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A collection of characters (mainily npcs) written up for the Doctor Who: Adventures in Time and Space rpg from Cubicle 7
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DOCTOR WHO: ADVENTURES IN SPACE AND TIME
DWAiTS Heroes & Allies v9.07
DOCTOR WHO: ADVENTURES IN TIME AND SPACE RPGHEROES & ALLIESWrite-ups from the DWAiTS ForumSplendid fellows, all of you. The Brigadier (The Five Doctors)4DOCTOR WHO
4THE 1ST DOCTOR
6THE 2ND DOCTOR
10THE 3RD DOCTOR
13THE 4TH DOCTOR
14THE 5TH DOCTOR
15THE 6TH DOCTOR
16THE 7TH DOCTOR
17THE 8TH DOCTOR
19THE 9TH DOCTOR
20THE 10TH DOCTOR
20THE 11TH DOCTOR
21ACE
22ADAM MITCHELL
23ADRIC
24ALPHA CENTAURI
24AMY POND
26BARBARA WRIGHT
28BEN JACKSON
31SERGEANT BENTON
33LADY CHRISTINA DA SOUZA
34THE CORSAIR
35DODO CHAPLET
37DRAX
38DR. GRACE HOLLOWAY
39HARRIET JONES, PRIME MINISTER
40LT. HARRY SULLIVAN
42CAPTAIN HOPPER
42IAN CHESTERTON
44JACKIE TYLER
45JACKSON LAKE & ROSITA FARISI
48JAGO & LITEFOOT
49JAMIE McCRIMMON
52JENNY, THE DOCTORS DAUGHTER
53JO GRANT
56K-9
57KAMELION
58KATARINA
59LEELA
59BRIGADIER LETHBRIDGE-STEWART
62LIZ 10
62DR. LIZ SHAW
64MELANIE BUSH
65NYSSA
66PERI BROWN
67PETE TYLER
68POLLY WRIGHT
70RIVER SONG
72ROMANA I
72ROMANA II
73RORY WILLIAMS
76SABALOM GLITZ & DIBBER
78SALLY SPARROW
78SARA KINGDOM
80SARAH JANE SMITH
82SPACE SECURITY SERVICE AGENT
83STEVEN TAYLOR
85SUSAN FOREMAN
88TARDIS TYPES & VARIANTS
92TEGAN JOVANKA
93UNIT OFFICER
93UNIT SOLDIER
94MADAME VASTRA & JENNY
98VICKI PALLISTER
100VICTORIA WATERFIELD
102VISLOR TURLOUGH
104WILFRED MOTT
105CAPTAIN YATES
107ZOE HERIOT
109TORCHWOOD
109ANDY DAVIDSON
109GWEN COOPER
110IANTO JONES
111MYFANWY
112OWEN HARPER
114RHYS WILLIAMS
114TOSHIKO SATO
116THE SARAH JANE ADVENTURES
116BRIGADIER SIR ALISTAIR GORDON LETHBRIDGE-STEWART
117CLYDE LANGER
117JO JONES
118LUKE SMITH
119MARIA JACKSON
120MR. SMITH
121RANI CHANDRA
121SANTIAGO JONES
122SKY SMITH
124SPIN-OFFS: AUDIOS, BOOKS, COMICS, ETC
124THE 13TH DOCTOR (JOANNA LUMLEY)
126ABBY & ZARA, THE TRACERS
128ALEX CAMPBELL
129ANJI KAPOOR
130ANTIMONY
131BANTO ZAME & SALLY-ANNE STUBBINS
133PROFESSOR BERNICE SUMMERFIELD (BENNY) & PETER
134CHARLEY POLLARD
135CHRIS CWEJ
137COMPASSION
140COUSIN ELIZA
141COUSIN JUSTINE
143COUSIN SHUNCUCKER
144CRIZZ
145DECKY FLAMBOON
146DESTRII
148EMILY WINTER
149ERIMEM
150DR EVELYN SMYTHE
151FEY TRUSCOTT-SADE / FEYDE
154FITZ KREINER
155FLIP JACKSON
156FROBISHER
157GRANT MARKHAM
158GUS GOODMAN
159HEATHER McCRIMMON
160HEX (THOMAS HECTOR SCHOFIELD)
161IRIS WILDTHYME & PANDA
162IRVING BRAXIATEL
164DR IVAN ASIMOFF
165IZZY SINCLAIR
167JASON KANE
169JEREMY FITZOLIVER
170JOHN & GILLIAN, THE DOCTORS GRANDCHILDREN
171KADIATU LETHBRIDGE-STEWART
173KEVIN
174KLEIN (DR ELIZABETH KLEIN)
175KROTON THE CYBERMAN
177LUCIE MILLER
178MAJENTA PRYCE
179MATTHEW FINNEGAN
180MAXWELL EDISON
181MILA
182THE MINISTER OF CHANCE
184MIRANDA
185OLIVER HARPER
186OLLA THE HEAT VAMPIRE
188RAINE CREEVY
188ROMANA III
190ROZ FORRESTER
191SAM JONES
193SHARON DAVIES
194SHAYDE
195SSARD
196STACY TOWNSEND
197THE STAR TIGERS
202SUSAN CAMPBELL
203TAMSIN DREW
204THOMAS BREWSTER
206TRIX (BEATRIX MACMILLAN)
207MRS. WIBBSEY
208WOLFGANG WOLFIE RYTER
209WOLSEY THE CAT
210DALEK MOVIES
210DR. WHO
211SUSAN
212HISTORICAL & REAL-LIFE FIGURES
212ALBERT EINSTEIN
213AMBROSE BIERCE
214ANTONY & CLEOPATRA
216BARON MNCHHAUSEN
217BLACKBEARD (EDWARD TEACH)
219CHARLES DICKENS
220LE CHAVALIER DEON
221THE COUNT ST GERMAIN
222QUEEN ELIZABETH I
223H.P. LOVECRAFT
224HORATIO NELSON
225JACK PARSONS
226JEANNE D' ARC (JOAN OF ARC)
227JULIUS CAESAR
228KATIE MELUA
228MADAME DE POMPADOUR
229MARCO POLO
229MARY SHELLEY
231MIYAMOTO MUSASHI
231NAPOLEON BONAPARTE (NAPOLEON I)
232NERO
232ODA NOBUNAGA
233ROBERT SMITH
234STEPHEN HAWKING
234QUEEN VICTORIA
236WILLIAM SHAKESPEARE
237WINSTON CHURCHILL
239BEYOND THE WHONIVERSE
239ADAM ADAMANT
239AUSTIN WHO
241THE BANZAI INSTITUTE
242THE BIG BANG THEORY
245BILL & TEDS MOST EXCELLENT ADVENTURES IN TIME & SPACE
247BLAKES 7: THE REBELS
251BUFFY THE VAMPIRE SLAYER
253FIREBALL XL5
257HELLBOY
259THE HITCH-HIKERS GUIDE TO THE GALAXY
264INSPECTOR KARL LOHMANN
264JENNY EVERYWHERE (aka THE SHIFTER)
265McGYVER (ANGUS McGYVER)
267THE MIDDLEMAN
267QUATERMASS (PROFESSOR BERNARD QUATERMASS)
268THE RIVALS OF SHERLOCK HOLMES
270SANTA CLAUS
272SHINJI IKARI
273SPACED
273STAR TREK
275SUPER MARIO CHARACTERS
278TEENAGE MUTANT NINJA TURTLES
279TINTIN
281PLAYER CHARACTERS & OTHER ORIGINAL CREATIONS
281ACADEM ASHURSTABERINDE, OF THE ARCALIAN CHAPTER
282THE ADVENTURER & ERNEST P. WORRELL
282AISHA HASHMI
283THE ARTIFICER
284THE COACHMAN
284THE DON
286THE DOOR IN TIME CHARACTERS
289EMILY STEVENS
290THE FANTASTIC 8TH
291GABRIELLA (aka LADY ELIZABETH FITZHUGH)
292THE HANDYMAN
292KATHERINE SHARPE
293LITTLE BROTHER WILLIAMS
295LITTLE SISTER AMELIA
296LT. LUCY POWELL
298THE PROFESSOR
299SHALLA THE MOVELLAN
300SHARYL EVANS
301STEVEDS FIRST FIVE PCs
302TERRENCE PHILLIPS
303TRASK
304UG! THE CAVE-DWELLER
304VALLIAN TRASK
306VERUCA URQUHART
307XIVITAN ANDRIX
309GENERIC NPCs
309CONSTRUCTION ROBOT
309COWBOY
309MEDIEVAL NPCs
312POLICE OFFICER
312ROMAN NPCs
313SOLDIER
314SPACE COP
314TEENAGER
315CHARACTER GENERATORS
315CHAOTIC SHINY GENERATORS
315ONLINE CHARACTER GENERATOR
DOCTOR WHOTHE 1ST DOCTOR
First appearance: An Unearthly ChildTwo versions of the 1st Doctor are available:
THE 1ST DOCTOR
Game stats and info by JohnK
The first Doctor punctuated his speech with "Hmmmm...?", exasperated sighs and snorts and the occasional mangled phrase or word. He would address young women as "child" and younger men as "my boy" or in Ian's case by his name. However, he found it difficult (or pretended to find it difficult) to remember Ian's last name. The TARDIS required expert piloting and guidance by the Doctor. Its systems often broke down, including the navigational systems. This would explain the difficulty the Doctor encountered in returning to 1963 London in order to return Ian and Barbara to their lives. The Doctor consulted a small handbook. The Doctor never even hinted at the nature of his own origins, other than to state that he and the Monk originated on the same world (The Time Meddler) and to hint that Susan and himself were exiles from the same place and time (An Unearthly Child).
The first Doctor had shoulder length, greyish-white hair and piercing brown eyes. The Doctor affected a slightly eccentric Edwardian dress sense, wearing a frock coat and tartan trousers. Occasionally he wore an Astrakhan (An Unearthly Child, The Tenth Planet) or a Panama hat (The Chase, The Daleks' Master Plan). He also sometimes wore a cape (Planet of Giants, The War Machines). Like his fifth incarnation, he sometimes used half-moon reading glasses (The Time Meddler, The Daleks' Master Plan, The War Machines), although a later incarnation would call into question whether he actually needed them (Time Crash). He also occasionally employed a walking stick (The Five Doctors), which sometimes made an effective weapon (The Chase). He also wore a blue signet ring which had special, if ill-defined, powers (The Daleks' Master Plan, The Power of the Daleks). However, on one occasion, the ring appeared to both facilitate hypnotism and protect the Doctor from electrical shock (The War Machines). When adventuring in Earth's past, this version of the Doctor, in contrast with most that followed, sometimes made significant changes to his wardrobe, in an attempt to blend in with the local population (The Romans, The Reign of Terror, The Crusade). However, he usually made at least a token alteration to his "standard" outfit wherever he went in Earth's past, as when he wore a cowboy hat in 19th century Arizona (The Gunfighters). More rarely, he would gladly accept the vestments of extraterrestrial societies, as when he proudly wore the ceremonial garb of the Elders (The Savages).
