Doctor Who RPG Custom Adventures Ep.1 - Return of the Graske
Dec 27, 2017 7:58:34 GMT
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Post by leof007 on Dec 27, 2017 7:58:34 GMT
Doctor Who - Return of the Graske RPG Game
Summary
The TARDIS Materialises on a spaceship in the 22nd - 23rd century, where some of the crew are acting rather strangely. Can the Doctor find out what is happening when he doesn't know who to trust?
Prologue (the Doctor is not included here)
PRE-GAME --- IMPORTANT THING TO DO!!!
Before the game starts, tell the Doctor a backstory. The TARDIS picked up traces of something. It wasn't enough to find the location it was coming from as it was blocked by something. But, they could track the blocking signal, leading him to the Starship Poncho! Now, onto the story!
STARTING OFF
2 crew members of the Starship Poncho are standing on the bridge, punching random controls. The Captain (NPC) enters and tells them that he needs the bathroom, and that the Autopilot will have to be activated.
ACTIVATING AUTOPILOT
The Autopilot requires 2 rolls from each player, which are Technology+Ingenuity, on difficulty 12. The best result counts as the result on if the autopilot turns on or not.
Disastorous = The ship comes to an abrupt halt, reducing both crew members strength to 2 AND you activated the door lock on the bathroom. The captain is now locked in there. Try again
Bad = The ship comes to an abrupt halt, reducing both crew members strength by 1. Try again
Failure = The ship comes to an abrupt halt, reducing both crew members strength by 1 BUT you activate the ship's interface, letting you activate autopilot
Success = You activate the autopilot BUT you accidentally blow up the throttle, making non-autopilot flight impossible
Good = You activate the autopilot
Fantastic! = You activate the autopilot AND you activate the auto-healing systems, giving both crew members +1 Strength, Subterfuge, Marksman, Fighting, Knowledge, Athletics, Resolve, Coordination and Awareness
THE UNKNOWN TELEPORTERS
After the players activate autopilot, an alert comes up on the screen. It says that an unknown being has teleported onto the ship. It has an amount count, which starts off at 1, but after a few seconds, is increases by 3. Here, the player with more ingenuity rolls a Ingenuity+Technology+Subterfuge with a difficulty of 18.
Disastorous = You are detected by the alien presence AND another one of them teleports to you. You must attack it (it's a Graske!)
Bad = You are detected by the alien presence
Failure = You are detected by the alien presence BUT the automatic systems on the ship deactivate your deactivating signal, meaning the aliens think it's a glitch. Try again.
Success = You deactivate the teleports BUT the ship's detection systems blow up, meaning that when the aliens try and teleport again (in about half an hour, because of repairs and maintenance that needs to be made for safety reasons). This means you will have to make the roll again in half an hour, when the detection systems have repaired to an extent that they are usable
Good = You deactivate the teleports
Fantastic! = You deactivate the teleports AND the aliens are identified on the screen! You now know they are the Graske!
AFTER DEACTIVATING THE TELEPORTS
After this, a couple of things can happen. If you are detected, one of the crew comes in. He is posessed, but the players don't know that. He tells the players to deactivate the autopilot. You should persuade the players to deny. After that, the posessed crew member points a ray gun at the players, but at that exact moment, the TARDIS's materialisation can be heard, which distracts the posessed crew member, giving both players 1 turn each. The one with more ingenuity can fire their laser gun, and the one with more strength can throw a punch, kick, or something like that. After that, both players must fight the crew member. After killing it, they find that it is a robot, and the Doctor enters. This gets us to the beginning.
But, if you are not detected, the Doctor simply appears after a TARDIS materialisation sound.
The Beginning/Middle
THE DOCTOR'S ENTRANCE
After the Doctor enters the room, he can ask 4 questions about the ship, and then both players can ask 4 questions each to him. Remember to remind the players to keep 'in character'.
