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PART FOUR
THE CAST OF THOUSANDS
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Sontarans
Weapons: Blaster (Wounds 6 on
kill, Wounds 3 on stun, range 4 areas)
Armour: Full Armour 8
Strength: 6, Special Immunity (high gravity) 2
Control: 3, Marksmanship 2, Martial Arts 2
Size: 3
Weight: 5
Move: 3, Piloting 1
Knowledge: 6, Astrogation 1, Computing 1, Electronics 1,
Engineering 1, Robotics 1, Science 2, Temporal Science 1, Wilderness
Lore 1
Determination: 6, Command 2, Gloating 1
Awareness: 1, Acute Hearing 2, Keen Sight 2
Sontarans are built and bred for war,
a subject at which they are masters after countless years of
conflict with the Rutans, a sort of intelligent, phosphorescent
green jellyfish. The Sontarans' home planet, Sontar, has a high
gravity, and the species' stocky, heavily muscled bodies reflect
this. Their manlike form is encased in flexible, gunmetal-coloured
space armour; a smooth, dome-like helmet with narrow eye holes
provides complete protection for the head. A translation box on a
wide belt allows a Sontaran to understand and speak any language.
Meeting a Sontaran is like meeting
Humpty Dumpty with an attitude. By human reckoning, Sontarans are
ugly: they have smooth-skinned, brown dome-like heads, with squat
features and small red piggy eyes. Coarse bristles sprout in tufts
from their ears and chins. A superstitious people might easily
believe them to be goblins. Sontarans have only two fingers on each
hand and opposable thumbs.
Although Sontaran technology is
highly advanced, bordering on limited time travel, it is geared to
war. Much of the time, Sontarans are encountered individually and
are usually scouts sent out to reconnoitre terrain or analyse the
physical and mental weaknesses of the enemy. Scouts have spherical
spaceships, about 5 metres in diameter, that are equipped with the
necessary laboratory equipment to assist their in tasks and which
also act as the control centre for their operations. Wherever there
is a scout, a full invasion force is sure to be close by.
Sontarans are clones: all of them
look alike. They consider all other methods of reproduction as
weaknesses, pointing out that up to a million cadets are hatched at
a time at the Sontaran Military Academy, enabling the species to
sustain tremendous casualties in war. Sontarans act alike, too: they
respect military hierarchy and are used to ordering people about;
Sontarans have little skill at negotiation. It must not be forgotten
that although they are a martial race and relish even other people's
conflicts, they have a high intelligence.
Weapons
The Sontarans are highly dependent on
their equipment, which compensate for a shortage of real abilities.
The main tool is a multi-purpose blaster and control rod, a narrow
black tube about 30 centimetres long that is slung from the right
side of a Sontaran's belt. When used as a weapon, the blaster
inflicts 6 Wounds when set to kill and 3 Wounds when set to stun; it
has a limited range of 4 areas.
By modulating the light energy it
emits, the rod can be used to hypnotize and control subjects. It is
considered as having Determination 4 and a range of zero areas for
this purpose. Weak pulses from the rod can be used to control
Sontaran machinery.
Armour
Sontaran space armour counts as full
Armour 9.
Weaknesses
A Sontaran's only weakness in its
armour is the probic vent at the back of its neck, which is exposed
even while the protective helmet is worn. It counts as an unarmoured
Size 7 target.
Sontarans need to recharge their
energy periodically, retreating to their space ships to do so. Each
hour a Sontaran is away from its ship counts as a cumulative
difficulty against Strength against which it must test at the end of
every hour in order to remain active. Sontarans are always mobile,
therefore, for at least six hours after each recharging.
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TRACTATORS & THE GRAVIS
Tractator
Weapons: Claw (Wounds 2)
Armour: Body Armour 4
Strength: 4
Control: 2
Size: 3
Weight: 5
Move: 2
Knowledge: 3
Determination: 3, Control Gravity 1
Awareness: 3
Gravis
Weapons: Claw (Wounds 2)
Armour: Body Armour 4
Strength: 4
Control: 2
Size: 3
Weight: 5
Move: 2
Knowledge: 6, Astrogation 1, Electronics 1, Engineering 1,
Mechanics 1, Science 1
Determination: 5, Control Gravity 1
Awareness: 3
Tractators are harmless burrowing
beetles that live in tunnels beneath a planet's surface. Sometimes,
however, the species produces a Gravis, a super-intelligent
Tractator with the ability to unite the lesser Tractators into an
organized force.
The Gravis is the driving force
behind the expansion of the species, which can grow only by
colonizing new planets. With the ability to construct sophisticated
and accurate mining equipment, the Gravis oversees the building of
tunnels to turn the centre of a planet into a giant gravity motor,
enabling the Tractators to travel through space.
Tractators, however, need a supply of
humans, or other intelligent minds, to provide the living
intelligence that powers and guides their mining machinery. If no
such minds are readily available, the Gravis will seek to divert
passing spaceships, causing to crash on the planet. Once the
colonists have built up sufficient numbers to guarantee a permanent
supply of usable minds, the Tractators move in, picking on weakened,
sleeping or sick targets and dragging them through the very earth by
dint of their gravitational powers. These people are then harnessed
to the mining machines, which they operate until their minds burn
out.
