Dr Who
Howdy,
Here's a version I did of the Fourth Doctor... maybe people will find it useful. I think I converted him from another system and then mucked about, but I can't remember. It was the start of my attempt to build all the characters I recruited for a NGD game about a new comic book a while back (Tempus Presidium if you want to search for it on the boards). He's not exactly balanced
[b]The Doctor - [/b]
[b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b]
15 STR 5 15 12- HTH Damage 3d6 END [1]
20 DEX 30 20 13- OCV 7 DCV 7
30 CON 40 30 15-
16 BODY 12 16 12-
50 INT 40 50 19- PER Roll 24-
50 EGO 80 50 19- ECV: 17
50 PRE 40 50 19- PRE Attack: 10d6
14 COM 2 14 12-
10 PD 7 10 10 PD (0 rPD)
10 ED 4 10 10 ED (0 rED)
5 SPD 20 5 Phases: 3, 5, 8, 10, 12
69 REC 0 69
60 END 0 60
39 STUN 0 39
8 RUN 4 8" END [2]
3 SWIM 1 3" END [1]
4 LEAP 1 4" 4" forward, 2" upward
[b]CHA Cost: 286[/b]
[b][u]Cost[/u] [u]POWERS[/u][/b]
125 [b][i]The TARDIS Is Full Of Useful Things[/i][/b]: Variable Power Pool, 100 base + 25 control cost, (150 Active Points); OIF (-1/2), VPP Can Only Be Changed In TARDIS (-1/2) - END=
17 [b][i]Voluminous Pockets Full Of Surprises[/i][/b]: Variable Power Pool, 10 base + 7 control cost, No Skill Roll Required (+1) (20 Active Points); OIF (-1/2) - END=
Other Gadgets - END=
13 -29) [b][i]900 Year Diary[/i][/b]: KS: The Doctor's History (21 Active Points); Restrainable (-1/2) 30- - END=
16 2) [b][i]Right Tool For the Right Job[/i][/b]: +3 with all non-combat Skills (24 Active Points); Restrainable (-1/2) - END=
10 3) [b][i]Jellybabies[/i][/b]: Aid INT, EGO, END, STN 1d6, INT, EGO, END, STN simultaneously (+1) (20 Active Points); Restrainable (-1/2), Extra Time (Full Phase, -1/2) - END=0
56 [b][i]Sonic Screwdriver[/i][/b]: Multipower, 84-point reserve, (84 Active Points); all slots OIF (The Doctor's Sonic Screwdriver can be taken away, it just never seems to be taken.; -1/2) - END=
3u 1) [b][i]Loosen or Tighten Screws, Move Bolts or Jammed Doors[/i][/b]: Telekinesis (30 STR), Fine Manipulation, Reduced Endurance (0 END; +1/2) (82 Active Points); Limited Power Power loses about half of its effectiveness (Only to unscrew, open, or move; -1), No Range (-1/2), OIF (-1/2) - END=0
1u 2) [b][i]Open any lock, lock and lock[/i][/b]: Minor Transform 1d6 (Closed Lock Into Open Lock), Improved Target Group (Reversible; +1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); No Range (-1/2), OIF (-1/2) - END=0
1u 3) [b][i]Disrupt Inorganic Matter I[/i][/b]: Tunneling 1" through 2 DEF material, Reduced Endurance (0 END; +1/2) (12 Active Points); OIF (-1/2) - END=0
1u 4) [b][i]Disrupt Inorganic Matter II[/i][/b]: Killing Attack - Ranged 1 point, Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (10 Active Points); Limited Power Power loses about half of its effectiveness (vs inorganic only; -1), No Range (-1/2), OIF (-1/2) - END=0
5u 5) [b][i]Set Off Mines And Explosives I[/i][/b]: Dispel 12d6, any potentially explosive power one at a time (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2) (81 Active Points); OIF (-1/2) - END=0
5u 6) [b][i]Set Off Mines And Explosives II[/i][/b]: Killing Attack - Ranged 2 1/2d6, Explosion (+1/2), Reduced Endurance (0 END; +1/2) (80 Active Points); OIF (Explosive Substances Or Focii Of Opportunity; -1/2) - END=0
- END=
15 [b][i]Lucky[/i][/b]: Luck 3d6 - END=0