"The Doctor is Detected!" A message comes up on the computer screen, and the Captain comes out. He's a robot! Upon deactivation, the Doctor can explore.
EXPLORATION
There are 4 rooms leading out of the Control Room. The Engine Room, The Bathroom, The Crew's Quarters and the Nav Room. The Doctor can ask as many questions as he wants while investigating
THE ENGINE ROOM (AT THE START)
At the start, the door to this room is deadlock sealed
THE BATHROOM
The Bathroom is like an average, suburban toilet. It is about 1.5 x 1.5 meters in size (4.92 x 4.92 ft), with a blue and white tiling pattern on the floor. If the Doctor knows where the Captain was last known to be, he can do a Technology+Ingenuity roll with a difficulty of 17. You have 3 attempts at this!
Disastorous = The Sonic Screwdriver failed to detect any Huon Particles AND it boosted the Graske Teleporter, stopping the half-hour roll from needing to happen, but summoning 1 Graske into the bathroom. Damn. You can still roll again if you still have 2, or 1 attempt left!
Bad = The Sonic Screwdriver failed to detect any Huon Particles. You can still roll again if you still have 2, or 1 attempt left!
Failure = The Sonic Screwdriver failed to detect any Huon Particles EXCEPT for 1, which fuels your Sonic Screwdriver, giving you an extra attempt. You can still roll again if you still have 2, or 1 attempt left!
Success = The Sonic Screwdriver succesfully detected Huon Particles BUT the particles could not be sustained in the Screwdriver. You can still roll again if you still have 2, or 1 attempt left!
Good = The Sonic Screwdriver succesfully detected Huon Particles. You can now trace them. But, first, you should check the other areas.
Fantastic! = The Sonic Screwdriver succesfully detected Huon Particles AND a hologram is projected from the screwdriver, saying the origin of the particles; the Graske.
If all 3 attempts pass, and the Sonic is not successful, the players can still find other rooms to trace the Graske teleports. Also, if you fail at something else in another room, tiy can come back to this room, with another 3 attempts.
THE NAV ROOM
The nav room is 10 meters x 10 meters in length (32.8 x 32.8 ft). It contains something that looks like a space-time visualiser. At the end of the room, there is a control desk, that has loads of bits and bobs. It has text on it saying "RADAR AND TIME-SPACE NAVIGATOR". The Doctor does not understand the machine as he is used to machines that can either travel long distances in time, or does not use time travel. This leaves the Ingenuity Crew Member to operate the machine. This will take a Coordination + Technology+Ingenuity roll with difficulty 14. If the result is not to the player's satisfaction, they can get a +2 bonus from the Doctor.
Disastrous = The Radar does not activate AND you are detected by the Graske, so a Graske teleports into the Nav room.
Bad = The Radar does not activate
Failure = The Radar does not activate BUT you activate the Healing system giving all players +1 Strength, Subterfuge, Marksman, Fighting, Knowledge, Athletics, Resolve, Coordination and Awareness
Success = The Radar Activates BUT before you can see the location you are detected by the Graske and 2 teleport into the nav room. The Ingenuity Crew Member is teleported away, and a robot replaces him. After fighting the Robot, a chase scene happens, and the only way to escape is to get to the TARDIS, which is at the back of the Control Centre. After that, you can freely explore again. (the Ingenuity crew member also appears in the Bathroom, as the Graske had to make a distraction to escape before the Doctor got something epic out of the TARDIS)
Good = The Radar activates and you can see the location is Griffoth. At this point, you can add clues to tell the players to go to the Crew's Quarters, take the key and go to the Engine Room.
THE CREW'S QUARTERS
This area is of no significance, except for the fact it has a key, which should be used to open the door to the Engine Room. Only tell the players that the room is of significance after they have tracked the teleporters to Griffoth. If the players try to use the TARDIS for anything, tell them it is low on Huon energy, and it would be good to give her a refill, as the Graske teleporters emit Huon energy.
