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).

Saturday 20 January 2024

Robo-Men Leader

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

ROBO-MEN LEADER


Concept: Dalek slave

Focus: Obedience

Homeworld: Various

Tech level: 9

Short-term goal: To obey the Daleks

Long-term goal: To obey the Daleks


Awareness 2, Coordination 3,

Ingenuity 2, Presence 2,

Resolve 2, Strength 3


Skills: Athletics 2, Conflict 2, Intuition 1, Subterfuge 2, Technology 1, Transport 2


Equipment: Whip +2 to Strength

Armour (Helmet reduces damage by 4 if hit to the head)

Hand-cuffs

Communicator - Distinctions: Transmit (limited to vocal communication only with other Robo-Men leaders)

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

Story Points: 1


Character notes

One out of every four Robo-Men receives a more complex robotising operation that provides them with a greater level of intellect and awareness of the world around them, along with higher dexterity and strength. 

The Robo-Leader commands a small patrol of Robo-Men at the lowest level of control in their forces. They receive orders from Dalek central command and it is then for the leader to implement them. To that end, the leader is provided with a whip which, whilst it can be used in combat against an enemy, is really there to enforce their will on the Robo-Men.

Their communicator is for liaising with other leaders who are not within vocal range, and they also are issued with a set of handcuffs for restraining prisoners the Daleks wish to interrogate. 

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-man 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).

Robo-men constantly wear a helmet, which not only provides a limited amount of protection, but also keeps them in constant contact with Dalek control. The helmet is so inextricably part of the Robo-man’s bodily functioning that if it is removed, they will die within less than thirty seconds.


Saturday 13 January 2024

The Robo-Men

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

THE ROBO-MEN


Concept: Dalek slave

Focus: Obedience

Homeworld: Various

Tech level: 9

Short-term goal: To obey the Daleks

Long-term goal: To obey the Daleks


Awareness 1, Coordination 1,

Ingenuity 1, Presence 1,

Resolve 2, Strength 3


Skills: Athletics 1, Conflict 1, Intuition 1, Technology 1, Transport 1


Equipment: Laser Pistol (4/L/L)

Armour : (Helmet reduces damage by 2)

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

Story Points: 0



Character notes

Robo-men are slaves of the Dalek Empire, taken from worlds all over the universe.  They are robotised in a lengthy and agonising operation, the end result of which is to entirely destroy the personality and free will of the individual and turn them into an unquestioning soldier and servant for their new overlords.

The robotising operation also depletes much of the individual’s intelligence, dexterity and abilities.  They serve the Daleks with all their might, and will seek to obey orders they are given to the utmost of their somewhat limited power. 

A Robo-man’s 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-man will be ordered to pursue their former loved ones.  (In game terms, the Gamemaster may choose that one of the time travellers recognises a Roboman, or a roll of double 1s on 2D6 indicates this is the case).

Robo-men constantly wear a helmet, which not only provides a limited amount of protection, but also keeps them in constant contact with Dalek control. The helmet is so inextricably part of the Robo-man’s bodily functioning that if it is removed, they will die within less than thirty seconds.


Saturday 6 January 2024

Mr. Robert Feck, Plutonian Assassin

A write-up of the Plutonian assassin for hire, Mr. Robert Feck, from Tyranny of the Daleks.  This is using the second edition rules from the Doctor Who Roleplaying Game from Cubicle 7.


MR. ROBERT FECK


Concept: Plutonian Assassin

Focus: Killing

Homeworld: Pluto

Tech level: 8

Short-term goal: To exterminate the Doctor

Long-term goal: To complete his assignment


Awareness 4, Coordination 5,

Ingenuity 3, Presence 4,

Resolve 3, Strength 4


Skills: Athletics 4, Conflict 5 (Laser Pistol), Intuition 2, Subterfuge 3, Survival 3, Technology 2, Transport 2


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

Double batons (melee weapon) +2 to Strength

Armour (Bulletproof Vest and Reinforced Bowler Hat) reduces damage by 4


Story Points: 5


Character Notes

Mr Feck is an assassin for hire who delights and even exults in the work that he does. He hails from the planet Pluto in the very far future. As a Plutonian, he has over the years been hired by both the Company and the Undercity. On one memorable occasion he was even contracted personally by the Collector himself. He has no family or friends with whom he is in contact and lives purely for his work.

He often uses words from a language of that time called Nadsat, including “creech” for scream and “horrorshow” for good.  

Although generally coldly calculating about achieving his client’s objectives during the planning stage, he allows himself to enjoy a sadistic thrill when the game is afoot.  This can lead to him taunting his prey prior to the kill and whilst this might sometimes overplay his hand, and he can become recklessly excited as he nears the target, his skills and professionalism normally ensure the mission is completed. Afterwards, he gloats over his success to his now deceased victim. He is a despicably evil character.

His favourite long range weapon is a discrete laser pistol, cylindrical in design with no handle or grip, looking like a rather large pen. He also has two batons which he wields in close combat.  His preferred approach in combat is to seriously wound his opponent from afar so that they are largely immobile and helpless, and then take his time in bringing about their ultimate demise.

He is not easily frightened or intimidated, and minor physical pain doesn’t bother him greatly or for long. He is however often distracted or influenced by a beautiful person, and this is his only weakness.