15 [b][i]Perceptive[/i][/b]: +5 PER with all Sense Groups - END=0
20 [b][i]Venusian Aikido[/i][/b]: Find Weakness 11- with HTH - END=0
36 [b][i]Venusian Aikido[/i][/b]: Multipower, 90-point reserve, (90 Active Points); all slots No Range (-1/2), Extra Time (Full Phase, -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) - END=
4u 1) [b][i]Death Touch[/i][/b]: Energy Blast 4d6, Reduced Endurance (0 END; +1/2), Continuous (+1), No Normal Defense (Non-Humanoid Physiology, Full Hard Body Armor; +1), Does BODY (+1) (90 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) - END=0
3u 2) [b][i]Paralyzing Touch[/i][/b]: Energy Blast 5d6, Reduced Endurance (0 END; +1/2), Continuous (+1), No Normal Defense (Non-Humanoid Physiology, Full Hard Body Armor; +1) (87 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) - END=0
- END=
Gallifreyan Physiology - END=
27 1) [b][i]Gallifreyan Physiology[/i][/b]: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 1600 Years; Safe Environment: Time Vortex; Safe Environment: Zero Gravity; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) - END=0
40 2) [b][i]Recovery[/i][/b]: +20 REC - END=
16 3) [b][i]Regeneration[/i][/b]: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (45 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) - END=0
15 4) [b][i]Tumbling[/i][/b]: +30 PD (30 Active Points); Only Works Against Very Limited Type of Attack (Knockback and falling; -1) - END=
- END=
40 [b][i]Recovery[/i][/b]: +20 REC - END=
16 [b][i]Regeneration[/i][/b]: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (45 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) - END=0
26 [b][i]Healing Trance[/i][/b]: (Total: 85 Active Cost, 26 Real Cost) +20 REC (40 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2) (Real Cost: 16) [b]plus[/b] Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (45 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 10) - END=0
- END=
43 [b][i]Gallifreyan Mental Powers[/i][/b]: Elemental Control, 86-point powers - END=
29 1) Ego Attack 6d6 (Additional Class of Minds: Alien class of minds), Reduced Endurance (1/2 END; +1/4) (87 Active Points); Eye Contact Required (-1/2) - END=3
29 2) Mind Control 12d6 (Additional Class of Minds: Alien class of minds), Reduced Endurance (1/2 END; +1/4) (87 Active Points); Eye Contact Required (-1/2) - END=3
44 3) Telepathy 12d6 (Additional Class of Minds: Alien class of minds), Reduced Endurance (1/2 END; +1/4) (87 Active Points) - END=3
- END=
Will of a Time Lord - END=
10 1) [b][i]Fearless[/i][/b]: +20 PRE (20 Active Points); Limited Power Power loses about half of its effectiveness (vs Fear only; -1) - END=
10 2) [b][i]Fearless[/i][/b]: +20 pts Mental Defense (20 Active Points); Limited Power Power loses about half of its effectiveness (vs Fear only; -1) - END=0
16 3) [b][i]Mental Resistance[/i][/b]: Damage Resistance (26 Mental Def.), Hardened (+1/4) (16 Active Points) - END=0
1 4) [b][i]Mental Resistance[/i][/b]: Hardened (+1/4) for up to 6 Active Points of Natural Mental Defense (1 Active Points) - END=1
27 5) [b][i]Mental Resistance[/i][/b]: Mental Defense (30 points total), Hardened (+1/4) (27 Active Points) - END=0
15 6) [b][i]Pain Resistance[/i][/b]: Energy Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Activation Roll 15- (-1/4), Nonpersistent (-1/4) - END=0
