Post by arch2ngel on Dec 30, 2011 12:26:52 GMT
I'm planning to run a one-shot for my family on my birthday that I'm hoping to turn into a campaign (if so, it would be played only on birthdays and holidays, most likely - basically, when we're all planning to get together anyway). I've created pregenerated characters, as this was decided at the last minute, though if the campaign happens, I'm going to allow the players to come up with characters of their own. Fingers crossed!
The backstory is that Jenny (the Doctor's daughter) has been adventuring for quite some time before the story begins. She's acquired a Vortex Manipulator, visited Rassilon in the distant past (I have a notion to have Jenny be the Other, though I know so little about the old series of Doctor Who that this might be a laughable suggestion) and created her own TARDIS (which is what the players will be using), as well as gone on numerous other adventures. Of course, all this is unknown to the players to start with, and while I intend to give clues that she's sponsoring their adventures, I also plan to mislead them as much as possible into thinking it's the Doctor himself. (If the campaign happens, I'll have them meet the Doctor during the third game, who will be confused as to who they are. It'll probably the fifth or sixth adventure before they finally meet Jenny. Again, IF the campaign happens.)
To start the one-shot adventure, I'm going to have each of the player characters receive a package in the mail. It will include a gadget (for the first four characters - the Ood, who is from a time when his people are still enslaved, will receive a certificate of purchase, effectively making him a free man - and the Ex-companion will receive a more "personalized" letter with no gadget) and the following letter:
I offer you the chance to travel through time and space. In return, I will ask a lot of you. You will be required to save planets, rescue civilizations, and defeat terrible creatures. Oh, and there will be a LOT of running.
Also, as representatives of a Time Lord of Gallifrey, you must be brilliant – the best you can possibly be – and you must never, NEVER kill. Remember: there’s always a choice.
If you accept, you need only look for the blue door within the week to come. You’ll know it when you see it. Enter it, and begin your journey. Until then, enclosed is something that will help you in your endeavors.
Thank you.
It's unsigned, of course. Jenny's TARDIS has a working Chameleon Circuit, but to honor her father, the door to it always remains blue. So one by one, they'll be picked up and then the adventure begins.
Their first stop has been programmed into the TARDIS, and is Jenny's planet of origin. General Cobb has become obsessed with revenge against the Doctor, and plans to implement his vengeance by destroying the civilization that the Doctor helped to create (a society founded upon a man who never would.) Toward this, he has allied himself with shape shifters (I plan to play with alien creation today and tomorrow - so I haven't created the race yet). Together, they've begun to bring back the forgotten war between the humans and the hath by making each race think the other renewed the hostilities. Both groups are teetering on the brink of war when the players show up. (And that's about as far as I've come up with so far.)
If the campaign happens, I plan to have every other adventure be one in which Jenny remotely takes control of the TARDIS and sends them on a mission she needs them to undertake. The opposite adventures (starting with the second) would be places and times decided by the players (or near abouts, anyway. I'll also imply that a lot of adventures happened in-between, which will explain any differences in the cast of characters.
CAST OF CHARACTERS (I'm not sure how many players I'll have - somewhere between four and six. The last two are optional, as a result.)
Name:
Type: Scientist
Story Points: 10
Attributes
Awareness: 4, Coordination: 2, Ingenuity: 6, Presence: 3, Resolve: 4, Strength: 2
Skills
Athletics: 1, Convince: 1, Fighting: 1, Knowledge: 2, Marksman: 1, Science: 5 (AoE: Temporal Physics), Technology: 3, Transport: 3
Traits
Empathic (m+)
Indomitable (M+)
Keen Senses: Vision (m+)
Clumsy (m-)
Equipment
Gadget: TARDIS Manual (Vortex, Area of Expertise: TARDIS, Restriction: Requires Ingenuity + Science Roll to use)
Home Tech Level: 5
Name:
Type: Inventor
Story Points: 10
Attributes
Awareness: 3, Coordination: 3, Ingenuity: 5, Presence: 2, Resolve: 3, Strength: 3
Skills
Athletics: 2, Convince: 1, Craft: 4, Fighting: 1, Knowledge: 1, Marksman: 1, Science: 1, Subterfuge: 2, Technology: 6 (AoE: Gadgetry), Transport: 1
Traits
Boffin (M+)
Resourceful Pockets (m+)
Technically Adept (m+)
Equipment
Gadget: Sonic Screwdriver
Home Tech Level: 5
Name:
Type: Con Artist
Story Points: 11
Attributes
Awareness: 4, Coordination: 3, Ingenuity: 3, Presence: 5, Resolve: 3, Strength: 3
