Doctor Who - Character Sheets (Doctor and Companions).pdf

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advenTures in Time and space
aTTribuTes
name
The docTor
4
4
AwAreness
coordinAtion
ingenuity
presence
resolve
strength
pLayer
9
4
bio-daTa exTracT
5
3
appearance
personaL goaL
To exPlore and helP.
skiLLs
3
4
Athletics
convince
crAft
fighting
Knowledge
MArKsMAn
Medicine
science
subterfuge
survivAl
technology
trAnsport
2
personaLiTy
2
6
exciTable, enThuSiaSTic and energeTic, yeT SomeTimeS
wiSTful and melancholy, The docTor iS...comPlicaTed.
hiS SenSe of honour and reSPonSibiliTy iS abSoluTe,
and iT SomeTimeS SeemS ThaT he carrieS The weighT
of The univerSe on hiS ShoulderS.
1
3
5
3
background
3
4
laST of The TimelordS, from The deSTroyed PlaneT of
gallifrey, The docTor iS faTed To Travel Through Time
and SPace wiThouT The PoSSibilTy of ever reTurning
home..
4
TraiTs
sTory poinTs
8
(deScriPTionS on The back)
adverSary, aTTracTive, boffin,
brave, charming, code of
conducT, face in The crowd,
feel The Turn of The univerSe,
gadgeT, laST of my kind,
reSourceful PockeTS, run for
your life!, Technically adePT,
Time lord (exPerienced), Time
Traveller, vorTex
equipmenT
Sonic Screwdriver, PSychic PaPer,
TardiS
home Tech LeveL
10 - Time lord
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advenTures in Time and space
Adversary - The Doctor has picked up a few enemies in his travels, many of which will actively try to stop
him (or worse) if they encounter him again.
Attractive - The Attractive Trait comes into play whenever the character is doing something that their looks
can influence. As a Good Trait, the character will get a +2 bonus to any rolls that involve their stunning
good looks, from charming their way past guards to getting information out of someone.
boffin - This Trait allows the character to create Gadgets through the fine art of “Jiggery-Pokery”. Your
average Joe can try to open their household appliances and wire them together to try to make something
- though they’ll probably only gain an electric shock or worse. Only a Boffin can do this and create a useful
device that can scan DNA, cracks safes, or disable Dalek forcefields. More details on creating Gadgets can
be found in the Jiggery-Pokery rules on p.68 of the gamemaster’s guide .
brave - The Brave Trait provides a +2 bonus to any Resolve roll when the character could get scared or
need to show their courage.
charming - When the character is trying to charm their way through an encounter, they receive a +2 bonus.
Very handy for talking your way out of being killed, but not always suitable for every social situation.
code of conduct - The Doctor’s version of this Trait means that he abhors violence, refuses to use a gun,
and will always protect the innocent and the helpless. Breaking this code may be very costly resulting in
the loss of some or all of his Story Points!
face in the crowd - As long as you’re not dressing like a clown or anything else too weird, and not
doing anything that’ll attract their attention, people will leave you to go about what you’re doing. If the
Gamemaster asks for a roll to ‘blend in’, the Trait provides a bonus of +2 to any Subterfuge Skill roll when
you’re trying to sneak about and not get noticed.
feel the turn of the universe - An innate ability to sense when something is amiss or unnatural and what
needs to be done to set the universe right. This can be anything from sensing that a person has unnatural
indestructibility, to knowing that something is disturbing nature or history with its alien presence. They will
be able to sense if something is tampering with time. They may not know exactly what it is, but something
is wrong. The character will sense something wrong with an Awareness and Ingenuity roll with a +2 bonus
– the more successful, the more likely they are to know what is wrong and how to start to fix it.
gadget - The character has one or more Gadgets. If lost or damaged during the game, they are returned or
restored at the beginning of the next adventure.
last of My Kind - As the last of your kind, you often get moody and depressed, and need the companionship
of others at most times to avoid letting the weight of the responsibility and loneliness from getting too
much. When travelling alone, the depression can effect everything your character does, imposing a
–2 penalty on every action unless engaged in combat. At particularly bad times, the Gamemaster may
impose this penalty even when travelling with others – for example, when reminded of their situation,
anniversaries of the destruction of their homeworld, or similar.
resourceful pockets - You can either spend a Story Point and find the thing you need or roll a couple of
dice. If you get a ‘double’, for example rolling two 1’s or two 3’s, then you find something helpful in your
pocket, from a cricket ball to a clockwork mouse. Of course it may not be exactly what you were expecting,
but it may be useful in some way.
run for your life! - This Trait simply means you’re better at running away from danger, usually due to all
the practice you have! When in a chase situation (see p.55 of the gamemaster’s guide ), you receive a +1
bonus to your Speed when you’re fleeing (not pursuing) and ‘running for your life!’
technically Adept - The Technically Adept Trait provides the character with +2 to any
Technology roll to fix a broken or faulty device, and to use complex gadgets or equipment.
