occasions). When you only need one success to accomplish an action, it s called a simple action. When you need to obtain more than one success to achieve a task, it s called an extended action.
In an extended action a character rolls over and over on subsequent turns in an attempt to collect enough successes.
During an extended action , your character may continue trying to obtain successes each turn. If he Botches he may have to start from scratch.
Resist Actions
Sometimes you will make an action opposite to one made by another character. Both characters will make rolls and the person who gets the most successes wins. However the winning character is considered to get only as many successes as the amount by which he exceeds his opponent s successes. The opponent s successes eliminate the other opponents successes, just as ones do.
Teamwork
Sometimes characters can work together to collect successes, most often during an extended action (at the Game Controllers discretion). Two or more characters can make rolls separately and add together their successes. |
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 233
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Posted: Fri Sep 05, 2025 11:55 pm Post subject: |
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HARACTER CREATION
The Time Traveller
Step One: Character Concept
Template Type: A couple of words that accurately describe who the character is. He may for instance, be a Time Lord, a soldier, or a starfighter pilot.
Character Name: This is the name of the character.
Player: This is where the player’s name goes.
Species: This is the character’s species, many characters are Human (or Humanoid), Gallifreyan, Foamasi etc..
Sex: Male of female, or if a very unusual alien, possibly something else.
Age: The character’s age in standard earth cycles (years).
Height:Decide the character’s height (in earth terms).
Weight: Decide the character’s weight (in earth terms).
Physical Description: A brief description of what the character looks like and how he dresses.
Backgrounds: This is the character’s personal history until he entered play.
Personality: This is how the character generally acts and thinks.
Objectives: This is what the character hopes to accomplish, both in the immediate future and in his life as a whole.
Quotes: This is something the character is likely to say.
Connection with other characters: This should explain how the character ended up adventuring with the other characters in the party.
Step Two: Attributes
Divide up 18 dice into the character’s Attributes and Special Abilities (if the character has any Special Abilities).
Attributes: Dexterity, Knowledge, Mechanical, Perception, Strength, & Technical make up the character’s basic ability in six general areas.
Special Abilities: This area includes talents and special skills that standard characters can’t learn. Special Abilities are similar too Attributes except that there are no skills listed below them, they are simply raw talent (Species and Template types decides if Special Abilities are available).
Step Three: Skills
Choose the character’s skills & divide 24 dice into them.
Skills: General abilities in a specific field. The player must choose his skills or copy them from a pre-made template.
Step Four: Advantages
The character starts out with 10 Character Points.
Step Five: Possessions
Determine what the character owns, including money, weapons and equipment (at the Game Controller’s discretion). |
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 233
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Posted: Fri Sep 05, 2025 11:56 pm Post subject: |
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TEMPLATE TYPES
The Time Traveller
[Intervention Agent][Renegade Time Lord][U.N.I.T. Soldier]
[Tabloid Reporter][Renaissance Artist][School Teacher]
Intervention Agent
An Intervention Agent, works for a highly secretive organization known as The Celestial Intervention Agency. Although not necessarily a Time Lord, the organization prefers to choose requites from one of the academies. Operatives are not only skilled spies and Time-Ship operators, but also deadly killers. Agents may be ordered to accomplish their objectives regardless of casualty factors.
When an Agent is initiated into the organization, he no longer has his previous identity. The Gallifreyan is forced to regenerate (minus one " Cellular Regeneration"), his records are erased and he is given a new name (usually a title of choice). The initiate then will have to undergo a rigorous year of training. Such training, will usually have severe psychological effects on the Agent (choose several Flaws from the "Merits & Flaws" section.)
Species: Gallifreyan
Tech Level: 10
Required Skills:
Dexterity: Brawling Parry, Dodge, Energy Weapons, Melee Combat & Melee Parry.
Knowledge: Military Tactics, Science, Survival & Willpower.
Mechanical: Astrogation & Temporal Vehicle Operation.
Perception: Alertness & Disguise.
Strength: Brawling & Stamina.
Technical: Energy Weapons Repair, First Aid, Security & Temporal Vehicle Repair.
Special Abilities: Cellular Regenerate, Respiratory Bypass, Temporal Affinity, Mind Shield.
Standard Equipment: Stazar (Diff 6, Dmg 10 to Organic & Neutralizes Regeneration, Range 1000, Rate 1, Ammo 100), 12 Micro Grenades (Dmg pool 20 -1 per meter) TARDIS lockpics, TARDIS Tool Kit (including a Sonic Screwdriver), Time-Ring/TARDIS (models 60-80 GC's decision).
Renegade Time Lord
Renegade Time Lords have become discontent with Gallifreyan society. They have set out into the Universe to accomplish their own goals (noble or malicious). Although Renegade Time Lords may have some affiliation with the Celestial Intervention Agency. They are not tied down to the organization, nor do they have any determined loyalty to it.
Species: Gallifreyan
Tech Level: 10
Required Skills
Knowledge: Alien Species, Mathematics, Planetary Systems, Science, *Temporal Physics.
Mechanical: Astrogation, *Vortex Astrogation & Temporal Vehicle Operation.
Technical: Computer Programing/ Repair, Engineering, Medicine, & Temporal Vehicle Repair.
Special Abilities: Cellular Regeneration, Respiratory Bypass, Temporal Affinity (and any choice of optional Gallifreyan powers).
Standard Equipment: TARDIS Tool Kit (including a Sonic Screwdriver), TARDIS key, TARDIS (Models 30-60 GC's decision), assortment of oddities and junk (choose 10).
U.N.I.T. Soldier
UNIT (The United Nations Intelligence Task Force) is a top secret UN organization on Earth in the 20'th century. UNIT was created to deal with the flux of alien activity that was suddenly flooding the planet. The Organization takes it's orders from M15 and the UN. They are based in London but have military bases around the world (one notorious site is known as Area 51).
Species: Human
Tech Level: 5 (Circa 20th Century Earth)
Required Skills
Dexterity: Brawling Parry, Dodge, Grenade, Missile Weapon, Projectile Weapons.
Knowledge: Law Enforcement, Military Tactics, Survival, Willpower.
Mechanical: Communications, Ground Vehicle Operations.
Perception: Alertness, Command, Investigation.
Strength: Brawling, Climbing/ Jumping, Stamina.
Technical: Demolition, First Aid, Projectile Weapons repair.
Standard Equipment: M-16* (Diff 7, Dmg 7, Range 200, Rate 20, Ammo 20/30), Beretta 93R* (Diff 7/8, Dmg 4, Range 20, Rate 15, Ammo 15/21), 4 Grenades (Dmg pool 12 -1 per meter), Survival Knife (Diff 4, Dmg Str+1), Walkie-Talkie, Military Uniform, plain clothes, First Aid kit.
Tabloid Investigative Reporter
By Leonerdo
Tabloid Investigative Reporter- Are aggressive reporters willing to do a report on any subject. Whether it is a Space man from outer-space or Man giving birth. These types of reporters are the most likely people to be caught up in a spacecraft or similar type devices. A good Doctor Who’s Companion that would fit this template is Sarah Jane Smith.
Species: Human
Tech Level: 5-6 (20th-22nd Century Earth or Human Colony)
Required Skills
Dexterity: Brawling Parry, Dodge, Running
Knowledge: Bureaucracy, Language (choose one), Streetwise, Willpower
Mechanical: Ground Vehicle Operation, Communication
Perception: Alertness, Con, Hide, Investigation, Persuasion, Search, Sneak
Strength: Climbing/Jumping, Stamina
Technical:. Computer Programming/Repair, Photography (new)
Standard Equipment: Digital Camera, Lab Top with remote Modem, Several 3 ½ Disk, 3-piece Suit/Dress, plain clothes, Calling Card, Press ID, Suit case, Pad and pencil.
Renaissance Artist
By Leonerdo
Renaissance Artist- Artists of the Renaissance are incredible drafters, painters, inventors, etc.
Artist where one of the most highly educated group of people during the time of the Renaissance. Many of them started a very rigorous training (and labor) routine at an early age of 8. Renaissance Artists are respected by humans and aliens alike for their abilities.
It is know that even Renegade TimeLords/Ladies will travel through time to receive training from these marvelous artists. It is also know that other aliens have exploited their talents for their own finical gains.
Examples- Dr. Who has encountered several well know renaissance artists. An alien once hired Leonardo Da Vinci to paint several Mona Lisas.
Species: Human (mostly males, yet there where a few females)
Tech Level: 4 (14th-16th Century Earth)
Required Skills
Dexterity: Projectile Weapons (Projectile Pistol)
Knowledge: Mathematics, Science (Inventions)
Mechanical: Beast Riding
Perception: Artist Expression (Fine Arts)
Strength: Lifting
Technical:. First Aid, Medicine (Surgery), Engineering
Standard Equipment: Pouch of Gold Coins, Dagger, Flint-lock Pistol, Powder Horn, Pouch of Iron Bullets, Various Pigment (Old Master Artists where know to grind very valuable gems for there paint), Large Handmade Sketch Book, Portable Drawing kit, and a few inventions he/she made.
School Teacher
By Leonerdo
School Teacher- Teaching is one of the most ultimate forms of education. Not only do you learn from your studies you also learn from your Students. They make great companions for Time Travelling.
Two great examples are Barbara Wright and Ian Chesterton.
Species: Human
Tech Level: 5 (20th Century Earth)
Required Skills
Dexterity: Brawling Parry, Dodge
Knowledge: Bureaucracy, Business, Cultures, Game Playing, Intimidation, Language (choose two), Mathematics, Science
Mechanical: Ground Vehicle Operation
Perception: Alertness, Command, Investigation, Persuasion
Strength: Stamina
Technical:. Ground Vehicle Repair, First Aid
Standard Equipment: Lab Top (If lucky roll 10D. a roll of 5 or above gets Lab Top), School Equipment (10 odds and ends that is related to school, plus a red marker), 3-piece suit, plain clothes, Hand Bag or Suit Case. |
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 233
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Posted: Fri Sep 05, 2025 11:57 pm Post subject: |
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CHARACTER SKILL LIST
The Time Traveller
[Dexterity][Knowledge][Mechanical][Perception][Strength][Technical]
Attributes
Each attribute (Dexterity, Knowledge, Mechanical, Perception, Strength and Technical) is a measure of a character’s innate ability in these six general areas.
Skills
Each attribute governs several skills; characters often improve skills as a result of their experiences and adventures. Skills represent a more specialized ability or area of knowledge.
Specialization
Many skills have specialization’s: when a character specializes, he has concentrated on learning a lot about a very small area covered by a skill. He is very good when using tools or abilities directly related to the specialization, but when he uses something outside his specialization, he simply uses his basic skill in that area. Specializations that coincide with another are considered compatible.
Dexterity
A measure of eye-hand coordination, balance and agility.
Bows- Used to fire any any archery related weapon, including short bows, long bows, and cross bows. Specialization: Crossbow, long bow, short bow, or any other bow like weapon of these types. Bow Weapons
Brawling Parry-Used to parry another character’s attack in hand to hand combat, when both characters are unarmed. Specialization: Verses boxing, martial arts, or any other hand-to-hand combat.
Dodge- This skill is used to maneuver away from any directed attack. Specialization: Attacks verses energy weapons, melee weapons, slugthrowers, missile weapons, etc.
Energy Weapons- This skill is used to fire any hand held energy weapon. Specialization: blasters, disrupters, lasers, particle weapons, stazers, stunners, or energy rifles, energy pistols, etc. Energy Weapons
Grenade- This skill is used to accurately throw grenades. Success means that the grenade hits the location that it was thrown to. Failure means that it bounces to another location. This skill also covers round, thrown objects like rocks and balls. Specialization: none Grenade Weapons
Melee Combat- This skill is used in armed combat, involving swords, bats, knives and anything else of this nature. Specialization: Swords, knives, axes, vibroblades, vibroaxes and any other melee related weapon. Melee Weapons
Melee Parry- A character with this skill uses a melee weapon to block an opponent’s physical attack. Specialization: Verses knives, clubs etc.
Pick Pocket- This skill is used to pick the pockets of others, or to palm objects without being noticed. Specialization: none
Projectile Weapons- This skill is used to operate any weapon that fires a physical projectile, through chemical, or magnetic means. Specialization: firearms, railguns, projectile rifles, projectile pistols etc. Projectile Weapons
Running- Any movement over half speed is covered by running. Specialization: Long distance or short sprint.
Support Weapons- This skill covers all types of artillery and heavy weapons. Specialization: Concussion missile, Flame-Thrower, grenade launcher, mortar, rocket launcher, or any other type of Field weapon type. Support Weapons
Thrown Weapons- Covers any primitive throwing weapon. Specialization: Knife, spear, sling, etc. Thrown Weapons
Knowledge
A measure of knowledge about the universe around the character. The ability to learn new things and common sense.
Alien Species- This skill involves the knowledge of any sapient species outside of the character’s species. Specialization: Daleks, Cybermen, Humans, Thals, Gallifreyans, or other specific species.
