Personal Goal
To explore, to discover, to see amazing places and to hold back the darkness.
PERSONALITY
The Eleventh Doctor is a madman with a box. He constantly chats in a wild stream of consciousness and prefers to make his plans up on the fly. He is restless and jittery. He is charming and charismatic and handsome. In fact this Doctor has – perhaps on purpose – unlearned a great deal about how people get along, and he sometimes comes across as careless, rude and clueless. There is a darker side to this Doctor. He hates endings. He is capable of deep periods of depression and self-imposed isolation, and he has shown a ruthless streak on multiple occasions. This Doctor was feared throughout the universe for a reason.
BACKGROUND
The Doctor is the last guardian of the universe. He has saved it more times than he cares to remember and now looks younger than ever, although he is at least 908 years old. He travels time and space taking the very weight of the universe on his shoulders.
Boffin
Brave
Charming
Face in the Crowd
Feel the Turn of the Universe
Friends (Major: UNIT, River Song, the Paternoster Gang)
Indomitable
Keen Senses (Major)
Photographic Memory
Quick Reflexes
Psychic
Run for your Life!
Talk to Everything
Technically Adept
Time Lord
Time Lord, Experienced x 11
Time Traveller (All)
Vortex
Details of Good Traits:
Boffin (Major Good Trait)
Boffin is a term that originated in WWII to describe those who constantly tinkered and experimented with equipment and technology to create futuristic devices. Having the Boffin trait means that you’re a genius when it comes to tweaking with electronics and machinery to cobble together the most useful gadgets and gizmos.
Effects: This trait allows the character to create Gadgets through the fine art of ‘Jiggery-Pokery’. Your average Joe can try to open their household appliances and wire them together to try to make something – though they’ll probably only gain an electric shock or worse. Only a Boffin can create a useful device that can scan DNA, crack a safe or disable Dalek forcefields. More details on creating Gadgets can be found in the Jiggery-Pokery rules on pg. 113.
Brave (Minor Good Trait)
Facing the invading monsters, bloodthirsty aliens and the many threats that companions encounter will mean that the characters are usually fairly courageous to even get involved. However, some people are more fearless, and can stare down a Sontaran in the face without flinching or shout at the Cybermen without worrying about the imminent reprisal.
Effects: The Brave trait provides a +2 bonus to any Resolve roll when the character could get scared or need to show their courage.
Charming (Minor Good Trait)
Robin Hood could probably charm his way through an entire adventure, just by smiling at the people he meets and carousing his way. Some people are naturally charming, and can make people swoon; very handy if you need to get people to do something for you, or to let you into a facility. The Charming trait reflects this additional seductive quality, and gives them an edge when trying to schmooze their way through any situation.
Effects: Charming is a Minor Good Trait, and when the character is trying to charm their way through an encounter, they receive a +2 bonus to the roll. Useful for talking your way out of being killed, but not always suitable for every social situation.
Face in the Crowd (Minor Good Trait)
Some people can be unremarkable in manner or appearance, or are so comfortable in foreign places and with alien creatures that they can fade into the background and not be too noticeable. This means that despite wearing something that might not be authentic to the time period, you fit in and people seem to ignore your ‘alien-ness’.
Effects: As long as they’re not dressing like a clown or anything too weird, and not doing anything that’ll attract their attention, people will leave the character to go about what they’re doing. If the Gamemaster asks for a roll to ‘blend in’, the trait provides a bonus of +2 to any Subterfuge skill roll when they’re trying to sneak about and not get noticed when in a crowd of people.
Indomitable (Major Good Trait)
That’s the human race all round… indomitable. The character has determination and an iron will, meaning they are better at resisting mind control and hypnosis. They have something that grounds them, reassures them of who they are and protects their minds against invasion or hypnotic control.
Effects: The Indomitable trait gives the character a +4 bonus to any rolls to resist becoming possessed, hypnotised, psychically controlled or similar. In many ways, this trait can also be used to avoid being dissuaded from their course of action – for example, River Song is usually determined to go off by herself despite the Doctor’s warnings. If the Doctor tried to convince her to stay, her Indomitable nature would help her to remain single-minded and determined to do as she wants, even if it isn’t the best idea in the world.