The first incarnation of the Doctor carried a wooden walking cane, with a twisted handle. On one occasion, he was seen smoking a large bent tobacco pipe; to date, he is the only incarnation to engage in this habit.
The First Doctor (William Hartnell/William Hurndall)
ATTRIBUTESAwareness 4 (Very much aware of his surroundings, and quite perceptive)Coordination 3 (Wiry for his age) Ingenuity 9Presence 6 (Very forceful and imposing when he wants to be, piercing gaze, commands respect)Resolve 5 (see Eccentricities)Strength 2 (due to his age)
GOOD TRAITSBoffin (Major)Charming (Minor)GadgetIndomitable (Major)Keen Senses (Minor) - Hearing Time TravellerTough (for his age, he could take a lot of damage!)Voice of Authority (Minor)
BAD TRAITSAdversary (Major) - Daleks, The Meddling MonkArgumentative (Minor)Criminal (to the Time Lords; stole a TARDIS and broke the laws of non-intervention)Eccentric (Cantankerous; early on)Eccentric (Loyalty) - to the TARDIS companionsEccentric (Melancholy - at times tends to lack desire to take action, but usually gets motivated to do so again)Eccentric (Tendency to become occasionally tongue-tied and stumble over words)Eccentric (Tetchy)Forgetful (Minor) - sometimes seemed more for convenience sakeInsatiable Curiosity (Minor)Renegade (on the run from Time Lords; anti-establishment figure, opposing tyranny and overreaching authority in all its forms)Selfish (Minor) - only early onWeakness (Minor) - reliance on a walking stick; takes a -2 penalty on Athletics when he doesn't have it
SPECIAL TRAITSExperienced (x2)- The Doctor has the experience of a man of an older ageFeel the Turn of the UniversePsychic - unreliableTelepathic - unreliableTime LordVortex (Does not receive the +2 bonus, as he can't really pilot the TARDIS)
SKILLSAthletics 2 (part of the wiry and agile for his age)Convince 5Craft 1Fighting 3 (A professional wrestler, the Mountain Mauler of Montana, had taught him some effective moves. (See "The Romans")) Knowledge 6Science 4Subterfuge 3Survival 1Technology 4Transport 2
Equipment: Walking stick, pince-nez, silk handkerchief, blue stoned ring, TARDIS key
Story Points: 5THE 1ST DOCTORGame stats and info from Siskoid's Blog of GeekeryATTRIBUTES:
Awareness: 4
Coordination: 3
Ingenuity: 9
Presence: 6
Resolve: 5
Strength: 2
TRAITS:
GOOD TRAITSBoffin (Major)Charming (Minor)Gadget (Minor) - Time Lord Ring (the ring can activate TARDIS systems when the power is down and adds a +2 bonus to attempts at Hypnosis; the gadget also holds 1 Story Point, which was once used to unfuse the TARDIS lock using a particular sky's light after a visit from the Meddling Monk)Hypnosis (Minor)Indomitable (Major)Keen Senses (Major)Psychic Training (Minor)Resourceful Pockets (Minor) - Sample items include a torch, small binoculars, a handkerchief and a piece of stringTime Traveller (Major) - The Doctor is familiar with the technology of all Tech Levels, unless in cases where the GM has decided some technology is strange even to himTough (Minor) - Though frail-looking, the Doctor was able to resist his regeneration for some timeVoice of Authority (Minor)
BAD TRAITSAdversary (Major) - Daleks, The Meddling MonkArgumentative (Minor)Eccentric/Cantankerousness (Minor) - The Doctor is quite volatile and may turn on his own companionsEccentric/Grandfatherliness (Minor) - The Doctor bonds easily with teenage girls who remind him of SusanEccentric/Vanity (Minor) - The Doctor is uncommonly vulnerable to flattery, and will also take credit for others' workForgetful (Minor) - This also manifests in his speech patterns, making him tongue-tied or get names wrongInsatiable Curiosity (Minor)Selfish
Weakness (Minor) - -2 penalty to Athletics when he doesn't have his walking stick in situations where it would be useful
SPECIAL TRAITSExperiencedTime Lord - The first Doctor does not get the Traits Feel the Turn of the Universe or Vortex, making this Trait cost only 3 Story PointsSKILLS:
Athletics 1
Convince 5
Craft 1
Fighting 3
Knowledge 6
Medicine 2
Science 4
Subterfuge 3
Survival 1
Technology 4
Transport 2
EQUIPMENT: TARDIS key, Time Lord ring (Gadget), walking stick.
TECHNOLOGY LEVEL: 10
STORY POINTS: 6
PERSONAL GOAL: Escape Time Lords. Get companions home. Explore space and time.
PERSONALITY: The Doctor can be an irascible old git, but shows his tender grandfatherliness to those he bonds with. He falls easily prey to flattery.
BACKGROUND: The Doctor escaped from his home in a stolen and rather run-down old TARDIS (which he claims to have invented).
FAVOURITE METHOD FOR ACCUMULATING STORY POINTS: Losing access to the TARDIS was a big one at first, the Doctor even going so far as to sabotage his own ship for points (the group came to call it Fluid Linking). Over the course of three seasons, his favoured trick became using his Forgetful Trait to get himself into hot water, refusing to acknowledge what his player could obviously see.THE 2ND DOCTOR
First appearance: The Tenth Planet (First full story: The Power of the Daleks)Two write-ups for the 2nd Doctor are available:
THE 2ND DOCTOR
Game stats and info by JohnK
The Second Doctor is associated with the catch phrases, "Oh my giddy aunt!" and "When I say run, RUN!", and is noted for playing the recorder.
Nicknamed the "Cosmic Hobo", as he appeared to be far more scruffy and child-like than his first incarnation, the Second Doctor is the first Doctor to put on an act, to hide what he's really thinking, to the point where even his companions are not sure where the act stops and the real Doctor begins. In his first appearance, he claimed that his destruction of the Daleks was a complete accident, but in fact it is clear that he had worked out a plan to defeat them much earlier.
The Second Doctor was mercurial, clever, and always a few steps ahead of his enemies, and at times, he could be a calculating schemer who would not only manipulate people for the greater good but act like a bumbling fool in order to have others underestimate his true abilities. Sometimes, this appeared to be simply as a joke, such as in "The Tomb of the Cybermen", where he finished the archaeologists' calculations behind their backs, but at other times, it seemed much darker. In "The Evil of the Daleks", he coldly manipulated Jamie in trying to rescue Victoria (thus setting in motion the human factor tests) and was unsympathetic when Edward Waterfield tried to apologise for his collaboration with the Daleks. While acting the fool at times, the Second Doctor paradoxically had a deep streak of ruthlessness, particularly when dealing with a known adversary, such as the Cybermen, wiring the Tomb doors to fatally electrocute anyone trying to open them ("The Tomb of the Cybermen"), steering an Ice Warrior fleet into the sun ("The Seeds of Death"), or ensuring that a relatively helpless party of Daleks would all die ("The Evil of the Daleks"). However, despite the bluster and tendency to panic when events got out of control, the Second Doctor always acted heroically and morally in his desire to help the oppressed. More than any other perhaps, with the exception of the Seventh Doctor, this incarnation of the Time Lord was definitely a wolf in sheep's clothing.
In "The Wheel in Space", the Troughton Doctor first used the alias of "Dr. John Smith".
The Second Doctor is very different in appearance from the First. He has mischievous blue eyes, an almost rubbery cheerful, wrinkled face, framed by a mop of tousled black hair. The Second Doctor dressed similarly to the Hartnell version, although in a far less natty fashion. His clothing is both a parody of, and a rebellion against, that of his earlier form, and looks as if he's slept in it for a few hundred years. He wears a baggy, black frock coat, small straggly navy bow tie with white polka dots, a pale blue short-sleeved shirt, clownishly large black and pale pink broad checked trousers, and scuffed ankle boots. Thus, the cravat was replaced with a bow tie, and the trousers were clownishly large. He quickly abandoned the blue signet ring that was such a function of the Hartnell Doctor's appearance as it no longer fit him. In his first adventure on Vulcan, "The Power of the Daleks", he possessed a tall stovepipe hat. In "The Five Doctors", he is also pictured wearing an over-sized fur coat.