Skills
Athletics: 2, Convince: 5, Fighting: 2, Knowledge: 2, Marksman: 1, Subterfuge: 4, Technology: 1, Transport: 1
Traits
Attractive (m+)
Charming (m+)
Run for your Life! (m+)
Equipment
Gadget: Psychic Paper
Home Tech Level: 5
Name:
Type: Soldier
Story Points: 10
Attributes
Awareness: 4, Coordination: 4, Ingenuity: 2, Presence: 3, Resolve: 3, Strength: 4
Skills
Athletics: 3, Convince: 1, Fighting: 3, Knowledge: 1, Marksman: 5, Subterfuge: 1, Survival: 2, Technology: 1, Transport: 1
Traits
Brave (m+)
Quick Reflexes (m+)
Tough (m+)
Voice of Authority (m+)
Equipment
Gadget: 51st Century Squareness Gun
Home Tech Level: 5
Name:
Type: Ood Telepath
Story Points: 15
Attributes
Awareness: 6, Coordination: 2, Ingenuity: 2, Presence: 2, Resolve: 2, Strength: 5
Skills
Athletics: 1, Convince: 1, Fighting: 3, Knowledge: 2, Marksman: 1, Medicine: 6, Science: 2, Technology: 1, Transport: 1
Traits
Alien: Ood (Alien, Alien Appearance [M], Enslaved, Psychic, Telepathy, Weakness [M]: Susceptible to Mind Control)
Inexperienced
Equipment
Gadget: Translator Orb
Home Tech Level: 7
Name:
Type: Ex-Companion
Story Points: 10
Attributes
Awareness: 4, Coordination:3, Ingenuity: 3, Presence: 3, Resolve: 4, Strength: 3
Skills
Athletics: 3 (AoE: Running), Convince: 2, Fighting: 1, Knowledge: 3 (AoE: the Doctor), Marksman: 1, Subterfuge: 2, Technology: 2, Transport: 2
Traits
Face in the Crowd (m+)
Run for your Life! (m+)
Time Traveler: Companion (S+) (I created a special category of Time Traveler for those who were Companions of the Doctor - he didn't stick to any one time or tech level, so this trait halves the penalty, rounded up, for handling tech of a different tech level from the character. I had it cost two character points and two story points, as I thought it was rather potent...)
Equipment
None
Home Tech Level: 5
Anyway, that's all that I came up with. Any thoughts, critiques, or suggestions? (I'll post what I came up with for the alien shape-shifters, and let everyone know how it went, if anyone's interested.)
The backstory is that Jenny (the Doctor's daughter) has been adventuring for quite some time before the story begins. She's acquired a Vortex Manipulator, visited Rassilon in the distant past (I have a notion to have Jenny be the Other, though I know so little about the old series of Doctor Who that this might be a laughable suggestion) and created her own TARDIS (which is what the players will be using), as well as gone on numerous other adventures. Of course, all this is unknown to the players to start with, and while I intend to give clues that she's sponsoring their adventures, I also plan to mislead them as much as possible into thinking it's the Doctor himself. (If the campaign happens, I'll have them meet the Doctor during the third game, who will be confused as to who they are. It'll probably the fifth or sixth adventure before they finally meet Jenny. Again, IF the campaign happens.)
To start the one-shot adventure, I'm going to have each of the player characters receive a package in the mail. It will include a gadget (for the first four characters - the Ood, who is from a time when his people are still enslaved, will receive a certificate of purchase, effectively making him a free man - and the Ex-companion will receive a more "personalized" letter with no gadget) and the following letter:
I offer you the chance to travel through time and space. In return, I will ask a lot of you. You will be required to save planets, rescue civilizations, and defeat terrible creatures. Oh, and there will be a LOT of running.
Also, as representatives of a Time Lord of Gallifrey, you must be brilliant – the best you can possibly be – and you must never, NEVER kill. Remember: there’s always a choice.
If you accept, you need only look for the blue door within the week to come. You’ll know it when you see it. Enter it, and begin your journey. Until then, enclosed is something that will help you in your endeavors.
Thank you.
It's unsigned, of course. Jenny's TARDIS has a working Chameleon Circuit, but to honor her father, the door to it always remains blue. So one by one, they'll be picked up and then the adventure begins.
Their first stop has been programmed into the TARDIS, and is Jenny's planet of origin. General Cobb has become obsessed with revenge against the Doctor, and plans to implement his vengeance by destroying the civilization that the Doctor helped to create (a society founded upon a man who never would.) Toward this, he has allied himself with shape shifters (I plan to play with alien creation today and tomorrow - so I haven't created the race yet). Together, they've begun to bring back the forgotten war between the humans and the hath by making each race think the other renewed the hostilities. Both groups are teetering on the brink of war when the players show up. (And that's about as far as I've come up with so far.)
