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TIME LORD ROLE PLAYING GAME

COMPANIONS, ALLIES, AND ENEMIES OF THE EIGHTH DOCTOR

 

EIGHTH DOCTOR

Apparent Age: early 40’s;

Species: Human/Gallifreyan Hybrid;

Equipment: Bag of Jelly Babies, Sonic Screwdriver, Pocket Watch, TARDIS Key; Strength:4.Cheat Death 2,Iron Constitution 2, Regenerative Powers 1;

Control:4.Bench Thumping 1, Leaping 1, Sleight of Hand 2, Stealth 2;

Size:3;

Weight:4;

Move:3. Running 1;

Knowledge: 7. Computing 1, Detective Powers 1, Electronics 2, First Aid 1, MacGuffin 2, Medicine 2, Pseudoscience 2, Science 2, TARDIS 2, Temporal Science 2;

Determination: 6. Indomitable Will 1, Strong Passion 2 (Companions and Miranda, his daughter);

Awareness: 5. Intuition 1, Striking Appearance 1

 

FITZ KREINER

Apparent Age: early 30's;

Species: Human;

Strength:3, Cheat Death 3;

Control:3, Edged Weapons 1, Marksmanship 1, Blunt Weapons 1, Brawling 1, Stealth 2;

Size:3;

Weight:3;

Move: 3, Driving 1, Running 3;

Knowledge:2, Detective Powers 1, First Aid 1;

Determination: 3, Strong Passions 2 (strong filial love for the Doctor)

Awareness: 3, Acting 3, Con 3, Gambling 1, Intuition 2, Serendipity 3

 

ANJI KAPOOR

Apparent Age: 29;

Species: Human;

Strength: 2, Cheat Death 1;

Control: 3, Blunt Weapons 1;

Size: 3;

Weight: 2;

Move: 3,Driving 2, Running 2, Swimming 1;

Knowledge: 3 Computing 2, First Aid 1

Determination: 3, Independent Spirit 1

Awareness: 2

 

IMPERIATRIX MIRANDA, EMPRESS OF THE KNOWN UNIVERSE

Apparent age: early 20s
Species: Child of Kasterborus
Equipment: None
Strength: 3, Cheat Death 2
Control: 4, Dancing 1, Marksmanship 2
Size: 4
Weight: 3
Move: 3, Running 1
Knowledge: 5, Astrogation 1, Computing 1, Cybernetics 2, Electronics 2, First Aid 1, Law 2, Medicine 2, Pseudoscience 1, Science 2, TARDIS 1, Temporal Science 1
Determination: 4, Command 2
Awareness: 3, Bureaucracy 2, Eloquence 2, Striking Appearance 2

 

IMPERIATRIX ROMANA, WAR QUEEN OF THE NINE GALLIFREYS

Apparent age: early 20s
Species: Gallifreyan
Equipment: None
Strength: 3, Cheat Death 2, Iron Constitution 2, Regenerative Powers 3
Control: 4, Marksmanship 2, Sleight of Hand 2, Stealth 1
Size: 3
Weight: 3
Move: 3, Running 1
Knowledge: 5, Computing 1, Cryptanalysis 2, Electronics 3, First Aid 1, MacGuffin 2, Pseudoscience 3, Science 3, TARDIS 2, Temporal Science 2
Determination: 5, Independent Spirit 1
Awareness: 3, Bureaucracy 1, Screaming 1, Striking Appearance 1

 

K-9 MK IV

Apparent age: N/A
Species: Robot dog
Equipment: Reflective armour casing (Armour 6, Special Immunity, Radiation 1) with a weak point (neck, Size 7, Armour 2), blaster (Wounds 7 on kill, Wounds 3 on stun)
Strength: 3, Regenerative Powers (circuits only) 3
Control: 3, Marksmanship 3, Stealth 1
Size: 5
Weight: 2
Move: 2
Knowledge: 6, Computing 2, Cryptanalysis 1, Electronics 1, Mathematics 2, Medicine 1, Science 1, TARDIS 1
Determination: 6
Awareness: 4, Acute Hearing 4, Keen Sight 2, Precision 3, Tracking 2