THE ENGINE ROOM
When the players finally reach the Engine Room, make the Ingenuity player do some muscle spasms. If the players ask the right questions about this, tell them that the Ingenuity crew member was a robot all this time, so the Doctor and the Strength crew member must kill the Ingenuity robot.
Inside the Robot, they find a Huon Energy Converter, which can be used to fuel the TARDIS, and get to Griffoth.
HUON ENERGY CONVERTER (Major Gadget)
-Dimension Modification
-Bigger on the Inside (Minor, to fit Huon Energy)
-Restriction (Can only increase and store Huon Particles)
The End
GRIFFOTH
After the Doctor and the Strength crew member arrive on Griffoth in the TARDIS, a Graske Robot shall walk up to the TARDIS, and the Strength crew member has fainted.
After the Doctor deactivates it, the Strength crew member exits the TARDIS, only to be zapped by 20 Graske that have appeared. The player must roll to see if they become a robot or not (Resolve + Convince) difficulty 6.
Failure-Disastrous = Becomes a Robot
Success-Fantastic! = Does not become a robot
If they don't, then the Graske shall point their zapper again, but this time, the Ingenuity crew member sneaks behind all of the Graske, and has 2 turns to distract them, so the Strength crew member can Punch them.
If they do, the Doctor must fight the Robot, and temporarily disable the Graske weapons to get to the Control panel where he can roll an Ingenuity + Technology roll, with a difficulty of 18.
Disastrous = You don't hack into the control panel AND you accidentally wake up a Dalek, which looks at you, and fires its death ray. Here, you should duck for cover. If you are successful at that, the panel blows up, and you have to run to the TARDIS before the base on Griffoth explodes. (this bit ends the game)
Bad = You don't hack into the control panel, but you can try again!
Failure = You don't hack into the control panel BUT at that moment, a security laser points at you, but you easily escape, as the lasers are very slow. This blows up the control panel, and blows the base up. (escape in the TARDIS to end the game)
Success = You hack into the Control Panel BUT a Robot appears behind you, meaning you have to defeat it before being able to look at the Control Panel.
Good = You hack into the control panel
Fantastic! = You hack into the control panel AND it releases a dose of thicker-than-normal Huon particles, which stun all Graske and Robots.
AFTER HACKING THE PANEL
After hacking the panel, the player can do 2 of these things
- Self Destruct in 20 seconds (you have to run to the TARDIS to win the game)
- Release all prisoners (won't teleport them)
- Deactivate all Robots
- Teleport all Prisoners
Epilogue
ENDING THE GAME
To end the game, either run to the TARDIS, with a limited time until the base on Griffoth explodes (if the game tells you to do that) or get to the TARDIS after hacking the control center
Characters + Stats
INGENUITY CREW MEMBER
ATTRIBUTES
3 Awareness
3 Co-ordination
5 Ingenuity
4 Presence
4 Resolve
2 Strength
SKILLS
1 Athletics
2 Convince
0 Craft
1 Fighting
4 Knowledge
2 Marksman
1 Medicine
1 Science
1 Subterfuge
0 Survival
2 Technology
0 Transport
TRAITS
Brave
Quick Reflexes
Boffin
Technically Adept
Insatiable Curiosity
STUFF
Laser Gun (4/L/L)
STRENGTH CREW MEMBER
ATTRIBUTES
3 Awareness
4 Coordination
1 Ingenuity
2 Presence
3 Resolve
6 Strength
SKILLS
4 Athletics
1 Convince
0 Craft
5 Fighting
0 Knowledge
3 Marksman
0 Medicine
2 Subterfuge
3 Survival
0 Technology
0 Transport
TRAITS
Brave
Tough
Voice of Authority (people get scared from their body build)
Technically Inept
Argumentative
GRASKE
ATTRIBUTES
3 Awareness
3 Coordination
3 Ingenuity