ATTRIBUTESAwareness 5 (Deceptively aware of his surroundings, very perceptive, good instincts of when something is wrong)Coordination 3Ingenuity 8 (Not as bright as his previous self, but makes up for it with his skills)Presence 4 (Not as forceful as he was in Hartnell form, but makes up for it with Charming and Voice of Authority Traits)Resolve 5 (More stubborn of will than the Hartnell Doctor, and determined at all times)Strength 3
GOOD TRAITSBoffin (Major)Charming (Minor) - very much whimsical charmFriends (Minor) - Jamie McCrimmon, Zoe HeriotFriends (Major) - UNITHypnosis (Minor)Indomitable (Major)Lucky (Minor)Resourceful Pockets (Minor) - Carries a multitude of items in his pockets, including the sonic screwdriver (starting around "Fury From the Deep"), Five Hundred Year Diary, a magnifying glass, conkers, candy (usually gobstoppers, lemon sherbets, or jelly babies), an electricity detector, a normal screwdriver, marbles, pins, and a tuning fork, balls of string, fireworks, and half-eaten apples, and in "The Evil of the Daleks", money. Run for Your Life! (Minor)Technically Adept (Minor)Time Traveller (Major)Voice of Authority (Minor)
BAD TRAITSAdversary (Major) - Daleks, Cybermen, Ice Warriors, The YetiCriminal (to the Time Lords; stole a TARDIS and broke the laws of non-intervention)Distinctive (Minor) - see his appearance. The Cosmic HoboEccentric (Major) - When stressed, he plays the recorder to concentrate ("Power of the Daleks" onward)Impulsive (Minor) - Easily flustered by his less experienced companions, this can panic him into hasty, ill-considered decisionsInsatiable Curiosity (Minor)Protective (Major) - Humanity; he spends much of this incarnation protecting humanity, either on Earth itself, as in his battles against the Great Intelligence ("The Abominable Snowmen" and "The Web of Fear") and the Cybermen ("The Tomb of the Cybermen", "The Wheel in Space", and others), or on other worlds, where he protects Earth's people as they voyage out into the universe. He pays the ultimate price for this in "The War Games".Renegade (on the run from Time Lords; anti-establishment figure, opposing tyranny and overreaching authority in all its forms)Secretive - He rarely volunteers information without being asked, and when he does it often seems to bear no relation to the problem at hand, at least at first glanceWeakness (Minor) - His companions. The Second Doctor is very protective of all his Companions, and will do whatever it takes to safeguard them
SPECIAL TRAITSFeel the Turn of the UniverseGadget - TARDIS, Sonic screwdriverPsychicTelepathy - the ability to communicate with the Time LordsTime LordVortex (Does not receive the +2 bonus, as he can't really pilot the TARDIS)
SKILLSAthletics 3 (Running +2) (more physically able than his previous self, and did a lot of running)Convince 5 (Diplomacy +2)Craft 3 (Play Recorder +2)Fighting 1Knowledge 6 (Religion - Tibetan Buddhism +2)Medicine 3Science 5Subterfuge 5 (Disguise +2, Dissembling +2)Survival 2Technology 5Transport 3
Equipment:Stovepipe hat, Silk handkerchief, Five Hundred Year diary, Sonic screwdriver ("Fury From the Deep" onwards), TARDIS, Tardis key, see the Resourceful Pockets Trait above
Tech Level 10 - Time LordsStory Points: 6THE 2ND DOCTORGame stats and info from Siskoid's Blog of GeekeryATTRIBUTES:
Awareness: 5
Coordination: 3
Ingenuity: 8
Presence: 4
Resolve: 5
Strength: 3
TRAITS:
GOOD TRAITSBoffin (Major)Charming (Minor)Empathic (Minor)Fast Healing (Minor)Gadget (Minor) - Sonic Screwdriver [Open/Close]Hypnosis (Minor)Indomitable (Major)Psychic Training (Minor)Resourceful Pockets (Minor) - Sample items include a magnifying glass, a telescope, a handkerchief, pepper, pen and paper, a whistle, a tennis ball, his 500-year diary, and dozens moreRun for Your Life! (Minor)Technically Adept (Minor)Time Traveller (Major) - The Doctor is familiar with the technology of all Tech Levels, unless in cases where the GM has decided some technology is strange even to himVoice of Authority (Minor)
BAD TRAITSAdversary (Major) - Daleks, Cybermen, Ice Warriors, YetiDistinctive (Minor) - The so-called "Cosmic Hobo"Eccentric/Clown (Minor) - The Doctor likes to pretend he is a harmless and flustered buffoon to hide his keen intellect and real agendaEccentric/"I would like a hat like that" (Minor) - The Doctor can't help but lust after the strangest hats encountered on his travelsEccentric/Secretive (Major) - The Doctor plays it close to the vest and often does not inform his companions and allies of his plans, to his frequent detriment; he sometimes plays the recorder to avoid having to answer questionsForgetful (Minor)Impulsive (Minor)Insatiable Curiosity (Minor)
SPECIAL TRAITSTime Lord - The second Doctor does not get the Traits Feel the Turn of the Universe or Vortex, making this Trait cost only 3 Story PointsTime Lord (Experienced)SKILLS:
Athletics 2*
Convince 5
Craft 2*
Fighting 1
Knowledge 6
Medicine 3
Science 5
Subterfuge 5*
Survival 1
Technology 5*
Transport 3
*The Doctor has a +2 Athletics Expertise bonus in Running, a +2 Craft Expertise bonus in Recorder, a +2 Subterfuge Expertise bonus in Dissembling, and a +2 Technology Expertise bonus in Jerry-Rigging.EQUIPMENT: TARDIS key, 500-year diary, sonic screwdriver (Gadget), recorder.
TECHNOLOGY LEVEL: 10
STORY POINTS: 8
PERSONAL GOAL: Explore space and time, and help people.
PERSONALITY: The Doctor is an unkempt clown prone to fluster, but hiding a keen intellect. He is quick to take on various identities, but slow to explain himself.
BACKGROUND: The Doctor escaped from his home in a stolen and rather run-down old TARDIS. He travels the Universe with well-loved companions.FAVOURITE METHOD FOR ACCUMULATING STORY POINTS: The Doctor loves dissembling, but too much. He will often keep things from his companions until it is too late, passing notes to the GameMaster instead of broadcasting his plans across the table.THE 3RD DOCTOR
[NOTE: Official stats for the 3rd Doctor are available in Defending the Earth: The UNIT Sourcebook.]
Two write-ups for the 3rd Doctor are available:
THE 3RD DOCTOR
First appearance: Spearhead from SpaceGame stats and info by JohnK
While many believe that the Third Doctor's common catch phrase was "Reverse the polarity of the neutron flow", in truth he only uses this line once ("The Sea Devils"), though he did use it again in "The Five Doctors". In actual fact, due to his attitude about those in authority, with certain exceptions, his catch phrase more often than not is "Now listen to me."
The Third Doctor was a suave, dapper, and authoritative man of action, who not only practiced Venusian Aikido (or Karate), but enjoyed working on gadgets and riding all manner of vehicles, such as the Whomobile and his pride and joy, the canary-yellow vintage roadster nicknamed "Bessie" which featured such modifications as a remote control, dramatically increased speed capabilities and even inertial dampeners.
While this incarnation spent most of his time exiled on Earth, where he grudgingly worked as UNIT's scientific advisor, he would occasionally be sent on covert missions by the Time Lords, where he would often act as a reluctant mediator. Even though he developed a fondness for Earthlings with whom he worked (such as Liz Shaw and Jo Grant), he would jump at any chance to return to the stars with the enthusiasm of a far younger man than himself (as can be seen in his frivolous attitude in "The Mutants"). If this Doctor had a somewhat patrician and authoritarian air, he was just as quick to criticise authority too having little patience with self-inflated bureaucrats, parochially-narrow ministers, knee-jerk militarists or red tape in general. His courageousness could easily turn to waspish indignation.
Despite his arrogance, the Third Doctor genuinely cared for his companions in a paternal fashion, and even held a thinly-veiled but grudging admiration for his nemesis, the Master, and for UNIT's leader, Brigadier Lethbridge-Stewart, with whom he eventually became friends. In fact, even when his much resented exile was lifted, the highly moral and dashing Third Doctor continued to help UNIT protect the Earth from all manner of alien threats.
The Third Doctor was a man of action, aggressively joining the fray whenever he could, unlike the first two Doctors who generally insinuated themselves into events discreetly. This was a Doctor who was unafraid to pitch in with his physical skills, often bringing his mastery of Venusian aikido into play when the situation called for it. He would only use his fighting skills if he had no alternative, and even then generally disarmed his opponents rather than knock them unconscious. Indeed, his martial prowess was such that a single, sudden strike was usually enough to halt whatever threatened him, and at one point he reminded Captain Yates (physically as well as verbally) that Yates would have a difficult time removing him from somewhere when he did not want to be removed ("The Mind of Evil"). He still maintains his belief and attitude of non-violence, but seems inclined at times to take more physical action. He could at times by very tetchy and argumentative, an attitude that he demonstrated repeatedly with bureaucrats and other authority figures. He was also one of the few Doctors to be seen consuming alcohol, although the First Doctor is offered and seems to drink wine earlier ("The Romans").
Perhaps due to his time spent on Earth, or maybe just as a function of his pacifistic and authoritative tendencies, the Third Doctor was a skilled diplomat (keeping talks going in DW: The Curse of Peladon, for example) and linguist, as well as having an odd knack for disguises - all of this, combined with his formidable galactic experience, often allowed the Third Doctor to play a central role in the events he found himself in. But much like his predecessors, his keen mind was still his primary asset, and this was a Doctor who particularly loved to create and play with gadgets of all sorts. This passion displayed itself both in terms of the Third Doctor's scientific bent and in his love of vehicles, such as his yellow roadster Bessie and his car which he specially built.
Staunchly moral, often to the point of being preachy, the third Doctor was every bit the gentleman, a hero of the Victorian mould.
In appearance, the Third Doctor had a very different taste in clothes than his two previous incarnations. This Doctor had a personal manner of dress which was highly ornate, favouring frilled shirts, velvet smoking jackets in blue, green, burgundy, red, or black, evening trousers whose colours matched those of his smoking jackets, formal boots, riding boots, dress shoes and Inverness cloaks for his regular outfit, with variations and accessories including bow ties, cravats and leather gloves. The newly regenerated Third Doctor sports a tattoo on one arm ("Spearhead from Space"), and it is believed that this mark was given him by the Time Lords to signify the Doctor was an exile.
ATTRIBUTESAwareness 5 (Very aware of his surroundings, highly perceptive and instinctive at times)Coordination 4Ingenuity 8 Presence 5 (Still has a strong presence, but he is annoying to those around him)Very commanding and very much a person that people take notice of) Resolve 4 (Somewhat stubborn, and usually quite determined)Strength 3
GOOD TRAITSAnimal Friendship (Minor) - One only has to look at his relationships with creatures like AggedorBoffin (Major)Brave (Minor) - This can be mixed in with a bit of recklessness at timesCharming (Minor) - An old world kind of charmFriends (Major) - UNITHypnosis (Minor) - He receives a +4 bonus when using a device such as a pen or a pendulum-like object to induce the stateIndomitable (Major)Quick Reflexes (Minor) - His martial arts training has increased his basic quicknessRun for Your Life! (Minor)Technically Adept (Minor)Time Traveller (Minor) - Tech Level 5 primarilyVoice of Authority (Minor)
BAD TRAITSAdversary (Major) - The Master, Nestenes/Autons, DaleksAmnesia (Minor) - The Doctor has lost his knowledge of the dematerialization codes and some of the other TARDIS and time travel secrets. This Trait disappears after "The Three Doctors"Distinctive (Minor) - See his appearance. The DandyEccentric (Minor) - Tends to sing when he is working on a gadget, thinking about some problem, etc. This Trait seems to disappear over time.Eccentric (Major) - Arrogant. Especially when dealing with bureaucrats and government typesImpulsive (Minor) - Sometimes rushes in when he should be more cautiousInsatiable Curiosity (Minor)Outcast (Minor) - He has been exiled by the Time LordsProtective (Minor) - The Third Doctor is quite protective of alien species, a defender of their rights, and does his best to find means to keep the peace between them and the Humans whenever he can, even if this fails for the most part.Weakness (Minor) - His companions. The Third Doctor is protective of his Companions, Liz Shaw, Jo Grant and Sarah Jane Smith, and will do whatever it takes to safeguard them
SPECIAL TRAITSFeel the Turn of the UniverseGadget - TARDIS, Sonic screwdriver, WhomobilePsychicTelepathy - the ability to communicate with the Time LordsTime LordTime Lord (Experienced)Vortex (But see the Amnesia Trait)
SKILLSAthletics 3 Convince 4 (Diplomacy +2)Craft 3 (Sing +2)Fighting 4 (Venusian Aikido +2)Knowledge 4Marksman 2Medicine 2Science 5Subterfuge 3 (Disguise +2, Dissembling +2)Survival 2Technology 5Transport 4 (Bessie +2, Whomobile +2)
Equipment: Smoking jacket, Large red-lined cloak, Sonic Screwdriver, TARDIS, TARDIS Key, Bessie, Whomobile
Tech Level 10 - Time LordsStory Points: 7THE 3RD DOCTORGame stats and info from Siskoid's Blog of GeekeryATTRIBUTES:
Awareness: 4
Coordination: 4
Ingenuity: 9
Presence: 4
Resolve: 5
Strength: 4
TRAITS:
GOOD TRAITSAnimal Friendship (Minor) - The proof is AggedorBoffin (Major)Brave (Minor)Charming (Minor)Friends (Major) - UNITHot Shot (Minor)Hypnosis (Minor) - +2 bonus when using a swinging or rotating objectIndomitable (Major)Nerve Strike (Minor) - Characters with a relevant Fighting Expertise (like Venusian Karate) may take this Trait which allows that character to paralyze or stun an opponent without causing them actual damage. Nerve Strike may also be used to undo a Nerve Strike-induced paralysis effect, though it should wear off naturally by the next scene. Naturally, the Trait only works on organic humanoids whose biology is familiar to the character.Quick Reflexes (Minor)Resourceful Pockets (Minor)Technically Adept (Minor)Time Traveller (Minor) - Tech Level 5Voice of Authority (Minor)
BAD TRAITSAdversary (Major) - The Master, Autons, DaleksAmnesia (Minor) - The Time Lords have removed his knowledge of the TARDIS' dematerialization codes and other time travel secrets. (Until The Three Doctors)Distinctive (Minor)Eccentric/Dandy (Minor) - The Doctor loves fine clothes, food, wine and cars.Eccentric/Outrage (Major) - The Doctor hates petty bureaucrats and anyone who promotes war, greed and pollution. He'll go out of his way to insult these, even if he needs their cooperation.Impulsive (Minor)Insatiable Curiosity (Minor)Owes Favor (Major) - To atone for his crimes, the Doctor is often compelled to go on missions for the Time Lords. (Officially, until The Three Doctors)SPECIAL TRAITSTime LordTime Lord (Experienced)VortexSKILLS:
Athletics 3
Convince 4*
Craft 2*
Fighting 3*
Knowledge 5
Marksman 2
Medicine 2
Science 5
Subterfuge 3
Survival 3
Technology 5
Transport 5
*The Doctor has a +2 Convince Expertise in Diplomacy, a +2 Craft Expertise in Singing and Stage Magic, a +2 Fighting Expertise in Venusian Karate/Aikido and Swordfighting, and a +2 Subterfuge Expertise in Disguise.EQUIPMENT: TARDIS key, sonic screwdriver (Gadget), Bessie/Whomobile (Gadgets)
TECHNOLOGY LEVEL: 10
STORY POINTS: 8
PERSONAL GOAL: Leave Earth. Help UNIT. Gather knowledge.