 

CHARLIE POLLARD

Apparent age: late teens
Species: Human
Equipment: None
Strength: 3, Cheat Death 2
Control: 3
Size: 4
Weight: 3
Move: 3, Running 1
Knowledge: 3, Science 1
Determination: 3
Awareness: 3, Eloquence 1, Screaming 3, Striking Appearance 1

 

UNITED STATES PRESIDENT FELIX MATHER

Apparent Age: 50’s

Species: Human

Strength: 4, Cheat Death 2, Quick Recovery 1
Control: 5, Brawling 1, Fast Reactions 1, Marksmanship 2, Thrown Weapons 1
Size: 3
Weight: 4
Move: 3, Driving 1, Piloting 1, Running 1
Knowledge: 4, Explosives 1, First Aid 1, Wilderness Lore 1
Determination: 4, Command 2, Indomitable Will 1
Awareness: 4, Bureaucracy 1, Striking Appearance 2

 

SABBATH

Apparent age: early 40s;

Species: Human/Gallifreyan Surgical-Hybrid;

Equipment: The Jonah (time travelling “Jules Vernes’” ether flyer (17th century proto-submarine));

Strength: 4, Cheat Death 3, Iron Constitution 2, Regenative Power 1, Cheat Death 3;

Control: 5, Stealth 2, Thrown Weapons 1, Edged Weapons 3;

Size: 3;

Weight: 5;

Move: 3, Driving 1, Piloting 1, Running 1, Sailing 3;

Knowledge: 6, Astrogation 1, Computing 2, Electronics 2, Explosives 2, Medicine 3, Law 2, MacGuffin 5, Mechanics 1, Occult 4, Pseudoscience 2, Science 2, TARDIS 2, Temporal Science 2, Navigation 3;

Determination: 7, Command 3, Gloating 2, Hypnotism 1;

Awareness: 4, Acting 3, Con 4, Disguise 3, Eloquence 3, Beurocracy1, Bargaining 3

Treat Sabbath’s Jonah as a TARDIS.  Sabbath can use Occult to harness the powers of Cacophony and alter a person or group of persons’ perception of their surroundings (Diffictulty as per Determination of the individual(s) to be affected).  He can also use this skill to “tame” 1d6 more Babewyn to serve him Difficulty 6).

 

BABEWYN

Weapons: Rending (Wounds 6);

Armour: 3;

Strength: 5, Pain Resistance 2;

Control: 3, Blunt Weapons 3, Brawling 3;

Size: 2;Weight: 5;

Move: 3, Running 1;

Knowledge: 1;Determination: 5;

Awareness: 2, Tracking 1

 

KLADE

 Weapons: Blaster (Wounds 7 on kill, Wounds 3 on stun), fist (Wounds 2);

Armour: Full Armour 6;

Strength: 5, Iron Constitution 1;

Control: 3, Brawling 1, Marksmanship 1;

Size: 3;

Weight: 3;Move: 3;

Knowledge: 6, Astrogation 1, Computing 2, Electronics 1, Explosives 1, Robotics 2; Temporal Science 4

Determination: 6, Command 1;

Awareness: 3, Precision 2, Striking Appearance 2

 

SILVER

Species: Human Cyborg;

Weapons: Blaster Cannon (Wounds 12 on kill), fist or kick(Wounds 8) ;

Armour: Full Armour 9;

Strength: 6, Iron Constitution 6;

Control: 6, Marksmanship 6, Martial Arts 4;

Size: 2;

Weight:5;

Move: 5, Running 4, Swimming 4;

Knowledge: 6, Computing 6, Cryptanalysis3, Cybernetics6, Explosives3, Science 3, Astrogation 3, Temporal Science 3;

Determination:6, Indomitable Will 6;

