Saturday 13 April 2024

Thural, tribal leader on Galentor - for the Doctor Who Roleplaying Game

 A write-up of Thural, human tribal leader on the planet Galentor, from Tyranny of the Daleks.  This is using the second edition rules from the Doctor Who Roleplaying Game from Cubicle 7.

THURAL


Thural, tribal leader on Galentor

Concept: Tribal leader

Focus: Lentargi

Homeworld: Galentor

Tech level: 1

Short-term goal: To worship his god, Lentargi

Long-term goal: To lead the tribe


Awareness 5, Coordination 2,

Ingenuity 3, Presence 4,

Resolve 5, Strength 3


Skills: Athletics 3 (Running), Conflict 3 (Spear), Convince 4 (Leadership), Craft 1, Intuition 4 (Sense), Knowledge 4 (Galentor Mythology), Medicine 1, Science 0, Subterfuge 1, Survival 4 (Forest), Technology 0, Transport 0

Equipment: (Spear +2 to Strength)

Condition: Thural has broken his right arm in a preivous mishap, -3 to Coordination and Strength while he recovers.

Story Points: 6


Character notes

Thural has long been the leader of his tribe of human survivors on the planet Galentor, following the death many years ago of the previous leader, Maratha, in a Mugati attack.  He is the father of eleven children by his three wives.

Thural has from an early age made it his life’s work to learn everything he can about the secret lore of Lentargi, the spirit that embodies the living energy of all life on Galentor.  He was initiated into the hidden mysteries of the old beliefs of his people on becoming an adult.

His time as leader has seen increasing attacks by Mugati. There are tales from times gone by that the Mugati were secretive animals who did not attack the humans unless disturbed, yet in recent years they have grown increasingly savage.

Even more serious are the intermittent and unpredictable raids by the Robo-Men, known to the tribe as the slaves of the Evil-Ones. Terrifyingly, the Robo-Men often capture some of the tribe to take as replacement Robo-Men and soon Thural and his followers face their former family and friends in further raids.  Very rarely, Thural and his followers even glimpse the Evil-Ones, the Daleks, themselves, usually ontop of their hoverbouts flying over nearby treetops. 

Thural is a hearty man in good health (aside from his broken arm), in the prime of life.  His upbringing and beliefs have given him a heightened awareness of the world around him, and on occasion this provides him with an almost supernatural sense of imminent danger. He usually wears Mugati skins, sandals, and a necklace of small parts of inoperable ancient technology.  He has a certain understated charisma all of his own, based on his natural benevolence, and none of the tribe have ever thought to challenge his leadership..

His belief in Lentargi is unshakeable, as is his determination to lead the tribe through whatever fate, the Evil-Ones and their slaves put in their way.


Friday 29 March 2024

Errich Goodbarrel - a halfling roleplaying character for the Doctor Who Roleplaying Game

Errich Goodbarrela player character for the second edition of the Doctor Who roleplaying game from Cubicle 7.


Concept: Halfling rougue

Focus: Thievery

Homeworld: Abeir-Toril in the Forgotten Realms

Tech level: 2

Short-term goal: To make as much money as possible

Long-term goal: To be as rich as possible


Awareness 2, Coordination 6,

Ingenuity 3, Presence 3,

Resolve 3, Strength 2


Skills: Athletics 5 (Climbing 7), Conflict 3, (Shortsword 5), Convince 3 (Lie 5), Craft 3 (Sing 5), Intuition 2, Knowledge 0, Medicine 0, Science 0, Subterfuge 6 (Sneaking 8), Survival 0, Technology 0, Transport 0

Distinctions: Halfling - three feet tall

Equipment: Shortsword (+2 to Strength), Hand Crossbow (2 / 4 / 6), Leather armour (reduce damage by 2), Thieve's tools, climbing robe and pitons, gentleman's pipe (broken), Potion of Flying*, Ring of Shielding*, bejewelled golden goblet.

Story Points: 11

Character notes

The story of how Errich Goodbarrel, a halfling adventurer from the world of Abeir-Toril in the Forgotten Realms, came to travel with the Doctor is as yet unknown.  The Forgotten Realms is an alternative dimension to the universe that the Doctor normally travels in.

His alignment, were he still in the Forgotten Realms, would be chaotic neutral, although he has a certain natural loyalty to those who were kind and companionable to him.  He has no previous knowledge of the Doctor's universe or its history, and much of it is very alien to him.

* In his native dimension of the Forgotten Realms, these items have magical powers, but in the Doctor's universe, they are only somewhat attractive curios.  On the planet of Saphira (as featured in the scenario A Kind of Magic in The Secrets of Scaravore) they can be used by Errich to cast spells giving him the power of flight and magical shiedling from physical injury (although really Errich is using psychic abilities granted to him by the planet's energy field - he just thinks he is using the ring and potion to cast spells). 

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Tuesday 26 March 2024

SOnA.I (Sona) - an android roleplaying character for the Doctor Who Roleplaying Game

SOnA.I (Sona) - a player character for the second edition of the Doctor Who roleplaying game from Cubicle 7.


Concept: Former Space Security Service Android

Focus: Information

Homeworld: Venus

Tech level: 7

Short-term goal: To record all information

Long-term goal: To find the meaning of existence


Awareness 4, Coordination 3,

Ingenuity 5, Presence 2,

Resolve 4, Strength 3


Skills: Athletics 1, Conflict 1, Convince 1, Craft 0, Intuition 1, Knowledge 4, Medicine 1, Science 3, Subterfuge 1, Survival 0, Technology 3, Transport 2

Distinctions: Android - increased Ingenuity, doesn’t need to sleep, breathe, eat or drink. 

