Showing posts with label doctor who. Show all posts
Showing posts with label doctor who. Show all posts

Wednesday, November 13, 2024

The Governess for the Doctor Who RPG 2nd Edition

The Governess
This is something of a "low-hanging fruit" character. I am sure everyone has at least considered this character at one time or another, but I figured I might as well stat her up.

The Governess

The Time Lord (Time Lady), known as "The Governess," left Galifrey with much less drama than the Doctor did.  In fact, she doesn't even possess her own TARDIS, but she does have other means of transportation, usually by an umbrella blown in by the East Wind. She has also been to planets in the Pleiades cluster.

She has a carpet bag that is bigger on the inside and she speak to all sorts of creatures. Her Time Lord science often appears to be magic and she has no desire to educate the ignorant on the differences.

She first appeared on Earth during the early Victorian Age, and her mission was to find exceptional children who needed a little extra guidance. She has used many different names, including "Mary Poppins," "Nanny McPhee," and even just "the Nanny," but she is always known as the Governess.

She tries to be subtle when she can, but her attitude is not that of a human. She is a Time Lord and knows she is superior to all those around her. So she can be imperious, even arrogant, at times—okay, most times—but she always tries to do what is best for the children in her care.

She also only stays for a short time, only while needed. Often leaving when "the wind changes" or some other sign that it is time to go.

She has an agreement with other Time Lords to generally stay out of each other's way. It is uncertain if she survived the Time War, she was never seen during the battles, but she has also not been seen since. 

The Governess

Time Lord
Story Points: 8

Attributes
Awareness 5
Coordination 4
Ingenuity 6
Presence 6
Resolve 5
Strength 3

Skills
Athletics 1
Conflict 1
Convince 4
Craft 3
Intuition 5
Knowledge 4
Medicine 4 (little drop of sugar and all)
Science 3
Subterfuge 1
Survival 2
Technology 2
Transport 1

Distinctions
Time Lord
Protector of Children
Friends (major)

Equipment
Umbrella, Carpet Bag

Home Tech Level: 10 (mostly conforms to 4)

Personal Goal
To protect the Children

The Time Lord known as "The Governess" (to some, Mary Poppins or even "The Nanny") fled Gallifrey long before the Time War with one goal in mind: To protect those who could protect or help themselves.   She has been known to have encountered the Time Lord, known as The Doctor, at least once.

She has several family members she will mention, but these are all adopted and are worldwide.

ETA: I should have saved this for the 23rd, Doctor Who's anniversary. 

Friday, November 24, 2023

Doctor Who RPG: The Lost Children of Time

 A couple of weeks back, I took a bit of a break to talk about some SciFi ideas I had.  Well, it must have nestled into my brain and laid eggs that hatched because I now have a bunch more ideas. Or maybe because Doctor Who has been on my mind a lot lately since yesterday was the 60th Anniversary of the show and tomorrow is the premier of the 60th Anniversary special.  One of those ideas was something I was calling "The Lost Children of Time."  The idea was half-baked, at best, but that ended today.

Redjac

Doctor Who RPG: The Lost Children of Time

Now to be fair this doesn't have to be used with the Doctor Who RPG. But I think the feel of the 2nd Edition game might fit this the best. Plus I think I would run this as a one-shot.  So who are the characters? The eponymous Lost Children of Time?  Well, they are the reason I put this together to start with so let us see who they are.

  • Jonas Kahnwald (Dark) - Age 20, he ceases to exist when his world timeline is destroyed.
  • Martha Nielsen (Dark) - Age 20, from a parallel world/timeline. Her timeline is also destroyed when Jonas' is to make room for a third (or original) timeline where they do not exist.
  • Cal Stone (Manifest) - Age 22. The older version of the Cal Stone that was temporarily displaced on Flight 828. When the time was reset Cal was returned as age 11. This is 22-year-old Cal.
  • DC Iris Maplewood (Bodies) - Age ??. From an alternate future (2053) where England is under near fascist rule. She is sent back in time to 1890, 1941, and 2023.  For reasons unknown, her 2023 counterpart survives the collapse of her timeline.

The characters all bring something to the table. Jonas is our everyday guy. Martha is already used to fighting and dealing with strange things. Cal has a sixth sense and visions (Callings), and Iris is a cop. All have time-travel experience. 

But who is it they are after? Well, that came to me today.

They are fighting a time and space displaced Jack the Ripper.

How is that possible? Easy. Let's take another time travel movie, Time After Time from 1979. It features Malcolm McDowell as H.G. Wells and David Warner as Jack the Ripper. Both who have solid sci-fi credits to their name including parts in various Star Trek movies and series.   In this movie H.G. Wells builds a working time machine, but it is stolen by his friend Stevenson, aka Jack the Ripper. He travels to 1979 where he picks up his killings anew. Wells follows him when his time machine returns.  While in 1979 Jack attempts to escape but Wells removes the "vaporizing equalizer" from the machine. This causes the time machine to remain, but send Jack to "oblivion" according to Wells. We assume he is dead.

But if he wasn't?

Que the Second Season Star Trek episode "Wolf in the Fold."  In this episode (note: it really doesn't hold up well despite being a good horror episode written by Robert Bloch) we meet Redjac, a non-corporeal entity that murders women to feed on their fear. Spock's reasoning aside I am going to go back on to my tried true explanation of psychic ability is a sex-linked trait on the X chromosome. People with XX chromosomes are more likely to have psychic abilities than people with XY. This is what Redjac feeds on. Everyone feels fear, but people with greater psychic potential are a better meal to it.

Redjac in the episode is believed to have been the cause of Jack the Ripper. But what if it was the other way around? What if H.G. Wells sending Stevenson/Jack to "oblivion" only freed it from its corporeal form and sent out into Time and Space to hunt anew?