PERSONALITY: The Doctor is a gentleman and a dandy who loves the finer things in life and has a need for speed. He is impatient with bureaucracy and fools.
BACKGROUND: Exiled on Earth in the 20th Century, the Doctor became UNITs scientific advisor, using their lab facilities to help him regain control of his TARDIS.
FAVOURITE METHOD FOR ACCUMULATING STORY POINTS: The Doctor often allows himself to be distracted, say by thoughts of the Master being "out there" or some current experiment he's running, missing important clues in the process. Another trick is to give in to his Eccentric Bad Trait and simply tell various authority figures what he's up to (including those controlled by other players), causing misunderstandings down the road.THE 4TH DOCTOR
First appearance: Planet of the Spiders (First full story: Robot)Game stats by 8thdoctor; info from the TARDIS Index FileThe 4th Doctor left all ties of his former exile behind on Earth before setting off to travel the cosmos. The 4th Doctor was most definitely not human-like in nature, and he stood apart from others, even most of his own people. In stark contrast to the elegant and refined, but somewhat flamboyant, figure of his third incarnation, the fourth incarnation was an unkempt, awkward-looking figure, dressed in battered clothing and a ridiculously long, multi-coloured scarf.Awareness 5 - Wide eyed and manicCoordination 3Ingenuity 9Presence 5 - Powerful voice and personalityResolve 3Strength 4
Athletics 2Convince 3Craft 3Fighting 3Knowledge 6Marksman 1Medicine 2Science 5Subterfuge 4Survival 3Technology 5Transport 4
Time LordTime Lord (Experienced)Feel the Turn of the UniverseVortexGadget (Major) Sonic Screwdriver, TARDISBoffinBraveCharmingFriends (UNIT)LuckyResourceful PocketsTechnically AdeptRun for your LifeTime TravellerVoice of AuthorityAdversary (Daleks, Davros)ArgumentativeDistinctive - Scarf and hatEccentric - Jelly babies
Story Points 8Home Tech Level 10 - Time Lords
Equipment: Sonic Screwdriver, TARDIS, TARDIS Key, Jelly babies, ScarfTHE 5TH DOCTOR
First appearance: Logopolis (First full story: Castrovalva)
Game stats and info by misterharry
The fifth incarnation of the Doctor appears to be a fair-haired man in his late 20s. He is usually dressed in Edwardian cricket whites topped off by a Panama hat, the latter sometimes being rolled up and carried in his coat pocket. Temperamentally, this Doctor is much calmer than his previous incarnation, and his open face is often beaming with enjoyment at something except when its creased in concern or self-doubt. Of all the Doctors, this one is the most lacking in confidence and he is less able than his predecessors to be able to walk into a room and instantly take control of a situation. This may be the result of this incarnations youthful appearance, though a closer inspection will reveal that behind his eyes is a maturity beyond his years.
ATTRIBUTES:
Awareness: 5
Coordination: 4
Ingenuity: 9
Presence: 3
Resolve: 4
Strength: 4
TRAITS:
Adversary (Major): The Master, the Black Guardian, Daleks, Cybermen, etc.
Attractive (Minor): This version of the Doctor is good-looking by human standards: +2 in rolls involving his good looks.
Boffin (Major): The Doctor can build gadgets using the fine art of jiggery-pokery.
Brave (Minor): +2 Resolve when needing courage.
Charming (Minor): +2 bonus when attempting to charm his way around people.
Code of Conduct (Major): As always, the Doctor fights injustice and abhors violence.
Distinctive (Minor): Dressed in Edwardian cricket whites, the Doctor has +2 to be remembered, -2 to go unnoticed.
Empathic (Minor): +2 on rolls to empathise or read people.
Friends (Major): Unusually for the Doctor, this incarnation is on reasonably good terms with the Time Lords (though that didnt stop them from trying to vaporise him in Arc of Infinity, so he cant rely on this too much!).
Resourceful Pockets (Minor): The Doctor can produce a bewildering array of random items from his pockets, some of which might actually prove to be useful on occasion!
Run for Your Life! (Minor): +1 Speed when fleeing.
Technically Adept (Minor): +2 bonus to use or repair gadgets and equipment.
Time Lord (Special): includes Feel the Turn of the Universe and VortexTime Lord (Experienced)
Time Traveller (Special): The Doctor suffers no penalty for working with technology outside his own time period.
SKILLS:
Athletics 4 (AoE: Cricket)
Convince 3
Craft 2
Fighting 3
Knowledge 6
Marksman 2
Medicine 3
Science 5
Subterfuge 4
Survival 3
Technology 4
Transport 3
EQUIPMENT: Sonic screwdriver (until its destroyed by the Terileptils anyway), cricket ball, celery, half-moon glasses (brainy specs!), TARDIS key, TARDIS.
TECH LEVEL: 10
STORY POINTS: 8
THE 6TH DOCTOR
First appearance: The Caves of Androzani (First full appearance: The Twin Dilemma)
Game stats and info by misterharry
The sixth incarnation of the Doctor is a larger, altogether brasher version than his predecessor. Dressed in a brightly coloured, patchwork motley and topped with a mop of curly fair hair, this Doctor certainly makes an immediate visual impact. And he has a personality to match: loud, confrontational and prone to angry outbursts. This Doctor can be quite intimidating when roused, particularly in the early days after his regeneration, when he almost seemed to be unhinged. As time went on though, he settled down somewhat, became a little calmer and after a rocky start, struck up a firm friendship with Peri Brown.
ATTRIBUTES:
Awareness: 5
Coordination: 3
Ingenuity: 9
Presence: 5
Resolve: 4
Strength: 4
TRAITS:
Adversary (Major): The Master, Daleks, Cybermen, the Valeyard, etc.
Argumentative (Minor): This Doctor is one of his more confrontational incarnations!
Boffin (Major): The Doctor can build gadgets using the fine art of jiggery-pokery.
Brave (Minor): +2 Resolve when needing courage.
Charming (Minor): Although presenting a brusque exterior, this incarnation can still turn on the charm when required: +2 bonus when attempting to charm people.
Code of Conduct (Major): As always, the Doctor fights injustice and abhors violence.
Distinctive (Minor): This Doctors garish dress sense and loud personality certainly give him +2 to be remembered, -2 to go unnoticed.
Indomitable (Major): The Doctor has a +4 bonus to avoid Hypnosis, Possess or similar.
Resourceful Pockets (Minor): The Doctor can produce a bewildering array of random items from his pockets, some of which might actually prove to be useful on occasion!
Technically Adept (Minor): +2 bonus to use or repair gadgets and equipment.
Time Lord (Special): includes Feel the Turn of the Universe and VortexTime Lord (Experienced)
Time Traveller (Special): The Doctor suffers no penalty for working with technology outside his own time period.
Voice of Authority (Minor): The Doctors commanding voice provides +2 on Presence and Convince rolls.
SKILLS:
Athletics 2
Convince 4
Craft 2
Fighting 2
Knowledge 6
Marksman 1
Medicine 3
Science 5
Subterfuge 3
Survival 3
Technology 4
Transport 2
EQUIPMENT: Pocket watch, TARDIS key, TARDIS.
TECH LEVEL: 10
STORY POINTS: 8
THE 7TH DOCTOR
First appearance: Time and the Rani
Game stats by chris110465; info from the TARDIS Index FileAlthough originally an eccentric, light-hearted character, the 7th Doctors jolly persona eventually darkened into that of a mysterious, cunning manipulator.
Character sheet for the 7th Doctor can be downloaded from this thread:
http://dwaitas.proboards.com/index.cgi?board=characters&action=display&thread=793Here is a transcription of the stats:
ATTRIBUTES:
Awareness: 5
Coordination: 4
Ingenuity: 9
Presence: 5
Resolve: 7
Strength: 4
TRAITS:
Adversary the Doctor has made a few enemies in his travels.
Boffin ability to create Gadgets through the fine art of Jiggery-Pokery.
Code of Conduct abhors violence, refusing to use a gun, and will always protect the innocent and the helpless.
Distinctive Stand out in the crowd; -2 penalty to blend in; +2 bonus to be remembered or recognised.
Feel the Turn of the Universe
Hypnosis can put people into a mild hypnotic state; +2 bonus to calm someone down or get them to do what youd like.
Indomitable - +4 bonus to resist becoming possessed or hypnotised, psychically controlled or similar.
Resourceful Pockets
Run for Your Life! +1 Speed when fleeing.Technically Adept - +2 to Technology rolls to fix or use gadgets or equipment.