If the campaign happens, I plan to have every other adventure be one in which Jenny remotely takes control of the TARDIS and sends them on a mission she needs them to undertake. The opposite adventures (starting with the second) would be places and times decided by the players (or near abouts, anyway. I'll also imply that a lot of adventures happened in-between, which will explain any differences in the cast of characters.
CAST OF CHARACTERS (I'm not sure how many players I'll have - somewhere between four and six. The last two are optional, as a result.)
Name:
Type: Scientist
Story Points: 10
Attributes
Awareness: 4, Coordination: 2, Ingenuity: 6, Presence: 3, Resolve: 4, Strength: 2
Skills
Athletics: 1, Convince: 1, Fighting: 1, Knowledge: 2, Marksman: 1, Science: 5 (AoE: Temporal Physics), Technology: 3, Transport: 3
Traits
Empathic (m+)
Indomitable (M+)
Keen Senses: Vision (m+)
Clumsy (m-)
Equipment
Gadget: TARDIS Manual (Vortex, Area of Expertise: TARDIS, Restriction: Requires Ingenuity + Science Roll to use)
Home Tech Level: 5
Name:
Type: Inventor
Story Points: 10
Attributes
Awareness: 3, Coordination: 3, Ingenuity: 5, Presence: 2, Resolve: 3, Strength: 3
Skills
Athletics: 2, Convince: 1, Craft: 4, Fighting: 1, Knowledge: 1, Marksman: 1, Science: 1, Subterfuge: 2, Technology: 6 (AoE: Gadgetry), Transport: 1
Traits
Boffin (M+)
Resourceful Pockets (m+)
Technically Adept (m+)
Equipment
Gadget: Sonic Screwdriver
Home Tech Level: 5
Name:
Type: Con Artist
Story Points: 11
Attributes
Awareness: 4, Coordination: 3, Ingenuity: 3, Presence: 5, Resolve: 3, Strength: 3
Skills
Athletics: 2, Convince: 5, Fighting: 2, Knowledge: 2, Marksman: 1, Subterfuge: 4, Technology: 1, Transport: 1
Traits
Attractive (m+)
Charming (m+)
Run for your Life! (m+)
Equipment
Gadget: Psychic Paper
Home Tech Level: 5
Name:
Type: Soldier
Story Points: 10
Attributes
Awareness: 4, Coordination: 4, Ingenuity: 2, Presence: 3, Resolve: 3, Strength: 4
Skills
Athletics: 3, Convince: 1, Fighting: 3, Knowledge: 1, Marksman: 5, Subterfuge: 1, Survival: 2, Technology: 1, Transport: 1
Traits
Brave (m+)
Quick Reflexes (m+)
Tough (m+)
Voice of Authority (m+)
Equipment
Gadget: 51st Century Squareness Gun
Home Tech Level: 5
Name:
Type: Ood Telepath
Story Points: 15
Attributes
Awareness: 6, Coordination: 2, Ingenuity: 2, Presence: 2, Resolve: 2, Strength: 5
Skills
Athletics: 1, Convince: 1, Fighting: 3, Knowledge: 2, Marksman: 1, Medicine: 6, Science: 2, Technology: 1, Transport: 1
Traits
Alien: Ood (Alien, Alien Appearance [M], Enslaved, Psychic, Telepathy, Weakness [M]: Susceptible to Mind Control)
Inexperienced
Equipment
Gadget: Translator Orb
Home Tech Level: 7
Name:
Type: Ex-Companion
Story Points: 10
Attributes
Awareness: 4, Coordination:3, Ingenuity: 3, Presence: 3, Resolve: 4, Strength: 3
Skills
Athletics: 3 (AoE: Running), Convince: 2, Fighting: 1, Knowledge: 3 (AoE: the Doctor), Marksman: 1, Subterfuge: 2, Technology: 2, Transport: 2
Traits
Face in the Crowd (m+)
Run for your Life! (m+)
Time Traveler: Companion (S+) (I created a special category of Time Traveler for those who were Companions of the Doctor - he didn't stick to any one time or tech level, so this trait halves the penalty, rounded up, for handling tech of a different tech level from the character. I had it cost two character points and two story points, as I thought it was rather potent...)
Equipment
None
Home Tech Level: 5
Anyway, that's all that I came up with. Any thoughts, critiques, or suggestions? (I'll post what I came up with for the alien shape-shifters, and let everyone know how it went, if anyone's interested.)