I would need to figure out how this group comes together. How they find the clues and then how they solve the mystery of the Ripper-like murders of women in 2023.

Easiest of course would be to have Jonas and Martha in London where they get into Iris' cab/Uber. Cal is easy, he has a vision and goes there.  There is my plot twist too. Redjac normally only murders women because of their greater psychic potential, but Cal with his callings is a much tastier target. 

How do they defeat the Ripper/Redjac? 

No idea yet. But it will involve some time travel to be sure. 

The key here was David Warner. He was amazing as Stevenson/Jack the Ripper in "Time After Time." He has played no less than three separate characters in Star Trek and a character in Doctor Who. He was also in an Outer Limits episode about Jack the Ripper that uses a similar idea. 

Also is Redjac/Jack content to travel in time or does he have a greater purpose? 

It sounds like a lot of fun and I can't wait to try it out.

Thursday, November 23, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 23

 Encounter area 23 is the strangest one yet.

When the characters enter the area they hear a loud metallic grating sound. A blue box, about 8 ft tall and 4ft by 4ft on base appears out of nowhere. A light shines on the top of the box.


A man in strange garb pokes his head out and looks around. He says "Oh. Hello. Sorry, but stupid question, is this Earth? I am supposed to meet someone, about a thing. Well. Two things." 

He looks around for a moment, then says "Right. Have to be off." 

He goes back into the box and it makes the same grating and groaning noise and disappears.

--

Happy 60th Anniversary Doctor Who!

Please feel free to use any version of the Doctor you like.

Friday, November 10, 2023

Friday Sci-Fi interlude

 I interrupt this non-stop talk of Gods and Monsters to look towards some sci-fi ideas I have been playing around with.

The FASA Star Trek Facebook Group has been a huge source of ideas lately.  

Poster Greg Price had some uniform ideas that would be perfect for my Trek games set between the TOS movie area and the Next Generation. This would cover my Star Trek: Mercy (2295) and Star Trek: BlackStar (2352).

Star Trek Uniforms

Star Trek Uniforms

Star Trek Uniforms

Star Trek Uniforms

They work rather great to be honest.

Kevin McCaig in the same group, also shared his HeroForge Klingons.  They look like tweaks to the Klingon design floating around the HeroForge groups a bit back. They look great.

Klingons!

Mercy

Speaking of Star Trek: Mercy. I just learned, or re-learned, that there was a short-lived TV series called "Mercy Point."  IT was on the UPN back in 1998 to 1999. I am sure I saw it advertised, but never watched it. My wife and I were expecting our first born at that time and we were a little distracted by all the work we needed to do before he was born.

But anyway the show takes place on a hospital space station ("Mercy Point"), it was a medical drama in space, in the future. Or pretty much everything I am thinking of doing with my own ST: Mercy. It even takes place in 2249, so a few years before my games.

I'd like to watch it, but it doesn't seem to be streaming anywhere I could find.

Doctor Who: The Lost Children of Time

The 60th Anniversary of Doctor Who is less than two weeks away now. I am quite excited.  

Completely unrelated to that my wife and I just COVID binge-watched Bodies on Netflix. It was a fun little time travel show that reminded us both a little of Dark.

I won't spoil the ending for you, but suffice to say there is a character at the end who is someplace she should not be, time-wise.  This reminded me again of Dark where there two characters disappear due the paradox falling in on itself.  

This got me thinking about a Doctor Who adventure.  Something I am calling, The Lost Children of Time.  In it these various people find themselves together despite the fact that they should not even exist at all. I figure I'll find a few others, maybe even grab one of the characters from Manifest! (my wife and I like to mock that show, but we watched every damn episode.)

Might make for a silly-fun Convention game with the right people. 

Back to Gods and Monsters here in a bit.

Friday, October 6, 2023

October Horror Movie Challenge: The House That Dripped Blood (1971)

The House that Dripped Blood (1971)
 This one has been on my mind a lot lately, and when I saw that today's movie was Anthology (and I rechecked!) I knew I was going to pull this one out. It has been years since I have seen this.

The House That Dripped Blood (1971)

Vampires, Witches! Psycho killers, Weird waxworks! Peter Cushing! Christopher Lee! Ingrid Pitt! and Jon Pertwee? Ok. What sort of alternate universe Hammer film has all of these Hammer Horror mainstays in it?  Well...it's not a Hammer film, but rather by Amicus Productions. Or the Hammer that Americans made while in England. I am not trying to dismiss Amicus, but that is a good way to describe them.  This might be one of their best in a genre they were pretty well known for.  

This is movie is a classic for many reasons. You can see it's DNA in everything from the Horror anthology shows of the 1980s, especially one like Friday the 13th the Series to the American Horror Story season Murder House. 

There are four stories of goings-on in the house, each leading to murder and death with the framing story of a missing actor Paul Henderson, played over the top by Jon "The Third Doctor" Pertwee either when he just got the Doctor Who role or just before it.

I could go over all four stories, but you can read about them anywhere, instead, I want to talk about the movie as a whole.

First off we do not get Cushing, Lee, and Pitt in the same scenes, which is a freaking crime, really. Each one is in their own tale.  

Secondly. The movie is worth watching just for this scene alone.

Pertwee and Pitt

Robert Bloch wrote the movie screenplay, but the individual stories came from various Pulp-era magazines like Wierd Tales and Unknown. So if these feel like, say Creepshow the Movie or Tales from the Crypt there is good reason.

A few other points. "Sweets for the Sweet" is one with Christopher Lee and features the cutest little witch this side of Wendy the Witch. Reminded me a little of the Twilight Zone episode The Most Toys. 