Bureaucracy- This skill involves the character’s knowledge of bureaucracies and their procedures. Specialization: Specific planetary administrative arm of government (Argolis, Delta-Magna, Earth, Ripton 5, Skaro, Gallifrey or The Galactic Federation, Galaxy 5, etc.).
Business- The character has a working knowledge of business and business procedures. Specialization: Specific field (starships, weapons, androids) or specific company, conglomerate or trade guild (Zamper, The Grand Order of Oberon, etc.).
Cultures- This skill covers the knowledge of a particular culture and its common cultural forms. Specialization: Specific species or cultural group (Timelords, etc.).
Game Playing- This skill covers the knowledge and performance of most game type activities. Specialization: Specific game (checkers, 3D Chess, 4D chess, etc.).
Intimidation- The character’s ability scare or frighten another. Specialization: Specific types (interrogation, bullying, etc.).
Languages- The character can understand different languages. He must specialize in a particular language to be able to write and speak in it fluently. Specialization: Specific language (English, French, Gallifreyan, Foamasi, etc.).
Law Enforcement- The character has knowledge of law enforcement techniques and procedures. Specialization: Specific planet’s or organization’s laws and procedures (Delta-Magna, Earth, Gallifrey, etc.).
Mathematics- The character has a basic understanding of numbers and calculating. Specialization: Algebra, Block Transfer Computations, Geometry, Trigonometry. etc.
Military Tactics- The character has an understanding of military warfare and troop coordination. Specialization: Specific type of troop coordination or warfare.
Planetary Systems- This skill represents a character’s knowledge of geography, weather, life forms, trade products, settlements, technology, government, and other facts regarding different systems and planets. Specialization: Delta-Magna, Earth, Gallifrey, Skaro, Telos, etc.
Science- This skill represents a character’s knowledge of scientific theories and applications. Specialization: Anthropology, Astrophysics, Biology, Chemistry, Physics, Psychology, Temporal Physics, Toxicology, etc.
Streetwise- Used for blending in and operating in a city situation. Specialization: Specific planet or criminal organization (Earth, Ripton 5, etc.).
Survival- This skill involves the knowledge of how to survive in a hostile environment, including deserts, jungles, oceans, forests, asteroid belts and other unpleasant places. Specialization: Volcanic, jungle, desert, poisonous atmosphere or other specific hostile environments.
Value- This skill covers the ability to determine the market value of goods, based upon the local economy. Specialization: Specific planet’s market (Delta-Magna, Earth, Tara, etc.) or specific type of goods (starships, weapons, minerals, hardware).
Willpower- A character’s strength of will and determination. Specialization: Specific type of resistance (versus con, persuasion, intimidation, etc.).
Mechanical
A measure of ability to pilot vehicles, ride creatures, and operate starships.
Aircraft Piloting- This skill is used to pilot most primitive air vehicles. Specialization: any type of winged aircraft (jets, helicopters, ornithopters, etc.).
Astrogation- This skill is used to plot a course from one star system to another. Specialization: Hyperspace astrogation, warp drive astrogation, vortex astrogation.
Beast Riding- This skill is used to ride any live mount. Specialization: Specific animal.
Communications- This skill covers the use of subspace radios and comlinks. Specialization: Fiber-Optics, Radio, Laser, and other of communications equipment.
Force Field Operation- This skill covers the operation of protective force fields. Specialization: Starship shields, starfighter shields, TARDIS force fields etc.
Ground Vehicle Operation- This skill covers the operation of primitive wheeled and tracked land vehicles. Specialization: Specific vehicle (automobile, bike, tank, etc.).
Hover Vehicle Operation- This Skill covers the operation of primitive hover vehicles that are dependent on generating a cushion of air for operation. Specialization: Specific vehicle.
Powersuit Operation- This skill allows a character to operate self powered protective or environmental suits. Specialization: Specific suit type.
Repulserlift Operation- The character can operate common antigravity craft. Specialization:Specific vehicle model.
Sensors- This skill allows a character to, read life forms, determine vehicles, pick up energy readings, obtain long distance visual readings, etc. (with the use of mechanical sensor equipment). Specialization: Scan planets, space, ships, etc.
Space Transports- Character can operate small space fairing vessels like shuttle craft or space yachts. Specialization: Specific transport.
Starfighter Piloting- This skill is used to pilot any small one manned starfighters. Specialization: Specific starfighter type.
Starship Gunnery- This skill is used to fire all forms of starship energy weapons. Specialization: Specific weapon type.
Capital Ship Piloting- This skill is used to pilot or navigate most large space vessels. Specialization: Specific Capital Ship type.
Temporal Vehicle Operation- This skill is used to operate most advanced time-space machines. Specialization: TARDIS’s or other advanced time ships.
T-Mat Operation- This skill is used to operate matter transporter equipment. Specialization: Specific model or type.
Perception
A measure of a character’s powers of observation, and his ability to persuade or otherwise convince others to do what the he wants.
Alertness- A character’s ability to think and react quickly to situations. Specialization: paranoia, spot ambushes, point guard, etc.
Artistic Expression- A character’s ability to express himself through art, writing and music. Specialization: Drawing, musical instrument, painting, poetry, vocal music, etc.
Bargain- A character’s ability to haggle over the price of goods. Specialization: Specific product (spice, weapons, etc.).
Carousing- This skill encompasses such pastimes as drinking, barhopping, gambling, and chasing members of the opposite sex. Specialization: Barhopping, drinking, seduction, etc.
Command- The character’s leadership ability and his skill in convincing characters and subordinates to do what their told. Specialization: Specific troops.
Con- The character’s ability to trick and manipulate others. Specialization: Specific type of con (fast talk, confuse, etc.).
Disguise- This skill is used when a character attempts to camouflage, and create convincing disguises. Specialization: Specific type of disguise, or civilization.
Forgery- This skill allows a character to falsify and forge official looking documents. Specialization: Specific type of document ( governmental documents, I.D.s, etc.).
Gambling- The character’s ability to bluff, and gamble in a given situation. Specialization: Specific type of gambling (bluffing, chicken, dare, etc.).
Hide- The character’s ability to hide objects on his person or the ability to hide himself in his surroundings. Specialization: none
Investigation- The ability of the character to find and gather information. Specialization: Specific environment of the investigation (library, city, net, etc.).
Persuasion- The character’s ability to convince a person (without trickery) Specialization: Specific subject.
Search- This skill is used when trying to spot hidden objects or individuals. Specialization: Tracking, scanning, scrounging, etc.
Sneak- The character’s ability to move about without being noticed. Specialization: Specific terrain type.
Strength
A measure of sheer physical strength, stamina and the ability to resist injury and disease.
Brawling- This skill is used to measure the character’s ability to fight in hand to hand combat. Specialization: Boxing, street fighting, blind fighting, martial arts, etc.
Climbing/ Jumping- This ability is used when a character attempts to leap a wide gap, scale a wall, or climb a tree. Specialization: Climbing or jumping.
Gymnastics- The character’s acrobatic skill. Specialization: none
Lifting- This skill is used for lifting and carrying heavy objects. Specialization: none
Stamina- A character’s physical endurance and ability to function when fatigued. Specialization: none
Swimming- A character’s ability to maneuver through water. Specialization: none
Technical
A measure of the ability to fix and tinker with things, such as repair vehicles, robots, starships and any other mechanical devices.
Aircraft Repair- This skill covers the maintenance and repair of most primitive aircraft vehicles. Specialization: Jets, helicopters, ornithopters, etc.
Armor Repair- This skill involves the maintenance and repair of protective armor. Specialization: Type of armor.
Computer Programming/ Repair- This skill is used to program and repair computer systems. Specialization: Programming or repair.
Cybernetics/ Robotics- Repair and maintenance of cybernetic and robotic machinery. Specialization: Type of system or specific piece of equipment.
Demolition- The character’s ability to set explosives and his knowledge of how to build explosive devices. Specialization: Specific type of explosive or target.
Energy Weapons Repair- This skill is used to repair most forms of hand held energy weapons. Specialization: Specific energy weapon (blasters, lasers, disrupters, stazers, stunners, etc.).
Engineering- This skill involves the practical application of science to the solving of physical problems. Specialization: Cartography, chemical engineering, civil engineering, electrical engineering, mechanical engineering and metallurgy.
Electronics/ Fiber Optics Repair- This skill covers the basic workings, and repair of all electronic and fiber-optical equipment. Specialization: electronics or fiber optics.
First Aid- This skill covers the application of emergency life saving procedures. Specialization: Species of victim.
Force Field Repair- Used to repair force field generating equipment. Specialization: Starfighter shields, star ship shields, TARDIS force fields, etc.
Ground Vehicle Repair- This skill is used when attempting to repair wheel or track based vehicles. Specialization: Specific type of ground vehicle.
Hover Vehicle Repair- This skill is used when trying to repair air based hover craft machines. Specialization: Specific type of ground vehicle.
(A) Medicine- This skill covers complex medical procedures such as surgery and the installation of cybernetic replacements and enhancements. Characters are also familiar with most forms of medicines and are capable of using them to their best effect. This skill requires First Aid. Specialization: Medicines, cyborging, or surgery.
Projectile Weapons Repair- This skill is used when trying to repair chemical or magnetic projectile launchers. Specialization: Specific projectile weapon type (firearms, railguns, rifles, machine-guns, etc.).
Repulserlift Repair- This is the ability to repair antigravity machines. Specialization: Specific vehicle.
Security- This skill involves the knowledge of security systems: locks, alarm systems and certain detonation devices. Specialization: Specific lock or device.
Space Transports Repair- This skill is used when trying to repair most space transports. Specialization: Specific type of transport.
Starfighter Repair- This skill is used to repair most one manned space fighters. Specialization: Specific type of starfighter.
Capital Ship Repair- This skill is used when attempting to repair any type of Capital Ship machinery. Specialization: Specific type of Capital Ship.
Starship Weapons Repair- The characters ability to repair starships energy weapons. Specialization: Specific type of weapon (ion cannons, laser cannons, torpedo launchers, etc.).
Temporal Vehicle Repair- This skill is used when trying to repair some form of advanced time-space craft. Specialization: Specific ship type (TARDIS, Dalek time-space craft, etc.).
T-Mat Repair- This skill is used when trying to repair a matter transporter. Specialization: Specific model or type. |
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 233
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Posted: Fri Sep 05, 2025 11:58 pm Post subject: |
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SPECIAL ABILITIES LIST
The Time Traveller
Special Abilities
Supernatural or abnormal attributes, designated for specific templates only. All actions dealing with Special Abilities are considered extended actions.
Absorb/ Dissipate Energy- This power allows a character to absorb or dissipate energy, including light, heat, radiation and energy weapon attacks. Roll ability rating to absorb or dissipate, each success reduces a level of damage. Difficulty: 6-7
Cost: none
Accelerate Healing- The character may be able to heal at a faster rate and may also be able to use his powers to heal others. Character must take a turn to heal, and roll his score verses a difficulty determined by the level of damage. Each success heals a level of damage.
Heal Self: The character attempts to heal himself. Difficulty: 5-7.
Heal Other: The character attempts to heal another person. Difficulty: 7-9.
Cost: 1 character point
Accelerated Adaptive Evolution- The character has a unique ability to quickly adapt to his current environment. For Example: If a character is in an aquatic environment he will develop gills within a matter of hours. If a character accustom to breathing air is left in a methane atmospheric environment, he will eventually learn to breath methane. The character will adapt within 10 hours minus the amount of successes. Difficulty: 6-7.
Cost: 1 character point.
Adrenaline Boost- A very dangerous ability to have. The character becomes incredibly strong and fast from the chemicals produced by his body. Many times it is activated by fear, hate, or excitement. As a result, it may have unwanted effects (such as crushing a kitty, bouncing a kid through the roof, shaking someone’s arm off, etc.). The Game Controller will require you to roll Knowledge + Willpower to control this ability. Each success he rolls for this ability determine the bonus to Strength & Dexterity difficulties rolls.
Difficulty: 5-7 for Abomination Race and 6-8 for other races.
Cost: 1 character point (if the boost is controlled)
Astral Projection- Character can project his mind, or his soul out of his body for short periods of time. The character's astral body will be able to view occurrences but will not be able to physically effect them. Difficulty: 7-8.
Cost: 1 character point
Bio-Regeneration- The character has the ability to re-grow lost limbs, and other organs (provided he is still alive). Difficulty: 6-7.
1 Success: Heal at Incapacitated
2 Successes: Heal at Crippled
3 Successes: Heal at Mauled.
4 Successes: Heal at Wounded.
5 Successes: Heal at Injured.
6 Successes: Heal at Hurt.
7 Successes: Heal at Bruised.
8 Successes: Regenerate instantaneously.
Cost: 1 character point.
