Sunday, May 28, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 28

This room opens up to a large chamber. There are 

Room 27

There are lots of chairs here arranged at long metal "desks" with some blinking lights. There are occasional blips of light, some sounds, but nothing living is seen. Part of this room is embedded in the rock of the cavern. It does not look like it crashed here but rather "phased" into it. Metal and even skeletons of the snake people are stuck in it. Some of the skeletons are even stuck in the metal floor. 

Above the center of the room is a floating dias if the characters approach it then find themselves floating up.

Treasure: These skeletons wear a uniform of some sort. There are badges and what looks like medals on some of the tattered remains. These are worth about 50 gp each. The party can find 1d8+8 of these.

--

This is the commander center. The floating dias is the bridge.


Saturday, May 27, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 27

Just outside this corridor to the left there is a deformed area where the metal and rock merge. Outside of the metal area, there is a spiral staircase going up.

Room 27

These stairs look like they are the manufacture of the Necromancers (or more to the point, their slaves) that had lived here.

These stairs ascend to Room 15 on Level 4

If the players did not defeat the ghouls in that room they will try to meet the characters half-way. The Ghouls however will not enter level 5, bot even to avoid being killed by the party. They react in fear to anything on level 5.

If the characters use one of the "heat wands" the ghouls will try to run away as fast as they can as if "Turned" by a Cleric. 

--

The strange necrotic energies here are enough to scare away other undead. 



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


#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 26

 The hallway/corridor opens to a larger corridor.  A large room can be seen at that very end. 

Room 26

The necromantic forces feel stronger here, like they did on previous levels.

As the characters move down the hall, they are attacked by Zombie Ophidians.

There are 1d8+4 zombies of the snake men. They have no weapons and attack with claws and bites. Their poison bite is all used up so they only do 1d4 hp damage per bite.

Thursday, May 25, 2023

Reviews: Doctor Who RPG supplements

 A few quick ones now. I grabbed these to review because I wanted some of the Cubicle 7 books I knew would be good in emulating a FASA Doctor Who like game. So more UNIT, more CIA (Celestial Intervention Agency), and more aliens.

In all cases here I am reviewing the PDFs

Doctor Who: Aliens and Creatures
Doctor Who: Aliens and Creatures

Six PDFs in one ZIP file. 220+ pages total.

From the 10th Doctor era. What grabbed me first about this book was how well it looks with other Doctor Who books from other sources. This is due to the BBC mandated trade dress. While it means every era of Doctor Who will give us a different look (and core book) it also means that the books my kids were buying at school book fairs (wow, that was a long time ago!) will look great on the shelves next the RPG books. 

This package includes:

  • 138 page rulebook detailing many of the creatures faced in the Doctor's adventures, including the Cybermen, Cult of Skaro, Davros, the Weeping Angels and the Hath, additional rules for creating your own creatures both as enemies or as playable characters, and a system for creating new worlds for your adventures to take place on
  • 32 page Adventure book, featuring a whole new ready-to-play adventure and many ideas for additional stories
  • New gadget cards
  • Additional Story Point Counters
  • Detailed Creature Cards for easy reference

All to work with your 10th Doctor boxed set. The same level of art, design and layout given to the core game is here, making it one of the more attractive games out these days. Perfect for the Doctor Who gamer and the Doctor Who fan alike. And an excellent source of new things to run away from! 

This is a great product, full of all sorts of monsters, aliens, and other creatures primarily from the new version of Doctor Who (but some old favorites are still there). It was nice to have writeups for various Daleks, Cybermen, Catkind, Sontarans, and more. There are even more Traits and pre-built Trait packages given to aliens.  Along with aliens come their worlds, we have more detail on these as well. So you don't have to stick to Earth!

The adventure book (32 pages) has two ready-to-go adventures using these new creatures; and plenty of ideas on how to use the others. 

Some printing will be required for the cards and story point counters, but that is minimal. 

Despite the "trade dress" this can be used with any version of the Doctor Who RPG from Cubicle 7.

Defending the Earth: The UNIT Sourcebook
Defending the Earth: The UNIT Sourcebook

PDF. 160 pages.

This book comes to us from the Matt Smith/11th Doctor era but it has call back to the 3rd, 4th, 7th, 10th, and more Doctors. Even the cover features UNIT officers from those periods.

Like all the Who books, this one is full color. While it skews more to the new Who series, there is a lot of Classic Who material here including stats for the 3rd Doctor (Jon Pertwee).

The UNIT (United Intelligence Taskforce) is tasked by the UN with protecting the Earth from Alien threats. This book allows you to create UNIT bases, and personal and comes with two sample adventures.