Watching this and knowing Pertwee was in it I thought about Peter Cushing's role as "Dr. Who" and thought we really, really needed a movie with his Doctor and Christopher Lee as the Master. Typecasting? Maybe, but I would have loved it.

I am pretty sure I have seen this house in other movies.

Pertwee commented on Dracula and how he like Lugosi but not "the new guy" who of course was Lee.

The owner of the house was "A.J. Stoker" something that even Pertwee's character remarks on.

This was a fun flick. Not a scary one, but a foundational one for any horror buff.


October Horror Movie Challenge 2023
Viewed: 7
First Time Views: 2

31 Days of Halloween Movie Challenge


Thursday, June 1, 2023

Jenny, Larina and Valerie for the Doctor Who RPG Second Edition

So it is June, and historically June has been D&D month around here. Though I have to admit I have not been in a D&D mood all year.  I do have some things that fill that space certainly and will get to them.

Today though feels more like May 32nd. So I am going to do a little bit more with my Doctor Who posts and move on to other things.  And a good place to do that is to compare the three characters that I have been using for all my Doctor Who posts; Larina, Jenny Everywhere, and Valerie. 

The biggest difference between the 1st Edition and 2nd Edition Doctor Who RPGs is predominantly in character creation. Since I have three characters here that are a bit outside of the norm they make good test subjects for the new Distinctions.

Three Time Travelers meet in a bar

Who Are You?

So I have a public domain "shifter," an immortal from the 16th Century, and a witch vaguely aware of all her past lives. How do these three get together in a bar in Soho?

Thankfully I already have good ideas about who these characters are in the Doctor Who universe. I just need to get them to jell together.  Using the Shared Background Experiences table on p. 33 helps. 

  • Jenny has met other versions of Larina but sees that, unlike her, Larina is only vaguely aware of them. Larina wants to know what Jenny knows.
  • Jenny has come across Valerie in the past. Val thought Jenny was immortal, Jenny (never Jen) thought Val was another shifter. 
  • Val and Larina have known each other for years. Val has also interacted with Larina's past lives.
  • Jenny goes to Larina for a Tarot reading, and despite all the shuffling, all the cards when flipped over are blank. The same thing happens again with Valerie. 
  • This is the big one. All three try to avoid each other. Larina says they have strange auras, and not the same sort of strange. Jenny says the other two "buzz" and it gives her a headache. Val says that when they are together weirder than average shit happens. When it is all three the wierdness increases.

So when a chance meeting in a bar in Westminster one cold November night, things got weird.

Going back to the characters now and build them by the new rules. 

Jenny Everywhere

I have mentioned Jenny a lot. She is a great character for the Doctor Who game and maybe even a better character for this newer version.

As always, I must include her license:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."

Concept: Shifter in time and space.

What does that mean? Well she can sense changes in time flow, she can move about realities, she knows things that she otherwise would not know or not be capable of knowing. This new edition is explicit on the fact that the Time War changed history and the future and what we thought happened didn't or happened differently. Jenny can sense that.

Focus: Adventure

Jenny is nothing if not about adventure. She doesn't bemoan her abilities or lot in life, she embraces them.

Distinction: Shifter

This is what she is. It defines her. Since this is a major one her Story Points are reduced per page 47.

Jenny Everywhere for the Doctor Who RPG 2nd Edition


Valerie Beaumont

To paraphrase the Doctor, she is not my character but I have put a lot of work into her. Valerie is an immortal and she is always search for others like her, somewhat out of companionship and kinship but mostly to discover why she is the way she is. 

Concept: Immortal seeker of knowledge

Everything about Val revolves around her desire to learn more about who she is and her place in this cosmos. 

Focus: Discovery

Val is cautious not to let people know who she is until she knows who they are first. But when it comes to a mystery or discovering something new she jumps in feet first and then figures out how she will land on the way down.

Distinctions: Immortal, striking appearance

This one was easy, and the examples are given in the book. She also takes a minor reduction in Story Points.

Valerie Beaumont for the Doctor Who RPG 2nd Edition for the Doctor Who RPG 2nd Edition


Larina Nichols

Ah. Now this girl. We go way back. 

She is a witch. Regardless what that means in any given world that is who she is. If anything she lives by the quote "A witch is not what you do it is who you are." Sounds like a Concept to me.

Concept: Modern Witch

She believes in magic, in the power of crystals and more. She does not view these as "paranormal" just "extra normal." Certainly in the universe of Doctor Who she can be justified.

Focus: Curiosity

Larina wants to know things just for the sake of knowing them. Her curiosity is insatiable and it gets her into trouble. A lot.

Distinctions: Psychic, striking appearance

Ah, now here is where the Distinctions work better than traits. In the First Edition, I had to buy a lot of traits to get her the powers I wanted, even if in a small bit. Here she takes a Major Distinction, Psychic and I work out with my GM (well...me) and figure out what she has when. So she is telepathic and empathic and can have visions of the future (precognitive) when needed.  There are plenty of examples of these sorts of humans in Doctor Who, well traveling with this bunch has turned her abilities up. Turned up so much that they might even become dangerous. 

The balance here is do I reduce her Story Points OR as the GM use her as a plot device?  Both sound appealing. 

Larina "Nix" Nichols for the Doctor Who RPG 2nd Edition for the Doctor Who RPG 2nd Edition

I have to admit. I rather love these. I knew with the new 2nd Edition system, things like my group of weirdos here would work so much better.

Right now the only thing keeping me in the First Edition game is inertia, but if I had too I could switch over to the Second Edition with no looking back.

We are the Weirdos Doctor.

I'll reiterate this with more clarity.

If you are new to RPGs and/or new to Doctor Who, then this is the version of the game to get.  Get to your FLGS (preferably) or Amazon (if you must) and grab a copy. Or if you are a Save the Trees type (good for you!) then head over to DriveThruRPG and grab a copy in PDF. It has everything you need except dice.