Keen Senses (Major Good Trait)
The character is very aware of their surroundings. Whether they have a keen eye for detail and noticing when something is wrong, or a nose for a particular scent, they are particularly perceptive – always a good thing when tracking or encountering alien intruders.
Effects: The Major Trait, a +2 bonus applies in any instance when using Awareness to notice or spot something, no matter what sense is being used.
Photographic Memory (Major Good Trait)
With just a few seconds of concentration, the character can commit something to memory to be instantly recalled when needed. People with this trait rarely have problems passing exams, and can remember exact lines from books.
Effects: The Photographic Memory trait can be used in a couple of different ways. If the character knows they’re going to have to remember something at a later time, such as the combination to a lock or the instructions to program a computer, they can spend a moment to take the information in and commit it to memory. If they want to recall the information, they can without having to roll, but they must have declared that they’ve taken the time to concentrate and remember it at the time. Similarly, if they want to remember something that they haven’t actively committed to memory, there’s a chance it may be stored in there somewhere along with last week’s shopping list or what time that film is on they wanted to watch. To recall something vital that they may have only glanced at or possibly missed altogether, you can spend a Story Point.
Quick Reflexes (Minor Good Trait)
The character is fast to act when things happen, reacting to situations almost instinctively. It doesn’t mean they cannot be surprised – if they don’t know something’s coming they can’t react to it – but when something attacks or bad happens, they’re often the first to react to it.
Effects: In a conflict situation, when they haven’t been taken completely by surprise, the character is assumed to always go first when acting at the same time as others. They won’t always go first in a round, but if two or more people are acting in a single phase (such as Talkers, Runners, etc.), the person with Quick Reflexes goes first. If more than one person in a phase has the Quick Reflexes trait, the character with the higher relative attribute goes first. For more information on Conflicts, Actions and Rounds, see pg. 80.
Run for your Life! (Minor Good Trait)
There are many times when the opposing forces are too numerous or just too powerful to take down. The best thing you can do is to flee, run for your life and regroup to plan a new angle of attack. The character with this trait has obviously got this running thing down to a fine art and when danger is close behind there is that extra motivation to simply scarper!
Effects: The character is better at running away from danger, usually due to all the practice they’ve had! When being chased (see pg. 98), you receive a +1 bonus to your Speed when fleeing.
Technically Adept (Minor Good Trait)
The character has an innate connection to technology, and can sometimes fix things just by hitting them! They’re skilled enough to operate and repair most things with limited tools, taking half the time it normally takes. Often, if the device stopped working within thirty minutes, it can be restarted just by thumping it. It may not last long, but long enough…
Effects: The Technically Adept trait provides the character with +2 to any Technology roll to fix a broken or faulty device, and to use complex gadgets or equipment. The bonus also applies to any gadgetcreating jiggery-pokery, and can be combined with the Boffin trait.
Special Good Traits:
Feel the Turn of the Universe (Special Good Trait)
Not many people experience the clarity and the wonder that is feeling the whole universe. Knowing you’re just a small part in the vast, almost endless universe of planets and possibilities. It can drive some people mad, and others can sense when something is wrong.
This trait is not available to companions, and is normally only for Time Lord characters (see pg. 56). However, a rare few aliens and even a few humans may possess this trait as the result of being exposed to the Vortex, or possibly being on the verge of madness like Vincent Van Gogh.
Effect: Feel the Turn of the Universe costs 1 point and gives the character an innate ability to sense when something is amiss or unnatural and what needs to be done to set the universe right. This can be anything from sensing that a person has unnatural indestructibility, to knowing that something is disturbing nature or sense if something is tampering with time. They may not know exactly what it is, but they’ll know something isn’t right. The character will sense something is wrong with an Awareness + Ingenuity roll with a +2 bonus – the more successful they are, the clearer the problem will appear, as well as the potential solution.
Psychic (Special Good Trait)
Psychic is a Special Good Trait, costing 2 points to purchase (or 1 point if the character already has the Psychic Training trait) that allows them to reach into another person’s mind and try to access hidden information, though the target can resist. Companions or humans are rarely Psychic, but it occurs in a scarce few. The Gamemaster should approve selection of this trait.