Awareness: 4, Precision4, Tracking 4, Bargaining 4

 

 

SILVERATI

Weapons: Blaster (Wounds 10 on kill, Wounds 4 on stun), fist or kick(Wounds 8) ;

Armour: Full Armour 9;

Strength: 6, Iron Constitution 6, Special Immunity (heat, radiation, disease, cold) 5;

Control: 4, Marksmanship 4, Martial Arts 4;

Size: 3;

Weight:3;

Move: 6, Running 6, Swimming 4;

 Knowledge: 6, Computing 3, Cryptanalysis3, Cybernetics 3, Explosives3, Science 3, Astrogation 3;

Determination:3, Indomitable Will 1;

Awareness: 4, Precision3, Tracking 3,

 

 

YSSGAROTH (DAEMONS, VAMPIRES, PSIONIVORES)

Weapons: Claw (Wounds 5)
Armour: Psychic Shield counts as Armour 8
Strength: 5, Fuse Metal 1, Quick Recovery 2
Control: 2, Brawling 2
Size: 3
Weight: 5
Move: 3, Swimming 2
Knowledge: 6, Poisons 2, Science 1
Determination: 5, Command 2, Limited Telepathy 2, Psychic Shield 3, Hypnotism 5
Awareness: 3

 

KROTONS, KLADE ROBOT MARINES, GIBSONIANS (e.g., Mr. Gibson)

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 4)
Armour: Full Armour 7
Strength: 4
Control: 2, Brawling 1, Marksmanship 1
Size: 3
Weight: 5
Move: 2
Knowledge: 6, Computing 1, Electronics 1, Engineering 1
Determination: 6
Awareness: 2, Keen Sight 1, Tracking 1

 

WIRRN

Weapons: Transforming Touch (a successful hit will cause the victim to turn into a Wirrn in 1d6 hours)
Armour: Full Armour 6
Strength: 5
Control: 3, Brawling 1
Size: 3
Weight: 4
Move: 3
Knowledge: (All Knowledge abilities are identical to those possessed by the being who was transformed (e.g., a Sontaran transformed into a Wirrn would possess: Knowledge: 6, Astrogation 1, Computing 1, Electronics 1, Engineering 1, Robotics 1, Science 2, Temporal Science 1, Wilderness Lore 1)
Determination: 6, Gloating 2, Independent Spirit 1
Awareness: 3

 

 

CHILDREN OF KASTERBORUS, NEVERPEOPLE, FACTION PARADOX, REMOTE

Weapons:Blaster (Wound 6 on kill, would 3 on stun)
Armour:. Armor 5 (Armor 7 for Faction Paradox Bioarmor)

Strength: 4
Control: 3 (For Faction Paradox and Remote: Marksmanship 2, Hand-to-hand 1)
Size: 3
Weight: 4
Move: 3
Knowledge: 4, Paradox Mechanics 1
Determination: 3
Awareness: 2

Paradox Mechanics-A successful role against a Difficulty 10 can allow Imperial Lords of Time, Needle People, and Never People (using arcane sciences) and Faction Paradox (using arcane rituals) to imprison one being in a Temporal Paradox (thus removing he or she from play).

 

SIDHE

Weapons: Dimensional Rapture  (A successful hit abducts the target from the Normal Space Time Continuum (1st through 3rd  spatial dimensions) and brings them to Calib-Yau Space Time Continuum (the other 5th through 10th  spatial dimensions)

Armour:. Armor 5

Strength: 4
Control: 3
Size: 3
Weight: 4
Move: 3
Knowledge: 4, First Aid 1, Science (Conceptual Mathematics) 1
Determination: 3
Awareness: 2

Conceptual Mathematics- The Sidhe are able to shift between the Normal Space Universe and the Quantumspace Universe at will, if not blocked by iron. They can only attack while in the Normal Space Universe.

 

.

