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Post by CharlieBananas on Dec 3, 2009 20:09:00 GMT
Yeah thanks Kaemaril you have really got me excited, it seems to be a really solid game. ;D
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Post by Corone on Dec 3, 2009 21:16:43 GMT
Perhaps we could set up a Q&A thread on the 7th/8th, so that any C7 staffers on the board who might be able and willing to answer such questions have a central place to look ... Well, I'll be lurking around, and so are some of the other guys. Although the system is so simple so I expect more questions to be 'how do you interpret' rather than 'how does this work'. So a Q&A would be a good plan, and something everyone can contribute to rather than just passing out an 'official' answer.
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Rassilon
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Post by Rassilon on Dec 3, 2009 21:34:56 GMT
Well, I'll be lurking around, and so are some of the other guys. Although the system is so simple so I expect more questions to be 'how do you interpret' rather than 'how does this work'. So a Q&A would be a good plan, and something everyone can contribute to rather than just passing out an 'official' answer. Thank you Andy - I'll set up something in the rules section.
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Rassilon
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Post by Rassilon on Dec 3, 2009 22:04:25 GMT
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Post by kaemaril on Dec 3, 2009 22:39:30 GMT
Question logged, then I'm not sure if the QA section might be a little hard to find, as it's a sub-board.
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Post by kaemaril on Dec 3, 2009 22:42:18 GMT
Regeneration is discussed extensively in the section on Gallifreyan physiology, and rules for regeneration takes up the entirety of page 82. Sorry, that should be page 85. Mea culpa.
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Post by kaemaril on Dec 3, 2009 23:06:33 GMT
Yeah thanks Kaemaril you have really got me excited, it seems to be a really solid game. ;D You're welcome CB. Yeah, I really like it, looks simple enough and elegant enough that even I might remember the rules. Well ... most of 'em Nice to see another rpgnetter andHexile on board, by the way Incidentally, I've created a new group over on rpg.net: the Gallifrey Pack, for fans of Doctor Who, Torchwood, Sarah Jane Adventures, and fans of (and, perhaps, gamers in) the Whoniverse in general. Why not sign up?
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Rassilon
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Post by Rassilon on Dec 4, 2009 11:11:32 GMT
I'm not sure if the QA section might be a little hard to find, as it's a sub-board. Remedied.
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Post by The Handyman on Dec 4, 2009 14:06:41 GMT
three more days until it ships... ...I may just go completely bonkers waiting Allen
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Post by Escher on Dec 4, 2009 18:29:15 GMT
5 Days until shipping here in the UK.
Actually, I wonder if that means they will despatch the game for preorders on the 9th.
I'd like to feel secure I'm getting the game before anyone else in the UK...
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Post by CharlieBananas on Dec 4, 2009 19:22:12 GMT
The game is listed on this weeks releases on esdeviumgames.com, they say they should have it to ship wednesday at the latest. ;D
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Post by kaemaril on Dec 4, 2009 20:30:29 GMT
The game is listed on this weeks releases on esdeviumgames.com, they say they should have it to ship wenesday at the latest. ;D Indeed. It's right on the front of their releases PDF.
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Jason_WPGL
2nd Incarnation
Lord of CthuWho
Live Full, Die Empty
Posts: 152
Favourite Doctors: 2, 4, 6, 8, War, 11, 12
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Post by Jason_WPGL on Dec 4, 2009 22:01:14 GMT
three more days until it ships... ...I may just go completely bonkers waiting Allen I agree, can't wait. I am so tempted to break out Time Lord and start playing, then just transfer over...