Time Lord (Experienced)
Time Traveller no penalty for working with technology outside his own time period.Vortex - +2 bonus for piloting a time travel or Vortex manipulating device.SKILLS:
Athletics 3
Convince 4
Craft 1
Fighting 1
Knowledge 6
Marksman 1
Medicine 3
Science 5
Subterfuge 4
Survival 3
Technology 3
Transport 3
EQUIPMENT: 3 juggling balls, 2 spoons, TARDIS, umbrella
TECH LEVEL: 10 (Time Lord)
STORY POINTS: 8
PERSONALITY: Mysterious by nature, the doctor seldom reveals much of his plans to his friends and allies: either there is too much at stake that he forgets to tell them, or they just would not understand. He uses his companions as tools against his foes, a trait that seemingly betrays their trust in him. Yet he would never intentionally harm his friends and acts for their best interests. Indeed, he seems to take on the role of teacher, educating his protgs and increasing their awareness of the nature of the universe.
PERSONAL GOAL: To explore and help.
THE 8TH DOCTOR
First appearance: TV Movie
Game stats and info from the Wibbly Wobbly Timey Wimey Stuff blog (link posted by Siskoid); additional info from the TARDIS Index FileUnlike many of his predecessors and successors, the 8th Doctor expressed a more human and emotional side, with a love and respect for all life. His own life was a temporally complex one, which so frequently involved time paradoxes and parallel universes that it was impossible to know with authority how the major epochs of his existence fitted together.
The 8th Doctors character sheet is available to download from here:
http://www.4shared.com/file/207057713/efde77af/The_8th_Doctor.htmlBeing as I am on an 8th Doctor kick at the moment listening to the Audio Dramas - here is the 8th Doctors Sheet.
Some things have changed, his co-ordination has gone down - the 8th Doctor isn't as nimble as the 10th - but his Awareness has gone up (the 8th Doctor is very insightful).
The 8th Doctor has a very limited form of Precognition, that only works when he meets an individual with a difficult choice ahead of him - and is 'important' to future events in some way.
Also gone is "Last of the Time Lords", as he isn't at this point.
Certain skills have changed, to reflect the 8th Doctors strengths and weaknesses - Athletics and Fighting have gone down (he's a lover not a fighter), and Subterfuge and Medicine have gone up (he shows superior medical knowledge and an ability to pick pockets in the Movie).
I haven't included any reference to him being "Half Human, on my Mothers side" as its more than possible he used the Chameleon Arch to fool the Master - we just never saw it "on screen" as twere.
Here is a transcript of the stats:
ATTRIBUTES:
Awareness: 5
Coordination: 3
Ingenuity: 9
Presence: 4
Resolve: 5
Strength: 3
TRAITS:
Adversary the Doctor has made a few enemies in his travels.
Attractive
Boffin ability to create Gadgets through the fine art of Jiggery-Pokery.
Brave
Charming
Code of Conduct abhors violence, refusing to use a gun, and will always protect the innocent and the helpless.
Face in the Crowd
Feel the Turn of the Universe
Gadget Sonic screwdriver
Psychic this Trait does nothing in itself, it merely allows his Precognition to work.
Precognition The Doctor can sometimes see peoples potential future. Using this ability, he can ascertain the targets best course of action and advise them on which course to take. Only works on the most limited level (determined by the GM) and then only for certain key individuals whose future is potentially important.
Resourceful Pockets
Run for Your Life! +1 Speed when fleeing.
Technically Adept - +2 to Technology rolls to fix or use gadgets or equipment.
Time Lord (Experienced)
Time Traveller no penalty for working with technology outside his own time period.
Vortex - +2 bonus for piloting a time travel or Vortex manipulating device.
SKILLS:
Athletics 2
Convince 5
Craft 2
Fighting 1
Knowledge 6
Marksman 1
Medicine 4
Science 5
Subterfuge 4
Survival 3
Technology 4
Transport 4
EQUIPMENT: Bag of jelly babes, sonic screwdriver, pocket watch, TARDIS key, Type 40 TARDIS
TECH LEVEL: 10 (Time Lord)
STORY POINTS: 8BACKGROUND: Is extremely prone to bouts of amnesia* - a tendency possibly due to his traumatic regeneration (caused by a botched surgical procedure in a 1999 San Francisco - hospital). The Doctors amnesia should be treated as a plot device and not rolled randomly. [* The 8th Doctor suffered full or partial amnesia in the following stories: the TV movie; The Eight Doctors, Interference and The Ancestor Cell (BBC Books); Minuet in Hell, Zagreus, Terror Firma, Something Inside, Memory Lane, The Girl Who Never Was and Orbis (Big Finish Audios).]PERSONALITY: Excitable, enthusiastic and energetic, yet sometimes wistful and melancholy, the Doctor is... complicated. His sense of honour and responsibility is absolute, and it sometimes seems that he carries the weight of the Universe on his shoulders.
PERSONAL GOAL: To explore and help.THE 9TH DOCTOR
First appearance: RoseGame stats and info by misterharry
The ninth incarnation of the Doctor presents a personality damaged by the Time War. Whether it was actually the ninth Doctor or his predecessor who actually fought in it, the War and his pivotal role in it - has left this Doctor a vulnerable person. Hiding behind a down-to-earth exterior and a Northern accent (Lots of planets have a north!), this Doctor can by turns be grim and brooding or light and fun. His dress sense is a lot more downbeat than recent incarnations: dark trousers and jumper, workmens boots and a dark leather jacket enable the Doctor to fit into the background without drawing undue attention. The ninth Doctors story is primarily one of healing, as his friendship with Rose Tyler turned into an unspoken love, helping him recover from his psychological wounds.
ATTRIBUTES:
Awareness: 5
Coordination: 4
Ingenuity: 9
Presence: 4
Resolve: 4
Strength: 4
TRAITS:
Adversary (Major): Daleks, Slitheen, Nestene, etc.
Boffin (Major): The Doctor can build gadgets using the fine art of jiggery-pokery.
Brave (Minor): +2 Resolve when needing courage.
Code of Conduct (Major): As always, the Doctor fights injustice and abhors violence.
Face in the Crowd (Minor): Unusually for the Doctor, this incarnation blends in well: +2 to go unnoticed; -2 to avoid being remembered.
Friends (Major): Harriet Jones, Prime Minister, who can call upon the resources of the British government and Torchwood.
Indomitable (Major): The Doctor has a +4 bonus to avoid Hypnosis, Possess or similar.
Last of My Kind (Minor): This Doctor is particularly vulnerable to reminders that he is the Last of the Time Lords and suffers a -2 penalty in appropriate circumstances.
Obsession (Major): This Doctor fell in love with Rose Tyler and is very protective of her.
Run for Your Life! (Minor): +1 Speed when fleeing.
Technically Adept (Minor): +2 bonus to use or repair gadgets and equipment.
Time Lord (Special): includes Feel the Turn of the Universe and VortexTime Lord (Experienced)
Time Traveller (Special): The Doctor suffers no penalty for working with technology outside his own time period.
Voice of Authority (Minor): The Doctors blunt manner provides +2 on Presence and Convince rolls.
SKILLS:
Athletics 3
Convince 3
Craft 2
Fighting 3
Knowledge 6
Marksman 2
Medicine 3
Science 5
Subterfuge 3
Survival 3
Technology 4
Transport 4
EQUIPMENT: Sonic screwdriver, psychic paper, TARDIS key, TARDIS.
TECH LEVEL: 10
STORY POINTS: 8
THE 10TH DOCTOR
First appearance: The Parting of the Ways (First full story: The Christmas Invasion)
Link posted by Rassilon
The 10th Doctors official character sheet was available to download from the Cubicle 7 website. Stats are the same as in the DWAiTS boxed set.
THE 11TH DOCTOR
First appearance: The End of Time (First full story: The Eleventh Hour)
Game stats by 8thdoctor; info from the TARDIS Index File[NOTE: Official stats for the 11th Doctor are available in the 11th Doctor Edition of the DWAiTAS boxed set.]
Although he was erratic in behaviour and very alien compared to his previous incarnation, the 11th Doctor retained his youthful vigour for defending the Universe.Here's my version of the 11th Doctor on my new prototype series 5 character sheet:http://dwaitas.proboards.com/index.cgi?board=characters&action=display&thread=832Here is a transcript of the stats:
ATTRIBUTES:
Awareness: 5
Coordination: 4
Ingenuity: 9
Presence: 4
Resolve: 4
Strength: 3
TRAITS:
Boffin
Brave
Empathic
Keen Senses
Photographic Memory
Run for Your Life!
Technically Adept
Time Traveller
Voice of Authority
Time Lord (Experienced)
Feel the Turn of the Universe
Vortex
Adversary (The Daleks, the Cybermen)
Code of Conduct
Last of My Kind
SKILLS:
Athletics 3
Convince 3
Craft 2
Fighting 4
Knowledge 6
Marksman 2
Medicine 3
Science 5
Subterfuge 3
Survival 3
Technology 4
Transport 3
EQUIPMENT: Sonic screwdriver, Jammy Dodger, TARDIS key, TARDIS
TECH LEVEL: 10
STORY POINTS: 8
BACKGROUND: The Doctor is a 900 year old Time Lord from the planet of Gallifrey in the constellation of Kasterborous. At a young age, unhappy with sitting still and watching the Universe, he stole a TARDIS (one of the Time Lords time machines) and ran away. To this day he still runs, fighting evil as he goes...
PERSONALITY: Rarely arriving when hes supposed to, the Eleventh Doctor has a habit of showing up late. Distinctly more alien than his predecessor, he still embraces humanity and takes it under his wing. He is very quick to criticise those around him and can exhibit bursts of anger when provoked.
PERSONAL GOAL: To travel through space and time rescuing civilisations, righting wrongs and fighting evil.
ACE
First appearance: Dragonfire
Game stats by chris110465; info from the TARDIS Index FileDorothy Gale "Ace" McShane was a companion of the 7th Doctor. She was a human from late 20th Century Earth. A native of the London suburb of Perivale, she was born on 20th August 1970.Character sheet for Ace can be downloaded from this thread:
http://dwaitas.proboards.com/index.cgi?board=characters&action=display&thread=813Here is a transcription of the stats:
ATTRIBUTES:
Awareness: 3
Coordination: 4
Ingenuity: 4
Presence: 3
Resolve: 3
Strength: 2
TRAITS:
Argumentative
Attractive
Brave
Gadget Nitro-9 (Major Gadget: Natural Weapon (Major x 2, One Shot, 2 Story Points); damage - 10(5/10/15) ignoring Armour within 5 metres, 8(4/8/12) within 10 metres (see the Gadgets & Equipment write-ups for full details).
Keen Senses (Sight)
Lucky
Phobia (Clowns)
Resourceful Pockets (Backpack only)
Run for Your Life!
Time Traveller (TL 7)
SKILLS:
Athletics 1Convince 2Fighting 1Knowledge 1Marksman 2Science 1Subterfuge 1Survival 1Technology 2Transport 1
EQUIPMENT: Backpack (-2 to Coordination), Baseball Bat (+2 to Strength), Sling 2(1/2/3)
TECHNOLOGY LEVEL: 5 (20th Century Earth)
STORY POINTS: 12
PERSONALITY: On the whole she is unruly, self-destructive and prone to sulking if no one pays her attention. Ace is petulant and aggressive largely because she is leaving childhood behind and becoming a woman.