Effect: To see into a target’s mind, the player must succeed at a Resolve + Awareness test. The target must be within visual range (with the naked eye) and the trait provides the character with a +4 bonus on the roll. However, if the target is unwilling, they can resist such a mental intrusion with a Resolve and Ingenuity roll. Both sides can spend Story Points if they’re concentrating intently. Psychic also gives a +4 bonus when the character attempts to resist having their mind read, and to resist possession.
Talk to Everything (Special Good)
Prerequisite: Psychic
There are plenty of creatures who can’t say what’s on their mind, like animals and babies. However if you listen carefully, and you’re just a little bit psychic, you can communicate with them.
Effect: Talk to Everything costs 1 Character Point. It only works when you’re at normal conversational distance from the creature you want to talk with. Make an Ingenuity + Resolve roll (Difficulty 15) to work out how to chat with the baby or animal or anemone or whatever, and you can continue talking with them from that point on with no further roll.
Time Lord (Special Good Trait)
The Time Lords of Gallifrey were one of the first and most powerful civilisations in the universe. Pioneers of time travel technology, they became self appointed custodians of time before their fall during the Time War with the Daleks.
Effect: The rarest and the most special of all Special Traits is ‘Time Lord’. This Special Trait costs 2 Character Points and 4 Story Points. Only two Time Lords are known to have escaped Gallifrey at the end of the Time War, so you’ll probably only use this trait when playing the Doctor. Close discussions between player and Gamemaster is essential before creating a Time Lord character.
This trait gives the character all of the abilities of a Time Lord – they can regenerate, automatically gain the Code of Conduct, Feel the Turn of the Universe and Vortex traits and gain 2 levels of the Ingenuity attribute (even if this takes the attribute above 6). They also get a Gadget at no extra cost. The Gamemaster will decide if they have access to a TARDIS or not – there is no additional cost for this as it may be essential to the Gamemaster’s plans for the story.
Time Lords must have a couple of Bad Traits – they can be eccentric, aloof and have superiority complexes, or be just plain crazy. Staring into the Untempered Schism can do that to you! Time Lords are usually mildly Telepathic, so players wishing to have a Time Lord character may wish to purchase Psychic and Telepathy traits.
Time Lord (Experienced)* (Special Good Trait)
Prerequisite: Time Lord
The experienced Time Lord has been around for centuries, gaining a vast repertoire of skills and knowledge. Although, in gaining all of this experience, they may have exhausted a regeneration or two in the process.
Effect: This trait means that the character is older (and hopefully wiser) than a novice Time Lord.
By taking this trait, the Time Lord uses up one of their regenerations. The player should decide how and when this was, creating a suitably interesting and exciting background for the events that led up to his regeneration. Each regeneration can change the character’s attributes and will change their appearance. If the Gamemaster prefers, each regeneration could be handled using the regeneration rules in Chapter Four: Time and Time Again (see pg. 121).
The character gains 4 additional Skill Points, and an additional Time Traveller trait for a different time period.
Experienced Time Lord is a Special Trait that costs 1 Character Point to purchase and requires the character to already have the Time Lord trait. Benefits of Experienced Time Lord are cumulative with Time Lord, and Experienced Time Lord can be purchased more than once – though remember, every time it is purchased, it reduces the character’s regenerations by one…
Time Traveller* (Minor/Major Good Trait)
The character is experienced with the technology and society of time periods different to their own. The Time Traveller trait also reflects how much travelling in time the character has done, and can be used as a rough indicator of how much background Artron Radiation they have picked up from travelling the Vortex. While this isn’t actually harmful, some alien races have been known to target individuals that have high Artron levels to fuel or activate their technology.
Effects: Players define the character’s home Technology Level (see pg. 66), and using technology from outside of the character’s experience may impose penalties as they’re unfamiliar with the way it works. The Time Traveller trait means that they’re used to some time periods and can operate the technology with little or no penalty.