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Post by kaemaril on Dec 4, 2009 22:55:34 GMT
After finally stopped skimming and started reading I thought I'd quickly roll-up a timelord (or, in this case, timelady) I'm going straight from the player guide here, I'm not double-checking anything in the GM guide. Going straight for the '5 minutes after opening the box I wanna roll someone up!' vibe As usual for rpgs the game suggests you come up with a concept for a character before allocating points. I'm going to create a time lady who used the chameleon arch to disguise herself and went to ground in Victorian England. Unfortunately for her ... something went wrong. In summary: Character Points: 24 points, with the game recommending 18 pts on attributes and 6 on traits. Any remaining can be converted to skill points. Skills Points: 18 points. Story Points : 12 - though some special traits, such as timelord or immortal, reduce this. My character is named Gabriella, formerly the Lady Elizabeth Fitzhugh. I allocate my character points amongst the attributes thusly ... Awareness 3 Coordination 3 Ingenuity 5 Presence 3 Resolve 3 Strength 2 Total = 19 points. 5 points to spend on traits. TraitsMinor traits cost 1 point, major traits 2 points, and 'special' traits can vary. 'Bad' minor/major give you 1/2 points respectively. The rules recommend no more than 6 points in 'bad' traits. Good traits ...Timelord. Obviously. This is a 'special' trait. It grants the Feel the Turn of the Universe and Vortex traits, and gives you +2 to ingenuity as well as a major gadget. It costs 2 points, reduces your story points by 4, and gives you the Code of Conduct trait. In addition, Time Lords must have a couple of personality quirks, so you must pick up a couple of bad traits. No worries, I was gonna do that anyway Boffin (Major 2pts) Charming (Minor 1pts) That's my 5 points spent but I feel one or two might be in order, and since I've got to get some bad traits anyway I can use them to pay for a few more goodies I'll go for: Psychic Training (Minor 1pt) Technically Adept (Minor, 1pt) Voice of Authority (Minor, 1pt) (Total Good traits 'extra': 3pts ) Bad TraitsAmnesia (Major 2pts) Distinctive (Minor 1pt) Insatiable Curiosity (Minor, 1pt) (Total bad traits 4 points) Onto skills ... 18 points to spend. Hmm ... I don't see Gabriella as particularly physical, so I think I'll stick with mental abilities and hope her innate charm means she doesn't have to run for her life, or dodge dalek blasters, too often Convince 4 Knowledge 4 Science 4 Technology 4 Transport 2 Background: Lady Elizabeth Fitzhugh was a young debutante when Victoria took the throne in 1837, a popular if somewhat flighty girl who had travelled to London from Ireland under somewhat mysterious circumstances. Though of course her reputation was impeccable, and many of her friends and companions thought very highly of her family, nobody could actually remember much detail for very long. Still, it wasn't too long before she met a dashing and gallant young military officer and fell headlong in love. Marriage was but a short step away, and she gave her husband three strong children ... but although she seemed the very pinnacle of Victorian propriety and soberness, Elizabeth nonetheless had a dark secret: she was haunted by strange dreams; Her nights were full of images of curious tales, wondrous and terrible sights, battles in the heavens and great wars between races of wondrous power and terrible visage. She never told anyone her secret, for fear of appearing mad, and indeed she grew comfortably into old age with no-one thinking her in anyway unusual. Her husband long fallen in battle, and her children far away, Elizabeth spent her twilight years mostly alone save for her servants and the occassional visit from her now grown-up children. It was at the turn of the century that Elizabeth, now in her early 80s, was struck down by illness. Her servants sent word to her children to come quickly, for Lady Elizabeth was upon her death bed and her physicians had sadly pronounced that she would not be long for this world. Not so, as it happens. The dying Elizabeth looked upon the locket she had worn ever since she could remember and a peculiar thought struck her ... why had she never opened it? It was a curious notion, and she spent much time deliberating upon it before reaching for her locket with frail hands, guided by failing eyesight... In the days that followed, when the police investigated Lady Elizabeth Fitzhugh's disappearance, the servants all swore the same thing. That a bright golden light, burning like the sun, had swept across Lady Elizabeth, momentarily blinding onlookers, and that when the light had dimmed Elizabeth had vanished, to reveal in her place a young woman of no more than 20 years, with bright blue eyes and long red hair ... who had promptly leapt out of bed and fled into the night before anyone could think to stop her. Lady Elizabeth Fitzhugh, of course, was an identity created by a chameleon arch in order to hide a young time lady, Gabriella, during the last great time war. Alas, the arch malfunctioned and although the genetic code was saved in a locket much of Gabriella's memory was lost. When she 'awoke' in the body of a dying old woman in 1901 she regenerated, and the shock of