2 Presence
2 Resolve
4 Strength
1 SKILLS
2 Athletics
2 Convince
0 Craft
3 Fighting
2 Knowledge
3 Marksman
0 Medicine
1 Science
4 Subterfuge
1 Survival
3 Technology
1 Transport
TRAITS
Boffin
Lucky
Argumentative
STUFF
Teleporter (Minor Gadget) - Delete/Teleport (Turns people into Robot copies), Restriction (can only teleport people into machines to turn them into robots), Restriction (Sonic Screwdrivers, or anything that transmits a signal can stop the teleportation, and even blow up the machine)
ROBOT CREW MEMBER (ANY CREW MEMBER THAT BECOMES A ROBOT AND THIS IMAGE IS TOTALLY NOT HOWARD FROM TBBT)
ATTRIBUTES
1 Awareness
5 Coordination
1 Ingenuity
1 Presence
1 Resolve
6 Strength
SKILLS
5 Athletics
1 Convince
0 Craft
5 Fighting
0 Knowledge
2 Marksman
0 Medicine
3 Subterfuge
2 Survival
2 Technology
0 Transport
TRAITS
Tough
Quick Reflexes
Technically Inept
Weakness (Sonic Screwdriver can deactivate it)
THE FIFTH DOCTOR
ATTRIBUTES
4 Awareness
4 Coordination
7 Ingenuity
5 Presence
6 Resolve
4 Strength
SKILLS
4 Athletics
4 Convince
1 Craft
4 Fighting
7 Knowledge
3 Marksman
2 Medicine
5 Science
1 Subterfuge
2 Survival
5 Technology
5 Transport
TRAITS
Boffin
Feel the Turn of the Universe
Indomitable
Keen Senses
Quick Reflexes
Run for your Life!
Technically Adept
Reverse the Polarity of the Neutron Flow
Telepathy
Time Lord
Experienced Time Lord x5
Time Traveller (All)
Voice of Authority
Vortex
Adversary (Major : Too many to list)
Eccentric (very, in a lot of cases)
Insatiable Curiosity
STUFF
Sonic Screwdriver
Cricket Ball (2/3/4)
TARDIS
Summary
The TARDIS Materialises on a spaceship in the 22nd - 23rd century, where some of the crew are acting rather strangely. Can the Doctor find out what is happening when he doesn't know who to trust?
Prologue (the Doctor is not included here)
PRE-GAME --- IMPORTANT THING TO DO!!!
Before the game starts, tell the Doctor a backstory. The TARDIS picked up traces of something. It wasn't enough to find the location it was coming from as it was blocked by something. But, they could track the blocking signal, leading him to the Starship Poncho! Now, onto the story!
STARTING OFF
2 crew members of the Starship Poncho are standing on the bridge, punching random controls. The Captain (NPC) enters and tells them that he needs the bathroom, and that the Autopilot will have to be activated.
ACTIVATING AUTOPILOT
The Autopilot requires 2 rolls from each player, which are Technology+Ingenuity, on difficulty 12. The best result counts as the result on if the autopilot turns on or not.
Disastorous = The ship comes to an abrupt halt, reducing both crew members strength to 2 AND you activated the door lock on the bathroom. The captain is now locked in there. Try again
Bad = The ship comes to an abrupt halt, reducing both crew members strength by 1. Try again
Failure = The ship comes to an abrupt halt, reducing both crew members strength by 1 BUT you activate the ship's interface, letting you activate autopilot
Success = You activate the autopilot BUT you accidentally blow up the throttle, making non-autopilot flight impossible
Good = You activate the autopilot
Fantastic! = You activate the autopilot AND you activate the auto-healing systems, giving both crew members +1 Strength, Subterfuge, Marksman, Fighting, Knowledge, Athletics, Resolve, Coordination and Awareness
THE UNKNOWN TELEPORTERS
After the players activate autopilot, an alert comes up on the screen. It says that an unknown being has teleported onto the ship. It has an amount count, which starts off at 1, but after a few seconds, is increases by 3. Here, the player with more ingenuity rolls a Ingenuity+Technology+Subterfuge with a difficulty of 18.