When awakened by the Gravis,
Tractators stand upright and are about 2 metres tall. The back of a
Tractator is protected by black chitinous segments; tufts of black
fur stick out from the overlapping sections. Its underbelly is a
pale brown colour as is the broad, sucker-like base which allows it
to move. It has a pair of short, stubby arms with ridged,
shovel-like hands. The Gravis is identified by its predominantly
green skin, instead of the more usual brown. Large, glassy eyes
stare out sideways from an almost fishlike head, and instead of
teeth, short tendrils are visible between the Tractator's thick
lips. Two antennas, about 40 centimetres long, stick out from the
top of the head and provide the means of directing and channelling
gravitational energy.
Weapons
The main weapon used by Tractators is
their Control Gravity ability. The concentrated gravity field
manifests as a pink nimbus around its target. If forced to, a
Tractator will attack with its stubby claws, which inflict 2 Wounds.
Armour
A Tractator's chitin counts as body
armour with a protective value of Armour 4. Its soft underbelly
counts as soft leather partial armour, offering protection of Armour
2.
Weaknesses
The Gravis is the Tractators'
greatest weakness. Without him, the Tractators revert to harmless,
purposeless creatures. Knocking the Gravis unconscious or moving him
away from the same planet will break his control.
Control Gravity [Determination]
The ability to influence
gravitational fields through mental control is imparted by the
Gravis to his subservient Tractators. The strength of the
gravitational force is equal to the Tractator's total ability (6 in
the case of the Gravis, 4 in the case of other Tractators). The
difficulty of moving a target is equal to its Weight plus the number
of areas it is to be moved. A living subject in the gravitational
field can try to break free using its Strength against a difficulty
equal to the total mental ability of the Tractators. Tractators may
increase the strength of the field by concentrating the mental power
against one subject: the rules for group fire are used, but the
effect is to increase the Tractators' total ability at Control
Gravity.
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YETIS
AND THE GREAT INTELLIGENCE
Yeti
Weapons: Web gun (grapple
attack, Strength 7), talon (Wounds 5)
Armour: Full Armour 8
Strength: 5, Iron Constitution 2, Special Immunity (heat,
cold, pressure) 2
Control: 2, Brawling 2, Marksmanship 2
Size: 3
Weight: 5
Move: 3
Knowledge: 2
Determination: 6, Indomitable Will 2
Awareness: 3, Precision 1, Tracking 1
Yetis are unintelligent robots that
are controlled by the Great Intelligence, a being of pure thought
from another dimension. They are its tools on Earth, carrying out
physical tasks that either the intelligence or its human agents
cannot manage.
Originally constructed in the
Himalayas, the Yetis were given the form of abominable snowmen. They
are about 2.1 metres tall, bipedal and covered in long shaggy brown
fur. Their red eyes, black leathery snout and yellow fangs are
barely visible through the mass of fur. Yetis look almost comically
squat because of the breadth of their bodies, yet they are
dangerous: their hairy hands end in razor-sharp talons, which the
Yetis usually slash violently at an enemy. The creatures have a
terrifyingly loud roar.
Human agents control the Yetis about
by moving scale models over maps of the local terrain: the models
act as a focus through which the intelligence can channel its
Determination to make the Yetis do its bidding.
Weapons
Yetis are sometimes equipped with web
guns that emit a tough, resilient cobwebby substance that binds or
envelops its target. The guns have a range of only 1 area. Although
the web does no damage, it counts as a successful grappling attack
made by an opponent with Strength 7. It slowly suffocates a target,
counting as a Wounds 6 slow-acting poison with an attack period of
one action turn. The web also has the ability Special Immunity
(fire) 3, enabling it to resist burning and even to contain
explosions.
A Yeti inflicts 5 Wounds when it
attacks with its talons.
Armour
The metal skeleton and cladding of a
Yeti is equivalent to full Armour 8.
Weaknesses
Each Yeti receives its instructions
through a silver control sphere about 10 centimetres in diameter
that fits into a cavity in its chest. A flap of fur usually conceals
and holds in the sphere, which is a Size 7 target. Without a control
sphere in place, a Yeti is inactive: it is like a machine that has
been turned off.
Control spheres, however, are
semi-intelligent and will seek out inactive Yetis: they have Move 1
for this purpose and can fly or levitate. Their other relevant
abilities are Strength 3, Control 3, Weight 2 and full Armour 8.
The Great Intelligence
Exiled from another dimension, the
Great Intelligence drifts through time and space, seeking entry into
the world of men. It requires a mental focus in order to
materialize: this focus can be the mind of an oriental mystic caught
wandering in the astral plane, or even an active relic of the
intelligence's previous visitations, such as a Yeti control sphere.
If its focus is destroyed before it can build up sufficient power to
enter the physical world, the intelligence is temporarily banished.
It is theoretically possible to destroy the intelligence in psychic
conflict, but even the Doctor's mind is too weak to contemplate such
an action.
Once the intelligence has a human
agent, which in effect it hypnotizes and then possesses, it can
gather together the materials necessary to build its robot servants,
the Yetis, and their control spheres. A pyramid of control spheres
is sufficient a focus for the intelligence to channel itself
through. Its prime human agent gains the mental abilities of the
intelligence.