Wednesday, May 31, 2023

Review: Doctor Who: The Roleplaying Game Second Edition

Doctor Who: The Roleplaying Game Second Edition
Earlier today, I covered the Starter Set for the new Doctor Who The Roleplaying Game Second Edition. Now I want to cover the full core book.

I will do a full review, but also I want to cast an eye toward the differences in the game from the previous First Editon(s).

Doctor Who: The Roleplaying Game Second Edition

PDFs and Hardcover book. Full color. 256 pages.

PDF is broken down into Core rules, Doctor, Companions, and Pregen charactersheets, and a blank character sheet.

As always, I am considering the PDFs from DriveThruRPG as well as the Core Rules book from my FLGS. 

New Doctor means new trade dress and rules from Cubicle 7. But this time C7 goes the extra step and gives us an all new rule book with new (ish) system. What's inside? Let's have a look.

The layout of the book is very similar to the previous hardcovers, so if you are moving to this game from the First Edition then things will be easy for you to find.

The table of contents is up first and immediately you get the idea that this edition is courting new players. Each chapter for example has a brief sentence describing what it is for starters. 

Chapter One: Let's Get a Shift On

Upfront, just like the previous versions, this book focuses on the then-current Doctor, the 13th, played by Jodie Whitaker and her companions. Though the other Doctors are not forgotten here. 

Doctor Who Second Edition

This is our introduction chapter and it orientates the reader on who the Doctor is, what RPGs are and this one in particular. There is some bits about using the metric system (the USA really needs to get with the rest of the world here) and if you have round, round down. 

We end with an example of play.

If you are coming to this game from either the previous edition or the Starter Set then this chapter is familiar territory. 

Chapter Two: Travellers in the Fourth Dimension

As with previous editions, this is our Character Creation chapter with new rules ahead.  We start with a character concept in the form of "Who are you?" not a backstory but rather an idea of who your character is. There is a discussion about the tone of your game and how do the characters all get along. We get everything from the extended "fam" of the 13th Doctor to the group of UNIT operatives. 

Note: The text here, while similar to previous editions, does not feel "copied and pasted" from other editions/versions. This does read like a new game, albeit one with some familiarity. 

Doctor Who Second Edition

The game starts with your Concept. That is who this character is. So for a companion like Yaz she is a "Probationary Police Officer." Leela would be a "Primitive tribe member."  This helps us figure out what our characters are. 

Next we get to our Focus. From the rulebook: "Where a character’s Concept is ‘who they are’, their Focus is more of ‘what makes them tick?’" That is a good summary. A Focus has a benefit (adds a +1d6) and a flaw, which is just a restriction on what sort of actions you take. Continuing with the Yaz example her Focus could be "The Law" meaning she can get a bonus when acting with authority but maybe she wont want to participate in a little B&E.  Now depending on the intensity of your Focus it could be a +1d6 or +2d6 or even a solid +6 to any roll. 

Experiences cover things the character could have done already. Yaz has some experience with the Law due to her education and she has experience as the daughter of an immigrant family and so on.  Don't have anything in mind? No worries there is a 1d6x1d6 grid to help you find out. Likewise there is one for shared background experiences. This is great since so many of the companions of the Doctor had these shared experiences. Ian and Barbara were both teachers at the same school, Teegan and Nyssa both had family members killed by the Master.

Once you have these then we get into your point buy Attributes. This is largely the same as the previous edition (and most point-buy games). These are still Awareness, Coordination, Ingenuity, Presence, Resolve, and Strength. Skills are also largely the same with 12 skills. Previous combat-related skills have been merged into the Conflict skill. There is a new "Intuition" skill now.  

Distinctions are also new and these largely replace the Traits of the previous version. These are mostly things like "Time Lord" or "Cyberman" or "Sontaran." Taking these usually result in fewer Story Points. Humans get 12, a Sontaran might get 8, and an experienced Time Lord also 8.

Fill in some more background information, set your home Tech Level and you are ready to go. Once you play a bit you will collect experience points.  The end of this chapter covers spending experience points. 

Chapter Three: Sorting Out Fair Play Throughout the Universe

This chapter covers running a game. The basic rule is still pretty much the same.

ATTRIBUTE + SKILL + TWO SIX-SIDED DICE = RESULT

(try to match or beat the Difficulty of the task)

So now Distinctions can alter these rolls, but the basic gameplay is still the same. This includes the Success and Failure levels associated with the rolls. 

This also covers spending (and regaining) Story Points.

Plenty of examples are given on how the rules manifest in game play but really this is one of those games where the rules seamlessly move into the background while you are playing. 

One such example of this are contested rolls and the example is combat. Again, Doctor Who is not a "kill all the monsters and take their stuff" sort of game, but every so often there will be creatures that want you dead.  

Along with this some weapons are detailed along with other equipment and vehicles. 

Special care is given to gadgets which are now less regulated by the rules. Essentially they do what they need to do.  

Chapter Four: A Big Ball of Timey-Wimey Stuff

This covers the basic of traveling in Time and Space with some details about how the TARDIS works and so on. There are other means mentioned, but the TARDIS is our state-of-the-art means. TARDISes in the game are built a lot like characters are. This was always part of the rules, but it is more front and center in this edition. 

This chapter also covers the various issues with Time Travel. 

Doctor Who Second Edition

Chapter Five: Hold Tight and Pretend It’s a Plan

This is our Gamemaster section. It covers how to run a game. From designing your first group of travelers to the big wide universe they live in. It covers how to set up a game and a series of adventures (a campaign). This material is very similar to previous editions. This is expected since the advice in those editions was great and spot on, no need to over do it or redo it. 