The character automatically has a familiarity with their home Tech Level, but the Time Traveller trait records additional Tech Levels levels they’re comfortable with. Lower Technology Levels to their home are Minor Good Traits, whereas more advanced Technology Levels are Major Good Traits. Technology Levels do not come into play all of the time – after all a gun is a gun and a socket wrench is a socket wrench, but there are times when technology is so advanced or primitive that your character may feel out of place or unable to recognise the technology for what it is. More information on interacting with technology out of the character’s experience can be found on pg. 110. This trait can be purchased more than once, and the Gamemaster may award this trait during play if the character becomes particularly familiar with a certain Tech Level.
Vortex (Minor Good / Special Trait)
The Space-time Vortex is a swirling maelstrom that requires great knowledge and skill to navigate. The character may not have access to a TARDIS, Vortex Manipulator or another time travel device, but they have experience in travelling through the Vortex and are familiar with its dangers.
Effect: Vortex is a Special Trait, costing 1 point, and is not for beginning characters (unless they have a background of using a TARDIS or other Vortex Manipulators). Selecting Vortex as a trait at character creation has to be approved by the Gamemaster.
The Vortex trait adds +2 to any roll that involves piloting a time travel or Vortex-manipulating device. Controlling the TARDIS (or other such time vessels) is so tricky to the unskilled, that it is almost impossible to actually be able to succeed at the task without having the Vortex trait.
An additional ‘level’ of Vortex is available to characters with the Alien trait (see pg. 49), and costs 8 points. This high level of Vortex means the character can time travel without the need of a ship or device, literally stepping through time. This is an Alien trait and is best reserved for Villains or NPCs.
To step through time requires an Ingenuity and Resolve Roll to use, and the expenditure of two Story Points. The more successful the roll, the more accurate the ‘jump’.
Bad Traits:
Adversary (Major) - Too many to list
Code of Conduct
Eccentric
Impulsive
Insatiable Curiosity
Obsession - See amazing places
Weakness - Being alone too long
Bad Trait Details:
Impulsive (Minor Bad Trait)
“Why worry, it’ll be fine, let’s go!” Impulsive people do not think things through before acting and are likely to leap before they look. It doesn’t mean they have a death wish – far from it – it’s just that they do things on a whim and sometimes come to regret it.
Effect: There are no penalties or modifiers for this Minor Bad Trait, but the player should remember the impulsive nature of the character and bring it into play when possible. It doesn’t force them to take unnecessary risks, but they will leap into a situation before they have all of the facts, thinking they’re doing good. Playing up to the trait should be rewarded by the Gamemaster if the situation and roleplaying is suitable for the plot and the game. At times the Gamemaster can make it a dramatic struggle, trying to resist the urge to be impulsive (in which case, a -2 modifier is applied to Ingenuity and Resolve).
Insatiable Curiosity (Minor Bad Trait)
The character has a thirst for knowing what’s going on and investigating, even when it may not be good for them to do so. What was that down that hole? Where does that corridor go, and what are those aliens up to? In many cases, Insatiable Curiosity has been the cause of many adventures (especially in Clara’s case).
Effect: This is a Minor Bad Trait that rewards playing in character and remembering their curious nature. It is usually unhelpful, but the character simply has to know what is going on, why something is happening or how it works. It may put their life at risk, but it doesn’t make them suicidal. If the character tries to fight the urge to press that button or open that door, the player can make an Ingenuity + Resolve roll, with a -2 modifier to resist.
Stuff
Psychic Paper
Sonic Screwdriver
TARDIS
Stuff Details:
Psychic Paper (Minor Gadget)
Psychic Paper shows the viewer whatever the user wants them to see, or what the viewer thinks they ought to see.
Traits: Psychic, Restriction (doesn’t work on psychically trained).
Story Points: 1
Sonic Screwdriver (Major Gadget)
The most recognisable of Gadgets, variations of this device exist across time and space, from Sonic Pens to Sonic Lipsticks. However, none are as special as the Doctor’s, the subject of over 1200 years worth of customisation and tinkering.
Traits: Open/Close, Restriction (Cannot open Deadlock Seals, Tricky Controls), Scan, Transmit, Weld.
Story Points: 2