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Post by sbrpearce on Nov 7, 2014 21:49:38 GMT
Folks- our campaign started as a one-shot for which I instructed the players to "provide a good reason why you're inside a secured Customs warehouse at 2AM". They created a group of young thieves entrepeneurs trying to heist some pre-release video consoles, who encountered somee real thieves, who turned out to be brain-sucking alien robots. In the midst of the chaos, they rescued a fellow who had clearly been partially brain-sucked. When they managed to save the day (by thwarting the alien thieves and destroying the mainframes on which the aliens had been hosting their stolen minds) the rescuee (with his mind restored) turned out to be the Doctor.
Very enjoyable, especially since I managed to completely surprise the two serious Whovians in the group.
But now they want to become Companions (something about escaping the warehouse, with computer fires and blaring alarms and the police no doubt on their way) and play again.
What traits would you suggest for the Doctor to keep him from overshadowing the others? I think I'm going to lean heavily on the fact that he isn't absolutely in top condition (recent regen and post-sucked brain still shaking back into its moorings). But, advice?
Thanks in advance.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Nov 8, 2014 14:07:15 GMT
Folks- our campaign started as a one-shot for which I instructed the players to "provide a good reason why you're inside a secured Customs warehouse at 2AM". They created a group of young thieves entrepeneurs trying to heist some pre-release video consoles, who encountered somee real thieves, who turned out to be brain-sucking alien robots. In the midst of the chaos, they rescued a fellow who had clearly been partially brain-sucked. When they managed to save the day (by thwarting the alien thieves and destroying the mainframes on which the aliens had been hosting their stolen minds) the rescuee (with his mind restored) turned out to be the Doctor. Very enjoyable, especially since I managed to completely surprise the two serious Whovians in the group. But now they want to become Companions (something about escaping the warehouse, with computer fires and blaring alarms and the police no doubt on their way) and play again. What traits would you suggest for the Doctor to keep him from overshadowing the others? I think I'm going to lean heavily on the fact that he isn't absolutely in top condition (recent regen and post-sucked brain still shaking back into its moorings). But, advice? Thanks in advance. Personally I prefer to keep an ' Ace' character as an NPC, this lessens the perceived need to balance them with other PCs. As for traits to weaken a Time Lord I'd suggest: - Bottom of the Class - reduced Ingenuity and lessens skill with TARDIS and similar technologies
For more physical problems (perhaps there was some ongoing physical injury?) there are:
- Faulty Heart
- Incarnation Allergy
- Clumsy
- Impaired Senses
- Slow Reflexes
Then there are the following, which again could be justified by mental trauma or actual injury:
- Argumentative
- Forgetful
- Impulsive
- Selfish
- Cowardly
- Eccentric
- Argumentative
- Obsession
- Phobia
You could also simply reduce available points for skills and return them gradually as he recovers. I was looking at a mix of Obsession/Phobia for a Time Lord character myself; Hex has some ongoing psychological issues due to a long period of solitary imprisonment and a traumatic first regeneration but it's fiddly in AITAS to get the effect I want. Hope this helps.
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Post by Stormcrow on Nov 8, 2014 15:30:22 GMT
A Time Lord among lesser folk SHOULD outdo them in ability. However, that's where Story Points come in. They really determine the course of the adventure. For instance, Donna (15) has nearly twice as many Story Points as the Doctor (8).
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Nov 8, 2014 23:14:23 GMT
You could impose something like this: Weakness – Recurring bouts of physical weakness causing - penalty on all physical and mental activity, with Strength and Coordination reduced by 2 each. or Eccentric – Violent mood swings; alternates between Calm, Happy, Fearful, Sad and Angry when stressed (with appropriate game effect you'll need to decide).
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