The Great Intelligence has no
corporeal form, just the abilities of Knowledge 8, Determination 8
(Special abilities of Hypnotism 1, Indomitable Will 1 and
Telekinesis 1) and Awareness 7. It can exert its powers through
space, to restrain or move objects. This telekinetic ability can
produce physical manifestations similar to cobwebs, tangible
evidence of the intelligence's work. The TARDIS was once restrained
in this fashion.
Telekinesis [Determination]
This special ability gives the
intelligence the power to lift, move or restrain inanimate objects
by thought alone: the difficulty of doing so is equal to the
object's Weight plus the number of areas to be moved.
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Zygons
Weapons: Electric charge
(wounds 4, range 0), fist (Wounds 2)
Armour: Full Armour 6
Strength: 5
Control: 3, Brawling 1
Size: 3
Weight: 4
Move: 3
Knowledge: 6, Computing 1, Cybernetics 1, Electronics 1,
First Aid 2, Science 2
Determination: 6, Gloating 2, Independent Spirit 1
Awareness: 3, Shapechange 3
Zygons are refugees from a stellar
explosion that destroyed their home world of Zygos. A Zygon's
manlike body is upright and bipedal; its green and orange skin,
however, looks unpleasantly rubbery and is slimy to the touch. A
great dome-like head meets the shoulders direct; there is no trace
of a neck. Lines of sucker-like nodules run along the limbs and
spine, and form a crest on the Zygon's head; a Zygon's fingertips
end in small suckers. Deep-set, small eyes, a pug nose and a slight,
puckered mouth give the Zygons an air of brooding menace.
Their burbling, sibilant voices sound
menacing and betray the fact that Zygons are arrogant. Confident in
their own superiority over other species, the Zygons seek new worlds
to make habitable: they prefer warm wet climates. Because they are
desperate to survive, Zygons will use any tactics they feel are
necessary, even going as far as committing genocide. The Doctor had
to deal with a Zygon spaceship and crew on Earth in Terror of the
Zygons, when the Zygons planned to modify the Earth's climate to
make it more suitable for their species and its herds of Skarasens,
amphibious dinosaur-like creatures whose lactic milk is a vital
component of the Zygons' life cycle. Zygon spaceships usually carry
tanks containing Skarasen embryos.
Zygon technology uses organic
materials, with the result that it resembles the creatures
themselves: consoles have rubbery nodules as controls, and
connections are usually in the form of suckers on long rubbery
stalks. Even a Zygon spaceship is partly organic. Zygons have
developed a body transference machine that allows them to adopt the
physical form of any creature, provided that they have recorded its
body print. The usual procedure is to capture suitable specimens,
preferably including key political figures, record their body prints
and allow shapechanged Zygons to take their places. The specimens
need to be held onboard the Zygon spaceship in the event that their
body print fades.
Weapons
A powerful electrical charge emitted
from a Zygon's fingertips is its only offensive weapon: it inflicts
4 Wounds and counts as a close-combat attack. A Zygon's fists
inflict 2 Wounds.
Armour
Zygons have a tough hide, but they
can be damaged by bullets. Their skin is equivalent to full Armour
6.
Weaknesses
Zygons have no real physical
weaknesses. Their arrogance, however, can lead them to underestimate
their opponents.
Shapechange [Awareness]
The ability of Shapechange is a very
sophisticated form of Disguise. It is the ability exactly to mimic
the physical appearance of another creature or person. Particularly
advanced shapechanging techniques, usually machine assisted like
that of the Zygons, also transfer some or even all of the copied
subject's memory. |
VILLAINS
Throughout his travels, the Doctor has met
and made some enemies that have returned again and again, either to seek
revenge for their defeats or simply by chance. These villains are
characters in their own right that deserve careful role-playing by the
referee. None of them would unnecessarily endanger themselves, and
certainly would make the most of any opportunity to escape should events
prove too dangerous for them.
Referees who like to give their players a
challenge could easily give one player the role of a villain. Such a
player should co-operate with the referee as far as developing a plot
goes, but should also improvise, creating deadly traps for the other
players to fall into. Having a real villain, rather than letting the
overstretched referee handle the task, will give players a real third
party to negotiate with and outwit.
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Davros
Apparent age: over 100
Species: Kaled
Equipment: Armoured, mobile base (body Armour 9)
Strength: 3, Cheat Death 3, Iron Constitution 2, Regenerative
Powers 2
Control: 2, Sleight of Hand 2
Size: 4
Weight: 5
Move: 2
Knowledge: 7, Computing 2, Electronics 1, Engineering 1,
Mathematics 1, Poisons 1, Pseudoscience 2, Robotics 2, Science 1
Determination: 7, Command 1, Gloating 1, Indomitable Will 2
Awareness: 2, Acute Hearing 2, Bureaucracy 2, Eloquence 3
The Kaled scientist Davros is
responsible for one of the greatest evils ever to be inflicted on
the universe: the Daleks. Originally created as simple engines of
war to eliminate the Thals, the Kaleds' rivals on the planet Skaro,
the Daleks have gone on to terrorize the universe. Yet they are
beaten time and time again by the Doctor; they even lose their
centuries-long war with the Movellans, who develop a virus that is
deadly to Daleks. It is the weaknesses of the Daleks that bring them
back to Davros, who in turn needs the Daleks to satisfy his lust for
power.
