19: Doctor Who Roleplaying Game (Cubicle 7)
(website)
(Bias note: I playtested the first edition with a particular brief to look at the flexibility of character creation, and I’m in the Special Thanks for the Vortex system Primeval RPG.)
Cubicle 7’s Doctor Who Roleplaying Game (formerly Doctor Who: Adventures In Time And Space) has had several editions since its end-of-2009 original release but they’re mainly tidying up typos and offering character sheets for new characters rather than major rule changes. I’ll use the most recent 2015 version with Peter Capaldi on the cover (there’s no Jodie Whittaker edition at present).
It’s aimed at introducing young players to RPGs, with a good amount of help for new GMs as well. 2D6-based, it shows a strong influence from Cinematic Unisystem (Buffy The Vampire Slayer) with characters of different power levels balanced by narrative-influencing Story Points. Its most distinctive feature is the initiative system ranked by what you’re doing, where talking goes first, then running, then doing anything else that isn’t fighting, and then fighting.
I’ve run games with new incarnations of the Doctor and their companions, with other Time Lords, with people drawn into a TARDIS searching for its pilot, with modern Earth groups investigating mysteries locally, and with other ways and reasons to travel space and time. This character is for the latter...
Walker
Drifter in the timestream
Character Points are used to purchase attributes and traits, starting at 24. More can be added with Bad traits, and any left over can go to Skills.
Attributes
(1-6 for baseline humans)
Awareness 3
Coordination 2
Ingenuity 5
Presence 3
Resolve 4
Strength 2
Traits
Good
Brave (1)
Charming (1)
Empathic (1)
Indomitable (2)
Time Traveller (2, adept in 2 earlier Tech Levels)
Bad
Adversary (-2, -2)
Amnesia (-1)
Code Of Conduct (-1)
Distinctive (-1)
Eccentric (-1)
Special
Feel The Turn Of The Universe (1)
Immortal (2)
Psychic (2)
Telepathy (1)
Skills
(18 points if not added to with Character Points. Areas Of Expertise cost 1 and give +2 in a narrower field)
Athletics 2
Convince 2
Craft
Fighting 1
Knowledge 3 (Area Of Expertise: Earth Literature)
Marksman
Medicine 1
Science 2
Subterfuge 2
Survival 1
Technology 2
Transport
Story Points
(12 by default, can be lowered by taking specific Powerful traits)
12
Walker appears when he is needed. He is not sure why - he remembers his first action but no more than fragments of a normal life before that. He may be human, alien, or something else. He can bring people with him - he isn’t sure how that works.
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