SPIDER DALEKS, GLASS MEN

Weapons: Blaster (Wounds 8 on kill, Wounds 4 on stun)
Armour: Full Armour 9
Strength: 4, Iron Constitution 2, Special Immunity (radiation) 2
Control: 1, Marksmanship 3
Size: 4
Weight: 5
Move: 2
Knowledge: 6, Computing 1, Cryptanalysis 1, Explosives 1, Robotics 1, Science 1
Determination: 6, Command 2, Gloating 1, Indomitable Will 1
Awareness: 2, Tracking 3

 

 

SENTIENT TARDIS TYPE 103, COMPASSION (SENTIENT TARDIS TYPE 102)

Weapons: Sonic Attack (Wound 6 on kill, would 3 on stun)
Armour:. (Can only be damaged by gravitic devices or the weapon systems of a War TARDIS (Type 70, 90-100))

Strength: 4
Control: 3 Marksmanship (1)
Size: 3
Weight: 4
Move: 3
Knowledge: 4, Temporal Science 4, TARDIS 4
Determination: 3
Awareness: 2

Sentient TARDISes can use their Temporal Science to destroy all TARDISes in an Area (Difficulty 10).

 

 

KULAN SOLDIERS, SABBATH’S TIME AGENTS

Weapons:Blaster (Wound 6 on kill, would 3 on stun)
Armour:. Armor 5

Strength: 4
Control: 3

Weight: 4
Move: 3
Knowledge: 4, First Aid 1, Wilderness Lore 1
Determination: 3
Awareness: 2

 

ONIHR

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun, range 4 areas)
Armour: Full Armour 8
Strength: 6, Special Immunity (high gravity) 2
Control: 3, Marksmanship 2, Martial Arts 2
Size: 3
Weight: 5
Move: 3, Piloting 1
Knowledge: 6, Astrogation 1, Computing 1, Electronics 1, Engineering 1, Robotics 1, Science 2, Temporal Science 1, Wilderness Lore 1
Determination: 6, Command 2, Gloating 1
Awareness: 1, Acute Hearing 2, Keen Sight 2

 

TRISKELE UNCREATORS

Weapons: Rend (Wounds 5)
Armour: Psychic Shield counts as Armour 8
Strength: 4
Control: 3

Weight: 4
Move: 3
Knowledge: 4, First Aid 1, Wilderness Lore 1
Determination: 3
Awareness: 2

The Uncreators are vulnerable to strong aggressive emotions.  They must flee from beings possessing such fierce feelings: Difficulty 8-Determination, Strong Passions

 

THE PLAYERS

Weapons: As per the time zone they are operating in.

Armour: Psychic Shield counts as Armour 8
Strength: 4
Control: 3

Weight: 4
Move: 3
Knowledge: 4  
Determination: 5, Hypnotism 5 (Used to instill aggression in humans to insight wars)
Awareness: 2

 

TIME WRAITHS, CLOCK PEOPLE

Weapons: Touch (a successful hit causes the victim to be possessed by another Time Wraith/ Clock Person)

Armour: Psychic Shield counts as Armour 8
Strength: 4
Control: 3

Weight: 4
Move: 3
Knowledge: 4  Paradox Mechanics 1
Determination: 3
Awareness: 2

Paradox Mechanics-A successful role against a Difficulty 10 can allow the Time Wraith or Clock Person to imprison one being in a Temporal Paradox (thus removing he or she from play).

 

NIMON

Weapons: Life Leeching Ray (Victim is paralyzed unless the ray is broken; 6 Wounds/ turn)
Armour: Full Armour 8
Strength: 6, Special Immunity (high gravity) 2
Control: 3, Marksmanship 2, Martial Arts 2
Size: 3
Weight: 5
Move: 3, Piloting 1
Knowledge: 6, Astrogation 1, Computing 1, Electronics 1, Engineering 1, Robotics 1, Science 2, Temporal Science 1, Wilderness Lore 1
Determination: 6, Command 2, Gloating 1
Awareness: 1, Acute Hearing 2, Keen Sight 2