Although Davros is a genius, he is
clearly quite mad. But his madness makes him the most dangerous
paranoid megalomaniac in the universe. He is determined to eliminate
the weaknesses of the Daleks and bring his creations back under his
control, and he has no compunction about killing or crippling people
in the course of his scientific experiments. He is as ruthless and
cruel as the Daleks, although he still has vestiges of benign
emotions which enable him to manipulate other people through pity.
The Daleks are now split into two
factions: pure strain Daleks and Imperial Daleks. Pure strain Daleks
are those created by Davros's original genetic experiments; Imperial
Daleks are the more advanced Daleks that Davros is currently
experimenting on to produce the ultimate fighting machine. Mutants
that Davros produces which are unsuitable as Daleks are rejected and
consigned to the outside world to survive on their own. These
mutants usually stay near to Davros's laboratories, making fearsome
guards.
Davros rules the Imperial Daleks in
the guise of the Emperor Dalek. A cripple, Davros was already
confined to an armoured, self-powered chair before his creations
turned on him. This base is like the bottom half of a Dalek, with
black panels and silver hemispheres in rows on each slab. It
contains his life-support system, communications equipment, and even
a few dirty tricks to overcome enemies. As Emperor, Davros has
simply topped this base with a broad dome, about 1.5 metres in
diameter, with a single eye-stalk. The front of the dome can be
lifted to reveal Davros himself.
His wrinkled, brown-skinned and
hairless head is surrounded by a cage of electrodes. In the centre
of his forehead, suspended by the cranial cage, is a blue electronic
eye which allows Davros to see: he is otherwise blind. His upper
body is covered by a black, plastics tunic. One arm hangs uselessly
by his side, the end disappearing into the top panel of his armoured
chair; his right arm and hand control the switches and buttons.
Davros's voice is electronically augmented, and sounds like the
harsh, metallic voice of a Dalek.
Weapons
Davros has no offensive capability.
The control panels of his armoured base, however, may conceal probes
and drugs that can be used to bend the minds of people and Daleks to
his will. Davros needs to be in the same area as his victim to
strike with such weapons.
Armour
Davros's armoured base is made of the
same material as Dalek armour; it is equivalent to body armour
offering protection of Armour 9. In his guise as Emperor Dalek,
Davros has the equivalent of full Armour 9.
Weaknesses
Like his creations, Davros is not
very mobile. His upper body is vulnerable to aimed shots if it is
not protected by the Emperor Dalek dome and counts as an unarmoured
Size 6 target. Davros is aware of his weaknesses, however, and even
resorts to using simulacra of himself to decoy attacks.
The main control panel on his
armoured base houses his life support controls. Anyone who learns of
their existence and location can threaten to turn Davros off, in
which case he becomes quite amenable to their demands.
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Sabalom
Glitz
Apparent age: late 30s
Species: Human
Equipment: Blaster (Wounds 6 on kill, Wounds 3 on stun),
grenade (Wounds 7), Armour 5 body armour
Strength: 5
Control: 4, Brawling 2, Lockpicking and Safecracking 1,
Marksmanship 2, Stealth 2
Size: 3
Weight: 4
Move: 3, Piloting 1, Running 1
Knowledge: 5, Astrogation 2, Computing 1, Electronics 1,
Engineering 1
Determination: 3, Independent Spirit 2
Awareness: 3, Bargaining 3, Gambling 1
Glitz, a small-time crook with
small-time ambitions, is more a rogue who finds himself on the wrong
side of the Doctor than a real enemy who is out for the Doctor's
blood or brain. Although he will co-operate when circumstances
require teamwork, Glitz is always out for himself and constantly
looks for opportunities to improve his wealth, health and general
safety. If that means shooting or betraying someone, Glitz is happy
to do so.
If Glitz cannot negotiate a good deal
for something he wants or win it in a game of chance, he will put
his mind to stealing it. He has great confidence in his bargaining
ability, even when opposed by obstinate or unwilling traders, and is
sometimes too confident for his own good. Glitz will consider
working for a patron -- even someone like the Master -- if he
believes that he will gain in the end. He is not an idiot, though,
and seldom trusts his patrons. Even the crew of his spaceship, The
Nosferatu, are not worthy of his trust: he sold one particularly
mutinous crew.
In effect Glitz is a buccaneer of the
space lanes, although he prefers to describe himself as a scholarly
philanthropist. He is fond of using long words to confuse his
minions and to make him appear more educated than they are. His
rough background is betrayed, however, when he comes across objects
of great value, to which his usual response is 'Must be worth a lot
of grotzits' or 'I can do you a deal on that.' A native of the
planet Cilostephus, in the constellation of Andromeda, Glitz has
spent some time studying, as he might say, the architecture of
rudimentary behavioural reform establishments: in other words, he
has been in prison.
The Nosferatu, Glitz's spaceship, is
any craft that Glitz happens to acquire on his travels. The
Nosferatu 1 was destroyed on Ice World; The Nosferatu 2 was simply
the commandeered vessel of Ice World's late ruler, Kane. Glitz's
propensity for gambling and adventure means he is likely to lose and
gain several spaceships, so his craft may not be immediately
recognizable to the Doctor.
Although Glitz is lazy and prefers
his minions to do any hard work, he will take over when competence
is required. He resents being pushed around by anyone, even if they
have the authority and are in the right.