15 7) [b][i]Pain Resistance[/i][/b]: Mental Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Activation Roll 15- (-1/4), Nonpersistent (-1/4) - END=0
15 8) [b][i]Pain Resistance[/i][/b]: Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Activation Roll 15- (-1/4), Nonpersistent (-1/4) - END=0
- END=
Time Lord Powers - END=
30 1) [b][i]Perceive The Flow Of Time And Disruptions To It[/i][/b]: Detect Time A Class Of Things 19- (Unusual Group), Discriminatory, Analyze, Range, Rapid (x10): x10, Sense, Tracking - END=0
30 2) [b][i]Time Immunity[/i][/b]: Armor (20 PD/20 ED) (60 Active Points); Only Works Against Very Limited Type of Attack (Time and aging based attacks; -1) - END=0
10 3) [b][i]Time Immunity[/i][/b]: Power Defense (20 points) (20 Active Points); Only Works Against Very Limited Type of Attack (Time and aging attacks; -1) - END=0
5 4) [b][i]Time Immunity[/i][/b]: Damage Resistance (20 Power Def.) (10 Active Points); Only Works Against Very Limited Type of Attack (Time and Aging Powers; -1) - END=0
30 5) [b][i]Time Immunity[/i][/b]: Time Effects Damage Reduction, Resistant, 50% - END=0
40 6) [b][i]Use Time Rift[/i][/b]: Extra-Dimensional Movement (Any Point in Time), Reduced Endurance (0 END; +1/2) (100 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to enter time eddies and follow time travelling beings or objects; -1 1/2) - END=0
170 7) [b][i]Time Lord Regeneration[/i][/b]: Multiform (2,215 Character Points in the most expensive form) (x12 Number Of Forms), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +3/4) (810 Active Points); 12 Charges which Never Recover (-2 1/4), No Conscious Control (Only Effects cannot be controlled; -1), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Linked (Time Lord Regeneration; -1/4) - END=[12 nr]
124 8) [b][i]Time Lord Regeneration[/i][/b]: Healing BODY 14d6 (standard effect: 42 points), Can Heal Limbs, Resurrection, Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +3/4), all powers and characteristics simultaneously (+2) (619 Active Points); 12 Charges which Never Recover (-2 1/4), No Conscious Control (Only Effects cannot be controlled; -1), Linked (Time Lord Regeneration; -1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4) - END=[12 nr]
[b]POWERS Cost: 1219[/b]
[b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b]
Venusian Aikido
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 45 STR to Disarm
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 50 STR vs. Grabs
4 Martial Flash: 1/2 Phase, -1 OCV, -1 DCV, Flash 8d6
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 45 STR for holding on
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 7d6 +v/5, Target Falls
4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND
16 +4 HTH Damage Class(es)
[b]MARTIAL ARTS Cost: 50[/b]
[b][u]Cost[/u] [u]SKILLS[/u][/b]
50 +5 Overall
3 Acting 19-
3 Breakfall 13-
3 Bureaucratics 19-
3 Climbing 13-
3 Combat Driving 13-
3 Combat Piloting 13-
3 Computer Programming 19-
3 Concealment 19-
3 Contortionist 13-
3 Conversation 19-
3 Criminology 19-
3 Cryptography 19-
3 Deduction 19-
3 Demolitions 19-
3 Electronics 19-
3 Forensic Medicine 19-
3 High Society 19-
3 Inventor 19-
3 Jack of All Trades
2 1) PS: Astronautics (3 Active Points) 13-
2 2) PS: EVA Operations (3 Active Points) 13-