Experiences: Being buried on Mars for centuries

Equipment: Digital Eyes - Distinctions:  Scan (can determine dimensions and materials etc. with accuracy)

Conditions: Needs to be recharged from time to time from a power source through a charging mechanism in the neck.

Inexperienced in many social situations.

Story Points: 11


Character background notes

Sona is an android created in 3824 A.D. in the Arcadian Galactos robotic laboratory in a city on Venus. His original primary order was to act as an agent for the Space Security Service (S.S.S.) He is especially useful for recording information with his digital eyes.  In appearance, he looks just like a handsome young man, with longish black hair and piercing blue eyes.

In 3999, he was stationed at Colony 16 on Mars. In the granite building materials being used for the colonists’ quarters, he noticed a marked piece of granite.  The inscription on it referred to “The Doctor”, a mysterious intergalactic hero that Sona had heard whispered rumours about before.

The android attracted the attention of Sara Kingdom, a fellow agent of the S.S.S. After demanding the slab of granite be handed to her, she fired her blaster at the unfortunate Sona. The blast missed as Sona dived out of the way, and hit a nearby pile of rubble, causing an avalanche of granite to tumble down and bury Sona underground. The crashing rock knocked Sona down, draining his energy and leaving him buried under the rubble for centuries, until he was discovered in an archaeological survey and revived by the Doctor. In travelling with the Doctor, he has taken to wearing the clothing of a Victorian gentleman.


Sunday 25 February 2024

The Secrets of Scaravore

The Secrets of Scaravore is a fantastic campaign sourcebook from Cubicle 7 for the Doctor Who roleplaying game and we had our first session of play for it today. We are starting with A Kind of Magic. The TARDIS has crash landed on a planet where no technology functions, yet magic seems to be everywhere.  The different elements to the scenario build a sense of mystery and intrigue, and the time travellers are still trying to understand what, excactly is going on.

Errich Goodbarrel, halfling adventurer from an alternative dimension.


The gaming table - replete with jammie dodgers, Doritos and Fanta!


Castle Kelos on the extraordinary world of Saphira, hidden in the border between the Empire of Earth and the Draconian Empire in the 26th Century AD.


Saphira, jungle planet, illuminated by its blue supergiant star.



Saphiran tiger



Son.AI, Space Security Service android from the 42nd Century, who whilst travelling with the Doctor has taken to dressing like a Victorian gentleman.


Sunday 18 February 2024

The Rogue

A write-up of The Rogue from Tyranny of the Daleks.  This is using the second edition rules from the Doctor Who Roleplaying Game from Cubicle 7.

THE ROGUE


Concept: Masked Fencer

Focus: Duelling

Homeworld: Unknown

Tech level: 3

Short-term goal: To duel

Long-term goal: To duel


Awareness 3, Coordination 3,

Ingenuity 2, Presence 1,

Resolve 3, Strength 4


Skills:  Athletics 2, Conflict 3, Intuition 1


Equipment: Bokken (+2 to Strength)

Story Points: 0


Character notes

The character known only as The Rogue is a masked duellist of unknown origin. His apparent only goal is to duel, to fence with a bokken. For reasons that are unknown, he wears a mask over his face, with eye holes allowing him to see.

An experienced fencer, he presents a formidable challenge to many.  He never speaks, apart from using one word, “Exterminate”, when going in for the kill.


Monday 12 February 2024

Feast of the Catharo - The Glam Gizmo

 I was delighted to be part of a fantastic audio production, The Glam Gizmo. Listen now to their latest episode, Feast of the Catharo...

https://open.spotify.com/episode/6D0BuYKMUT6YV4j61UNJzq




Sunday 4 February 2024

Robo-Tech

A write-up of the Robo-Tech from Tyranny of the Daleks.  This is using the second edition rules from the Doctor Who Roleplaying Game from Cubicle 7.

ROBO-TECH



Concept: Dalek technician

Focus: Obedience

Homeworld: Various

Tech level: 9

Short-term goal: To obey the Daleks

Long-term goal: To obey the Daleks


Awareness 2, Coordination 2,

Ingenuity 3, Presence 1,

Resolve 2, Strength 2


Skills:  Conflict 1, Medicine 2, Science 3, Technology 3, Transport 1


Equipment: Light Laser Pistol (3 / L / L)

Earpiece - Distinctions: Transmit (limited to receiving commands from Dalek central command only)

Distinctions: The robotising operation makes the Robo-tech somewhat impervious to pain - reduce 1 from physical damage

Story Points: 1



Character notes

In very rare cases, the Daleks select extraordinary specimens to undergo a robotising operation that produces the Robo-Tech, a more intelligent slave that is designed to assist Dalek scientists in the laboratory.  These are normally prisoners who display a great deal of knowledge in the sciences and technology.

They are fitted with an earpiece for instant reception of commands from Dalek central command.  The work in the laboratory is intense, and most Robo-Techs do not survive for long before their bodies collapse from overwork.  If there is a need, they can fight as ordered by their Dalek masters.

As with the other Robo-men, their memory is almost completely destroyed in the operation, and so they are unable to remember family and friends from their earlier life. On occasion, this means a Robo-Tech will be ordered to pursue their former loved ones.  (In game terms, the Gamemaster may choose that one of the time travellers recognises a Robo-man, or a roll of double 1s on 2D6 indicates this is the case).