A stocky, well-built man, Glitz wears
swashbuckling attire: a loose-fitting, multi-coloured silk top, a
studded leather shoulder-guard worn over his right shoulder, baggy
black trousers and calf-length brown boots. His curly black hair is
greying slightly, and his sideburns are fashioned into narrow bars.
Glitz's green eyes are mischievous and calculating.
Although Glitz rarely works alone, he
seldom works with the same people twice, usually because he has
diddled them out of any promised remuneration. His crew typically
consists of criminals like himself but without the brains for
organized action. At the end of Trial of a Time Lord, Glitz left Ice
World accompanied by the Doctor's companion Mel, who was determined
to change his criminal ways. In future encounters with Glitz it may
be that Mel is present, probably still trying to reform him.
Weapons
His blaster can be set to stun,
inflicting 3 Wounds, or to kill, inflicting 6 Wounds. For
contingencies, Glitz usually carries a small but powerful grenade
which is concealed up one sleeve of his tunic. The grenade inflicts
7 Wounds to anyone in the same area when it explodes and 3 Wounds to
anyone in an adjacent area.
Armour
Glitz wears virtually unnoticeable
plastics fibre body armour beneath his tunic. Aimed attacks need to
be made at his head or limbs to avoid hitting this protection, which
is Armour 5.
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The
Master
Apparent age: early 40s
Species: Gallifreyan
Equipment: Tissue compression eliminator (Wounds 9, range 1
area), or a blaster (Wounds 6 on kill, Wounds 3 on stun)
Strength: 4, Absorb Form 1, Cheat Death 3, Iron Constitution
2
Control: 5, Leaping 1, Martial Arts 1, Sense of Balance 1,
Sleight of Hand 1, Stealth 2, Thrown Weapons 1
Size: 3
Weight: 4
Move: 3, Driving 1, Piloting 1, Running 1
Knowledge: 6, Astrogation 1, Computing 2, Electronics 2,
Explosives 2, First Aid 2, Law 2, MacGuffin 2, Mechanics 1, Medicine
2, Occult 2, Pseudoscience 1, Science 2, TARDIS 2, Temporal Science
2
Determination: 7, Command 1, Gloating 2, Hypnotism 1
Awareness: 4, Acting 2, Con 3, Disguise 3, Eloquence 2,
Striking Appearance 2
The Master and the Doctor are
contemporaries, rival Time Lords from their student days at the
Academy on Gallifrey. Although the Master is also a renegade, he is
dedicated to creating chaos and destruction throughout the universe,
sometimes just for the fun of it. At the same time he seeks power
over others. Once friends, the Doctor and he are now the bitterest
of enemies: the Master is determined to kill the Doctor and lays
deadly traps through space and time to attain this objective.
No trick is too low for the cunning
Master. He will threaten and endanger the lives of innocents and
enlist the help of the most dangerous aliens in the universe if he
believes it will give him power. The Master has even resorted to
working with the Daleks. He is an ally of dubious worth, however, as
he is always out for his own good, and will betray his allies if it
is expedient to do so.
Charm and subtlety are the two main
weapons of the Master. He is devilishly charismatic, disarmingly
polite and well-dressed, enabling him to sway people to his way of
thinking by simple argument and strength of personality. If gentle
persuasion does not work, he uses hypnotism; if that fails he
resorts to anger, threats and abuse. It is in failure that the
Master's megalomaniac personality comes forth, although he is quick
to suppress any outbursts of temper.
The Master's plans, however, are
seldom straightforward. He uses a devious selection of traps to
snare the unwary or to ensure he has time to escape when his plans
go wrong. His quest for power leads him to investigate powerful
civilizations in attempts to learn their secrets. The Master will
use the superstitions and beliefs of a people against them while
manipulating their technology. Yet he sometimes underestimates both
the resolve of the people and the power of their technology, ending
up with nothing.
He is a formidable expert at
disguise, using rubber masks to hide his true appearance and deceive
his enemies.
Unlike the Doctor, the Master no
longer has the power of regeneration because he has reached the end
of his natural life cycle. By force of will and hatred for the Time
Lords and the Doctor, however, the Master kept his decaying
thirteenth incarnation alive long enough to absorb body of Consul
Tremas of Traken, whose form he now adopts. The Master has dark,
short swept-back hair, a pointed beard and moustache, and blue eyes
and dark, brooding eyebrows. He wears a simple black jacket and
trousers, with an ornate collar that is embroidered with silver in a
diamond pattern. He wears black gloves.
Weapons
The Master's deadliest weapon is the
tissue compression eliminator, which looks like a black rod about 4
centimetres in diameter and 25 centimetres long. It is equivalent to
a blaster that inflicts 9 Wounds but has a range of only one area;
if it kills its target, that person is shrunk to one sixth of his
height and weight. The discovery of the doll-like remains of this
weapon's victims is a sure sign that the Master is around.
Sometimes the Master will use an
ordinary blaster that inflicts 6 Wounds on kill and 3 Wounds on
stun. He also has recourse to a variety of explosive traps and
electronic gimmicks.
Absorb Form [Strength]
If the Master's body fails him, he
can attempt to absorb the body of another. He must first beat the
difference between his total Absorb Form ability and the target's
Strength to physically take over. If he succeeds, he must then beat
the Determination of the host's mind using his Determination in
order to control both mind and body.