PERSONAL GOAL: To explore and learn.
[NOTE: Write-up and stats for an adult version of Ace are included in knassers Miscellany pdf file.]ADAM MITCHELL
First appearance: DalekGame stats and info by misterharry
Adam Mitchell was working for the billionaire entrepreneur Henry van Statten in the year 2012 when he met the 9th Doctor and Rose Tyler. Adam is a genius, particularly in the field of computer sciences, and hacked into the US Department of Defense computers at the age of 8. Now in his early 20s, he was employed by van Statten at his private collection of alien artefacts in Utah, and was mainly used to catalogue new acquisitions.
Adam briefly travelled with the Doctor and Rose, but proved to be untrustworthy when he secretly had an infospike implanted into his brain in the year 200,000 and tried to send information on future technology back to his home time. The Doctor promptly returned Adam home still with his infospike implant, which means that he has to lead a quiet life or risk being dissected and experimented on for his cybernetic technology.
Options for using Adam in DWAiTS include:
The Doctor having returned to check up on Adam and giving him a second chance as a companion;
Adam working for Torchwood;
Adam being the target of clandestine government agencies, master villains or aliens after his advanced technology;
or even Adam planning some sort of revenge on the Doctor - I recall a lot of speculation in the week before the broadcast of The Parting of the Ways as to the identity of the Emperor Dalek, one suggestion being that it could even turn out to be Adam!
ATTRIBUTES:
Awareness: 3
Coordination: 3
Ingenuity: 6
Presence: 3
Resolve: 3
Strength: 3
TRAITS:
Cyborg (Special): Adam has an infospike - a cybernetic computer interface socket - in his forehead, usually hidden but revealed whenever somebody clicks their fingers within earshot (unless Adam has worked out how to change the trigger for activating the infospike). He is also fitted with a Vomit-o-Matic.
Dark Secret (Major): Returned to his home time by the Doctor, Adam has to keep his cybernetic implants secret as they could attract unwelcome attention.
Face in the Crowd (Minor): +2 to go unnoticed; -2 to be remembered. (Does not apply if Adams infospike is opened.)
Infospike (Minor Gadget): Networked (Major - Adams infospike allows him to network with computer systems); Restriction: only when connected via his infospike.
Run for Your Life! (Minor): +1 speed when fleeing.
Selfish (Minor): Adam has proven himself to be greedy and selfish.
Technically Adept (Minor): +2 to use or repair gadgets and technology.
Vomit-o-Matic (Minor Gadget): Adam was fitted with this device for free when he had the infospike implanted. The Vomit-o-Matic freezes any waste matter that Adam vomits into a cube of ice for ease of disposal. In game terms, the GM should award a +2 bonus for Adam to recover from nausea and vomiting attacks, resist oral poisons or similar.
SKILLS:
Athletics 1
Convince 2
Knowledge 3 (AoE: Alien Artefacts)
Science 3
Subterfuge 2
Technology 4 (AoE: Computer Systems)
Transport 1
TECHNOLOGY LEVEL: 5 (Adam is from 2012)
STORY POINTS: 12
ADRIC
First appearance: Full CircleGame stats by decfeeney (with additional suggestions by chris110465); info from the TARDIS Index FileAdric was born on the planet Alzarius in E-Space. He was ranked as an Elite and awarded a gold star badge for mathematical excellence because he could solve complex sums in his head.StatsAwareness: 4Coordination : 3Ingenuity: 6Presence: 3Resolve: 3Strength: 3
TraitsAlien
Fast Healing (Major Trait Version)Keen HearingClumsyImpulsive
SkillsAthletics 3Convince 2Fighting 1Knowledge 1Marksman 1Science (AoE: Mathematics) 5 (+2)Subterfuge 1Survival 2Technology 1Transport 1
Story Points:12
ALPHA CENTAURIFirst appearance: The Curse of PeladonGame stats and info by misterharry
Alpha Centauri is a hermaphrodite hexapod from a planet in the star system of the same name. S/he is the Federation Ambassador to Peladon. Although rather nervous by nature, Alpha Centauri can be relied on ultimately to do the right thing and has assisted the Doctor on a number of occasions.
Awareness: 4 (well, that big eyes gotta be useful for something!)Coordination: 2Ingenuity: 4Presence: 4 (s/hes an ambassador after all!)Resolve: 2Strength: 3
TRAITS:Additional Limbs (Minor x2) 4 additional armsAlien (Special)Alien Appearance (Major)Cowardly (Minor)Eccentric (Major) Centauri detests violence, is highly strung and easily panicked
Friends (Major) Peladon Royal Family
Friends (Major) the FederationObligation (Minor) the Federation
SKILLS:Convince 3 (AoE: Diplomacy)
Knowledge 4 (AoE: Alien Cultures. AoE: Peladon Politics)Science 1
Subterfuge 2
Technology 3
Transport 1
TECHNOLOGY LEVEL: 7 (Alpha Centauri is from the 39th/40th Centuries)STORY POINTS: 12
ALPHA CENTAURIAlternative stats from Siskoid's Blog of GeekeryAttributes: Awareness 2, Coordination 1, Ingenuity 3, Presence 3, Resolve 2, Strength 2Skills: Convince 2, Knowledge 2, Science 1, Technology 1, Transport 1Traits: Alien; Additional Limbs (4), Alien Appearance (Major), Environmental (Amphibian); Screamer!; Cowardly; Eccentric (Judgmental of other races).
Story Points: 12Home Tech Level: 6AMY POND
First appearance: The Eleventh Hour[NOTE: Official stats for Amy Pond are available in the 11th Doctor Edition of the DWAiTAS boxed set.]
Two write-ups for Amy have been posted. In addition, for the older Amelia Pond (from The Girl Who Waited) as a Faction Paradox recruit, see Little Sister Amelia (in the Player Characters & Other Original Creations section).AMY POND
Game stats and info by misterharry
Aw, are you Mr Grumpy-Face today?
Amelia Jessica Pond, the girl who waited. Amy Pond was brought up by her parents by her Aunt Sharon in the quiet village of Leadworth. She first met the Doctor at the age of seven, but although he had promised to be back in 5 minutes, it wasnt until 12 years later that he returned, and another two years before she finally travelled with him in the TARDIS, later joined by her fianc Rory Williams.
The following stats represent Amy during Series 5.
ATTRIBUTES:Awareness: 4Coordination: 3Ingenuity: 3Presence: 4Resolve: 4Strength: 2
TRAITS:
Amnesia (Minor): Well its actually chunks of reality that have been removed, but as Amys memories are different from those of the Doctor and she cant even remember Rory or her own parents amnesia is as good a name as any.
Attractive (Minor): Amys stunning good looks give her a +2 bonus on rolls involving her appearance.
Brave (Minor): Amy gains a +2 bonus on rolls to avoid being scared.
Charming (Minor): Amy can turn on the charm if needed, and gains a +2 bonus for this.
Distinctive (Minor): Amys stunning looks, her flaming red hair and her Scottish accent make her memorable: +2 to be remembered; -2 to go unnoticed.
Empathy (Minor): As evidenced by her understanding of the Star Whale and the Doctor, and of Bracewells love for Dorabella, Amy gains a +2 bonus on rolls to read people or empathise with them.
Impulsive (Minor): Whether its a 7 year old Amelia packing a suitcase to travel with her Raggedy Doctor, or a 21 year old Amy trying to seduce him, Amy often seizes the moment!
Obsession (Major): As a child it was the Raggedy Doctor, and now its her attraction to the real thing.
Run for Your Life! (Minor): Amys long legs give her +1 speed when fleeing.
SKILLS:
Athletics 3 (AoE: Riding)Convince 3
Craft (Raggedy Doctor art and modelling) 1
Craft (Kissogram well its a sort of craft, isnt it?) 3
Knowledge 2
Medicine 1
Science 1
Subterfuge 3 (AoE: Lockpicking)
Technology 1
Transport 2
TECHNOLOGY LEVEL: 5 (early 21st Century)
STORY POINTS: 12AMY POND
Game stats and info by tamknox
Amelia Jessica "Amy" Pond was born in 1989 in Scotland and was later orphaned. She then moved to England, where she met the Doctor shortly after he regenerated into his 11th incarnation. From Amy's point of view this occurred in 1996. And it would be 12 years before she would see him again despite his promise to return in 5 minutes to take the young girl travelling with him, after he stabilized the engines of his TARDIS. During the interim, Amelia became obsessed with her "Raggedy Doctor", creating dolls, comics and dress-up games around him.
When the Doctor finally returned in 2008, Amy was a grown woman working as a "KissOGram". She had also become engaged to Rory Williams. Amy helped him defeat Prisoner Zero and warn the Atraxi never to return to Earth.
After the Doctor returned again in 2010, she began travelling with him, and became the 11th Doctor's first companion and the first Companion to travel with the Doctor in some time.
"Come along, Pond !"
ATTRIBUTESAwareness: 3Coordination: 4Ingenuity: 4Presence: 4Resolve: 3Strength: 2
TRAITSAttractive (Minor / Good) - Amy receives a +2 to any rolls that involve her stunning good looksIndomitable (Major / Good) - Amy has a strong will, and receives a +4 to resist being hypnotised, etc., but she also tends to ignore the Doctor's warnings of dangerImpulsive (Minor / Bad) - Her wilful nature also causes Amy to charge in, sometimes without thinking. She could be considered a bit recklessInsatiable Curiosity (Minor / Bad) - Amy does not know when to stop herself when it comes to satisfying her curious nature, and sometimes it gets her into trouble
SKILLSAthletics 3Convince 3 (AoE: Fast Talk)Knowledge 3Science 1Subterfuge 4 (AoE: Sneaking)Survival 1Technology 2Transport 3 (AoE: Cars)
WEAPONS & EQUIPMENTAmy does not carry any weapons, and the only things she has that can qualify as equipment would be the clothes she wears, usually casual clothing. She tends to wear short skirts.
TECHNOLOGY LEVEL 5STORY POINTS 6
BARBARA WRIGHT
First appearance: An Unearthly Child
Two versions of Barbara are available:
BARBARA WRIGHT
Game stats and info by JohnK
Barbara Wright, along with Ian Chesterton, is one of the first companions to join the original, first Doctor in his travels. A school teacher at Coal Hill school where she taught history (and had a strong interest in the Aztecs) to the Doctor's granddaughter Susan, Barbara and fellow teacher Ian Chesterton followed Susan to the junkyard where she lived with her grandfather, and unwillingly became part of the TARDIS crew. Barbara is an attractive, intelligent woman of around 30 who despite her ability to reason sensibly, is scared by the unknown and reacts somewhat irrationally. When she is scared or frightened, Barbara turns to her close friend and colleague, Ian Chesterton for support. While vulnerable, Barbara has an inner strength. She will support and comfort other women who are scared or upset and will restrain her own fears while doing so. She tends to become assertive when champion a cause that she believes in, and has a very strong set of beliefs about things in the world around her. Barbara and Ian returned to Earth, some two years after they had left it, as a consequence of "The Chase". The Doctor was able to return the two schoolteachers to Earth using a Dalek time travel machine, but made certain that the machine self-destructed on its arrival back in the present.
