|
Post by arch2ngel on Dec 28, 2011 11:05:10 GMT
Hey there. I'm rather new to the game (though I've been playing RPGs in general for 29 years, and have watched all of the new series of Doctor Who as well as read up on a lot of the older stuff). My family has agreed to let me run them through an adventure for my birthday (less than a week away now), and so I was looking for something that would allow me to run a one-shot, with the hope that they'll let me run future games on future holidays/birthdays. I've an idea for what I want to do (which, as the boards here seem to indicate, is pretty standard fare - a TARDIS with a crew that doesn't include a Time Lord). I was drawing up pregenerated characters for them to run (with the option of switching out, if we play on future occassions), and one of the concepts was a scientist whose field of study is theories of temporal mechanics. I was going to give him a TARDIS Manual, and have him be the "pilot" (along with the one who figure out how to access the TARDIS' database, scanners, etc.) So my question is: what attribute + skill would you use in the game to pilot the ship through time and space? I keep bouncing between either Coordination or Ingenuity with Technology or Transport...
|
|
|
Post by garethl on Dec 28, 2011 11:49:22 GMT
Hello Arch2ngel and welcome to the community,
I don't have the gamemaster's book with me currently , but wasn't the rule for flying the Tardis somewhere in that book. Unfortunately I don't remember it, but I would go for Ingenuity with Transport.
Have fun!
|
|
|
Post by da professor on Dec 28, 2011 12:42:59 GMT
Hello Arch2ngel and welcome to the community, I don't have the gamemaster's book with me currently , but wasn't the rule for flying the Tardis somewhere in that book. Unfortunately I don't remember it, but I would go for Ingenuity with Transport. Have fun! That's it. Also +2 for Vortex and -whatever for not being of Timelord TL (TL difference x 5 for higher tech, I think)
|
|
|
Post by Marnal on Dec 28, 2011 17:38:03 GMT
Don't know what the rule book says but I always use Ingenuity + Transport + Vortex +Area of Expertise: TARDIS (if they have that).
For me the Vortex trait represents whether they have a symbiotic nuclei or not.
|
|
|
Post by arch2ngel on Dec 29, 2011 10:14:30 GMT
Ingenuity + Transport. Got it. Thanks! (I looked through the GM Guide, and I still can't find where it says that, but the fact that you guys say it's there is enough for me.)
@da professor: I believe the Tech Level penalty is -2 per TL difference, isn't it? Or is the -5 a special penalty for Time Lord tech?
My plan was to give the Scientist a "TARDIS Manual" (like the one the Doctor threw in a star). Technically, this should be in Gallifreyan, but I'm giving him a translated copy. The idea is that an Ingenuity + (Science or Knowledge - haven't decided yet which) will give him the Vortex trait and Area of Expertise: Tardis for one action. It's quite a bonus, but since what the TARDIS can do is pretty limited to traveling somewhere and exposition (scanning, accessing the library, etc.) I mean, there's still the Energy Manipulation and Chameleon Arch and such, but since there's an element of time required, most things "on the fly" won't get the bonus - only things that the scientist can spend some time researching.
Oh, one other question: where should I post a campaign write up? (I was hoping to have you guys take a look at the concepts and see where it falls flat or how it can be improved...)
|
|
|
Post by garethl on Dec 29, 2011 10:33:56 GMT
Ingenuity + Transport. Got it. Thanks! (I looked through the GM Guide, and I still can't find where it says that, but the fact that you guys say it's there is enough for me.) @da professor: I believe the Tech Level penalty is -2 per TL difference, isn't it? Or is the -5 a special penalty for Time Lord tech? My plan was to give the Scientist a "TARDIS Manual" (like the one the Doctor threw in a star). Technically, this should be in Gallifreyan, but I'm giving him a translated copy. The idea is that an Ingenuity + (Science or Knowledge - haven't decided yet which) will give him the Vortex trait and Area of Expertise: Tardis for one action. It's quite a bonus, but since what the TARDIS can do is pretty limited to traveling somewhere and exposition (scanning, accessing the library, etc.) I mean, there's still the Energy Manipulation and Chameleon Arch and such, but since there's an element of time required, most things "on the fly" won't get the bonus - only things that the scientist can spend some time researching. Oh, one other question: where should I post a campaign write up? (I was hoping to have you guys take a look at the concepts and see where it falls flat or how it can be improved...) The Campaigns, Adventures, Scenarios & Seeds section would be the best place for this. I am looking forward to seeing what you've come up with.
|
|
|
Post by Marnal on Dec 29, 2011 20:55:59 GMT
@arch2angel
I'd just charge them 1 or more Story Points every time they want to get the bonus from the book. I have a Vampire who's got a Time Lord in a Pocket Watch and she can telepathically drain off "Vortex +2" for short periods by spending a story point.
|
|
|
Post by arch2ngel on Dec 30, 2011 11:16:12 GMT
Good point, marnal - I'll give the player the option of an Ingenuity + Science roll OR spending 1 story point per advantage (so 2 story points to gain Vortex and Area of Expertise: TARDIS).
|
|
|
Post by Rel Fexive on Dec 30, 2011 12:27:33 GMT
I've always thrown a couple of story points down whenever I want to do anything with my character's TARDIS, because TARDIS use is more of a story element than a regular skill usage.
|
|
|
Post by da professor on Dec 31, 2011 11:43:39 GMT
@da professor: I believe the Tech Level penalty is -2 per TL difference, isn't it? Yeah, sorry, my bad. Thinking of something else at the time.
|
|