This also covers dealing more and more with the companions lives and families. Companions took a more central role in the story of the Doctor with the updated series. Their job is not so much to scream, get captured, and ask "what is it Doctor?" Now they drive key elements of the story and the adventures. 

Chapter Six: A Brief History of Space and Time

This covers the setting of the Doctor Who RPG which is at present all of Time and Space. So yeah fairly inclusive of everything. Special attention is paid to the Doctor's favorite planet, Earth. Which is good since that is the one the authors also know the most about. 

This chapter covers a few monsters/creatures/aliens for you to encounter and more background on Time Lords and Gallifreyans. Attention is given here to the Master in all their incarnations. 

We get details on the "big ones" of course, Daleks, Cybermen, Sontarans, Silurians, and Ice Warriors. Good mix of both Classic Who beasties and NuWho ones. 

Doctor Who Second Edition


Appendix: Remember All the People You Used to Be

This covers converting your Doctor Who 1st Edition Characters over to the new Second Edition. Not a difficult process at all really. About the same as moving from say any edition to Call of Cthulhu to another. Less complicated than moving from 1st Edition AD&D to 2nd Ed AD&D to be sure.

We also get character sheets for the 13th Doctor, Graham, Yasmin "Yaz", and Ryan. There is a blank sheet, and a good Index.

Doctor Who Second Edition

Who is this Game For?

If you are new to RPGs and are a fan of Doctor Who then this is the game for you.

If you are not new to RPGs but new to Doctor Who then this game is also good. But that is not the real question is it.

Should I Switch/Upgrade?

If you have the First Edition Doctor Who RPG, any version, and you really love it I would say stick with that. Reading 2nd Edition books with a First Edition mindset is not difficult ad I pointed out with the Doctor Who Sourcebooks

If you want to keep up with all the Doctor Who books, then yeah, this is a fine edition of the rules.

The trade-off between Traits (1st Ed) and Distinctions (2nd Ed) is largely one of taste. Traits are little crunchier and Distinctions require more buy-in from the Players and Gamemaster. 

Honestly, I can see a game where Traits and Distinctions can co-exist and can be played in the same game. Traits are just a bit more codified.

The book itself is gorgeous with plenty of color photos from the show (and even some black & white ones) and while the 13th Doctor and her "fam" are predominate, all Doctors are represented here at least once. 

For me? Well, let's build some characters and see if I can get what I want.

Review: Doctor Who Second Edition Starter Set

Doctor Who Second Edition Starter Set
Running a little behind schedule this week. I took yesterday off of work and here. But back it!

Another new decade (2020s), another new actress to play the Doctor (Jodie Whittaker in 2018) and yes, a new edition of the Doctor Who role-playing game from Cubicle 7.  Now this time, it is a proper Second Edition. I teased this the other day with the 13th Doctor Sourcebook, but now time to get into the game proper. 

Doctor Who Second Edition Starter Set

For this review I am considering both the PDFs from DriveThruRPG and the physical boxed set from my FLGS.

The PDF contains the following files: 

  • 2-page Read This First file which covers the really basic basics of an RPG.
  • The Timeless Library Adventure Book. This 48-page Adventure as an Introduction covers a bunch of human characters looking for the Doctor. IT's not a bad introductory adventure and covers all sorts of different aspects of the game. I'll get into details in a moment.
  • The Echo Chamber is set up as a campaign guide building off of the adventure in the Timeless Library.  This 65-page book expands on the game-play ideas and shows how the game can be expanded. This one is of more use to new Gamemasters.
  • Character sheets 10 pages of 5 new characters to use for this set. No black sheets or companions from the show just yet.
  • There is a 4-page Reference sheet.
  • A file of Story Point tokens.
  • Box lid with some references.

The physical boxed set has all of these as well, with the addition of a set of d6s. I am now in the market for a new Doctor Who-themed dice bag.

Doctor Who 2nd Edition Boxed SetDoctor Who 2nd Edition Boxed Set

The box for this is extremely sturdy. It will last a long time.

Doctor Who 2nd Edition Boxed Set

Doctor Who 2nd Edition Boxed Set

Doctor Who 2nd Edition Boxed Set

Doctor Who 2nd Edition Boxed Set

Doctor Who 2nd Edition Boxed Set

Doctor Who 2nd Edition Boxed Set

Doctor Who 2nd Edition Boxed Set

Doctor Who 2nd Edition Boxed Set

This set is great for someone, or a group, that has never played an RPG before or has minimal exposure to them. Fans of the show would also enjoy this.

If you have the First Edition, this is a good introduction to the minor changes (and some major ones) to the Doctor Who RPG. Though players of the First Edition and gamers, in general, can skip right to the hardcover rules.

This set, though, is quite attractive and the same level of design I have come to associate with C7 is still here. 

If I were starting a new group with the Doctor Who RPG I would go to this first likely. It is very much the "Basic Set" the hardcover's "Advanced" rules. 

Monday, May 29, 2023

Review: The Doctor Who Sourcebooks

Not content just to give us a great game and material we can use to make our own adventures, Cubicle 7 took a huge leap and gave us guides and sourcebooks for all Thirteen of the major versions of the Doctor that have aired since 1963.

Doctor Who Sourcebooks


The spines feature the same trade-dress as the 50th Anniversary hardcover.  So you see they look nice all in row like this.

Doctor Who Sourcebooks

The covers feature the Doctor with some of his (and her) enemies from their run.  The Thirteenth Doctor is not pictured, played by Jodie Whittaker, only because it has not hit the stores yet. I will review the PDF here.

The logo on the cover of the first 11 is from the Jon Pertwee era (1970-1973) and for the 8th Doctor's movie in 1986.  Peter Capaldi's 12th Doctor uses the logo from Jodie's 13th Doctor era, and Jodie's 13th Doctor book uses the "new" logo which is the reuse of the old Tom Baker logo.