Barbara typically dresses in a matching jacket and knee-length skirt, with either a blouse or a polo neck top. Like Ian, she enjoys wearing period clothing, but appreciates the fineness or the quality of the jewellery.
Barbara is very fond and quite close to fellow teacher Ian Chesterton, and may well actually love him, although casual observers would assume them to be good friends. Their relationship develops and blossoms into more during their travels aboard the TARDIS, but this was not dealt with all that much during the course of the series.
ATTRIBUTES Awareness 4 Coordination 3Ingenuity 4Presence 3 Resolve 5 Strength 3
GOOD TRAITSAttractive (Minor)Charming (Minor)Keen Senses (Minor) - HearingKeen Senses (Minor) - SightTime Traveller (Minor)Voice of Authority (Minor)
BAD TRAITS Eccentric (Passionate about the things she believes in) (Major)Eccentric (Easily scared by the unknown)(Minor)Eccentric (Emotional when trapped or imprisoned) (Major)
SKILLSAthletics 1Convince 4Fighting 1Knowledge 4 (History +2, Aztecs +2)Marksman 1Medicine 3Science 2Subterfuge 2Survival 1Technology 2Transport 1
Story Points: 12
BARBARA WRIGHTGame stats and info from Siskoid's Blog of GeekeryATTRIBUTES:
Awareness: 4
Coordination: 3
Ingenuity: 4
Presence: 3
Resolve: 5
Strength: 2
TRAITS:
GOOD TRAITSAttractive (Minor) - always getting hit onCharming (Minor)Keen Senses (Major)Run for Your Life! (Minor)Screamer! (Minor)Time Traveller - Tech Level 2 (Minor) - picked up quite a few things in those historical storiesVoice of Authority (Minor) - she's the conscience of the group
BAD TRAITSEccentric/Mumsy (Minor)Eccentric/Passionate about History and her moral beliefs (Major)Insatiable Curiosity (Minor) - in historical adventures onlySKILLS:
Athletics 1
Convince 4
Craft 1
Fighting 1
Knowledge 4*
Marksman 1
Medicine 2
Science 1
Subterfuge 2
Survival 1
Technology 2
*Barbara has +2 Knowledge Expertise bonuses in the following subjects: History, Aztecs, and TacticsEQUIPMENT: Sensible cardigan; may sport exotic jewellery in any story following a historical.
TECHNOLOGY LEVEL: 5
STORY POINTS: 12
PERSONAL GOAL: Experience history. Get home.
PERSONALITY: Barbaras first instinct might be to panic, but her inner strength makes her easily adaptable. She revels in history and is easily infuriated.
BACKGROUND: A history teacher at Coal Hill School, she has fallen more or less amiably into a life of time travel. She and Ian may have a relationship going.
FAVOURITE METHOD FOR ACCUMULATING STORY POINTS: Allowing herself to become the object of everyone's affections has fuelled both personal relationship subplots and jeopardy scenarios. And kept her rolling in Story Points.BEN JACKSON
First appearance: The War MachinesTwo versions of Ben are available:
BEN JACKSON
Game stats and info by JohnK
Ben Jackson was a young man from the year 1966, and a companion of the First and Second Doctors.
Ben Jackson was born some time in the early 1940's, and grew up opposite a brewery (DW: The Power of the Daleks). He also revealed that he once had a headmaster who "got nicked for not paying his bus fare" (DW: The War Machines).
Ben first appeared in the series in DW: The War Machines, when he met Polly and Dodo in a London nightclub called the Inferno. As an Able Seaman serving in the Royal Navy aboard the HMS Teazer, Ben was feeling depressed and angry because he had a six month shore posting while his ship was deployed to the West Indies, but Polly and Dodo tried to cheer him up. When Polly was accosted by another patron in the Inferno, Ben came to her rescue. Eventually, Ben and Polly aided the Doctor in his fight against the rogue artificial intelligence known as WOTAN. Afterward, Ben and Polly were the bearers of the news of Dodo's decision to stay in 1966 to the Doctor, and accidentally got carried away in the TARDIS when they tried to return Dodo's key to the TARDIS.
Ben Jackson was both practical and a realist. It took him some time to believe that the TARDIS really travelled through time and space. He was also the most sceptical when the First Doctor regenerated, believing that the new incarnation of the Doctor was an imposter. It took a Dalek recognising the Doctor to finally convince Ben of the truth (DW: The Power of the Daleks). Ben was clever, and never shirked danger and action. He was sensible enough to realise that taking on a Cyberman with a screwdriver would be a big mistake, and managed to dazzle one with a film projector before killing it. Ben also worked out that the Cybermen were avoiding radiation, and helped devise a plan to destroy them using the Snowcap Base's reactor fuel rods (DW: The Tenth Planet). Ben might be headstrong and impetuous, but he proved to be mentally weaker than his companions when they faced the hypnotic processing of the Macra. This aside, he did struggle to fight it, and failed to report Jamie for having taken an official's keys (DW: The Macra Terror).
Though they came from different class backgrounds, Polly, whom he nicknamed "the Duchess", and Ben became good friends during their travels. They trusted each other, and their relationship was punctuated by good-natured teasing and banter. They complemented each other well, and created a good team. Whilst Polly created a chemical potion to kill the Cybermen on the Moonbase, Ben found the practical application of it - using fire extinguishers to deliver "Cocktail Polly" (DW: The Moonbase).
Throughout his journeys aboard the TARDIS, Ben never lost sight of his desire to return home, and to his ship, the Teazer. When the opportunity arrived, Ben left with Polly, although before leaving, the pair insisted that they would stay if the Doctor needed the two of them (DW: The Faceless Ones).
Ben Jackson has fair, sandy hair and hazel eyes. While he initially wore his blue sailor's uniform with bell bottoms and cap emblazoned "HMS Teazer", Ben quickly adopted fashionable civilian clothing for his travels with the Doctor. He normally wears either a striped shirt or polo-neck and V-neck pullovers with slacks. He habitually drops his "H"s when talking and uses Cockney rhyming slang; the Doctor finds that difficult to understand.
Ben Jackson (Michael Craze)
ATTRIBUTESAwareness 4Coordination 4Ingenuity 3Presence 3Resolve 4Strength 4
GOOD TRAITSAttractive (Minor)Brave (Minor)Keen Senses (Minor) - Sight.Tough (Minor)
BAD TRAITSArgumentative (Minor)Insatiable Curiosity (Minor) - Fascinated by new places and people.Protective (Minor) - Very protective of Polly and to a lesser degree, the Doctor.Speech Pattern (Major) - Has a Cockney accent, making it difficult to understand him, and speaks in Cockney rhyming slang at times.Weakness (Minor) - Attracted to Polly (Wright)
SKILLSAthletics 3 (Swimming +2)Convince 2Fighting 3Knowledge 3 (Navigation +2)Marksman 2Medicine 2Science 2Subterfuge 2Survival 3Technology 3Transport 3 (Seamanship +2)
Equipment: Penknife
Tech Level 5 - 20th Century Earth (1966)Story Points: 12BEN JACKSON
Game stats and info from Siskoid's Blog of GeekeryATTRIBUTES:
Awareness: 4
Coordination: 4
Ingenuity: 3
Presence: 3
Resolve: 3
Strength: 4
TRAITS:
GOOD TRAITSAttractive (Minor)Brave (Minor)Keen Senses (Minor) - SightRun for Your Life! (Minor) - a frequent Trait in the 2nd Doctor eraTechnically Adept (Minor)Tough (Minor)
BAD TRAITSArgumentative (Minor) - the only time Ben wasn't was when orders came from someone in uniform whose authority he respectedEccentric/Sceptical (Minor) - Ben doesn't take anything fantastical at face value, distrusting the reality before his eyesImpulsive (Minor)Insatiable Curiosity (Minor)SKILLS:
Athletics 3*
Convince 2
Fighting 3
Knowledge 3*
Marksman 2
Medicine 2
Science 2
Subterfuge 2
Survival 3
Technology 3
Transport 3*
* Ben has the following +2 Expertise bonuses: Swimming (Athletics), Navigation (Knowledge), and Seamanship (Transport), in line with his Navy backgroundEQUIPMENT: penknife.
TECHNOLOGY LEVEL: 5
STORY POINTS: 12
PERSONAL GOAL: Protect Polly. Get home.
PERSONALITY: A practical Cockney realist, Bens first reaction to the unexplained is usually scepticism. He is impulsive and headstrong, but a loyal friend.
BACKGROUND: Ben joined the Navy to experience adventure, and was disappointed to be assigned to the barracks. The TARDIS changed all that.
FAVOURITE METHOD FOR ACCUMULATING STORY POINTS: Scepticism was one method, making mistakes "on purpose" because the character would just not believe what was happening (that they had moved through time, or that the 2nd Doctor was in fact, the Doctor, for example). Ben also liked to use Cockney turns of phrase which would sometimes cause a misunderstanding the GM could give Story Points for, but this was rare, though amusing.
SERGEANT BENTON
[NOTE: Official stats for Sergeant Benton are available in Defending the Earth: The UNIT Sourcebook.]
The write-ups for Benton are available:
SERGEANT BENTON
First appearance: The InvasionGame stats and info by misterharry
Nothing to do with you surprises me any more, Doctor.
John Benton was a corporal in the regular army before transferring into UNIT at the time that the organisation was first established. He quickly earned his promotion to sergeant and served under Brigadier Lethbridge-Stewart for several years, being promoted again to Warrant Officer (with the title Regimental Sergeant Major) a couple of years before his retirement.
Benton is practical, loyal and dependable, a down to earth soldier who can be relied on for common sense in a crisis. He led his men into battle against many of the alien invaders that targeted the Earth during the latter half of the 20th Century, taking it all in his stride.
In 1983, the Brigadier commented that Benton was now a used car salesman. According to one account, Benton rejoined UNIT in the mid-80s, receiving the rank of Lieutenant, but this is unconfirmed.
ATTRIBUTES: Awareness: 3Coordination: 3Ingenuity: 3Presence: 3Resolve: 4Strength: 4
TRAITS:
Brave (Minor): Benton is solid and dependable in a tight spot: +2 bonus to resist fear.
By the Book (Minor): As a sergeant, Benton has little leeway to show initiative and usually follows orders.
Friends (Major): UNIT.
Obligation (Major): UNIT.
Tough (Minor): Benton is a tough cookie with 2 points of damage reduction.
Voice of Authority (Minor): Bentons parade-ground bark certainly commands respect: +2 on Presence and Convince rolls when he uses it.