2 3) PS: Engineering (3 Active Points) 13-
2 4) PS: TARDIS Repair (3 Active Points) 19-
3 Lipreading 19-
3 Lockpicking 13-
3 Mechanics 19-
7 Navigation (Air, Hyperspace, Land, Marine, Space, Temporal) 19-
3 Oratory 19-
3 Paramedics 19-
3 Persuasion 19-
3 Power: Build/Repair/Tinker 19-
3 Scholar
2 1) KS: Antiquities (3 Active Points) 19-
2 2) KS: Astrogation (3 Active Points) 19-
2 3) KS: Earth Society and Culture (3 Active Points) 19-
2 4) KS: Engineering (3 Active Points) 19-
2 5) KS: Force Field Systems (3 Active Points) 19-
2 6) KS: Forgotten Lore (3 Active Points) 19-
2 7) KS: Galactic Society and Culture (3 Active Points) 19-
2 8) KS: Gallifreyan Society and Culture (3 Active Points) 19-
2 9) KS: Human Psychology (3 Active Points) 19-
2 10) KS: Runes and Writing (3 Active Points) 19-
2 11) KS: TARDIS Systems (3 Active Points) 19-
2 12) KS: Trivia (3 Active Points) 19-
3 Scientist
2 1) SS: Archaeology 19- (3 Active Points)
2 2) SS: Biology 19- (3 Active Points)
1 3) SS: Block Transfer Computation 11- (2 Active Points)
2 4) SS: Botany 19- (3 Active Points)
2 5) SS: Chemistry 19- (3 Active Points)
2 6) SS: Cybernetics 19- (3 Active Points)
2 7) SS: Exobiology 19- (3 Active Points)
2 8) SS: Genetics 19- (3 Active Points)
2 9) SS: Geology 19- (3 Active Points)
2 10) SS: Mathematics 19- (3 Active Points)
2 11) SS: Physics 19- (3 Active Points)
2 12) SS: Psychology 19- (3 Active Points)
2 13) SS: Robotics 19- (3 Active Points)
2 14) SS: Zoology 19- (3 Active Points)
3 Security Systems 19-
3 Shadowing 19-
3 Sleight Of Hand 13-
3 Stealth 13-
10 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Desert, Mountain) 19-
3 Systems Operation 19-
3 Tactics 19-
3 Trading 19-
3 Ventriloquism 19-
28 WF: Beam Weapons, Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Early Firearms, Emplaced Weapons, Energy Weapons, Siege Engines, Small Arms, Blowguns, Boomerangs and Throwing Clubs, Electric Whip, Energy Blades, Homemade Weapons, Inertial Gloves, Nets, Staffs, Stun Rods, Whips
[b]SKILLS Cost: 262[/b]
[b][u]Cost[/u] [u]PERKS[/u][/b]
75 Advanced Tech
15 Money: Filthy Rich
4 Reputation: Helpful meddler (A small to medium sized group) 14-, +4/+4d6
293 Vehicles & Bases
[b]PERKS Cost: 387[/b]
[b][u]Cost[/u] [u]TALENTS[/u][/b]
3 Absolute Time Sense
18 Combat Luck (9 PD/9 ED)
4 Environmental Movement (no penalties in time eddies and vortices)
3 Lightning Calculator
5 Resistance (5 points)
4 Speed Reading (x10)
24 True Jack Of All Trades 15-
20 Universal Connections 11-
20 Universal Pilot
20 Universal Scholar 19-
20 Universal Scientist 19-
20 Universal Translator 19-
20 Universal Traveller 19-
[b]TALENTS Cost: 181[/b]
[b][u]Value[/u] [u]DISADVANTAGES[/u][/b]
10 Distinctive Features: Time Lord (Not Concealable; Noticed and Recognizable; Detectable By Simple Tests)
20 Hunted: The Daleks and other enemies of the Time Lords 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: The Time Lords 8- (Mo Pow, NCI, Watching)
15 Psychological Limitation: Absent-minded (Common, Strong)
15 Psychological Limitation: Arrogant (Common, Strong)
10 Psychological Limitation: Dislikes authority/being told what to do (Common, Moderate)
10 Psychological Limitation: Helps those in need (Common, Moderate)
10 Psychological Limitation: Intellectually arrogant (Common, Moderate)
10 Psychological Limitation: Irrepressibly curious (Common, Moderate)