For this review, I am going to consider all the hardcover books I have, doctors 1 to 12, and the PDFs, Doctors 1 - 13.

All books differ in length but all have similar content. Each book begins with an introduction to that Doctor's era and some of the special things about it. For example, in the 3rd Doctor book we get a lot about his exile on Earth. Each book is filled with photos from that Doctor's time period, so a lot of black and white for the First and Second Doctor and of course ideas for adventures throughout.

If that is all it was, well, you need one book for that, and this is not what makes these books special.

Each book details every adventure that Doctor had on screen. While it is written from the point of view of the RPG (and this RPG in particular), the details are such that each one of these books is fascinating reading all on their own. This is great since so many of the early adventures/episodes are now lost and the old Target novelizations go for a king's ransom.

Also, each book details all the Doctor's companions and provides stats for them, the Doctor in question and most, if not all, the creatures they encounter.  Not since the Time Lord game of the 1990s have we had such a full accounting of all the companions.  I have not compared them outright but some companions here do fare better in terms of stats than their Time Lord counterparts. 

First Doctor Sourcebook
Doctor Who - The First Doctor Sourcebook

160 pages. Black & White photos. William Hartnell as the Doctor.

The original, you might say! This book is a treasure. There are so many of the First Doctor's stories I have never seen, and some I have only caught in novel or audiobook form. Getting a full reading of them all here is worth the book's price alone.  Getting RPG material is just a bonus.

Speaking of which there are plenty of stats for various adversaries here, as well as new gadgets, new Traits (both Good and Bad) and plenty of game seeds. 

Inside the pictures of the First Doctor are all William Hartnell. The spine though features Richard Hurndall in his turn as the First Doctor during the 20th Anniversary special The Five Doctors. 

Second Doctor Sourcebook
Doctor Who - The Second Doctor Sourcebook

160 pages. Black & White photos. Patrick Troughton as the Doctor

Like the First Doctor book this one features a lot of black & white photos (because that was what we had then).  The stats for the Doctor and the TARDIS are updated, as are any stats from returning villains like the Daleks and the new Cybermen. 

There are new Traits (Good and Bad) and more story/episode/adventure seeds as well. If anything the Second Doctor travels more in Space as well as Time, so seeing humanity out among the stars is a great treat.

Likewise, this one features stats for companions and creatures encountered, and the best part is a full detail of the Second Doctor's adventures. If anything, I have seen less of his stories than I have of the First.

The 3rd Doctor Sourcebook
Doctor Who - The Third Doctor Sourcebook

160 pages. Color photos. Jon Pertwee as the Doctor

This covers the time the Doctor was exiled on Earth and working with UNIT. We get stats for all his companions, the Brigadier, Liz Shaw, Jo Grant, Sgt. Benton, Capt. Yates and of course Sarah Jane Smith.  We also get details on the Doctor's disabled TARDIS. One would think lacking the ability to travel in time and space would be dull, but some of the greatest enemies of the Doctor has ever had. Including the proper introduction to the Master, the greatest enemy the Doctor has ever known. 

There are some tips on running UNIT based games, all the great vehicles that Pertwee seemed to love (and if the rumor is true was terrible at driving), and more.  There are tips to running adventures in the Third Doctor area and of course, the guide to all the Third Doctor's episodes.

The 4th Doctor Sourcebook
Doctor Who - The Fourth Doctor Sourcebook

256 pages. Color photos. Tom Baker as the Doctor

This book is much larger than the previous Doctor Who source books, and with good reason. Tom Baker was the Doctor for nearly seven years, twice as long as any previous Doctor and longer than actor after him (so far).

Here we get some of the Doctor's greatest tales of the classical series and also some great enemies. For companions, we get Sarah Jane Smith, Harry Sullivan, Leela, K-9 and both Romanas. Even a bit on Adric, Nyssa, and Teegan. I do like that Romana I and II each get full-sized Time Lord sheets and not the half-sheets of the other companions. 

The episode synopses are a joy to read. Takes me back the 80s and watching Doctor Who on KETC Channel 9 out of St. Louis. Having the RPG stats of all these creatures is also quite a joy. This includes the introduction of Davros, the creator of the Daleks, and the White and Black Guardians.

There is even a special appendix for the "lost" episode of "Shada."

The 6th Doctor Sourcebook
Doctor Who - The Fifth Doctor Sourcebook

160 pages. Color photos. Peter Davidson as the Doctor

The 80s began with a new Doctor, a new title sequence and a new direction for the Doctor (and the show) under the helm of John Nathan-Turner. The 6th Doctor Sourcebook has us all covered. 

Again we have all the Doctor's Companions, Adric, Nyssa, and Teegan, and later on Turlogh, Kamleion, and Peri. Updates to the Doctor's sheet and the TARDIS. 

Again we get the episodes from the Fifth Doctor's adventures including all his adversaries. We get the Anothony Ainely Master (introduced at the end of the Tom Baker era) and quite a lot more. 

The 6th Doctor Sourcebook
Doctor Who - The Sixth Doctor Sourcebook

160 pages. Color photos. Colin Baker as the Doctor

Controversial at the time (and he didn't even get his own title sequence, just a modified version of the 5th Doctor's) the Sixth Doctor was more 80s than the Fifth Doctor was. 

In addition to all of the things we expect to see here, updated stats for the Doctor and his TARDIS, companions (Peri and Mel), episode guide and adversaries, we get a lot of detail on the season-long arc "The Trial of a Time Lord."  We used to joke that the CGI (primitive by today's standards, but amazing then) was so expensive that it blew sfx budget for the whole season. What it lacked in visual splash it made up for in storytelling. This was an arc worthy of the new series and the authors here choose not to waste it.