Block Transfer Computing- The character can make of use a special form of mathematics, used to shape and recreate reality patterns. Time taken to compute a specific effect, equals the level of difficulty in rounds. The effect will last one hour per success scored. The character must also make use of his normal mathematics skill in order to compute the initial block transfer problem. He must then roll his special ability to be able to fuel the patterned effect (For some more specific examples see, Rotes).
Cost: number of character points equal to one fifth (rounded up) of the difficulty level.
Cellular Regeneration- This ability allows the character to regenerate his damaged body, to prevent premature death. When the characterÕs heath level falls below incapacitated, his whole body reform (cell by cell), creating a totally new shell for him to live in. The appearance of the new body is sometimes drastically different from the old one (due to the random selection of gene restructuring), and the character may experience some slight personality rearrangements. A character with this ability, can only use it twelve times, and after that he simply dies. When a player uses this ability, his character is out of play for the duration of the scene. A character with the abilities: Remain Conscious, may be able to delay his regeneration until he has found a safe location, even if his Health Level has fallen below incapacitated (Resist Pain is also useful, because a character who's health level has fallen below incapacitated will suffer massive penalties). Difficulty: 7-9.
Cost: 1 character points.
Control Environment- The character has the ability to slightly effect the weather and climate changes of the area surrounding him (for example: if a character is of a race that is susceptible to warm temperatures, he may be lower the temperature of his current location. Difficulty: 7-9.
Cost: 1 character point.
Control Pain- A wounded character may be able to ignore the penalties given by his wounds. Roll the character's ability rating to determine what level of pain the character resists (for example, a mauled character rolls 3 success and only takes the penalties from being hurt, but he is still mauled and if he takes 3 more points of damage he will die). Difficulty: 6-8.
Cost: none
Doppelganging- Characters with this ability can assume the identity of a specific individual. The character may only morph into an person after he has made a detailed autopsy of the subject. Characters with this ability need medical training. Difficulty: 7-9.
Cost: 1 character point.
Electrokinesis- The character has a natural affinity with electricity and can control electrical powers. This ability can be used to manipulate electrical equipment, or even as a means of direct attack. The character can generate 50 volts of power per point of Ability. He may also be able to drain electricity into themselves and gain 1-5 extra character points per Episode (more than 5 points of electricity will seriously damage the character). Attacks will do the amount of damage according to the number of successes rolled. Difficulty: 7-9.
Cost: 1 character point.
Empathy- This ability allows the character to share, detect, and broadcast emotions. He may be able to detect harmful intent, lies, and other emotional responses and intentions. Difficulty: 6-8.
Cost: none
Extrasensory Perception (ESP)- Also known as the second sight, the characters may be able to see auras, sense danger, or visualize past and future events.
Detect Auras: The character can determine things about people by their aura colors (current emotional status, power, species, etc.). Difficulty: 6-8.
Cost: none
Sense Danger: The character can sense when he in danger. Though he will not know what kind of danger he is in, he will be aware immanent peril. Difficulty: 6-8.
Cost: none
Clairvoyance: The character can receive psychic visions. These premonitions are usually linked to people, locations or objects. They can be either future premonitions or images left from the past. They may also be from events that are currently unfolding. Difficulty: 7-9.
Cost: none
Hibernation Trance- This power allows a character to place himself into a deep trance, remarkably slowing all body functions. The character's heartbeat (or hearts-beat) slows, his breathing drops to barely perceivable and he falls unconscious. Characters in a Hibernation Trance will heal all damage at twice the normal rate. Before entering the trance; the character must declare under what circumstance he will awaken. Difficulty: 6-8.
Cost: none
Hypnotism/ Mind Control- The character can mesmerize others, bending them to his will. A character with this ability can dominate a persons mind and forcefully control his thought processes. Roll score verses the opponent's willpower roll. Difficulty: 6-8.
Cost: 1 character point.
Life Detection- This power allows a character to detect live sentient beings who might otherwise remain hidden from their normal senses. He may also determine things about them like their species, identity, and physical condition. Difficulty: 6-8.
Cost: none
Location Sense- Once a character has visited an area, he always remembers how to return to that area - he cannot get lost in a place that he has visited before. When using the Astrogation skill he receives a +1D to his die roll. Difficulty: 6-8.
Cost: none
Luck- The character has fate on his side and is usually extremely lucky. He may be able to lower the difficulties on all of his actions for a turn. The character must roll his ability rating, each success reduces a level of difficulty. Difficulty: 6-8.
Cost: 1 Character Point
Lycanthopy- Characters with this ability can transform their bodies into a primal state. They will become stronger and more aggressive. Roll the characters ability to determine the bonus to Strength & Dexterity, and the penalty to Perception, Knowledge, Mechanical, & Technical. The were-transformation lasts for 1 turn per success scored. Difficulty: 5-6.
Cost: 1 Character Point
Pyrokinesis- Character has an affinity with fire. He can cause targets to ignite and has the ability to suppress and control the paths of the flames (with only the use of his mind). The character must roll his ability rating (verses a difficulty specified by the Game Master) to determine how much damage he inflicts. Difficulty: 7-9.
Cost: number of character points equal to one fifth of the difficulty level.
Magnify Senses- Use of this power allows a character to heighten his own senses. The character may then add the success scored to his perception dice pool for the duration of the scene. Difficulty: 6-8.
Cost: none
Mind Shield- The character can block all mental intrusions and transmissions into his own thought processes. Roll verses opponents' successes (against telepathy, empathy, hypnotism, etc.). Difficulty: 6-8.
Cost: none
Remain Conscious- This ability allows a character to remain conscious, even after he has suffered injuries which would normally render him unconscious. The Character losses all actions for a round (this also applies to stun effects). The character must his roll score against a difficulty of 7. Difficulty: 6-8.
Cost: 1 character point
Respiratory Bypass- Characters with this ability have an immunity to most poison gasses and can even exist in the vacuum of space for short periods of time. normal length, x2 to withstand suffocation. Difficulty: 6-8.
Cost: none
Shape Shifting- A character with this ability can physically alter his own shape and colorization, into any organic form (from two to ten feet). He may be able to mimic other life forms and even specific people (but at a high difficulty level). Unlike Doppelganging the character needs only to observe and study the subject to mimic them. Difficulty: 3-9.
Cost: none.
Telekinesis- Character can move solid objects with only his mind. Roll verses the difficulty; determined by the size and weight of the object. He may also use his ability as a form of combat. One level of damage for each success scored. Difficulty: 6-10.
Cost: 1 character point.
Telepathy- The character has the ability to project and receive thought transmissions from a specific individual. He may even be able to probe deep into the subjects mind and withdraw hidden information (roll to resist the target's Willpower). Difficulty: 6-8.
Cost: (1 character point only if the subject is resisting).
Teleportation- The character has the ability to transport himself (and others) to a new location, without the aid of machinery. The difficulty depends on how familiar the character is with the location and how many people he is transporting.
Fly: The character has the ability to propel himself through the atmosphere without the use of wings. Difficulty:5-6
Teleport: The character has the ability to travel by means of crossing through the folds in the space-time continuum (Wyrm holes). The difficulty depends on how far the location is from the character's current position and how familiar he is with the new location. If the character uses the ability: Temporal Affinity he can also time jump. Difficulty: 6-10.
Cost: number of character points equal to one fifth the level of difficulty
Temporal Affinity- The character has the ability to sense disturbances and alterations in the time stream and will be aware of effects like time slips, time loops, etc. (this ability is useful to time ship operators). The character also has a resistance to the destabilizing effects of unshielded time travel, and a number of the Blinovich limitation effects. Extremely talented character may be able to separate themselves from their event waves and be become ethereal (existence of .5 reality).
Sense Temporal Disturbance: The character can sense disturbances and alterations in the time line. Difficulty: 6-8.
Cost: none
Destabilization Protection: The character has a resistance to the destabilizing effects of time travel. Difficulty: 6-8.
Cost: none
Create Alternate Timeline: The character has the ability to allow for the creation of an alternate timeline without being subject to Temporal Paradox. Difficulty: 10.
Cost: 10 character points. |
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 233
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Posted: Fri Sep 05, 2025 11:59 pm Post subject: |
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CHARACTER SPECIES LIST
The Time Traveller
[Abominations][Gallifreyans][Humans][Sloaths][Thals][Tharils]
Abominations
(a.k.a. Frankenstein’s Monster) By Leonerdo
[Physiology][Home][History][Structure][Statistics]
Physiology: Abominations are creations of mad scientist. The process of developing this creation involves fresh body part, elixir of life, and electrical charges. The elixir of life is a closely keep secret of the mad scientist. This elixir not only gives life, it allows his creations to readily adapt new body parts. The abomination usually consisting of mixed parts and pieces of several different races. Most resemble Tellurians while other maybe ghastly looking. Their body parts will last for about 400 years, but they may introduce new body parts. Newer body part may last from 40 - 200 years longer before deteriorating.
Home Mad scientist home or outcast from society. There are many weirdoes out there in the universe so make your pick.
History Frankenstein was one of the first to create the Abomination. His creation was uncontrollable and followed him to the ends of the earth. In mid 1990’s head transplantation became possible, soon after brain transplant followed. By 2010 mad scientist started to pop up left and right. There creations ran amuck in the streets of Tokyo, London, and New York. Many other civilization suffered the same results. Even the a few Gallifreyans experimented in some of these Abominations.
Structure: None, except for following there masters around.
Average Abomination: Dexterity 2D, Knowledge 1D, Mechanical 1D, Perception 2D, Strength 4D, Technical 1D, Special Abilities: Absorb/Dissipate Energy 1D, Bio-Regenerate 1D, Adrenaline Boost 2D.
Attributes
Natural Special Abilities:
Absorb/Dissipate Energy, Bio-Regenerate, Adrenaline Boost (new).
Merits and Flaws:
Huge Size and Deformity (rolls related to physical appearance are raised by 3 not 2). Alien Parts: Pick 0-3 Alien Body Parts. For example strong hide, clawed arm, bug like appendages, etc.
Optional Special Abilities:
May Choose any as long he/she has the necessary body parts. Usual ones include Control Pain, Hibernation Trance, Magnify Senses, and Remain Conscious.
Gallifreyans
[Physiology][Home][History][Structure][Statistics]
Physiology: Gallifreyans are an immensely intelligent and highly advanced race of humanoids from the planet Gallifrey. In all outward appearances, Gallifreyans resemble Tellurians (humans), except that their internal physiology is vastly different. They have two hearts, an advanced respiratory bypass system, a body temperature of 60 degrees, and the ability to regenerate their bodies 12 times to prevent premature death (see Special Ability: Cellular Regeneration). This ability allows them to live for thousands of years. Their original body will last for about 400 years before a Gallifreyan needs to regenerate, each additional body will last for only 200 years.
Home Planet: The Planet Gallifrey is an M-class planet located in the constellation of Kasterborus, at galactic co-ordinates 10-0-11-0-0 by 0-2 from galactic 0 center. It has one moon, Pazithi Gallifreya, which orbits Gallifrey every 27 days. It is a planet of great wastelands, orange skies and silver trees. Much of the environment is extremely harsh to life, due to the extreme age of the planet. The Gallifreyan populace lives in gigantic domed cities that surround the Capital Citadel. No one ever ventures out into the wastelands (except the Shobogans) and all travel between cities are conducted by transmat systems.
The planet Gallifrey is considered to be Out of Time, it exists in a separate time stream from the rest of the Universe. Any alterations to the time-lines will have little effect on the planet's history. Gallifreyan time proceeds slower than in the outside Universe.
Gallifrey is surrounded by an impenetrable force field known as the Transduction Barrier. The Transduction Barrier not only protects Gallifrey from off world intruders, but it wardens off all unauthorized time zones. Nothing can penetrate Gallifrey's past or future. As time proceeds so does the barriers. For example: if a Time Ship leaves present day Gallifrey, it will can only return to the exact corresponding point as to how long it has been away. It is possible for Gallifreyans from different times to meet off-world, but they may only return to Gallifrey in their proper time zones.
History: A long time ago, Gallifrey was ruled by a matriarchal order of female clerics. At the head of this order was the Pythia, the spiritual leader of the planet. The Pythia was rumored to have extraordinary mystical powers. In the ancient times, the Gallifreyan people worshiped a multitude of Gods and Goddesses, each in their own aspects of Life, Death and Time.
As the Old Order wanned, the Gallifreyan people began their first experiments with time travel. Lord Rassilon (the first male ruler of Gallifrey) seized power and the last Pythia committed suicide, cursing the people with sterility. No natural Gallifreyans have been born since and the remainder of the religious order had moved to the planet Karn.
In an effort to perpetuate the population, Rassilon developed the Genetic Looms. These Looms would produce new, fully grown children for the planet. Gigantic houses were built around each of these devices. The Looms would produce a specific number of Cousins for each household, giving birth to a new Gallifreyan every time a cousin dies.