Disastorous = You are detected by the alien presence AND another one of them teleports to you. You must attack it (it's a Graske!)
Bad = You are detected by the alien presence
Failure = You are detected by the alien presence BUT the automatic systems on the ship deactivate your deactivating signal, meaning the aliens think it's a glitch. Try again.
Success = You deactivate the teleports BUT the ship's detection systems blow up, meaning that when the aliens try and teleport again (in about half an hour, because of repairs and maintenance that needs to be made for safety reasons). This means you will have to make the roll again in half an hour, when the detection systems have repaired to an extent that they are usable
Good = You deactivate the teleports
Fantastic! = You deactivate the teleports AND the aliens are identified on the screen! You now know they are the Graske!
AFTER DEACTIVATING THE TELEPORTS
After this, a couple of things can happen. If you are detected, one of the crew comes in. He is posessed, but the players don't know that. He tells the players to deactivate the autopilot. You should persuade the players to deny. After that, the posessed crew member points a ray gun at the players, but at that exact moment, the TARDIS's materialisation can be heard, which distracts the posessed crew member, giving both players 1 turn each. The one with more ingenuity can fire their laser gun, and the one with more strength can throw a punch, kick, or something like that. After that, both players must fight the crew member. After killing it, they find that it is a robot, and the Doctor enters. This gets us to the beginning.
But, if you are not detected, the Doctor simply appears after a TARDIS materialisation sound.
The Beginning/Middle
THE DOCTOR'S ENTRANCE
After the Doctor enters the room, he can ask 4 questions about the ship, and then both players can ask 4 questions each to him. Remember to remind the players to keep 'in character'.
"The Doctor is Detected!" A message comes up on the computer screen, and the Captain comes out. He's a robot! Upon deactivation, the Doctor can explore.
EXPLORATION
There are 4 rooms leading out of the Control Room. The Engine Room, The Bathroom, The Crew's Quarters and the Nav Room. The Doctor can ask as many questions as he wants while investigating
THE ENGINE ROOM (AT THE START)
At the start, the door to this room is deadlock sealed
THE BATHROOM
The Bathroom is like an average, suburban toilet. It is about 1.5 x 1.5 meters in size (4.92 x 4.92 ft), with a blue and white tiling pattern on the floor. If the Doctor knows where the Captain was last known to be, he can do a Technology+Ingenuity roll with a difficulty of 17. You have 3 attempts at this!
Disastorous = The Sonic Screwdriver failed to detect any Huon Particles AND it boosted the Graske Teleporter, stopping the half-hour roll from needing to happen, but summoning 1 Graske into the bathroom. Damn. You can still roll again if you still have 2, or 1 attempt left!
Bad = The Sonic Screwdriver failed to detect any Huon Particles. You can still roll again if you still have 2, or 1 attempt left!
Failure = The Sonic Screwdriver failed to detect any Huon Particles EXCEPT for 1, which fuels your Sonic Screwdriver, giving you an extra attempt. You can still roll again if you still have 2, or 1 attempt left!
Success = The Sonic Screwdriver succesfully detected Huon Particles BUT the particles could not be sustained in the Screwdriver. You can still roll again if you still have 2, or 1 attempt left!
Good = The Sonic Screwdriver succesfully detected Huon Particles. You can now trace them. But, first, you should check the other areas.
Fantastic! = The Sonic Screwdriver succesfully detected Huon Particles AND a hologram is projected from the screwdriver, saying the origin of the particles; the Graske.
If all 3 attempts pass, and the Sonic is not successful, the players can still find other rooms to trace the Graske teleports. Also, if you fail at something else in another room, tiy can come back to this room, with another 3 attempts.