This one also sees the introduction of the Rani, another deadly renegade Time Lady.

The Seventh Doctor Sourcebook
Doctor Who - The Seventh Doctor Sourcebook

160 pages. Color photos. Sylvester McCoy as the Doctor

I like Sylvester McCoy's Doctor and in him, you can see all the elements of the later Doctor Who series beginning. There is a darkness about the Doctor and that begins to show through now. Obviously, this book takes advantage of that. 

We get companions Mel and Ace, the only two he had. Sabalom Glitz is included as a companion, which is fine by me, better than the status the Timelord RPG gave him.  But lets be honest here, you buy this book for Ace, one of the best companions ever.

Like the other books there are new Traits (both Good and Bad), new equipment (Nitro-9!) and the ever-present episode guide. I loved reading these since the Seven Doctor was on TV while I was in college. The cable stations did not carry it but the TV my brother (who was living with me then) wired up in the basement with an antenna did. These are some of my favorite episodes and seeing them all here again was quite a treat.

The 8th Doctor sourcebook
Doctor Who - The Eighth Doctor Sourcebook

192 pages. Color photos. Paul McGann as the Doctor

Paul McGann only got a single movie, and an American made one no less. He did get appear in a short many years later, The Night of the Doctor, which brought him back into the continuity a little bit better. So why is his book larger than Doctors who had years?

Simple. This one also has a full-length campaign featuring the 8th Doctor.

This book is also a great place for ideas on how to fix various "continuity" issues. Is the Doctor half-human? Who are his companions Charley, C’rizz, Lucie, Tamsin, and Molly? There is quite a lot here really and it makes me want to have some adventures featuring the 8th Doctor.

The 9th Doctor Sourcebook
Doctor Who - The Ninth Doctor Sourcebook

160 pages. Color photos. Christopher Eccleston as the Doctor

Sadly, the wonderful Fantastic Ninth Doctor only go one season and really just one full-time companion, though Captain Jack Harkness did travel with them for the last half. 

"You know what they call me in the ancient legends of the Dalek homeworld? The Oncoming Storm." That is who the Ninth Doctor is. This particular book is great because just like the in the series you get the feeling that the Ninth Doctor has been forgotten by the RPG. The first set focused on the Tenth, then the Eleventh. The hardcovers focus on all of the Doctors, with Nine getting lost in the shuffle, and then Twelve and Thirteen. So it is good to see this Doctor again.

This book also handily fixes the old "When did the Doctor work with UNIT" debate. While the FASA Who game moved everything to the 1980s this game takes the route that the Last Great Time War sent ripples of causality in Time and Space. Changing how and when things happened. The Doctor (and the viewers) remember it one way, but the rest of the universe another. Why? Their histories were changed and they never knew it. Some of this is explored with some very detailed history of the various Dalek invasions of Earth. That is how can the Battle of Canary Wharf (10th doctor) be forgotten in the future in Dalek (9th Doctor)? 

We also get some more explanation of human psychic ability here. 

The 10th Doctor sourcebook
Doctor Who - The Tenth Doctor Sourcebook

256 pages. Color photos. David Tennant as the Doctor

If one actor can be given credit for the renewed popularity of Doctor Who then it has to belong to David Tennant in his run as the 10th Doctor, though Matt Smith should get a lot of credit as well. 

This book is a must have for any fan of the Tenth Doctor and/or this particular RPG. Great detail is gone into all the Tenth Doctor's episodes and nearly everyone one and everything he encounters.  We get the various new Traits here, but also new Alien Traits and new Gadget Traits as well.

Honestly quite a lot of detail is given over to all this Doctor's episodes. Rightly so too since these are the episodes that have set the tone for the new series and for this RPG. If you want to know how the Cubicle 7 RPG is to be run, then this is your place to start. After the core books of course.

The 11th Doctor sourcebook
Doctor Who - The Eleventh Doctor Sourcebook

256 pages. Color photos. Matt Smith as the Doctor

Matt Smith's 11th Doctor runs a very, very close second in terms of the popularity of "modern" Doctors. My only personal belief is he was more popular here in the US, but that could just be how I perceive things. 

We get his companions, of course, but in particular, we get Clara and River Song, two of the companions that changed everything for the Doctor. In fact if there is an axiom about the 11th Doctor it is rules are made to be broken. 

Also, we get Rory Williams. What about Rory? Well, when Chuck Norris was a baby, he would ask his mother to make sure Rory Williams wasn't hiding in the closet to get him at night. He waited for Amy for 2000 years. He punched Hitler. He punched the Doctor twice. 

This book gives us more details about the War Doctor and more about what we learned about the Time War during the 11th Doctor's episodes.

The 12th Doctor sourcebook
Doctor Who - The Twelfth Doctor Sourcebook

160 pages. Color photos. Peter Capaldi as the Doctor

The book uses the trade dress of the then-current 13th Doctor with elements of the 12th Doctor and the Sourcebook series.

I liked the 12th Doctor's run. It felt like the stories of the Classical Doctors. The chief advantage of this book are the Doctor's companions, some of the most interesting he has ever had in my opinion. Like Clara, Bill Potts, Ashildr, even Missy (the regenerated Master), and of course River and Nardole.

There is information here on the Post-War Gallifrey and what they do until the end of the Universe. There stats of the Mr. Saxon/Master along with Missy and the First Doctor as he appears in the Doctor Falls.

A lot of great ideas for adventures here.

The 13th Doctor sourcebook
Doctor Who - The Thirteenth Doctor Sourcebook

192 pages. Color photos. Jodie Whittaker as the Doctor

The book uses the trade dress of the new Doctor (14th and 15th, 2023) with elements of the 13th Doctor and the Sourcebook series.  This one is the only one I have in PDF only, with the hardcover due out later this year. 