Rassilon brought about the dawn of the Time Lords. He ruled in a Triumvirate, along with Omega and "the Other". Rassilon created the Matrix, the repository of all knowledge on Gallifrey. When a Time Lord died, his mind was placed into APC net (a branch of the Matrix). The Matrix was rumored to be so sophisticated and complex, that it has created its own pocket dimension for its self. It acts as a consultant for the Lord President.
Legends speak of Omega, a great and gifted stellar engineer, who created a device known as "The Hand of Omega" a sentient stellar converter. Omega caused a star to go super-nova, becoming the crab nebula. He harnessed the nova, thereby giving the Gallifreyans the energy needed to power early time travel machines. This was his final accomplishment, because, in saving several of his fellow engineers, he was engulfed by the super nova.
Rassilon later captured a black star (know as the Eye of Harmony) and placed it in a containment field under the Capitol. The Eye of Harmony provided the Time Lords with a constant and stable power source to perfect their researches (He was also the one who set up the Transduction Barriers.)
The History of the Other is vague and shrouded with half-truths. Legends say that the Other abandoned Gallifrey taking with him the Hand of Omega, he was never to be seen of again. Rumors has it that "The Other" was tired of being a ruler and wanted to be a pawn in the game of the Universe.
The ancient Time Lords placed themselves in a lofty positions. They decided that specific races were "not right" for the state of the Universe and they conducted mass Genocides of certain species. The Great Vampires were one of these races that the Time Lords saw as a threat. Rassilon even participated in their extinction, developing the mighty bow ships used to destroy them. But the Time Lords didn't stop with the Great Vampires, they tried to eliminate all life forms that were in dangerously close to developing time technology. They destroyed any creatures who's forms they felt were imcomprehendible to normal life. Rassilon soon outlawed Genocide.
The Anchient Time Lords were blood thirsty and cruel. They developed the Games of Death. A glatiator type game that involved the abduction of alien species. The prisoners were sent to the Death Zone, where they were forced to fight to the death, for the amusment of spectators. Rassilon eventually abolished the games and forbade the use of the abduction equipment. That was his last task for he soon (supposedly) died afterwards. His body is entombed in the Black Tower located in the center of the center of the Death Zone.
The Time Lords (once) used their powers to try and help the people of the planet Minyos to develop their civilization; despite their best efforts, though, the Mynans destroyed each other in nuclear wars. Only then did the Time Lords realize the potential harm of their discoveries. They instituted laws governing time travel, limiting themselves to the role of observers. The Time Lords made intervention highly illegal, punishable by exile or even death. This policy has sparked many protests from those who believe that they should use their powers to right the injustices of the universe. One such notorious protest was conducted by a joint group of Prydonian, Archalian, and Patrex students. The Citadel Guards put down this protest with a ferocity that left many students injured and dead. This massacre infuriated many influential members of the population and prompted several Time Lords to form an underground organization, known as the Celestial Intervention Agency. The Agency does all in its power to bring aid to the Galaxy, and is extremely opposed by the Government. Many of its members have been captured and executed.
Recently, many intervention sympathizers have infiltrated the Parliament and even the Inner Council. They have made it easier for the Agency to precede with its activities and many operatives have managed to slip past security - Their intervention records mysteriously disappearing.
Structure: More importantly, the Gallifreyans have developed the technology necessary to open the doors of the time barrier and unlock the secrets of travel through the fifth dimension. They created time machines known as TARDIS's' (Time in Relative Dimensions in Space) that could travel to anywhere, and any time in the Universe and beyond. It is upon that secret that the tradition of the Time Lords have been founded. Gallifreyans who have been tested, proven worthy and completed their training are known as Time Lords.
The Time Lords monitor all happenings and events that occur in time and space. The term ‘Time Lord is correct for members of both sexes, though some individual females may prefer Time Lady.
The training of Time Lords and maintenance of Time Lord traditions are the primary jobs of the three Time Lord colleges. There is much rivalry between the Universities, but a balance of power is maintained among the Prydonian, Arcalian and Patrex campuses. The Universities have chosen colors to represent their specific chapter, crimson and amber for Prydonian, green for Arcalalian, and heliotrope for Patrex.
The leading members of the Time Lord community compose the parliament, with representatives for each of the major colleges. There is an inner council that is composed of the President, The Castellan, The Chancellor, and twelve representatives from the parliament. The President and the Chancellor are usually always of Prydonian schooling.
There are, of course, non-Time Lord Gallifreyans who compose most of the population. For the most part they approve of the government and support it. They consider it fair, because any Gallifreyan who performs well in testing can become a Time Lord, regardless of origins. Most clerical, technical and security personnel are not Time Lords, but enjoy the benefits of advanced Gallifreyan society.
Especially prestigious are the Citadel Guards, the security force of the Capitol. Citadel Guards are the only Gallifreyans allowed to posses and carry deadly weapons within the city. Their function in modern Gallifreyan society is mostly ceremonial, though they are still in charge of maintaining security.
Some Gallifreyans have chosen to reject society and to return to the natural ways. These voluntary outcasts are known as Shobogans. They choose to live like primitives and reside in the wastelands outside the cities.
There are also renegades, Time Lords who have been exiled or simply become tired of Gallifrey and have set out into the universe (in stolen TARDIS') to Pursue their own personal ambitions.
Average Gallifreyan: Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 2D, Technical 2D, Special Abilities: Cellular Regeneration 1D, Respiratory Bypass 1D, Temporal Affinity 1D.
Attributes
Natural Special Abilities
Cellular Regeneration, Respiratory Bypass, Temporal Affinity. Dual Circulatory System: +2D to Stamina.
Optional Special Abilities
Accelerate Healing, Astral Projection, Block Transfer Computing, Control Pain, Empathy, Hibernation Trance, Hypnotism/ Mind Control, Life Detection, Location Sense, Luck, Mind Shield, Remain Conscious, Telepathy.
Humans
[Physiology][Home][History][Structure][Statistics]
Physiology: Humans (A.K.A. Earthlings, A.K.A. Tellurians) are a race of fleshy bipeds with partial hair coverings over small portions of their bodies. Human hair, eye and skin colonization varies with their origin and planetary location and there are sometimes conflicting beliefs and ideals between the different Tellurian divisions (usually based on belief, social status, or specific surface colonization).
The Humans have managed to spread them selves across the Universe and beyond. It is not uncommon to find a multitude and variety of humans in any diverse space port or city.
Home: The Planet Earth is a lush green world in the Sol system. The planet is on the far reaches of the Mutterer's Spiral (Milky Way Galaxy) and seems to have an affinity for attracting the attention of various life forms.
The Humans have been very successful in colonization attempts. They have many prosperous colonies and outposts scattered through-out the Galaxy.
History: In the early times, the nations of the Earth were divided up into many provinces. These nations sometimes had drastically different systems of government. Many wars and conflicts were started.
In the 20'th century, the Earth was faced with an increased number of invasions and visitations. A special organization named U.N.I.T. (United Nations Intelligence Task Force) was founded to control and deal with this problem. There are rumors of the involvement of a certain renegade Time Lord who has (supposedly) lent his assistance to UNIT on many occasions.
Towards the end of the 21'st century the whole of the planet was recuperating from the destruction of Dalek occupation. The people of the world, united, creating planetary-wide Parliament. This was the Dawn of the first Earth Empire, as the human race stuck out into the stars colonizing all inhabitable planets. Human expansion met with severe opposition as the humans encountered an equally imperialists race known as the Draconians. A gigantic and bloody war raged on for almost a century.
By the end of the 30'th century, the Earth Empire had become corrupt and began to decay. When the Earth Empire finally fell, the wake caused by its destruction threw its numerous colonies into disarray. By the time Earth had reorganized itself, many of its colonies were either lost or had become independent. In the 40'th century Earth became a member of the Galactic Federation. They prospered for many centuries until the Federation eventually gave way to the laws of Entropy and collapsed. It was about that time that the planet Earth was supposedly destroyed. History becomes vague but there are hints of Time Lord involvement. The planet mysteriously re-appeared centuries later.
Structure: For long periods of time the Human nations have spent most of their time in conflict with one another. By the time they had began space exploration, Earth had formed a planetary alliance, but politicians still managed to squabble over minute matters. Most Earth and colony governments will usually have a Democratic or Socialist type governments.
Average Human: Dexterity 3D, Knowledge 2D, Mechanical 2D, Perception 3D, Strength 3D, Technical 2D.
Attributes
Natural Special Abilities
Experience Bonus: +2 Character Points per Episode.
Optional Special Abilities
Accelerate Healing, Astral Projection, Block Transfer Computation, Control Pain, Danger Sense, Electrokinesis, Empathy, ESP, Hibernation Trance, Hypnotism/ Mind Control, Life Detection, Location Sense, Luck, Magnify Senses, Remain Conscious, Pyrokinesis, Telekinesis, Telepathy.
Sloaths
[Physiology][Home][History][Structure][Statistics]
Physiology: Sloathes are metamorphic; their skeletons telescopic, enclosed by unstable flesh the consistency of boiling mud, skinned by muscle and chitinous platelets. In repose they resemble soft and scaly obloids, but each carries within it a wide assortment of limbs, sensory organs and manipulatory appendages, and can assume a multiplicity of forms more or less at will (a Sloath can mimic anything organic, around the body-mass of a humanoid).
A Sloath's body is not the only thing that's versatile, their minds are capable of variable thought patterns and personalities (usually based on who or what they are reacting to). A Sloath can act like an immature child at one moment and lecture philosophy the next.
Home: Sloaths live in an artificial Solar System created by some unknown race aeons ago. The System, in circumference, circumscribes some fifty-thousand leagues, and all of it on the inside: a perfect gaseous globe, encapsulated by an electrostatic Mobeus bubble-shell, through which the four high-density Wanderers spin around an artificial Sun. And at the edge of that inverted globe hangs Planet X: a black uninhabitable ball, Sloathes live in underground tunnels and passage ways.
History: The initial reactions of the other inhabitants of the System, to the Sloaths was "Ewwe, evil blobby things!" so thus the Sloathes became. The Sloathes set out to conquer the system, enslaving worlds and hoarding all the shiny or neat looking items they could loot.
More recently attitudes towards the polymorphic creatures have improved and Sloathes have had the chance to develop more social personalities (usually bordering on silly to ridiculous).
Structure: Sloath society is typically ruled by a simple hierarchy that really serves little or no purpose other than to prove that they have a government.
Average Sloath: Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 2D, Technical 2D Special Abilities: Accelerated Adaptive Evolution 1D Shape Shifting 2D
Attributes:
Natural Special Abilities:
Accelerated Adaptive Evolution, Shape Shifting
Optional Special Abilities:
Absorb/ Dissipate Energy, Accelerate Healing, Bio-Regeneration, Empathy, ESP, Location Sense, Luck, Magnify Senses, Telepathy.
Thals
[Physiology][Home][History][Structure][Statistics]
Physiology: Thals are a species almost identical to humans. They are characterized by their blond hair and brilliant-colored blue eyes. The Thals are the sister race to the Kaleds (the species that eventually became the Daleks). They have life spans of about 100 years.
Home: The Thal home world is Skaro, now desolate and destroyed by war. It's filled with vast petrified forests, huge barren waist lands (that resemble quarries) and high radiation levels.
History: The Thals were involved with a thousand year, nuclear war with the Kaleds. The radiation begin to cause mutations in the genetics of the people in Skaro and random children (both Thal and Kaled) were being born deformed. These Muto's (as they called them) were cast out into the waist lands to fend for themselves. The Thals eventually launched an all out attack on the last remaining Kaled city and wiped them out, but the Kaleds had been conducting secret experiments the Dalek war machines to encase their mutated and modified bodies. The Thals managed to trap the Daleks in a Kaled research bunker and seal them in.
Centuries later the Thals developed into a peaceful race of pacifists. At the same time the Daleks dug them self out of the bunker and struck out into space with the intent of conquering the Universe.
Feeling responsible for the Daleks, the Thals have followed their sister race into the universe, with the intent of halting Dalek aggression.
Structure: The Thals follow a tribal like structure, with elected leaders and elders. They live off the land and have only retained small amounts of their technological knowledge. They stole technology from captured Dalek equipment and have learned how to build space craft. Thals are now pacifist's by nature and are no longer able to endure the suffering's of others.
Average Thal: Dexterity 3D, Knowledge 3D, Mechanical 2D, Perception 2D, Strength 3D, Technical 2D.
Attributes
Natural Special Abilities:
Bonus: +1 an all skills verses the Daleks.
Merits and Flaws:
Soft-Hearted, Driving Goal (thwart the Daleks)
Optional Special Abilities:
Absorb/ Dissipate Energy, Accelerate Healing, Astral Projection, Control Pain, Danger Sense, Electrokinesis, Empathy, ESP, Hibernation Trance, Life Detection, Location Sense, Luck, Magnify Senses, Remain Conscious, Telepathy.