In many ways, a UNIT-based game can be more interesting than a Doctor-based one. In this, everyone can have a nicely defined role. You have field scientists, soldiers of all sorts, and even civilians.

Among the features of this book are the expanded firearms and mass combat rules. The History of UNIT. Personnel includes plenty of new traits for the military, science, and civilians. And two UNIT-based adventures.

This is one of my favorite sourcebooks for DW so far. Not just because of the limitless possibilities, but also because there is more attention paid to the older series than other books (note I am not saying this is a flaw of the other books, but it is a nice feature of this one).

I also see this as one of the more flexible books. You can set up a small UNIT command base and let the wackiness ensue. In fact, my own playtest adventures with DW could easily be converted into a UNIT game. Think back to the 3rd Doctor's adventures; these were mostly Earth based with UNIT. All of those are great ideas for a game. Or even the Sarah Jane Adventures.

As with all books in this line, it is full color, well laid out, and full of stills from the show.

Doctor Who - The Time Traveller's Companion
Doctor Who - The Time Traveller's Companion

PDF 242 pages.

Again from the Matt Smtih/11th Doctor Era.

Now here is a book we would have LOVED to have had back in the FASA Doctor Who era. Everything we know about Gallifrey to date (well...to the date of this publication).

This product, like other supplements, is a bit freer with its use of material and image from the Classic series. So while the "trade dress" is the 11th Doctor, all the Doctors are featured here.

This book covers Gallifrey. It's history, it's culture, and of course, the Time Lords. This history by the way is great. We get deep cuts like "The Dark Times" and Morbius. Though only brief mentions of the Racnoss, the Great Vampires and the Carrionites in the Time Lord history. Interesting aside. All these early enemies of the Time Lords; spiders, vampires and witches respectively, all feature into the fears and horror tales of humans. Coincidence? 

There is even a little bit on the Time War here. 

Essentially if there is a Doctor Episode that featured Gallifrey or Time Lords it has representation here.  

We get updates/expansions on Time Lord Character creation. This includes character creation based on which of the great academies the Time Lord comes from. Nice touch. There are even expanded regeneration rules here that predict how the War Doctor would be. 

A brief overview of Time Travel is next. We get a good (ok better) explanations of the Blinovich Limitation Effect, or, "Why You Can't Cross Your Own Time Stream" and the Time Differential. Though the time differential is a good way to help explain how the Doctor never really knows how old he is. 

There is coverage on Vortex Manipulators, Time Corridors, Time Scoops, Time Dams, even "primitive" time travel machines. 

Updated information on TARDISes, including how to build your own in the game. Here things like the "Symbiotic Nuclei " of the Two Doctors episode is explained in 11th-Doctor-era terms and ideas. 

Several TARDIS templates are given from Ancient (Type 1 to 29) to Decommissioned (Type 30 to 59, The Doctor's TARDIS is Type 40), Modern (Type 60 - 89, used by The Rani and the main TARDISes of the Time War), and Advanced (Type 90+).  Like Characters, TARDISes have attributes and traits. 

Lastly, there is a Gamemaster section, divided into four chapters.

This covers not only running a game, but things the GM needs to know that the players should not. These are details like what tyrant the Great Rassilon was, how Omega survived, how Morbius escaped Time Lord justice, the War Chief, and the workings of the CIA. 

There are the hidden files about the weapons of the Time War (the Moment had not been created in the show just yet) and other monstrosities. 

We get some other Time Lord Renegades from the show, Drax, The Monk (separate now), the Rani, Romana, and even the new regeneration cycle of the Master.

More details on travelling in time and how to deal with players being...well, players in this. 

There is even a TARDIS controls diagram that reminds me of the 1980s Doctor Who Technical Manual which also works as a TARDIS character sheet.

--

These books are not required but certainly ad a LOT to your Doctor Who games. If your goal is to build a game that is more akin to what we used to do with the old FASA Doctor Who games, then these are the best places to start.

Review: Doctor Who Roleplaying Game 12th Doctor Hardcover Edition

Doctor Who: Adventures in Time and Space12th Doctor Hardcover Edition
A new cycle of regenerations, and we get a new Doctor! By now you know that means we get a new Doctor Who RPG book.  This time it is still a hardcover. Much like the Doctor himself, appearances have changed, but what matters on the inside has stayed the same. 

Doctor Who Roleplaying Game 12th Doctor Hardcover Edition

256 pages, full color.

A few things to note about this version of the game.

First, "Adventures in Time and Space" is gone from the title. That is fine; by this point people should know what Doctor Who is all about.