Confession time. I liked the 13th Doctor. I like Jodie Whittaker as an actress and as the 13th Doctor. I just don't think the scripts were very good.

Maybe even more so than the Twelfth Doctor this Doctor and this book feels like a small reboot.  There are many reasons for this.

Primarily this is a sourcebook for the Second Edition Doctor Who RPG. So there are internal differences from the other books in addition to minor rule changes. 

This book includes stats for the new Master, the Fugitive Doctor (Jo Martin), Teegan, and Ace (in 2021).

Teegan and Ace

There is also an adventure at the very end.

All of these books are absolutely fantastic. Not just in terms of episode guides but also additions to the RPG (both editions). Kudos to Cubicle 7 for these. 

Friday, May 26, 2023

Jenny, Larina and Valerie for Doctor Who Adventures in Time and Space

Time to put it all together now.  Over the course of my reviews of the various Doctor Who RPGs I have looked at some characters with the express purpose of comparing them across different versions. 

Today I want to take three characters and have a go at building them in the 1st Edition of the Doctor Who: Adventures in Time and Space RPG. The three are: 

For this group, let's say they are all traveling together. The game gives us a lot of options on "Games without Time Lords," so this would be a good place to test it all out. Either Jenny or Val have a vortex manipulator, but I also like the idea that Jenny can travel in time and space (to a limited degree) all on her own without needing gadgets. 

In all three cases I stuck as close as I could to the point-buy budgets for character creation. Though in all three I did go over. That is not a big deal in my mind since Val has already had some adventures (The Ghost Tower of Inverness, Illinois), and Jenny, well I can use nearly anything to justify her stats. But in all cases I tried to stay close to what I had done in other games.

Jenny Everywhere

Jenny, as I have mentioned in previous posts, is a "shifter" she can shift between realities and times and even interact with her own alternates. She is expressly a public domain character that everyone can use, so for my tests, she is the perfect stand-in for a Time Lord. In previous versions of the Doctor Who RPG, this was a conceit since there were other Time Lords, but in the "new" game, there is only the Doctor.

Here she has some of the qualities/traits of a Time Lord, but not the ability to regenerate as River Song did.

As always, I must include her license:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."

Jenny Everywhere
Jenny Everywhere

"The Shifter"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 3
Resolve 4
Strength 3

Skills
Athletics 1
Convince 2
Craft 
Fighting 1
Knowledge 4
Marksman 1
Medicine 
Science 3
Subterfuge 2
Survival 1
Technology 3
Transport 1

Traits
Brave, Charming, Lucky, Time Traveller (Minor), Eccentric (-1)

Special Traits
Shifter, Feel the Turn of the Universe

Equipment
Various gadgets

Home Tech Level: 6 (Jenny has some solid tech)

Larina Nichols

Larina of course is my witch that I use everywhere. She is my experiment to see if I can do a witch in any game, Rule as Writen. So far I have come up with some very interesting versions of her. Unlike Jenny she is only vaguely aware of her other selves in different realities, usually images that appear to her in dreams. She knows what they are but she has no control over them.  

In the Doctor Who universe her "magick" appears as advanced psychic powers. Humans in this game have a bit more psychic abilities than assumed in previous games. Indeed in the new series of Doctor Who we have seen actual witches.  Larina though is human and not a Carrionite. Though I am not ruling out that human witches might not have Carrionite blood/DNA in them.

Larina Nichols
Larina Nichols

"The Witch"
Story Points: 12

Attributes
Awareness 4
Coordination 3
Ingenuity 4
Presence 4
Resolve 6
Strength 3

Skills
Athletics 
Convince 1
Craft 2
Fighting 1
Knowledge 4
Marksman 1
Medicine 2
Science 1
Subterfuge 1
Survival 2
Technology 2
Transport 1

Traits
Attractive, Empathic, Psychic Training, Insatiable Curiosity, Obsession (learn more about magic)

Special Traits
Psychic (Package)
 - Clairvoyant 1
 - Precognition 1
 - Telekinesis 1
 - Telepath 1

Equipment
Book of Shadows (on her phone), Tarot Cards.

Home Tech Level: 5

I have this funny notion that Jenny goes to Larina for a Tarot reading about her and despite all the shuffling all the cards when flipped over are blank. The same thing happens again with Valerie. 

That seems like a fun hook.

Valerie Beaumont

Val is an immortal who was born in England in 1569. She came with a family to the new colonies (America) to be the nanny of Virginia Dare, the first child to be born of European parents in an American colony. Both she and Virginia are immortals and have a Doctor/Master style relationship.

She is not my character per se, she is the character of one of my good friends Greg, though she does appear as an NPC in many of my games.

Valerie Beaumont
Valerie Beaumont

"The Immortal"
Story Points: 12

Attributes
Awareness 4
Coordination 5
Ingenuity 5
Presence 5
Resolve 4
Strength 3

Skills
Athletics 2
Convince 1
Craft 
Fighting 3
Knowledge 5
Marksman 2
Medicine 1
Science 1
Subterfuge 2
Survival 3
Technology 1
Transport 

Traits
Attractive, Brave, Quick Reflexes, Tough, Adversary (Virginia Dare), Dark Secret (is Immortal)

Special Traits
Immortal (2), Fast Healing (2)

Equipment
Sword cane

Home Tech Level: 4 (she was born in 1569)

--

In truth I am rather happy with these. I altered some of Valerie's skills from her play test file. 

I can easily see a series of adventures with these three. Likely running into Madam Vastra and Jenny in Victorian times (and whom Valerie has dealt with before), Sherlock Holmes and John Watson in a modern London (gotta figure out how that works!), and of course fellow witches Willow and Tara

It's a weird and wonderful universe out there, and this is the game to explore it!

character sheets