10 Psychological Limitation: Protects the weak (Common, Moderate)
15 Unluck: 3d6
10 Vulnerability: 2 x STUN Attacks targetting the left ganglion (-8 to hit) (Uncommon)
[b]DISADVANTAGES Points: 145[/b]
Base Pts: 200
Exp Required: 2040
Total Exp Available: 2040
Exp Unspent: 0
Total Character Cost: 2385
And here's a version of the TARDIS too, for good measure:
[b]TARDIS - [/b]
[b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b]
25 STR 0 25 14- HTH Damage 5d6 END [2]
5 DEX -15 5 10- OCV 2 DCV 0
99 BODY 86 99 29-
2 SPD 5 2 Phases: 6, 12
0 RUN -12 0" END [0]
0 SWIM -2 0" END [0]
0 LEAP 0 0" 0" forward, 0" upward
[b]CHA Cost: 77[/b]
[b][u]Cost[/u] [u]POWERS[/u][/b]
261 +58 DEF, Hardened (x2; +1/2) (261 Active Points) - END=
85 [b][i]Bigger Inside Than Out[/i][/b]: +17 Size - END=
34 [b][i]Time Engine[/i][/b]: Extra-Dimensional Movement (Any Point in Time) (60 Active Points); Linked (Dematerialisation Circuit; -1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
75 [b][i]Spatial Transporter Matrix[/i][/b]: Multipower, 112-point reserve, (112 Active Points); all slots Linked (Dematerialisation Circuit; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=
7u 1) [b][i]Nearspace Transport[/i][/b]: Teleportation 30", No Relative Velocity, x32 Noncombat, Safe Blind Teleport (+1/4) (112 Active Points); Linked (Dematerialisation Circuit; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
1u 2) [b][i]Farspace Transport[/i][/b]: Teleportation 1", Safe Blind Teleport (+1/4), Megascale (1" = a LONG way; +10 1/4), Can Be Scaled Down 1" = 1km (+1/4) (23 Active Points); Linked (Dematerialisation Circuit; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
48 [b][i]Dematerialisation Circuit[/i][/b]: Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Extra Time (Full Phase, Only to Activate, -1/4) - END=0
333 [b][i]Internal Defense System[/i][/b]: Suppress 20d6 (standard effect: 60 points), all technological offensive powers simultaneously (+2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (500 Active Points); Always On (-1/2) - END=0
46 Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) - END=0
39 [b][i]Medi-Bay[/i][/b]: Healing 5 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (165 Active Points); OIF Immobile (-1 1/2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) - END=0
10 [b][i]Four More Medi-Bays[/i][/b]: Custom Power (10 Active Points) - END=0
33 [b][i]Environmental Sensors[/i][/b]: Detect Air, Gravity etc A Large Class Of Things 9- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Rapid (x10): x10 - END=0
[b]POWERS Cost: 972[/b]
[b][u]Cost[/u] [u]SKILLS[/u][/b]
55 +11 with DCV
43 Lockpicking 30-
40 +5 with all non-combat Skills
[b]SKILLS Cost: 138[/b]
[b][u]Cost[/u] [u]TALENTS[/u][/b]
316 Universal Translator 14-, Ranged (+1/2), Transdimensional (Any Dimension; +1), Usable Simultaneously (up to 16 people at once; +1 1/4), Increased Maximum Range (0"; A Looooong way; +10) (316 Active Points)
23 Universal Scholar 14-
[b]TALENTS Cost: 339[/b]
[b][u]Value[/u] [u]DISADVANTAGES[/u][/b]
10 Hunted: The Time Lords 8- (Mo Pow, NCI, Watching)
20 Hunted: The Daleks and other enemies of the Time Lords 8- (Mo Pow, NCI, Harshly Punish)
[b]DISADVANTAGES Points: 30[/b]
Base Pts: 200
Exp Required: 1296
Total Exp Available: 1314
Exp Unspent: 18
Total Character Cost: 1526