7b: Doctor Who Roleplaying Game (revised first edition)
Originally published as Doctor Who: Adventures In Time And Space (DWAITAS) the current Doctor Who RPG has had some small revisions from David Tennant on the box to Matt Smith to the more obvious title with Peter Capaldi on a book, before a full second edition with Jodie Whittaker on the cover simplified the often exception-based Trait system among other things. I’m going with the Capaldi book because I’m more comfortable with the previous version.
It has a lot of Cinematic Unisystem in its ancestry, down to less powerful characters often having more narrative-bending Story Points, but has some nice Who-emulating tricks like the initiative system based on what you’re doing so talking always goes first, then running, then anything else before fighting.
Doctor Who (first edition) characters start with 24 Character Points to share between the six Attributes (rated 1-6 for regular humans) and Good Traits, 18 points for Skills, and 12 Story Points. Bad Traits can get you extra Character Points. Particular Traits that make characters more powerful mean giving up Story Points.
Since four or five people in a TARDIS feels a bit crowded, especially in the modern era of single forty-five minute episode stories, making three characters.
I’ll also be remaking them for Beautiful Anomalies, Rose Bailey’s game of not-very-scientific-SF time travellers. It already has three character types, so leaning into those.
7b: Doctor Who
The traveller
Walker
Walker is sure she used to be a Time Lord, possibly an important one, back when Time Lords were a thing. (Which is in the past from her perspective, and possibly the universe’s.) But now she has no name, home, or responsibilities, except the ones she takes on herself. Which she keeps finding everywhere and everywhen she goes.
Jessie Buckley |
Personal Goal
Laugh hard. Run fast. Be kind.
Stuff
TARDIS
Psychic Paper (Minor Gadget)
Sonic Compass (Major Gadget, from Time Lord)
Awareness 3
Coordination 2
Ingenuity 6
Presence 3
Resolve 4
Strength 2
Skills (18 + 3 from Traits, including two Areas of Expertise which give +2 for 1 point)
Athletics 2
Convince 3 (Charm, Talk Down)
Craft 1
Fighting 1
Knowledge 3
Marksman 0
Medicine 1
Science 2
Subterfuge 1
Survival 1
Technology 3
Transport 1
Good Traits 12
Brave (Minor) 1
Charming (Minor) 1
Empathic (Minor) 1
Indomitable (Major) 2
Percussive Maintenance (Minor) 1
Resourceful Pockets (Minor) 1
Time Traveller ((understanding Tech Levels 4-9 plus home TL 10, Minor times 5 + 1 from Experienced Time Lord)
Bad Traits -10
Adversary (4 Major) 8
Code of Conduct (Major) (from Time Lord)
Distinctive (Minor) 1
Eccentric (Minor) 1
Special Traits 1
Experienced (+2 Character Points and Skill Points, cost of 3 Story Points)
Feel The Turn Of The Universe (from Time Lord)
Time Lord (Major, costs 2 Character Points and 4 Story Points)
Experienced Time Lord (1 Character Point, add 4 Skill Points and a Time Traveller level)
Vortex (from Time Lord)
Story Points 5
Buying a lot of Time Traveller balanced by a lot of Adversaries. I could have loaded her up with more things, though might have run out of Story Points. She has Empathic but not Psychic, and doesn’t have a single superhuman Attribute. But with some Story Points left she can do the impossible when she really needs to.
8b: Josh, the companion
9b: Amit, the expert
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