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The
Meddling Monk
Apparent age: late 40s
Species: Gallifreyan
Equipment: None
Strength: 3, Cheat Death 3, Iron Constitution 2, Regenerative
Powers 3
Control: 4, Blunt Weapons 2, Stealth 2
Size: 4
Weight: 4
Move: 3, Running 1
Knowledge: 6, Astrogation 2, Electronics 2, First Aid 2,
History 2, MacGuffin 1, Medicine 2, Pseudoscience 1, Robotics 1,
Science 2, TARDIS 2, Temporal Science 1
Determination: 5, Gloating 2
Awareness: 4, Acting 2, Con 2, Disguise 2, Intuition 1
Like the Doctor, the Meddling Monk is
a renegade Time Lord who cannot abide the restrictive practices of
his people. The Monk, however, is a mischief-maker and interferes
with the proper course of events on planets in his attempts to
improve history. He is the Prometheus of the cosmos, bringing
technological fire to its people.
The Monk believes that technology
should be given to primitive societies so they can improve their lot
in life. He also champions the underdogs, historical losers who he
believes have a better culture and deserve to survive rather than
perish at the hands of a crasser people. It was his intention, for
example, to forestall the Viking invasion fleet that left King
Harold's forces to exhausted to beat off the Normans in 1066. Only
the Doctor's timely intervention thwarted the Monk's plan. Although
he is a clever and devious schemer, the Monk is careless; his
motives and plans are sometimes transparently obvious.
Very much into creature comforts, the
Monk has a habit of accidentally leaving anachronistic clues to his
presence. Although his TARDIS's chameleon circuit works, allowing
the time and space machine to fit in with its surroundings, the Monk
carelessly leaves objects outside it: in his secluded base, it is
possible to find modern kitchen equipment and power lines. The Monk
will use any technological aid he can to further his plans, from
gramophone records for sound effects to atomic cannons to destroy
his enemies. He is a collector, too, hoarding trophies in his TARDIS
that have been taken from all periods and places in time and space.
The Monk is not an evil character,
just a misguided one. He is quite jovial, and incredibly pleased
with himself, when his schemes are running smoothly. Yet he behaves
childishly and sulks when his plans are balked. He longs to get
revenge on the Doctor, who has twice stranded him, and may well turn
up as a third party in an adventure, completely unconnected with
main events.
Most of the time, the Monk dresses in
a brown habit and round cap, a disguise that allows him to pass
freely through the primitive societies which he seeks to enlighten.
He has a round, cheerful face, brown, slightly greying hair, and
green eyes.
Weapons
The Monk is not normally armed, nor
does he wear armour, although his TARDIS usually has stocks of
weapons from all times. He is quite handy with improvised blunt
weapons.
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The Rani
Apparent age: mid 40s
Species: Gallifreyan
Equipment: Blaster (Wounds 6 on kill, Wounds 3 on stun),
communications bracelet
Strength: 4, Cheat Death 3, Iron Constitution 2, Regenerative
Powers 3
Control: 4, Brawling 2, Escapology 1, Sleight of Hand 1,
Stealth 2
Size: 3
Weight: 4
Move: 3, Running 1
Knowledge: 7, Computing 1, Electronics 1, Explosives 2, First
Aid 2, MacGuffin 1, Mathematics 1, Medicine 1, Poisons 1,
Pseudoscience 1, Robotics 1, Science 1, TARDIS 2, Temporal Science 2
Determination: 6, Command 1, Gloating 2, Indomitable Will 1
Awareness: 4, Acting 2, Con 3, Disguise 3, Striking
Appearance 2
The Rani is an exceptionally talented
Time Lord whose main talent is neurochemistry; she is also an
outstanding genetic engineer. Her completely unethical approach to
her experiments, however, resulted in the Time Lords banishing her
from Gallifrey, and she is forced to experiment wherever she can
temporarily set up a base. Her TARDIS is a monument to her genius:
inside, preserved or dormant specimens of creatures are displayed
like ornaments in glass containers.
Although the Doctor has ruined her
experiments in the past, she considers herself above the need for
petty feuding. The Doctor is merely a brilliant tool for her to use
to further her experiments, and she seeks him out only when his
talents are necessary to success. Her great talent for disguise,
however, means that the Doctor often fails to recognize her and only
too late realizes who he is up against. The Rani uses stealth and
subtlety to achieve her objectives, and seldom tries to be too
clever for her own good. Her traps, however, are usually elaborate.
Human beings are a particularly rich
source of raw materials for her experiments: the Doctor has said she
regards people only as walking heaps of chemicals. She also uses
chemicals and drugs rather than mental powers such as hypnotism to
ensure obedience. It does not matter to her whether the drugs cause
pain or death; such side effects are not enough to make her abandon
her experiments.
Out of her disguises, the Rani is a
strikingly attractive and imperious woman. Her heart-shaped face has
high cheekbones; her eyes are a chilling blue-grey. Long, brunette
hair tumbles down over her shoulders and back. She typically wears
futuristic clothing: a crimson, sparkly tunic, crimson trousers and
red-leather mid-length boots. On her left wrist she wears a broad,
metallo-plastic bracelet which provides audiovisual communication
with her minions and spy cameras, as well as operating scientific
apparatus.