that process combined with the incomplete genetic code in the locket, has rendered her an amnesiac. She knows her name. She knows she is something called a 'time lord' from somewhere called 'Gallifrey', and she recognized a beat-up old wardrobe as a 'TARDIS' that she can use to travel ... well, anywhere, really. Anywhen, even. But that's about it. She doesn't know anything about the timewar, or the fate of Gallifrey. She doesn't know she may well be amongst the last of her kind. She knows nothing of timelord culture, history or even physiology (the whole two hearts thing came as a bit of a shock). In fact, really the only strong memories she has are those of 'Elizabeth', and the young timelady is kind of freaked out by 70 or so years of memories that aren't her own. When we first meet Gabriella she'll have only just found some clothes she's comfortable with, and maybe made a trip or two in her TARDIS. She's curious to know what's out there, to see what (if anything) of Elizabeth's dreams are real and which just feats of imagination. She also wants to know more about her homeworld, for which she has only a name ... GabriellaAwareness 3 Coordination 3 Ingenuity 7 Presence 3 Resolve 3 Strength 2 Story Points 8 Traits: Timelord, Feel the Turn of the Universe, Vortex, Boffin, Charming, Psychic Training, Technically Adept, Voice of Authority, Amnesia, Distinctive, Insatiable Curiousity, Code of Conduct. Skills: Athletics 1, Convince 3, Knowledge 4, Science 4, Technology 4, Transport 2 Gadgets: Sonic Screwdriver (Major) Total time to build: about 15 minutes. If anyone has any chargen questions let me know ... or you could just wait a week
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ste1bro
2nd Incarnation
Chap With Wings
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Post by ste1bro on Dec 5, 2009 0:50:16 GMT
Whata fantastic character, Kaemaril. There's a season's worth of story possibilities there!
I may just partially nick Gabriella's background for one of my PCs, if that's okay with you? I'm thinking by the end of series 1, the Timelord PC will regain all his / her memories in a particularly traumatic fashion...
So, is this Gabriella's second or third regeneration?
The chargen rules seem incredibly elegant, too. Liking this a lot.
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Post by kaemaril on Dec 5, 2009 1:13:28 GMT
Whata fantastic character, Kaemaril. There's a season's worth of story possibilities there! I may just partially nick Gabriella's background for one of my PCs, if that's okay with you? Of course. Help yourself That's an interesting question. The rules don't actually say what a character's 'starting' regeneration is, but a clue can probably be had by virtue of the fact there's another trait: Time lord (experienced)In return for more skill points, and an extra time traveller trait, this trait ages a timelord 100-200 years and uses up a regeneration. It can be bought multiple times. So, presumably, a 'normal' timelord is only going to be on their first - or perhaps second - regeneration.
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Jason_WPGL
2nd Incarnation
Lord of CthuWho
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Posts: 152
Favourite Doctors: 2, 4, 6, 8, War, 11, 12
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Post by Jason_WPGL on Dec 5, 2009 1:43:36 GMT
Time lord (experienced)In return for more skill points, and an extra time traveller trait, this trait ages a timelord 100-200 years and uses up a regeneration. It can be bought multiple times. Hmmm, so I take it you can sacrifice as many regenerations as you want for the additional skill points. I can see where somebody will want a really beefed up character only to get killed off early in the campaign through bad decisions. The number of regenerations that can be sacrificed should probably be at the GM's discretion. Sacrificed regenerations would give plenty of incarnations worth of things that the GM can have resurface...old enemies, bad choices, etc. etc.
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Post by kaemaril on Dec 5, 2009 1:58:46 GMT
Hmmm, so I take it you can sacrifice as many regenerations as you want for the additional skill points. I can see where somebody will want a really beefed up character only to get killed off early in the campaign through bad decisions. The number of regenerations that can be sacrificed should probably be at the GM's discretion. Sacrificed regenerations would give plenty of incarnations worth of things that the GM can have resurface...old enemies, bad choices, etc. etc. Nothing in the player handbook explicitly spelling out that the number you buy is subject to GM approval, but that's certainly how I'd run it to prevent players deciding to be on their tenth regen ... Incidentally, I forgot to mention Gabriella's tech level. As a timelord, it is of course 10. Though in her 'victorian guise' it would have been 4. (10's not the max, btw, the tech level goes up to 12)
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Post by doctorflea on Dec 7, 2009 22:03:24 GMT
Just remembered a question I asked on the old C7 board that I don't think was ever answered there (or here), Kaemaril: are there rules in the basic game for generating non-human assistants/companions/non-Time Lords?