Tharils
[Physiology][Home][History][Structure][Statistics]
Physiology: Tharils are time sensitive race of leonine ectomorphs (tall humanoids with feline features) who inhabit the Exo-Space, time-space continuum. The Tharils have a natural affinity with the fifth dimension, and can travel across time and space without the aid of travel machines. They usually live for 280 years.
Home: The Tharils inhabit the Wariors Gate, the remains of an anchient palace situated between the striations of the time lines. Through out the structure is are many mirrors that open onto both E-space and N-space universes. From there, the Tharils have the ability to travel anywhere at anytime.
History: The Tharils were once the rulers of a vast empire who enslaved the majority of the humanoid inhabitants of E-Space. They justified their actions with the idea that the weak enslaved themselves. The slaves, however had different ideas and created the Gundan robots to over throw the Tharils. The Gundans were built to withstand the time winds and were programed to enter the Tharils domain. From there the Gundans caught the unaware rulers off guard and slaughtered everyone in the Gateway.
The Tharils have recently become slaves themselves. Warp-drive starships travel through folds in time and space and those ships need a navigational system that can translate temporal coordinates. A Tharil became the natural choice and the humanoid life forms of E-Space began to adapt their navigational systems to use time sensitives as their navigators. In essence the Tharils were thought of as ship components.
Recently a few Tharils have escaped and rediscovered the Gateway. With the help of the Time Lady: Romanadvoratrelundar (from N-Space), the Tharils have been able to free many of their own kind, and they now re-inhabit the Gateway, simply trying to exist in peace.
Structure: The Tharils currently use a clan like system of government. The wisest and strongest Tharil is usually picked as the Chief. The Tharils consider each other and their friends to be family and they are always treated as such.
Average Tharil: Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 2D, Technical 2D, Special Abilities: Magnify Senses 1D, Teleportation 1D, Temporal Affinity 1D.
Attributes
Natural Special Abilities
Magnify Senses, Teleportation, Temporal Affinity. Skill Bonus: +1 to Search, +1 to Stamina, +1, Claw Damage: Strength +2.
Optional Special Abilities
Accelerate Healing, Control Pain, Danger Sense, Location Sense, Luck. |
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 233
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Posted: Fri Sep 05, 2025 11:59 pm Post subject: |
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GAME SYSTEMS
The Time Traveller
Character Points
Character points represent the amount of Artron (mental) energy stored into a person.
Uses For Character Points
Experience (raising skills & attributes)
Gaining an extra die on an action
Gain an automatic success (limit of 1)
Lower difficulty level.
Fuel for Special Abilities.
Experience Costs
Attribute: current rating x4
New Skill: 3
Skill: current rating x2
Specialization: 3
New Special Ability: 10
Special Ability: x5
Awarding Character Points
End of Each Episode:
Give each character one to five character points at the end of every episode (game session).
One Point- Automatic: Each player gets one point after every game session.
One Point- Learning Curve: The character must have learned something from his experience.
One Point- Acing: If the player acted out his character well.
One Point- Role playing: If the player role played well.
One Point- Heroism: When a character puts himself at risk for the sake of others.
End of Each Story
Two Points- Success: The party succeeded in its mission or goal.
Two Points- Danger: The character experienced great danger during the story and survived.
Two Points- Wisdom: The player exhibited great wits and resourcefulness.
Health
This trait is a representation of the degree of injuries and wounds a character can sustain. There are 7 levels of heath, each one applies to a different penalty.
Penalties: When a character looses Health Levels they are in pain and damaged, therefore effectively reducing their dice actions by the set amount, until they are healed.
Injury: Each success on an opponent's damage roll indicates the loss of one Health Level.
Bruised- 0 penalty
Hurt- 1 point penalty
Injured- 2 point penalty
Wounded- 3 point penalty
Mauled- 4 point penalty
Crippled- 5 point penalty
Incapacitated- Unconscious.
Resisting Damage: Characters can reduce the amount of damage done to them by rolling their Strength + Stamina. Each success will cancel out one of the attackers damage successes.
Healing: Without the aid of superior medical equipment or special powers; most characters will heal naturally with time.
Bruised- One day
Hurt- Three days
Injured- One week
Wounded- One month
Mauled- Three months
Crippled- Three months
Incapacitated- Three months + the loss of one point of strength.
Death: When a person is incapacitated he is one point away from death. If he is injured one more time, or if it is impossible to stem the flow of blood from his body, he will die.
Sources of Injury
There are many ways to inflict harm a character. These sources are listed below.
Combat: Each success on a damage roll causes a character to loose one Health Level.
Falling: Occasionally characters will fall from a height and sustain damage and possibly die.
Five feet: One Health Level
Ten feet: Two Health Levels
Twenty feet: Three Health Levels
Thirty feet: Four Health Levels
Forty feet: Five Health Levels
Fifty feet: Six Health Levels
Sixty feet: Seven Health Levels And so on...
Fire: Fire damage is different to standard injury because the damage depends on the heat of the flame and the length of time the character is exposed to the fire. A character may try to resist the damage being done to him with a Strength + Stamina roll. Characters with the Special Ability: Absorb/ Dissipate Energy may add the score to his roll.
Difficulty to Resist Fire & Damage Inflicted
Heat of a Candle (first degree burn): Difficulty three
Heat of a Torch (second degree burn): Difficulty five
Heat of a Bunsen Burner (third degree burn): Difficulty seven
Heat of a Chemical Fire: Difficulty nine
Molten Metal: Difficulty ten.
Fire Damage per Turn
Torch; part of the body burned: One Health Level per turn
Bonfire; half of the body burned: Two Health Levels per turn.
Raging Inferno; all of the body burned: Three Health Levels per turn.
Disease: Sickness should be treated similar to injuries, but rules on fighting off and curing diseases should be left up to the Game Controller.
Poison: In general, poisoning works much like disease.
Stun: Stunning aims to render a person unconscious, without killing him. Rules for stun effects work similar to damage, except that stunning does not cause any permanent injury. The effects of a stun wear off in due time (specified by the Game Controller, or whatever caused the effect).
Suffocation & Drowning: Characters can die by drowning. The length of time a person can hold his breath is determined by his Strength + Stamina rating. Characters with the Special Ability of Respiratory Bypass may add this power to his Strength + Stamina rating.
Holding Breath
One point resist: 30 seconds
Two points resist: One minute
Three point resist: Two minutes
Four point resist: Three minutes
Five point resist: Four minutes
Six point resist: 15 minutes
Seven point resist: 20 minutes
Eight point resist:30 minutes And so on...
The character may use a character point to last for 30 additional seconds. Radiation Sickness: When a character is exposed to mass amounts of radiation he will become sick and will die with out proper medical attention. If a character is exposed to low amounts of radiation for a long period of time he will start to experience defects (possibly Cancer, of child birth complications). A character may try to resist the damage being done to him with a Strength + Stamina roll. If the character has the Special Ability: Absorb/ Dissipate Energy, he may be able to add that score to his roll. Radiation damage does five points of damage per hour. The difficulty to resist radiation poisoning starts at 4 and increases with each hour of exposure.
Electrocution: Electrical damage is different than most types of damage, because electricity has varying effects. A charge that has a reasonably high voltage, but a low current will only stun the recipient, but there is a chance that the charge will disrupt the target s heart and possibly kill him. If a Game Master rolls more than 8 successes on a stun roll, the character will be sent into cardiac arrest.
A charge that has high voltage and high current will burn the recipient. A powerful enough shock will kill the target.
Electrical Burn Damage
50 volts: 5D of damage
150 volts: 7D of damage
250 volts: 8D of damage
350 volts: 10D of damage And so on...
Aging: With old age (see species) comes the possible loss of Physical Attributes. Senility is also a danger, reducing a characters, Perception, Knowledge, Mechanical and Technical Attributes. The effects of age are up to the Game Controller to describe.
Medical Attention: A character who has been wounded or worse will suffer the danger of blood loss. The Character will loose one additional health level every ten minutes if he does not receive medical attention.
The application of First Aid skills will stop the flow of blood and allow the damaged character to began healing at a natural rate. If a Botch occurs the medic does more damage than good, the character will receive an additional point of damage.
The application of Medical skill will actually accelerate the patient s healing processes (provided that the Surgeon has the proper equipment). The patient s healing rate depends on the type and technology of the medicine and surgical equipment. A successful roll will accelerate the patient s healing rate 2-5 times.
A Botched roll will indicate that the Surgeon has done harm to the patient. The patient will suffer 2 points of damage.
Accelerate Healing: This ability allows a character to accelerate the natural healing processes in both themselves and others.
To heal oneself is a fairly easy task, the character must use several turns of inaction to heal (one turn per level of health). The difficulty for such an action is usually 5-7, and each success scored will heal one health level. To heal another is a more difficult task. The difficulty is usually set around 7-9 and the player must score 2 successes to heal one level of health. A Botch on a Healing roll will disrupt all healing processes. The character may not heal (natural and special) for the next few day.
Bio-Regeneration: Characters have the ability to regenerate limbs and other body parts that have been lost or removed (such as eyes, hands, arms, legs etc.). Characters will heal the lost the appendage at a set rate. This process is slow and will not help characters that have lost vital organs (because the character will die before he can re-grow the organs).
Characters with the Special Ability: Accelerate Healing, will be able to regenerate vital organs (decapitation does not count). The roll for this is extremely difficult and requires a role of 2-6 success at a difficulty of 7-9.
A Botch on a Bio-Regeneration roll will indicate that the limb has grown back crocked, the limb will not have any nerves and will eventually be rejected and rot away.
Cellular Regeneration: Gallifreyans have the ability to regenerate to heal the body, such as when the body has grown too old or when it receives enough damage to make life difficult. Regeneration most often occurs if the body has sustained substantial damage or if the body is in danger of dying from old age. Gallifreyans may regenerate as many as twelve times.
Though this is an inborn talent, regeneration does not come easily to many. All Gallifreyans naturally know how to initiate a regeneration, but not everyone can control the physical results. Time Lords with a Cellular Regeneration rating lower than 3D will have no control over what his new body will look like, while Time Lords with a rating higher than 3D will be able to fine-tune their new manifestation to their own personal tastes.
When a regeneration occurs, the body becomes comatose. Briefly, a greenish-white glow covers the skin. Then the facial and body structure seems to flow, (much like soft wax) becoming indistinct and reforming into a new structure (usually a completely different appearance). Then follows a time during which the new physical form jells, usually a span of 10 to 60 minutes. At the end of this time, an electroencephalic jolt flows through the body, the eyes fly open, and the character awakens.
The act of regenerating a new body is considered an extended action. The character must accumulate from 5-10 successes at a difficulty of 6-9, he may keep trying until he obtains enough successes If the player botches his roll, the Regeneration fails and must use up another regeneration or die. Despite the fact that the physical structure and appearance of the body have been set, there is a readjustment period during which the mind learns to occupy its new temple. During readjustment, the body and mind function at an impaired level, and the Time Lord experiences disorientation in time, location, an physical functioning. This readjustment period lasts from two to several days. Consider the character effectively stunned and at an injury level of ‘Hurt , but only mentally, if he attacked (when in this state) his health level will not be impaired. When he heals this mental state (like healing wounds) his mind will stabilize.
There are special rooms built to aid mental stabilization, called zero rooms. These rooms are specially insulated and block all disrupting and confusing signals to its occupants. It also offers a calming peaceful environment, and will increase the rate of mental stabilization by 2. These rooms can be found on Gallifrey and are standard in all TARDISes .
After a character regenerates, the player and the Game Controller should decide the character s new form. Attributes (but never skills) may also be effected, and the player may have to reallocate points.
Sometimes a character may not be in a situation where it is safe to regenerate. In such cases, the character may be able to delay his regeneration, if he has specific Special Abilities to do so. Characters that delay a regeneration will temporarily loose a die from their regeneration Dice Pool. Hibernation Trance will allow a character to remain conscious, feigning death until it is safe for him to regenerate. Characters with Remain Conscious will be able to stay active, even after their health levels have fallen below Incapacitated (Control Pain is also useful because a character who s Health level has fallen below Incapacitated will suffer a -6 penalty to all their actions).
A character may regenerate at any time unless he has been disintegrated. |
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 233
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Posted: Sat Sep 06, 2025 12:00 am Post subject: |
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COMBAT SYSTEMS
The Time Traveller
Stage One: Initiative
This stage organizes the turn. The players declare their character's actions - Leaping behind a wall, shouting a warning, firing a weapon, etc. Each player, in turn, must describe what his character is doing and with what, in as much detail as the Game Controller requires.
The characters make initiative rolls using Perception + Alertness (standard difficulty 4, Adjust as the Game Controller desires). Everyone takes their actions in descending order of successes - First goes first, and so on. Some characters will act spontaneously (if they roll the same amount of successes). Those who rolled no successes will go last, and those who botch don't get to act this turn.
Players must declare their character's actions before going to the Attack Stage. A character splitting his dice pool must also declare haw many dice to allocate to each action. The only action the character may take out of turn is a parry or dodge maneuver, which he can perform at any time as long as he has dice left in his pool (keeping a die or two in reserve).