SKILLS:
Athletics 3
Convince 1
Fighting 3
Knowledge 1
Marksman 3
Medicine 1
Subterfuge 2
Survival 3
Technology 1
Transport 2
WEAPONS/EQUIPMENT:
R/T radio
Rifle: 6(3/6/9); or Sub-Machine Gun: 7(3/7/10)
Grenades: 8(4/8/12) damage to all within a 1 metre radius and 7(3/7/10) to all between 1 and 2 metres.
TECHNOLOGY LEVEL: 5 (1970s)
STORY POINTS: 12SERGEANT BENTON
Game stats and info from Siskoid's Blog of GeekeryATTRIBUTES:
Awareness: 4
Coordination: 4
Ingenuity: 3
Presence: 3
Resolve: 4Strength: 4
TRAITS:
GOOD TRAITSBrave (Minor)Charming (Minor)Crack Shot (Minor)Friends (Major) - UNITMilitary Rank (Sergeant)Tough (Minor)Voice of Authority (Minor)
BAD TRAITSBy the Book (Minor)Impulsive (Minor)Obligation (Major) - To UNITSPECIAL TRAITS
Experienced
SKILLS:
Athletics 3Convince 2Fighting 4Knowledge 1*Marksman 4Medicine 1Science 1Subterfuge 3Survival 2Technology 2Transport 3*Benton has a +2 Knowledge Expertise in UNIT Operations.EQUIPMENT: UNIT pass, walkie-talkie, rifle 6(3/6/9), SMG 7(3/7/10), grenades 8(4/8/12)TECHNOLOGY LEVEL: 5
STORY POINTS: 9PERSONAL GOAL: Loyalty to his team.
PERSONALITY: A no-nonsense professional soldier. Doesnt always understand whats going on, but good at finding the answer staring others in the face.BACKGROUND: Benton proved himself to the Brigadier in the early days of UNIT and became his adjutant, often given more responsibility than his rank would indicate.FAVOURITE METHOD FOR ACCUMULATING STORY POINTS: Sergeant Bentons loyalty to his friends often got him a stray Story Point or two. It would simply be a matter of sacrificing his own welfare for another's, like allowing the Doctor to Nerve Strike him to make an escape when wrongly arrested, or letting Mike Yates pull rank and steal his lunch. And there was that time he allowed himself to be turned in a baby. Lots of Story Points that time.LADY CHRISTINA DA SOUZAFirst (and so far only) appearance: Planet of the DeadGame stats and info by tamknox
Bored with the life of an aristocrat, Lady Christina da Souza chose a life of crime instead. Stealing for the mere fun of it. On Easter Sunday, 2009, she stole the Cup of Alestan from the International Gallery in London, leaving behind her calling card - a wind up Golden Monkey who waved mockingly at Gallery Security, as Christina made her escape.
Hotly pursued by London police, Christina took refuge in the 200 Bus, where she met the Doctor.
Christina spent only a short time with the Doctor, but she became very comfortable around him. And even relaxed some of her customary arrogance in favour of the Doctor's wisdom and leadership.
She only shared one adventure with the Doctor - but for her it was more thrilling than any burglary she had ever committed. Using her skills, and her burgling equipment, Christina retrieved the anti-gravity clamps from the engines of a spacecraft belonging to a race of beings called the Tritovores.
And using these clamps the Doctor was able to get the 200 back to Earth, from where it had been stranded on a desolate planet destroyed by the feeding of a race of aliens who created wormholes from one planet to another by the sheer force of the mass of their swarm. And Earth was their next target.
When the wormhole created by these creatures was closed, and the safety of Earth assured, for the time being, Christina asked to travel with the Doctor. But he refused, saying that he had lost everyone he had ever travelled with, and he didn't want to lose anyone else.
Christina was soon taken into custody by London police, but the Doctor offered her some assistance as a parting gift. Using the Sonic Screwdriver, he released her from her handcuffs, allowing Christina to escape. Which she did, stealing the 200 Bus in the process.
Lady Christina da Souza left, for parts unknown, after proclaiming to the Doctor, "We would have been so good together!"
ATTRIBUTESAwareness: 3Coordination: 5Ingenuity: 3Presence: 5Resolve: 4Strength: 3
TRAITSAttractive (Minor/Good): +2 to any rolls involving Christina's striking looks.Brave (Minor/Good): +2 to Resolve rolls when courage is needed.Charming (Minor/Good): +2 to any rolls when Christina tries to charm her way through an encounter.Quick Reflexes (Minor/Good): Very handy for a cat-burglar.Argumentative (Minor/Bad): Christina's aristocratic bearing sometimes gets the better of her!Dark Secret (Major/Bad): Wanted Criminal (Minor/Bad outside of contemporary England)Impulsive (Minor/Bad): Christina often charges forward, looking for the thrill!Owes Favour (Minor/Bad): To the Doctor, for her freedom.
SKILLSAthletics 4 (AoE: Climbing)Convince 3Fighting 3Knowledge 2Marksman 3Science 1Subterfuge 5 (AoE: Sneaking)Technology 2Transport 4
WEAPONS & EQUIPMENTBurglary Kit: Includes lockpicks, climbing rope, winch, and glass-cutter.Backpack: Contains her gear, including her burglary kit, as well as any recent "acquisitions".The 200 Bus: A regular London bus, retrofitted with anti-gravity flight capability.
THE CORSAIR
First appearance: none; mentioned in The Doctors Wife
Game stats by cliffordjones; info from the TARDIS Index FileThe Corsair was a Time Lord described by the 11th Doctor as "one of the good ones". His signature emblem was a classical depiction of the mythological Oroborus, a snake devouring its tail. According to the Doctor, he had a copy of the emblem tattooed onto his body after each regeneration, even when he regenerated as a female. Without it, the Corsair didn't feel like himself/herself. In his last known regeneration, the tattoo appeared on the inside of his left forearm. The Doctor described the male Corsairs as "hell of a bloke" and the female Corsairs as "a bad girl! The Corsair was apparently killed by the entity known only as House, a disembodied being that fed on artron energy it harvested from captured TARDISes.
A character sheet for one of the female incarnations of the Corsair can be downloaded from this thread:
http://dwaitas.proboards.com/index.cgi?board=players&action=display&thread=1447
Here is a transcription of the stats:
ATTRIBUTES:
Awareness: 3Coordination: 3Ingenuity: 4Presence: 4Resolve: 4Strength: 2TRAITS:
Time Lord
Feel the Turn of the Universe
Vortex
Code of Conduct
Experienced Time Lord x3
Attractive
Brave
Charming
Psychic Training
Quick Reflexes
Distinctive
Eccentric
Impulsive
Insatiable Curiosity
SKILLS:
Athletics 3
Convince 3
Craft 2
Fighting 3
Knowledge 2
Marksman 2
Medicine 2
Science 2
Subterfuge 3
Survival 2
Technology 3
Transport 3
EQUIPMENT: Type 45 TARDIS, Entropic Uncertainty Coin (see the Gadgets, Equipment & Vehicles compilation for details)
TECHNOLOGY LEVEL: 10
STORY POINTS: 8
BACKGROUND: Another Time Lord that couldnt bear to remain amongst the dull denizens of Gallifrey.
PERSONALITY: Bold and impetuous, the Corsairs love of adventure has led her to the far corners of the Universe and beyond.
PERSONAL GOAL: To explore time and space.
Additional info on the Corsair from the Brilliant Book 2012:
The Corsair's TARDIS usually looked like a small, piratical sailing ship.
The Corsair's 4th and 8th incarnations were male; the 5th and 7th were female; and the 9th was "a strapping big bloke" and was the incarnation killed by House.
The Corsair liked having a cat in the TARDIS and sometimes a parrot; but he/she never had a companion, preferring to travel alone.
The Corsair never actually fought the Daleks.
The Corsair visited various points in Earth's history and was worshipped as a god by the Assyrians.
Every incarnation of the Corsair had an amazing smile.
DODO CHAPLET
First appearance: The Massacre of St Bartholomews Eve (First full story: The Ark)Two versions of Dodo are available:
DODO CHAPLET
Game stats and info by JohnK
First introduced at the end of "The Massacre", Dorothea "Dodo" Chaplet stumbled into the TARDIS when the time vessel landed in London, circa 1966, after the Doctor and Steven's trip to the time of the massacre of St Bartholomew's Eve. She wandered into the TARDIS, thinking it was a real police box. When Dodo introduced herself, and revealed that her grandfather was French, the Doctor speculated that Anne Chaplet might be her ancestor. In her travels with the Doctor, Dodo journeyed to the far future, unfortunately bringing the common cold with her to infect humanity's descendants ("The Ark"); she faced the mad games of the Celestial Toymaker ("The Celestial Toymaker"); witnessed the gunfight at the O.K. Corral ("The Gunfighters"); said farewell to Steven in "The Savages"; and was hypnotised by the rogue artificial intelligence WOTAN ("The War Machines"). Part way through that last adventure, Dodo abruptly departs for a rest in the country after being hypnotised, and never reappears. At the story's conclusion Polly (who along with Ben Jackson, took Dodo's place as a companion) explained to the departing Doctor that Dodo has decided to stay behind.
Not much is known of Dodo's past, although her grandfather was French ("The Massacre"). Other evidence is that she was probably a Cockney (although her accent was hard to determine as it varied in the stories). Before meeting the Doctor, Dodo lived with her great-aunt, but there were indications that this wasn't a particularly happy arrangement as she believed that she wouldn't be missed when she left her home to travel in the TARDIS ("The Massacre"). She may not have left school, or she may have only recently left, and was probably aged around 16 years of age when she first met up with the Doctor.
The First Doctor was reminded of Susan, in that he saw Dodo had the youthful vigour and excitement in all that she saw, and the two became close. She took space and time travel, as well as the TARDIS, in stride, and the fact that the TARDIS wasn't a police box intrigued her more than it made her feel incredulous. When she experienced time travel, she was equally excited about being on the Ark ("The Ark") as she was later to be in the Wild West ("The Gunfighters"). Dodo had a caring nature, as was evidenced on "The Ark", and this is also what probably made her dislike cheating and unfair behaviour. A huge fan of the Wild West, and her life-long wish to visit it was satisfied in "The Gunfighters". However, during their time in this era, the Doctor noted that Dodo was "fast becoming a prey to every clich-ridden convention in the American West" ("The Gunfighters").
Dodo Chaplet was not afraid to investigate things on her own, but this streak of independence proved to be her undoing, as she was conditioned by WOTAN to betray the Doctor. On discovering this, the Doctor broke her conditioning and sent Dodo to the country to recuperate. Dodo never returned, instead sending her TARDIS key back with Polly, saying that she had decided to stay in London ("The War Machines").
In appearance, Dodo has a roundish, smiling face, with hazel eyes, and short, neatly cut, black hair. She has a distinctive, rough London accent which makes her laugh seem rather throaty at times. While Dodo makes extensive use of the TARDIS wardrobe, perhaps her most distinctive attire is the sleeveless, low-cut, bright red top, with a central thick black ring and a short, black skirt decorated with many bright rings that she wore in "The Celestial Toymaker". The outfit was topped with a floppy, red peaked cap.