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Post by kaemaril on Dec 7, 2009 22:38:12 GMT
Just remembered a question I asked on the old C7 board that I don't think was ever answered there (or here), Kaemaril: are there rules in the basic game for generating non-human assistants/companions/non-Time Lords? Yes. Chapter 5 of the GM guide, the Aliens chapter, has a section on alien PCs. There's also a special 'alien' trait that acts as a gateway to the special alien traits in chapter 5.
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Post by doctorflea on Dec 7, 2009 22:41:34 GMT
Just remembered a question I asked on the old C7 board that I don't think was ever answered there (or here), Kaemaril: are there rules in the basic game for generating non-human assistants/companions/non-Time Lords? Yes. Chapter 5 of the GM guide, the Aliens chapter, has a section on alien PCs. There's also a special 'alien' trait that acts as a gateway to the special alien traits in chapter 5. Thanks - that opens up a world of ideas for me ( most of them, admittedly, silly and derivative...)
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Post by Escher on Dec 7, 2009 22:59:40 GMT
May I ask how the tech levels are spread out?
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Post by kaemaril on Dec 7, 2009 23:38:04 GMT
May I ask how the tech levels are spread out? Broadly ;D Stone-age is tech level 1. Iron/Bronze age and medieval is tech level 2. The Renaissance is tech level 3 Industrial Revolution is tech level 4. Modern 20/21st century is tech level 5. Early interstellar exploration through to FTL is level 6. Level 7 is advanced interstellar empires, transmats, etc. Level 8 is basic time travel, such as 51st century Earth. Level 9 is advanced time travelling species, such as the Daleks. Level 10 is the Timelords of Gallifrey. Level 11 is advanced/early Timelord tech. Basically the cool stuff Rassilon and Omega were capable of knocking up. Finally, level 12 is 'Beyond Comprehension'. Technology only possessed by the Eternals, and presumably other super-beings far beyond the ken of mere mortal man
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Rassilon
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Post by Rassilon on Dec 7, 2009 23:43:00 GMT
Stellar. Thank you!
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Post by kaemaril on Dec 9, 2009 15:40:08 GMT
D'OH! Only just noticed (it was stuck underneath the story points card...) There's another pre-built character in here, in addition to Rose, the Doctor, etc. Yes, folks, the 'tin dog' is in the house ... Mickey Smith has his own sheet! Also, as an addendum: Although the 'between adventures' story point maximum is twelve for most characters (and even lower for Captain Jack, the Doctor, etc) it is possible to get an extra three by purchasing the 'inexperienced' trait. Sorry for the oversight!
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Post by JohnK on Dec 9, 2009 16:20:11 GMT
Hullo, folks, New to these forums, but not new to rpging or Doctor Who fandom. I have to say that I'm really looking forward to getting my copy of the game, when it becomes available here in Canada, and to discussing stuff with all my new (and old) friends here on the list. I've got a question, though... Are there any plans to make the adventures run at DragonMeet available as PDFs or whatever so folks can use them to run at conventions? Thanks.
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Rassilon
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Post by Rassilon on Dec 9, 2009 16:58:06 GMT
I've got a question, though... Are there any plans to make the adventures run at DragonMeet available as PDFs or whatever so folks can use them to run at conventions? Thanks. Hi John, this question is likely going to get lost within this thread so please allow me the liberty to repost it in our Q & A section so it will be more apparent, All the best, Ian
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Post by CharlieBananas on Dec 10, 2009 11:49:52 GMT
Hi John nice to see another HEXile, got my copy of the game today, I think you'll enjoy the heck out of it.
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Post by kaemaril on Dec 10, 2009 12:11:10 GMT
I think you'll enjoy the heck out of it. QFT ;D
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Post by JohnK on Dec 10, 2009 17:35:43 GMT
Hullo, CharlieB, Hi John nice to see another HEXile, got my copy of the game today, I think you'll enjoy the heck out of it. Good to see you here, mate! That's at least two HEXiles other than myself here on the forums. As for the game, yeah, that's right rub it in... Unless a miracle happens, I won't likely get to see the game until early January. I had thought of ordering it from the Cubicle 7 website and order form, but for some reason it won't accept the order from me. Possibly the machine, so have ordered the books and boxes from Noble Knight. Whenever they get their copies.
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