The bonus also applies to any gadget-creating jiggery-pokery.
time lord (experienced) - A Special Trait that gives the character all of the abilities
of a Time Lord - they can regenerate (up to twelve times), they automatically gain
the Feel the Turn of the Universe and Vortex Traits, and gain 2 levels of the Ingenuity
Attribute (even if this takes the Attribute above 6).
time traveller - The Doctor is familiar not only with the Tech Level of Gallifrey, but
also of most other time periods. In this special case, he receives no penalties for
working with technology outside of a level of his own unless the Gamemaster introduces
technology the Doctor is unfamiliar with.
vortex - The Vortex Trait adds +2 to any roll that involves piloting a time travel or Vortex
manipulating device. Controlling the TARDIS (or other such time vessels) is so tricky to
the unskilled that it is almost impossible to actually be able to succeed at the task without
having the Vortex Trait.
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advenTures in Time and space
aTTribuTes
name
roSe Tyler
3
4
AwAreness
coordinAtion
ingenuity
presence
resolve
strength
pLayer
2
3
bio-daTa exTracT
4
2
appearance
personaL goaL
To be wiTh The docTor.
skiLLs
3
2
Athletics
convince
crAft
fighting
Knowledge
MArKsMAn
Medicine
science
subterfuge
survivAl
technology
trAnsport
0
personaLiTy
2
2
quick-Thinking and reSourceful, roSe iS advenTurouS
and brave, barely heSiTaTing before leaPing aboard
The TardiS. roSe alwayS STandS uP for whaT She ThinkS
iS righT, even challenging The docTor when She knowS
he’S doing The wrong Thing.
2
1
2
4
background
2
2
roSe lived wiTh her mum on a SouTh london council
eSTaTe and worked in a deParTmenT STore. The
docTor’S aPPearance gave her The chance To live a
life leSS ordinary, and She haSn’T looked back!
2
TraiTs
sTory poinTs
1 5
(deScriPTionS on The
back)aTTracTive, brave,
charming, face in The crowd,
inexPerienced, run for your
life!
equipmenT
gadgeT - SuPerPhone
home Tech LeveL
5 - 21ST cenTury
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advenTures in Time and space
Attractive - The Attractive Trait comes into play whenever the character is doing something that their looks
can influence. As a Good Trait, the character will get a +2 bonus to any rolls that involve their stunning
good looks, from charming their way past guards to getting information out of someone.
brave - The Brave Trait provides a +2 bonus to any Resolve roll when the character could get scared or
need to show their courage.
charming - When the character is trying to charm their way through an encounter, they receive a +2 bonus.
Very handy for talking your way out of being killed, but not always suitable for every social situation.
face in the crowd - As long as you’re not dressing like a clown or anything else too weird, and not
doing anything that’ll attract their attention, people will leave you to go about what you’re doing. If the
Gamemaster asks for a roll to ‘blend in’, the Trait provides a bonus of +2 to any Subterfuge Skill roll when
you’re trying to sneak about and not get noticed.
inexperienced - A Special Bad Trait that costs 2 Character Points and 2 Skill Points. In return, the
character’s maximum Story Point pool is increased by 3. This Trait (and these points) are already taken into
account on this character sheet.
run for your life! - This Trait simply means you’re better at running away from danger, usually due to all
the practice you have! When in a chase situation (see p.55 of the gamemaster’s guide ), you receive a +1
bonus to your Speed when you’re fleeing (not pursuing) and ‘running for your life!’
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advenTures in Time and space
aTTribuTes
name
caPTain jack harkneSS
4
4
AwAreness
coordinAtion
ingenuity
presence
resolve
strength
pLayer
4
5
bio-daTa exTracT
4
4
appearance
personaL goaL
To make a difference.
skiLLs
3
5
Athletics
convince
crAft
fighting
Knowledge
MArKsMAn
Medicine
science
subterfuge
survivAl
technology
trAnsport
1
personaLiTy
4
3
lively, funny, charming and arroganT - jack workS
hard aT PreSenTing hiS ‘devil-may-care’’ PerSona .
he acTually careS deePly abouT doing whaT’S righT
and will gladly PuT himSelf in danger To oPPoSe The
villainS of The galaxy.
4
2
4
3
background
3
3
an ex-Time agenT from The 51ST cenTury, jack’’S life
waS Turned around by meeTing The docTor. noT only
did he gain a PurPoSe, buT he alSo became immorTal
when roSe broughT him back To life when She waS
filled wiTh The PowerS of The vorTex.
4
TraiTs
sTory poinTs
4
(deScriPTionS on The back)
amneSia (minor), aTTracTive,
brave, charming, faST healing
(SPecial), friendS (Torchwood),
gadgeT, immorTal (SPecial),
Technically adePT, Time
Traveller, Tough, vorTex
equipmenT
vorTex maniPulaTor, webley
revolver - damage 5 (2/5/7)
home Tech LeveL
8 - 51ST cenTury earTh
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