Stage Two: Attack
The attack stage is where the successes or failures of combat are determined, as well as any impact on the target.
The weapon or attack determines the base difficulty of the attacker's roll. The number of dice might be modified by the gun's rate of fire or the use of a scope, but the difficulty is usually only modified by the circumstances around the attack. If no successes are obtained, the character has failed his attack, and no damage is inflicted. If the player rolls a botch, the attack fails and something really nasty occurs, as well.
Dodging & Parrying
Any time someone attacks a character he has the option of dodging or parrying (depending on the form of attack). A player may announce at any time that his character is using this action (provided that he has saved some dice from his pool before the opponent has made the attack). In some cases dodges and parries may not be allowed, such as confined.quarters or situations where the character is supprised. The roll requires a Dexterity + a Dodge or Parry skill; each success subtracts one of the opponent's attack successes. A character may even be able to dodge and parry multiple opponents (if he splits up his dodge dice).
Stage Three: Resolution
In this stage, characters determine the damage inflicted by their attacks and the Game Controller describes what occurs in the turn.
Brawling
Grapple
Roll: Dexterity + Brawl Difficulty: 6 Damage: Strength
Kick
Roll: Dexterity + Brawl Difficulty: 7 Damage: Strength+1
Punch
Roll: Dexterity + Brawl Difficulty: 6 Damage: Strength |
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 233
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Posted: Sat Sep 06, 2025 12:01 am Post subject: |
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MERITS & FLAWS
The Time Traveller
[Psychological][Mental][Awareness][Aptitudes][Physical]
Merits provide the character with an advantage, while Flaws give the character a disadvantage. When you create a character in Doctor Who, you are given 10 Character Points. Merits may only be bought with Character Points. Flaws give you extra Character Points to spend on Merits or anything else. Each Merit has a different cost, which is described in terms of Character Points - if you wish to take it, you must spend that number of Character Points. Each Flaw you purchase gives you additional Character Points. The ammount gained is listed with the Flaw. They are only allowed to be chosen during character creation. Gallifreyan's are allowed to re-pick their Merits and Flaws after a regeneration.
Psychological
These Merits and Flaws deal with the psychological makeup of your character, and may describe ideals, motivations or pathologies. Some psychological Flaws can be temporarily ignored by spending a character point. If you posses such a Flaw and do not roleplay it when the Game Controller thinks you should, then he may tell you that you have to spend a character point for the effort. Flaws cannot be conveniently ignored.
Code of Honor: (1 pt Merit)
You have a personal code of ethics to which you strictly follow. You can automatically resist most temptations that would bring you into conflict with your code. Gain three extra dice to resist persuasion that would make you violate your code, or the opponent's difficulties are increased by two (Game Conrtoller's Choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide.
Higher Purpose: (1 pt Merit)
You have a goal that drives and directs you in every-thing. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on all rolls that have anything to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Game Controller first. (If you have the Flaw, Driving Goal, you can not take this Merit.)
Compulsion: (1 pt Flaw)
You have a psychological compulsion of some sort, which can cause a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration or just talking. A compulsion can be temporarily avoided at the cost of a Character Point.
Intolerance: (1 pt Flaw)
You have an unreasoning dislike of a certain thing. This may be an animal, an alien race, a color, a situation, etc. The difficulties of all dice rolls involving the subject are increased by two.
Nightmares: (1 pt Flaw)
You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad they cause you to lose one die on all of your actions for the next day. Some of the nightmares may be so intense that you mistake them for reality.
Phobia: (1 pt Flaw)
You have an overpowering fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces and heights. You must roll Knowledge + Willpower, whenever you encounter the object of your fear (difficulty, determined by GC). If you fail the roll, you must retreat from the object.
Overconfident: (1 pt Flaw)
You have an exaggerated and unshakable opinion of your own worth and capabilities - you never hesitate to trust your abilities, even in situations where you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough, you can infect others with your overconfidence.
Shy: (1 pt Flaw)
You are distinctly ill at ease when dealing with people, and try to avoid social situations whenever possible. The difficulties of all rolls concerned with social dealings are increased by two. Don't expect such a character to make a public speach.
Soft-Hearted: (1 pt Flaw)
You cannot stand to watch others suffer. If you are the direct cause of suffering, you will experience nights of nausea and days of sleepless grief. You avoid situations where you might have to witness suffering, and will do anything you can to protect others from it. Whenever you must witness suffering, difficulties of all rolls are increased by two for the next hour.
Speech Impediment: (1 pt Flaw)
You have a stammer or some other speech impediment which hampers verbal communications. The difficulties of all relevant rolls are increased by two.
Low Self-Image: (2 pt Flaw)
You lack self-confidence and don't believe in yourself. You have two fewer dice in situations where you don't expect to succeed (at the GC's discretion). You may be required to make Willpower rolls to do things that require self-confidence.
Vengence: (2 pt Flaw)
You have a score to settle. You are obsessed with wreaking vengeance on an individual (or perhapse an entire group), and make revenge your first priority in all situations. The need for vengeance can only bo overcome by spending Character Points, and even then it only temporarily subsides. Someday you may have your revenge, but the Game Controller won't make it easy.
Driving Goal: (3 pt Flaw)
You have a personal goal, which sometimes compels and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. You can avoid it for short periods, by spending Willpower.
Mental
These Merits and Flaws deal with the mind: its strengths, weaknesses and special capacities.
Common Sense: (1 pt Merit)
You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense, the Game Controller should alert you to how your potential action might violate practicality.
Concentration: (1 pt Merit)
You have the ability to focus your mind and shut out any distractions or annoyances. Any penalty to a difficulty or Dice Pool arising from a distraction or other inauspicious circumstances is limited to two, though no extra benefits are gained if only one penalty die is imposed.
Lightning Calculator: (1 pt Merit)
You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers. The difficulties on all relevant rolls are decreased by two.
Time Sense: (1 pt Merit)
You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device. You can accomplish this whether you are concentrsting or not. You can estimate the time of day to within a minute or two, and the passage of time with the same accuracy.
Eidetic Memory: (2 pt Merit)
You can remember things seen and heard with perfect detail. By gaining at least one success on a Perception+Alertness roll, you can recall any desired sight or sound accurately, even if you heard it or glanced at it only once.
Iron Will: (3 pt Merit)
When you are determined and your mind is set, nothing can thwart you from your goals. You cannot be Hypnotised or mind controlled.
Weak-Willed: (2 pt Flaw)
You are highly susceptible to Hypnotism, Mind Control and intimidation by others. You are not allowed to have the skill of Willpower.
Absent-Minded: (3 pt Flaw)
This flaw may not be taken with the Merit: Concentration. Though you do not forget such things as Knowledges or Skills, you do forget names, addresses, and when you last ate. In order to remember anything more than your own name, you need to will willpower.
Awareness
These Merits and Flaws involve perception, or the lack thereof.
Acute Hearing: (1 pt Merit)
You have an exceptionally keen hearing. The difficulties of all dice rolls that relate to hearing are reduced by one.
Acute Sense of Smell: (1 pt Merit)
You have an exceptionally keen sense of smell. The difficulties of all dice rolls that relate to smell are reduced by one.
Acute Sense of Taiste: (1 pt Merit)
You have an exceptionally keen sense of taste. The difficulties of all dice rolls that relate to taste are reduced by one.
Acute Vision: (1 pt Merit)
You have an exceptionally keen eyesight. The difficulties of all dice rolls that relate to vision are reduced by one.
Color Blindness: (1 pt Flaw)
You can only see black and white. Color means nothing to you, though you are sensitive to color density, which you percieve as shades of gray.
Hard of Hearing: (1 pt Flaw)
Your hearing is defective. The difficulties of all dice rolls related to hearing are increased by 2.
Bad Sight: (2 pt Flaw)
Your sight is defective. The difficulties of all dice rolls related to sight are increased by 2.
One Eye: (2 pt Flaw)
You have one eye. You have no peripheral vision on your blind side, and 2 fewer dice are rolled for any feat requiring depth perception. This includes missile combat.
Deaf: (4 pt Flaw)
You cannot hear sound, and automatically fail any rolls that require hearing.
Blind: (6 pt Flaw)
You automatically fail all dice rolls involving vision. You cannot see - the galaxy of color and lights is lost to you.
Aptitudes
These Merits and Flaws establish capacities and abilities for your character, or modify the effects and powers of your character's other traits.
Ambidextrous: (1 pt Merit)
You have a high degree of off-hand dexterity and can perform tasks with with the ‘wrong' hand at no penalty. The normal penalty for using both hands at once to perform different tasks (e.g. fighting with a weapon in each hand) is plus one difficulty for the ‘right' hand and plus three difficulty fot the other hand.
Computer Aptitude: (1 pt Merit)
You have a natural affinity with computers, so the difficulties of all rolls to repair, construct or operate them are two less.
Mechanical Aptitude: (1 pt Merit)
You are naturally adept with all kinds of mechanical devices (note, that this aptitude does not extend to electric devices such as computers). The difficulties of all dice rolls to understand, repair or operate any kind of mechanical device are two less.
Daredevil: (3 pt Merit)
You are good at taking risks, and are even better at surviving them. All, difficulties are one less whenever you try something particularly dangerous, and you can ignore one botch result when you roll "ones" on such actions (you can cancel a single "one" that is rolled, as if you had an extra success).
Fast Learner: (5 pt Merit)
You learn very quickly, and pick up on new things faster than most do. You gain one extra character points at the conclusion of each episode.
Illiterate: (1 pt Flaw)
Through lack of education or as the result of a condition like dyslexia, you are ubable to read or write.
Physical
These Merits and Flaws deal with your health and physical makeup.
Double-Jointed: (1 pt Merit)
You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example.
Huge Size: (4 pt Merit)
You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore have one additional Health Level, and are able to suffer more harm before you are incapacitated. Treat this extra Level as an extra Hurt Level, with no penalties to roll.
Short: (1 pt Flaw)
You are well below average height, and have trouble seeing over high objects and moving quickly. You suffer a 2 dice penalty to all pursuit rolls. In some circumstances, this will give you a concealment bonus.
Deformity: (3 pt Flaw)
You have some kind of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically. The difficulties of all rolls related to physical appearence are raised by 2. The difficulty to some Dexterity rolls by two, depending on the type of deformity you posses.
Lame: (3 pt Flaw)
Your legs are injured or otherwise prevented from working effectively. You suffer a two-dice penalty to all dice rolls related related to movemen (Cannot combine with Double-Jointed).
One Arm: (3 pt Flaw)
You have only one arm. It is assumed that you are accustomed to using your remaining hand, so you suffer no off-hand penalty. However, you do suffer a 2 dice penalty to any Dice Pool where two hands would normally be needed to perform a task (cannot combine with Ambidextrous).
Mute: (4 pt Flaw)
Your vocal apparatus does not function, and you can notv speak at all. You can communicate through other means - typically writing or signing.
Paraplegic: (6 pt Flaw)
You can hardly move without assistance, such as a pair of crutches, a wheelchair, or a robotic exo-skeleton. Even then it can be painful and cumbersome to do so, increase the difficulties on all Dexterity actions by two. (Character may not take this Flaw, along with the Merit of Double Jointed). |
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 233
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Posted: Sat Sep 06, 2025 12:02 am Post subject: |
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ANTAGONIST LIST
The Time Traveller
The Daleks
Created by Davros, the Daleks were the mutated descendants of the Kaleds, one of the two races on the planet Skaro.
In their natural form they are small green blob like creatures, however they live inside a mobile casing which is difficult to destory. This casing has been shown to be powered by a number of different sources, ranging from static electricity to solar power.
Their purpose is to exterminate all other life forms and become the dominant species in the universe. This has led them into a number of wars, notably with mankind. They have also been known to split into various factions amongst themselves, some siding with Davros against others groups.
Standard Dalek Soldier
Type: Dalek
Dexterity 2D
Energy Weapons 5D
Knowledge 4D
Mathematics 3D, Military Tactics 4D, Planetary Systems 3D, Science 4D
Mechanical 4D
Astrogation 2D, Communications 4D, Force Field Operation 4D, Powersuit Operation 5D, Repulserlift Operation 4D, Sensors 4D, Space Transports 2D, Starship Piloting 2D, Temporal Vehicle Operation 2D, T-Mat Operation 2D
Perception 4D
Command 2D, Investigation 2D
Strength 2D
Stamina 2D
Technical 4D
Armor Repair 2D, Computer Programming/ Repair 4D, Cybernetics/ Robotics 4D, Demolition 2D, Energy Weapons Repair 2D, Engineering 2D, Electronics/ Fiber Optics Repair 2D, Force Field Repair 2D, Repulserlift Repair 2D, Security 2D, Space Transports Repair 2D, Starship Repair 2D, Temporal Vehicle Repair 2D, T-Matt Repair 2D
Health Levels: OK, OK, OK, OK, OK, -1, -2, -5, Incapacitated
Armor Rating: 4 (ten soak dice, total)
Force Field 2D
Attacks/ Powers: Dalek Disrupter (Difficulty 4, Damage 10D, Range 6000), Communicator, Sensor Array, Repulser Lift, Computer Jack/ suction cup manipulator.