Weapons
The Rani does not habitually carry a
weapon unless she believes her victim is going to resist, nor does
she wear armour. In such events she carries a small blaster that
inflicts 6 Wounds when set to kill and 3 Wounds when set to stun.
Usually she relies on an impressive
arsenal of traps to protect her base or to stop captives escaping.
These typically take the form of mines detonated by trip wires. The
mines inflict 10 Wounds to anyone in the same area who treads on
them: anyone who enters the same area as a mine will be blown up
unless they can beat the difference between their Awareness and the
difficulty of spotting the mine (its Size of 6).
The grubs she impregnates with
mind-controlling drugs and feed to her potential slaves suppress the
Determination of their host, making them subservient to the Rani's
will. The drug is equivalent to a Wounds 4 fast-acting poison: if it
beats the difference between its Wounds and the target's Strength,
the subject's mind becomes receptive to the commands of the Rani.
The poison does not injure its target, but the total Wounds it
inflicts is the difficulty that the person has to beat to recover
from the drug and throw off the Rani's control.
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Sil
Apparent age: indeterminable
Species: Mentor
Equipment: Tub of marshmallow slime, translation box, skin
counts as full Armour 3
Strength: 3, Cheat Death 2
Control: 2
Size: 5
Weight: 3
Move: 1, Swimming 3
Knowledge: 6, Computing 2, Law 2, Mathematics 2, Poison 1
Determination: 4, Command 2, Gloating 3
Awareness: 4, Bargaining 3, Bureaucracy 2, Con 1
Sil is a particularly sadistic member
of the Mentors, a highly intelligent slug-like species from the
planet Thoros Beta. The Mentors are skilled traders in the
universe's commodities who are rarely on the losing side of a deal.
They will hide the true worth of a resource if it means they can pay
a lower price for it: their goal is to obtain maximum profits, even
at the expense and hardship of others.
Not all of the Mentors are as corrupt
and distasteful as Sil; they are just small creatures making big
business. Sil, however, has been corrupted by the power that his
trading position provides and is decidedly decadent. His human
bodyguards are treated as little better than slaves: they carry out
strong-arm work as well as mundane tasks such as spraying Sil with
the water that he needs to prevent his skin from drying out.
Sil is a devious and deviant schemer
who is as repugnant in nature as he is in appearance. He relishes
the pain of others and delights in their torture. His voice gurgles
and splutters words, often incoherently owing to a fault in the
translation box he wears on his left breast. To him, another's
distress is an opportunity for entertainment, especially if it is a
member of the ugly human race that is suffering. Sil has a
particular dislike of the Doctor's assistant Peri, who he considers
is particularly repulsive.
Despite his overt love of painful
entertainment, Sil is a fawning coward who seeks only to gain favour
in his employer's eyes. He works for the Galatron Mining
Corporation, one of the main trading companies of Thoros Beta, and
is paranoid that one of its rivals will usurp his company's position
as an exploiter of valuable resources.
The Mentors are green-skinned and
about 1 metre long. They have well-muscled chests and arms, but
instead of legs they have a tapering, segmented tail. By human
standards a Mentor is repulsive to look at: although its face has
human features, the eyes are large and bulging, and its teeth are
sharpened to points. A bony crest surmounts the head, and a loose,
slimy frill of skin surrounds the neck and spreads over a Mentor's
shoulders.
Mentors are naturally creatures of
the sea. Although they have adapted to life on land, they are not
particularly mobile and need human assistance to move freely. The
Mentors employ drugged and obedient human guards to protect them and
to carry the palanquins in which they ride.
Weapons
Sil is not armed: he relies on his
guards to protect him. They are far future soldiers, armed with
blasters that inflict 6 Wounds on kill and 3 Wounds on stun; they
wear metal, open-faced helmets that count as partial Armour 5.
Armour
Sil's slimy green skin is equivalent
to full Armour 3.
Weaknesses
Physically, Sil is far from a threat
and could be easily destroyed. Yet he is backed by the weight of the
Galatron Mining Corporation; if the corporation's faith in Sil were
destroyed, he would suffer a more crushing defeat. |
TRANSPORT
The third Doctor was particularly fond of
flashy or gimmicky means of transport, whether it was to chase people,
escape from them or just for everyday travel. In TIME LORD, the abilities
of different types of vehicles are important only in chase scenes, when it
is important to work out whether the bad guys close on the Doctor and his
companions, or vice versa. At tactical level during action turns, it is
unlikely that a vehicle will ever be used at its full speed, so the Move
ability of each type of transport is only its speed relative to other
means of transport.
A driver or rider with a Move special
ability such as Driving adds this to the Move of the vehicle to determine
how far it can move each action turn. If he has to control the vehicle,
however, to do stunts or manoeuvres, his Move plus any relevant special
ability is used.
Mechanical vehicles have Strength abilities
that indicate their motive power, typically used to push objects out the
way or tow other vehicles out of trouble. An attack directed at a vehicle
has to overcome its Strength to put it out of action. When used as a
fast-moving ram, the number of areas it moves is the number of Wounds it
inflicts on a target; it also has to resist this using its Strength so
that it is not put out of action. Any attack that puts a vehicle out of
action does not necessarily destroy the vehicle: it usually indicates that
a vital component has been damaged and must be repaired or replaced. Some
vehicles have the ability to resist damage better than others: such
vehicles have the special ability of Damage Resistance.