THE NAV ROOM
The nav room is 10 meters x 10 meters in length (32.8 x 32.8 ft). It contains something that looks like a space-time visualiser. At the end of the room, there is a control desk, that has loads of bits and bobs. It has text on it saying "RADAR AND TIME-SPACE NAVIGATOR". The Doctor does not understand the machine as he is used to machines that can either travel long distances in time, or does not use time travel. This leaves the Ingenuity Crew Member to operate the machine. This will take a Coordination + Technology+Ingenuity roll with difficulty 14. If the result is not to the player's satisfaction, they can get a +2 bonus from the Doctor.
Disastrous = The Radar does not activate AND you are detected by the Graske, so a Graske teleports into the Nav room.
Bad = The Radar does not activate
Failure = The Radar does not activate BUT you activate the Healing system giving all players +1 Strength, Subterfuge, Marksman, Fighting, Knowledge, Athletics, Resolve, Coordination and Awareness
Success = The Radar Activates BUT before you can see the location you are detected by the Graske and 2 teleport into the nav room. The Ingenuity Crew Member is teleported away, and a robot replaces him. After fighting the Robot, a chase scene happens, and the only way to escape is to get to the TARDIS, which is at the back of the Control Centre. After that, you can freely explore again. (the Ingenuity crew member also appears in the Bathroom, as the Graske had to make a distraction to escape before the Doctor got something epic out of the TARDIS)
Good = The Radar activates and you can see the location is Griffoth. At this point, you can add clues to tell the players to go to the Crew's Quarters, take the key and go to the Engine Room.
THE CREW'S QUARTERS
This area is of no significance, except for the fact it has a key, which should be used to open the door to the Engine Room. Only tell the players that the room is of significance after they have tracked the teleporters to Griffoth. If the players try to use the TARDIS for anything, tell them it is low on Huon energy, and it would be good to give her a refill, as the Graske teleporters emit Huon energy.
THE ENGINE ROOM
When the players finally reach the Engine Room, make the Ingenuity player do some muscle spasms. If the players ask the right questions about this, tell them that the Ingenuity crew member was a robot all this time, so the Doctor and the Strength crew member must kill the Ingenuity robot.
Inside the Robot, they find a Huon Energy Converter, which can be used to fuel the TARDIS, and get to Griffoth.
HUON ENERGY CONVERTER (Major Gadget)
-Dimension Modification
-Bigger on the Inside (Minor, to fit Huon Energy)
-Restriction (Can only increase and store Huon Particles)
The End
GRIFFOTH
After the Doctor and the Strength crew member arrive on Griffoth in the TARDIS, a Graske Robot shall walk up to the TARDIS, and the Strength crew member has fainted.
After the Doctor deactivates it, the Strength crew member exits the TARDIS, only to be zapped by 20 Graske that have appeared. The player must roll to see if they become a robot or not (Resolve + Convince) difficulty 6.
Failure-Disastrous = Becomes a Robot
Success-Fantastic! = Does not become a robot
If they don't, then the Graske shall point their zapper again, but this time, the Ingenuity crew member sneaks behind all of the Graske, and has 2 turns to distract them, so the Strength crew member can Punch them.
If they do, the Doctor must fight the Robot, and temporarily disable the Graske weapons to get to the Control panel where he can roll an Ingenuity + Technology roll, with a difficulty of 18.
Disastrous = You don't hack into the control panel AND you accidentally wake up a Dalek, which looks at you, and fires its death ray. Here, you should duck for cover. If you are successful at that, the panel blows up, and you have to run to the TARDIS before the base on Griffoth explodes. (this bit ends the game)
Bad = You don't hack into the control panel, but you can try again!
Failure = You don't hack into the control panel BUT at that moment, a security laser points at you, but you easily escape, as the lasers are very slow. This blows up the control panel, and blows the base up. (escape in the TARDIS to end the game)
Success = You hack into the Control Panel BUT a Robot appears behind you, meaning you have to defeat it before being able to look at the Control Panel.