Black Dalek Commander
Type: Dalek
Dexterity 2D
Energy Weapons 6D
Knowledge 5D
Alien Species 2D, Bureaucracy 2D, Law Enforcement 2D Mathematics 3D, Military Tactics 5D, Planetary Systems 4D, Science 5D
Mechanical 5D
Astrogation 3D, Communications 4D, Force Field Operation 4D, Powersuit Operation 6D, Repulserlift Operation 4D, Sensors 5D, Space Transports 3D, Starship Piloting 3D, Temporal Vehicle Operation 3D, T-Mat Operation 3D
Perception 4D
Command 5D, Investigation 2D
Strength 2D
Stamina 2D
Technical 4D
Armor Repair 2D, Computer Programming/ Repair 5D, Cybernetics/ Robotics 4D, Demolition 2D, Energy Weapons Repair 2D, Engineering 2D, Electronics/ Fiber Optics Repair 2D, Force Field Repair 2D, Repulserlift Repair 2D, Security 5D, Space Transports Repair 3D, Starship Repair 3D, Temporal Vehicle Repair 3D, T-Matt Repair 3D
Health Levels: OK, OK, OK, OK, OK, -1, -2, -5, Incapacitated
Armor Rating: 5 (twelve soak dice, total)
Force Field 3D
Attacks/ Powers: Dalek Disrupter (Difficulty 4, Damage 10D, Range 6000), Communicator, Sensor Array, Repulser Lift, Computer Jack/ suction cup manipulator.
Davros' Imperial Daleks
Standard Imperial Dalek
Type: Dalek
Dexterity 3D Energy Weapons 6D
Knowledge 4D
Mathematics 3D, Military Tactics 5D, Planetary Systems 3D, Science 4D
Mechanical 5D
Astrogation 2D, Communications 5D, Force Field Operation 4D, Powersuit Operation 5D, Repulserlift Operation 5D, Sensors 5D, Space Transports 2D, Starship Piloting 2D, Temporal Vehicle Operation 2D, T-Mat Operation 2D
Perception 4D
Strength 2D
Stamina 2D
Technical 4D
Armor Repair 3D, Computer Programming/ Repair 5D, Cybernetics/ Robotics 5D, Demolition 2D, Energy Weapons Repair 2D, Engineering 2D, Electronics/ Fiber Optics Repair 2D, Force Field Repair 2D, Repulserlift Repair 2D, Security 3D, Space Transports Repair 2D, Starship Repair 2D, Temporal Vehicle Repair 2D, T-Matt Repair 2D
Health Levels: OK, OK, OK, OK, -1, -2, -5, Incapacitated
Armor Rating: 2 (eight soak dice, total)
Force Field 2D
Attacks/ Powers: Dalek Disrupter (Difficulty 4, Damage 10D, Range 6000), Communicator, Sensor Array, Repulser Lift, Computer Jack/ suction cup manipulator.
Special Weapons Dalek
Type: Dalek
Dexterity 2D
Energy Weapons 6D
Knowledge 4D
Mathematics 2D, Military Tactics 3D
Mechanical 4D
Communications 4D, Force Field Operation 4D, Powersuit Operation 5D, Repulserlift Operation 4D, Sensors 4D
Perception 4D
Strength 4D
Stamina 2D
Technical 4D
Armor Repair 2D, Computer Programming/ Repair 4D, Cybernetics/ Robotics 4D, Demolition 2D, Energy Weapons Repair 2D, Force Field Repair 2D, Repulserlift Repair 2D,
Health Levels: OK, OK, OK, OK, OK, OK, OK, -1, -2, -3, -5, Incapacitated
Armor Rating: 6 (fourteen soak dice, total)
Force Field 2D
Attacks/ Powers: Particle Beam Weapon (Difficulty 4, Damage 12D, Range 7000), Communicator, Sensor Array, Repulser Lift. |
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 233
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Posted: Sat Sep 06, 2025 12:02 am Post subject: |
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BIODATA EXTRACTS
The Time Traveller
The Doctor
Type: Renegade Time Lord
Race: Gallifreyan
Sex: M
Age: 1000+
Regeneration: 7
Dexterity 6D
Bows 5D, Brawling Parry 11D, Dodge 15D, Energy Weapons 10D, Melee Combat 8D, Melee Parry 10D, Pick Pocket 15D, Projectile Weapons 10D, Running 6D
Knowledge 7D
Alien Species 18D, Bureaucracy 12D, Business 12D, Cultures 18D, Game Playing 10D, Languages 10D, Mathematics 13D, Military Tactics 10D, Planetary Systems 17D, Science 20D, Survival 8D, Value 7D, Willpower 20D
Mechanical 7D
Aircraft Piloting 7D, Astrogation 15D, Communications 9D, Force Field Operation 10D, Ground Vehicle Operation 8D, Hover Vehicle Operation 8D, Repulserlift Operation 8D, Sensors 12D, Space Transports 12D, Capital Ship Piloting 9D, Temporal Vehicle 19D, T-Matt Operation 8D
Perception 5D
Alertness 10D, Artistic Expression 8D, Bargain 12D, Command 8D, Con 15D, Disguise 5D, Forgery 10D, Gambling 5D, Hide 8D, Investigate 13D, Persuasion 12D, Search 10D, Sneak 8D
Strength 5D
Brawling 8D, Climbing/ Jumping 9D, Stamina 10D
Technical 7D
Aircraft Repair 9D, Computer Programming/ Repair 13D, Cybernetics/ Robotics 14D, Demolition 9D, Energy Weapon Repair 10D, Engineering 14D, Electrical/ Fiber Optics Repair 8D, First Aid 10D, Force Field Repair 13D, Ground Vehicle Repair 10D, Hover Vehicle Repair 9D, (A) Medicine 15D, Projectile Weapons Repair 8D, Repulserlift Repair 11D, Security 15D, Space Transports Repair 10D, Capital Ship Repair 10D, Temporal Vehicle Repair 20D, T-Matt Repair 8D
Special Abilities:
Astral Projection 5D, Block-Transfer Computation 3D, Cellular Regeneration 5D, Control Pain 6D, Hibernation Trance 6D, Hypnotism/ Mind Control 6D, Luck 4D, Mind Shield 8D, Remain Conscious 5D, Respiratory Bypass 7D, Telepathy 5D, Telekinesis 3D, Temporal Affinity 8D
Equipment: Bag of Jelly Babies, Pocket Watch (Mini-computer/ Scanning device), Sonic Screwdriver, Yo-yo, TT-40 Access Key, etc... |
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 233
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 233
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Posted: Sat Sep 06, 2025 6:23 am Post subject: |
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Some more stuff:
https://web.archive.org/web/20011026062143/www.geocities.com/Area51/Vault/3901/index.html
https://web.archive.org/web/20011026170012/http://www.geocities.com/Area51/Vault/3901/who/index.html
Dr. Who/Star Wars: Companion
Character Type: Human Companion
DEXTERITY: 2D+2
KNOWLEDGE: 4D
MECHANICAL: 3D
PERCEPTION: 3D+1
STRENGTH: 2D
TECHNICAL: 3D
Equipment:
Standard Clothing
(Additional Equipment varies based on specific character)
Move: 10
The universe had always been a source of wonder and mystery for you. Once grown this sense of wonder was suppressed by more practical concerns. You remained in this state of suspended development until the day the stranger came. This stranger showed an almost childlike glee for life, and when this enthusiasm began to spark the life in you the stranger revealed a great and wondrous secret - the ability to travel through time and space.
The stranger you travel with can often be difficult: patronizing, inscrutible, childish, even foolhardy. Still, you will have a hard time leaving this life when you manage to find your way home again.
Personality: While you've lived under a veneer of practicality for most of your adult life these travels have brought out an almost childlike intellectualism in you.
Quote: What are those 'pepperpots' shouting about, Doc?
Suggested Skills:
Running
History
Streetwise
Ground Vehicle Operations
Hide
Investigation
Search
Sneak
First Aid
Dr. Who/Star Wars: UNIT Officer
Character Type: UNIT Officer
DEXTERITY: 3D+2
KNOWLEDGE: 2D+1
MECHANICAL: 2D
PERCEPTION: 3D+2
STRENGTH: 3D+2
TECHNICAL: 2D+2
Equipment:
UNIT uniform and identification
Slugthrower sidearm (3-10/30/60, 3D damage)
Portable 2-Way Radio
Move: 10
UNIT stands for United Nations Intelligence Taskforce, a multi-national organization formed on late 20th century Earth to investigate and counter extra-terrestrial threats. The Geneva based organization has three branches: an executive or administrative branch; a military force; and an intelligence branch.
After spending several years as a career military person you decided to spend your time on a higher purpose and transferred into UNIT. It has been a decidedly strange occupation, but rewarding as you protect the planet from things that the ordinary citizen can't begin to understand.
Personality: Stoic and methodical, but remarkably adaptable in the face of the unknown.
Quote: Spread out and flank 'em, we'll show those blighters what for!
Suggested Skills:
Archaic Guns
Dodge
Running
Grenade
Bureaucracy
Law Enforcement
Survival
Ground Vehicle Operations
Command
Hide
Investigation
Search
Sneak
Brawling
Climbing/Jumping
Demolition
First Aid
Security
TARDIS
Craft: TARDIS
Type: Type 40 TARDIS
Scale: Capital (for defense)
Length: variable (1x1x2.5 m as Call Box)
Crew: 1
Crew Skill: Varies
Passengers: 400
Cargo Capacity: see description
Consumables: 1 year
Cost: not available for sale
Maneuverability: 3D
Space: 6
Hull: 8D(see Temporal Invulnerability)
Shields: 8D
Sensors:
Passive: 40 / 1D
Scan: 80 / 2D
Search: 200 / 4D
Focus: 8 / 4D+2
Also Equipped With:
TARDIS features:
*Architectural Configuration System - This allows the operator to alter the interior of the TARDIS in the same way that the Chameleon Circuit alters the exterior. Since the interior of a TARDIS is outside of what is known as three-dimensional-space, the inerior can be configured in almost any way imaginable with rooms, doors, and hallways that double back on themselves, appear to occupy the same space, or lead to indeterminate points. It generally takes only a Moderate roll to alter the interior architecture, though modifications to the interior design - apparent building materials and the like - often require Difficult rolls. Every configuration must include the main and secondary control rooms, medical facilities, and Zero Room.
* Chameleon Circuit; Shapechange to any form appropriate to the environment.(this presumes that your TARDIS, unlike the Doctor's, actually has a working Chameleon Circuit). Often the first system to go on older units like the Type 40. The circuit allows the TARDIS' interface with the real world to alter according to the needs and desires of its operator. The interface can look like a doorway, a clock, a spaceship, a Police Call Box, an enclosed speeder, a tent, or any number of different configurations that allow the operator and passengers to come and go unobtrusively. Only an Easy skill roll in TARDIS Operations is required to reconfigure the Chameleon Circuit. The weight of the TARDIS' external interface is variable up to 100,000 Kg
* Cloister bell. Warns of impending breakup of the Tardis, or immenent
materialization in an environment that would destroy the Tardis. The early warning system can also inform Time Lords in the field who may be able to prevent the disaster, or at least escape it.
* Console room - The control room, the bridge, the helm, whatever you call
it, this is where you control your Tardis. Usually, a modern, stylized, highly
complicated control panel. Complicated enough to deter would-be thieves...
* Dimensional Stabilizer - although the interior of the Tardis is in another
dimension, it's also inside whatever it looks like in the real world. So,
the Dimensional Stabalizer makes sure that interactions from the interior to
the exterior of the Tardis go smoothly. Messing with this circuit could shrink
the Tardis's interior to be able to fit inside the housing object in reality,
or you could end up with the inside severed from the outside of the Tardis.
* Door Lock - the Doctor's tardis just requires a simple key. The other
precautions to prevent someone else stealing the Tarids were taken out,
because if someone did steal his key and misuse it on the Tardis, the Tardis
could easily be locked and inaccessable to everyone - for ever. Major suckage.
* Environemntal helmets and suits - in case you want to go out into space
* Failsafe switch - Locate away from the main control rooom, the failsafe
switch stabalizes the Tardis in space and time so that it may neither
materialize nor dematerialize. Until the switch is reactivated, the Tardis is
suspended in time and space; the switch can be disabled for unauthorized use.
* Food dispenser
* Force field
* HADS (the Hostile Action Displacement System); teleportation, triggered by an attack on the TARDIS. This system is a passive defense that when activated will monitor the immediate area around the TARDIS for signs of tampering or attack on the exterior. To defend itself it will initiate a series of random jumps within several yards of the original location. If this has no effect it will dematerialize the TARDIS for one hour or until the threat is ended.