Vehicles are subject to the same terrain
difficulties that affect characters. Some vehicles, however, have tracks
or broad tyres that allow them to travel more easily over certain types of
terrain. Such vehicles have an additional ability, called Rough Terrain.
Although it may appear that boats can travel as fast as cars, it must be
remembered that they are permanently in difficulty 2 terrain.
Damage Resistance [Strength]
This ability allows an inanimate object to
withstand impacts and attacks owing to its construction or component
materials. Damage Resistance would be used to protect a car in a crash,
for example, or to withstand gunfire. The ability acts as a type of Armour:
any Wounds inflicted that do not beat the Damage Resistance count as
superficial damage and do not count against the total that puts the
vehicle out of action.
Rough Terrain [Move]
Rough Terrain is the ability of vehicles to
move easily over terrain, such as mud or shingle beaches, which has a
difficulty of more than 1. Some vehicles can apply this to all such
terrain; others can apply it to only certain types of terrain. In all
cases, the Rough Terrain ability is added to a vehicle's Move to determine
its total ability which is matched against the difficulty of the terrain.
Light aircraft
Strength: 6, Damage Resistance 1,
Size: 2, Weight: 6, Move: 6
Light aircraft typically carry from one to
four people: the category loosely covers prop-planes such as First World
War biplanes, Tiger Moths and Cessnas. A light aircraft must travel at
least four areas a turn otherwise it stalls and may crash. To regain of a
stalled aircraft the pilot must beat the difference between his Piloting
ability and a difficulty of 6. The Piloting ability is essential to be
able to fly a light aircraft.
Bicycle
Strength: 4, Damage Resistance 1,
Size: 4, Weight: 3, Move: 4
A pedal bike is an emergency item of
transport for one person. Bicycles can usually be found propped against
lampposts in town and city streets during the twentieth century on Earth.
Car
Strength: 6, Damage Resistance 2,
Size: 2, Weight: 6, Move: 6
Cars are the predominant form of transport
on twentieth and twenty-first century Earth. The are like mobile areas,
able to hold five people and still allow them to use certain abilities.
Air cars, far future cars that use repulser fields to keep them off the
ground, treat all terrain as difficulty 1.
Helicopter
Strength: 6, Damage Resistance 1,
Size: 2, Weight: 6, Move: 6
The Brigadier uses a two-man helicopter
quickly to get to crisis areas. Helicopters can hover in the air and do
not have to move each action turn they are airborne. They cannot, however,
be used to ram targets otherwise they crash! The Piloting ability is
essential to be able to fly a helicopter.
Horse
Strength: 5, Control: 4,
Size: 2, Weight: 5, Move: 4, Knowledge: 1,
Determination: 2, Awareness: 3
Used as a beast of burden and a means of
making men more mobile, the horse is typically used by primitive
societies. It conveys an advantage to its rider in combat: the rider's
Defence is increased by 1. Horses will also instinctively react to an
attack against them by lashing out with their hoofs, inflicting 5 Wounds.
Hovercraft
Strength: 6, Damage Resistance 1,
Size: 2, Weight: 5, Move: 5, Rough Terrain 3
Hovercraft use a cushion of air to float
above the ground or water. They can range in size from tiny one-man or
two-men craft (use the above abilities) to passenger vessels (as above,
but Size 1, Weight 7).
Jet bike
Strength: 4, Damage Resistance 1,
Size: 4, Weight: 5, Move: 6
Jet bikes are the waterborne equivalent of
motor scooters. These small, manoeuvrable craft propel themselves along
using jets of water; if the rider falls off, they automatically slow down
and travel in a circle, enabling the rider to swim over and remount.
Land Rover
Strength: 6, Damage Resistance 2,
Size: 2, Weight: 6, Move: 6, Rough Terrain (land only) 2
UNIT troops favour these durable, rough
terrain vehicles and use them to transport personnel and equipment. A Land
Rover can easily transport six people.
Lorry
Strength: 7, Damage Resistance 2,
Size: 1, Weight: 7, Move: 6
Lorries are used to convey large quantities
of materials or men, and therefore might carry anything from tea chests to
troops. They are typically equivalent to two or three areas in size.
Motor bike
Strength: 5, Damage Resistance 2,
Size: 3, Weight: 5, Move: 6
Small, powerful and fast, motor bikes are
the sexiest form of transport that a companion can hope to drive.
Protective gear, such as a plastics fibre helmet and soft leather clothes,
is recommended. Tricycle versions with balloon tyres are available: these
vehicles have the additional ability of Rough Terrain (land) 1.
Rowing boat
Strength: 2, Damage Resistance 2,
Size: 2, Weight: 5, Move: 5
Largely suitable for rivers and inshore
work, rowing boats are a slow and cumbersome form of transport. Their
advantage is their carrying capacity, equivalent to one area of space. The
category includes punts and canoes.
Speed boat
Strength: 3, Damage Resistance 2,
Size: 2, Weight: 5, Move: 7
Speed boats are the nippiest form of
waterborne transport in TIME LORD and just the thing to use to chase or
escape from villains. Motor boats have a Move of only 6 because they are,
in effect, rowing boats with outboard motors. |
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