Good = You hack into the control panel
Fantastic! = You hack into the control panel AND it releases a dose of thicker-than-normal Huon particles, which stun all Graske and Robots.
AFTER HACKING THE PANEL
After hacking the panel, the player can do 2 of these things
- Self Destruct in 20 seconds (you have to run to the TARDIS to win the game)
- Release all prisoners (won't teleport them)
- Deactivate all Robots
- Teleport all Prisoners
Epilogue
ENDING THE GAME
To end the game, either run to the TARDIS, with a limited time until the base on Griffoth explodes (if the game tells you to do that) or get to the TARDIS after hacking the control center
Characters + Stats
INGENUITY CREW MEMBER
ATTRIBUTES
3 Awareness
3 Co-ordination
5 Ingenuity
4 Presence
4 Resolve
2 Strength
SKILLS
1 Athletics
2 Convince
0 Craft
1 Fighting
4 Knowledge
2 Marksman
1 Medicine
1 Science
1 Subterfuge
0 Survival
2 Technology
0 Transport
TRAITS
Brave
Quick Reflexes
Boffin
Technically Adept
Insatiable Curiosity
STUFF
Laser Gun (4/L/L)
STRENGTH CREW MEMBER
ATTRIBUTES
3 Awareness
4 Coordination
1 Ingenuity
2 Presence
3 Resolve
6 Strength
SKILLS
4 Athletics
1 Convince
0 Craft
5 Fighting
0 Knowledge
3 Marksman
0 Medicine
2 Subterfuge
3 Survival
0 Technology
0 Transport
TRAITS
Brave
Tough
Voice of Authority (people get scared from their body build)
Technically Inept
Argumentative
GRASKE
ATTRIBUTES
3 Awareness
3 Coordination
3 Ingenuity
2 Presence
2 Resolve
4 Strength
1 SKILLS
2 Athletics
2 Convince
0 Craft
3 Fighting
2 Knowledge
3 Marksman
0 Medicine
1 Science
4 Subterfuge
1 Survival
3 Technology
1 Transport
TRAITS
Boffin
Lucky
Argumentative
STUFF
Teleporter (Minor Gadget) - Delete/Teleport (Turns people into Robot copies), Restriction (can only teleport people into machines to turn them into robots), Restriction (Sonic Screwdrivers, or anything that transmits a signal can stop the teleportation, and even blow up the machine)
ROBOT CREW MEMBER (ANY CREW MEMBER THAT BECOMES A ROBOT AND THIS IMAGE IS TOTALLY NOT HOWARD FROM TBBT)
ATTRIBUTES
1 Awareness
5 Coordination
1 Ingenuity
1 Presence
1 Resolve
6 Strength
SKILLS
5 Athletics
1 Convince
0 Craft
5 Fighting
0 Knowledge
2 Marksman
0 Medicine
3 Subterfuge
2 Survival
2 Technology
0 Transport
TRAITS
Tough
Quick Reflexes
Technically Inept
Weakness (Sonic Screwdriver can deactivate it)
THE FIFTH DOCTOR
ATTRIBUTES
4 Awareness
4 Coordination
7 Ingenuity
5 Presence
6 Resolve
4 Strength
SKILLS
4 Athletics
4 Convince
1 Craft
4 Fighting
7 Knowledge
3 Marksman
2 Medicine
5 Science
1 Subterfuge
2 Survival
5 Technology
5 Transport
TRAITS
Boffin
Feel the Turn of the Universe
Indomitable
Keen Senses
Quick Reflexes
Run for your Life!
Technically Adept
Reverse the Polarity of the Neutron Flow
Telepathy
Time Lord
Experienced Time Lord x5
Time Traveller (All)
Voice of Authority
Vortex
Adversary (Major : Too many to list)
Eccentric (very, in a lot of cases)
Insatiable Curiosity
STUFF
Sonic Screwdriver
Cricket Ball (2/3/4)
TARDIS