* Homing device - something to find your way back to the Tardis with
(especially if it's been moved by meddling natives)
* Instant Change. An inexhaustible wardrobe of costumes available.
* Life Support. It sounds obvious, but it's easy to overlook.
* Medical Facilities - TARDISes are equipped with an Advanced Diagnostic Terminal, which gives the operator a 6D Medical skill for diagnostic purposes only, and can recommend treatment as well as activate life-support for a patient. A Cell Regeneration Vault will allow a patient to heal radiation damage at their normal healing rate through the use of regular treatments. - The Tardis is equipped with gallefreyan medical equipment but a timeship out in the field could have aquired various medical equipment and treatments from all over space and time.
* Power room - This is where the main power comes from. A large block of
technological wizardry, the main power generator houses an amout of Zyton
7 - an essential substance used in harnissing the power of the Eye of Harmony.
* Radiation meter
* Rooms - the layout, type, and nuber of rooms in the Tardis can be controlled from the main control console. Particular emergencies may make it necessary to shed par of the Tardis's internal structiure, and the ctrols allow rooms to be jettisoned. New rooms look like Victorian ironwork unless programmed with specific features.
* Scanner
* Secondary console - Tardises are built to be flexible. If desired, multiple
secondary console rooms may be constructed. Scondary console rooms may be
turned into the main console room by the Time Lord owning the Tardis.
* Sonic Screwdriver - When the Technobabble Toubletalk Generators fail, use
this Plot Device to get out of your nasty situation.
* storeroooms - initial contents of your average showroom Taris are parts for
the Tardis's repair. Beyond that, a Time Lord, in his long years of travel,
could have collected anything. Weather or not each item is documented or even remembered by the Time Lord is a whole other matter.
* "Suppress", inside the TARDIS versus any firearm or energy weapon there is an(optional) Internal Weapons Deactivation System - When active it prevents the use of chemical or energy weapons within the TARDIS, even open flame is impossible to maintain. It does not have any effect on purely mechanical or physical attacks.
* Swimming Pool
* TARDIS Key - a special metal key that can be used only by the Time
Lord and anyone else he programs into the Tardis recognizing circuits. TARDIS keys are coded on a molecular level, so even though it might be possible to create a fake good enough to fool a Time Lord, it would not be possible to fool the TARDIS. Duplicate keys for all operational TARDISes are kept on Gallifrey.
* TARDIS toolbox - even more useful than one of its more famous components(the sonic screwdriver), this baby can repair your TARDIS - if you know how to use it.
A typical complete Tool Box includes the following:
Sonic Screwdriver
Sonic Monkey-Wrench
Emergency Log (with millions of hours of recording time)
Master and Moog Drone Clamps (for stabilizing TARDIS architecture)
Stalos Gyro
TARDIS Homing Beacons (which track the telepathic traces)
Influx Booster Stabilizer
Laser Cutter
Magnetic Clamp
Chronometer (which reads out correct local time no matter where the operator is)
Neutron Ram
Pen Torch
Stabilizing Devices
Astro-Rectifier
Multi-Quantiscope (some models have extra heads for removing Mergin Nuts)
Ganymede Driver (also useful for removing Mergin Nuts)
Demeter Uncoupler (for 2 gauge and smaller nuts)
spare Mergin Nuts
Zeus Plugs
Winklegruber Crimps
Finkle Groober
Crystal Transreverser
Neutron Grips
Electron Crank (or the newer Ion Grapple)
* Temporal Invulnerability - The TARDIS is completely invulnerable to most forms of damage, unless damage is transmitted interdimensionally. Explosives that produce hard radiation shunt some of this energy interdimensionally and can damage a TARDIS.
* Time/Space Travel - A TARDIS can travel through time and space with few restrictions. The difficulty assigned to such a 'jump' is based not on the distance through time and space, but on how precise the destination is being set for and how familiar the operator is with the destination. Travel to a particular planet is generally Easy, as long as it is well known or documented. A specific time period or general place on the planet is Moderate. Being more specific requires at least a Difficult roll unless the operator is intimate with the destination. Travel time is relative and is based on the desires of the operator, as well as the difficulty and distance of the jump. TARDISes are in a dematerialized state when time travelling, though when travelling through space this is optional.
* Time-space visualizer - can be used to look at events anywhere in time and
space, if the operator knows how to use it.
* Workshop - it can have any scientific instrument from magnifying glass or
1920's test tube rack and bunsen burner to advanced computer analyizers and
synthesizers and what have you.
* Zero Room - used for meditation, relaxion, and helps a freshly-regenerated
Time Lord discover himself again. The Zero room isolates its inhabitants from the forces of the universe, allowing them more easily to attain a peaceful state. This is extremely helpful in aiding the recovery of a newly regenerated Gallifreyan.
* Zyton 7 - the prison panet Varos is the main source of Zyton 7, a substanceused in harnessing power from the Eye of Harmony, that which powers a Tardis.
!! New from the TVmovie !!
* Access port to the Eye of Harmony in the Cloister Room - only openable by
a human's eye?
* Navigational display above the control console
TARDIS stands for "Time And Relative Dimensions In Space." The bulk of the vehicle is dimensionally transcendental, meaning that it exists outside of normal space time, and as a result is not limited by standard geometry and physics. The interior and exterior of the TARDIS can be modified to fit the whims and needs of the operator almost at will, and it can be used to travel to nearly any point in the space-time continuum, with some restrictions. (See Time.)
TARDIS power comes from a captured black hole, known as the Eye of Harmony, buried under the Panopticon on Gallifrey. This energy is broadcast through the vortex and powers the unit's Time Rotor, a crystalline column that contains the TARDIS' main instrumentation. This column rises and falls during dematerialization, relative travel, and rematerialization of the TARDIS' real world interface.
Gallifreyan time travel was invented by Rassilon, who also imposed the Doctine of Non- Intervention. In the early days of Gallifreyan time travel the Time Lords abused their power by blatantly giving high technology to primitive species, and by collecting unwilling participants for the Games of Death. The doctrine forbids the use of space-time travel in order to affect the course of another race's natural development. This technology is only to be used to monitor and observe.
Dr. Who/Star Wars: K-9 Droid
Type: K-9 Assistant Droid
DEXTERITY: 2D
Blaster: 5D
KNOWLEDGE: 4D+1
MECHANICAL: 3D+2
PERCEPTION: 4D+2
STRENGTH: 1D
TECHNICAL: 4D+2
TARDIS Operation and Maintenence: 5D+1
Equipped With:
Canine-shaped Body (Body and Head)
Chemical and Energy Receptors (+2D to analyze atmoshperic and chemical data)
Light-weight Design - can be easily carried up stairs and past obstacles
Metal Casing provides +1D Physical/+2 Energy armor.
Powered Casters (move only on flat, stable surfaces)
RADAR Sensor (+2D to Search for moving objects up to 60 meters away)
Retractable Computer/Communications Probe
Retractable Laser Unit (Mark I: 3D+1 damage, Mark II+: variable up to 5D with stun)
Ticker-style Hard-copy Printer
Video Display Screen
Visual Sensor - Ultraviolet through Infrared
Vocabulator Speech System
Wideband Antenna Receiver
Move: 10
Size: .5 meter tall
Cost: 10,000+ (rare used model)
K-9 is the design of a Professor Marius of New Heidelburg University, Earth in the local year 5000. It was designed as an assistant and companion for the professor and is an an extremely versatile and portable system.
It was gifted to a Timelord called 'The Doctor' and his companion Leela when they visited that space/time region. When Leela parted the Doctor's company to marry a Citadel Guard named Andred on Gallifrey the droid stayed with her, but the Doctor decided to make some improvements to the original design and build a new K-9 for his own. The second unit was loaded with duplicates of the original memory systems, but was aware that it was a duplicate. This unit became attached to another of the Doctor's companions, a lady Timelord known as Romana, and remained in E-Space with her when he became damaged there. The Doctor constructed a third unit, including memory from the second unit, not for himself but as a gift to a friend and former companion, a reporter from 20th century Earth - Sarah Jane Smith.
The original unit on Gallifrey has been duplicated for use by other Timelords, and has seen action in a variety of points of the space/time continuum. It is possible that one of these units may become lost or go rogue, in which case it could conceivably be encountered anywhere.
Please note that Imperial, and New Republic, law prohibits the use of armed droids without special permit.
Last edited by willg on Sat Sep 06, 2025 6:48 pm; edited 4 times in total |
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willg Lieutenant Commander


Joined: 29 Apr 2014 Posts: 233
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Posted: Sat Sep 06, 2025 6:25 am Post subject: |
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http://www.ugavine.com/timelord.htm
Game stats D6
min max
Dexterity 1D+2 3D+2
Knowledge 3D 6D
Mechanical 2D 4D
Perception 2D 5D
Strength 2D 4D
Technical 2D 5D
Regeneration
A Time Lord may regenerate twelve times.
The Time Lord may regenerate at any time, either because they want to, or because they are Mortally Wounded and believe they are going to die. The PC may choose to regenerate before the 2D is rolled to determine death (as per Mortally Wounded rules). If the character does die they must roll 2D. If they less than or equal to their current incarnation number they can not regenerate and die, otherwise they still regenerate. The option is for the player to decide whether to risk the chance of dying and not regenerating or use up a life. If the Time Lord loses a life that totally destroys their body (eg. Starship explosion) then they can not regenerate.
New body, same character, new skills
The player must choose a new body, and try to play the character with a slightly different personality. The character is effectively created from scratch, but keeping equipment. Attributes may be re-distributed as are the 7D skill dice. This is the same character however, so any skill or attribute is increased at half normal Character Point cost until it reaches the level of any previous incarnations. (eg. New character has Con of 4D, and previous incarnation had 5D. It will only cost 2 character points, instead of 4, to go to 4D+1). Specialised skills are increased at half cost again. (eg. New character has YT-1200 Piloting of 4D, and did have 5D. It now only costs 1 character point to go to 4D+1). This half rate increase includes Attributes.
GM Notes: Yes, there is a cheat open to players here. At the expense of a few lives the character could regenerate a few times giving each incarnation different skills & Max. attributes. The latest incarnation can then increase a load of skills at half rate. It's GM discretion therefore to let this happen.
Dodo
Character Type Rogue
Race Time Lord
Age 450+
Quote "Gosh, that takes me back. Or is it forward? That's the trouble with time travel, you can never remember."
Player ID Ugavine
"I say this war is rather a bad thing. Would you like some help? I have some experience with Sith Lords, evil powers, megalomaniacs wanting to exterminate people. Where am I from? Oh, here and there, but usually somewhere in-between."
DEXTERITY 2D KNOWLEDGE 5D MECHANICAL 2D
Brawl Parry 3D+1 Alien Races 6D Astrogation 8D
Dodge 5D+1 Languages 5D+1 Starship Shields 2D+1
Melee 3D Planetary Systems 5D+2 TARDIS Op. (s) 5D
Temporal Science 6D
Technology 6D
PERCEPTION 3D STRENGTH 2D TECHNICAL 4D
Bargain 3D+1 Brawl 3D+1 Computers Prog/Rep 5D+1
Command 4D+1 Climb/Jump 3D+1 TARDIS rep. (s)
Con 4D Stamina 4D
Search 4D+1
Willpower 4D
Force Points: 2
Equipment: TARDIS, sonic screwdriver, pocket computer, advanced armour vest (+2D), glow rod, breath mask, recording rod, flares, blaster power pack (but no blaster!).
Capsule: Dodo is a renegade Time Lord. He was forced to re-generate by his own people for actions 'unbefitting a Time Lord'. In other words, he interfered in the galaxies affairs. The irony is that the actual deed that caused the Time Lords to be upset with him did not occur until after he had re-generated?!! Dodo was once an aid for the High Council of Time Lords, but now roams the galaxy in a dilapidated old Type 40 TARDIS, his time machine. His appearance, similar to that of his old academy friend is kind of by accident. In his duties working for the Time Lord High Council he had was to try and persuade The Doctor to return to Gallifrey. In the proceedings Dodos' own TARDIS was damaged. The Doctor helped him out. However, the 'ghosting' of The Doctors TARDIS systems onto Dodos' only left Dodo with more problems. Now his own chameleon circuit is broken with his TARDIS also stuck in the form of an Earth Police Box. Dodo has never even seen a Police Box! When the Time Lords punished Dodo it was Dodos' attempt to telepathically call out to The Doctor to help him that caused his re-generation to take on a similar appearance to his friend. Fortunately his friend has since re-generated several times now.
Dodo wanders the time-vortex. He can be found aiding the Rebel Alliance, hob-knobbing with Tapani nobility, offering advice to the ancient Jedi on Ossus or wandering the far future streets of Crix City amongst times and places.
Quirks / Odd abilities: never knows the time, frequently gets lost in own TARDIS. |
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