Secondly, this edition/variation is the same as the Doctor Who: Adventures in Time and Space Limited Edition Hardcover Edition I discussed already.  So everything that is true for this is true here save that the artwork is predominantly from the Peter Capaldi era of the 12th Doctor.

The Characters in this one the 12th Doctor, Clara Oswald, Danny Pink, Madame Vastra, Jenny, Strax, Kate Stewart, Osgood, Saibra, Psi, Courtney Woods, Rigsby, Robin Hood, and Journey Blue.  No Bill Pots or Nardole however.  The extra characters come in at the expense of a page or two of ads. No loss.

The Chapter titles are different, but otherwise, this is the same book. 

I did not grab this as a hardcover, but I did get the PDF.

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 25

 Moving down the corridor, there is one last room on the left. Lawful (Good) Clerics (and Paladins if they are being used) can feel a growing aura of evil. Magic-users and witches can sense a growing aura of necromantic magics.

Room 25

This room is different than the previous ones. There is no furniture, only metal panels with many flickering lights. Moving between these lights, going from panel to panel, is the ghost of an Ophidian.

This creature is a Greater Spectre. It has 8HD and attacks as soon as the characters enter.  

It can be turned as a Vampire.

--

This room is the computer core. The spectre is a high-ranking officer that died in this room. 

Wednesday, May 24, 2023

Review: Doctor Who: Adventures in Time and Space Limited Edition Hardcover Edition

Doctor Who Limited Edition
The year is 2013 and the place is TNP (oops, sorry wrong RPG) Earth. Doctor Who is celebrating it's 50th anniversary and there is a big to do to be had. We see the 8th Doctor regenerate, not into the 9th Doctor, but the War Doctor. We see the final days of the Time War. We get to see ALL the Doctors (some via archival footage) come back to save Gallifrey. And we even get a special sneak peak at something that has not paid off till now, 10 years later.  In the RPG scene, Cubicle 7 releases a new Doctor Who RPG limited edition printing. This time it is a full-color hardcover rule book. 

Doctor Who: Adventures in Time and Space Limited Edition Hardcover Edition

Hardcover and PDF. 256 pages, full-color covers and art with color and black & white photographs.

For this review, I am considering my hardcover version and the PDF from DriveThruRPG.

Ok. I want to state outright that the rules in this game are really no different than the previous two boxed sets that I have covered. If you have either or both of those there is not a lot of new you will find here. That is ok. Let me explain why.

Prior to this volume, the rule books were focused mostly on the current Doctor. This is a trend that will continue on to and likely past the Second Edition of the game. This edition, while still using the BBC trade dress for Matt Smith's later (and last) seasons, brings in photos and imagery from all the past Doctors.  This makes this book feel more like a full Doctor Who game, something I have not felt since the FASA books. The content still favors the NuWho series but there is enough here and there to get a real feeling of depth and history. The character sheets are the same 11th Doctor format for example.

The Doctors

Secondly, and just as importantly, this is a hardcover book. It is sturdier than my 10th Doctor softcovers, but of course, no dice, no sheets, and no extras that you get with a boxed set. It does have a solid Basic vs. Advanced feel to it that I like, and one that is formalized for the Second Edition. 

Bigger on the Inside

The Doctors

As I mentioned, the rules here are not unchanged from the previous printings of this game, they are reorganized a bit. There are some edits and as expected things that happened in the series more recently are in the forefront here. 

The obvious strength to this new presentation of the rules is it combines what had been in the Players and Gamemasters sections into one. In the 10th and 11th Doctor's books the Gamemaster's Section repeated some information from the Player's sections. Here they have been integrated into a whole.

Chapter One: The Trip of a Lifetime

This is our introduction to the Doctor, RPGS, and this RPG in particular. Introductions on who the players are and the Gamemaster as well as how to use this book. There is also an example of play. 

Chapter Two: Travellers in the Fourth Dimension

This is our character creation chapter. Here we cover the types of characters that can be played. The assumption is still Time Lord + Human Companions, but other variations are also mentioned, like No Time Lord At All, UNIT Squad/Torchwood team, and others. 

We start with detailing the Attributes of the character, or the qualities of a character that are typically fixed. These are Awareness, Coordination, Ingenuity, Presence, Resolve, and Strength. Similar to the "Basic 6" of many RPGs.  All these are scored from 1 to 6 with 1 being the human minimum, 6 the human maximum, and 3 being the average. Time Lords and other aliens can go beyond these.  These are bought on a point-buy system.

Traits are the qualities of a character, good or ill. There are Minor Traits (Animal Friendship, Attractive), Major Traits (Boffin, Fast Healing), and Special Traits (Alien, Cyborg, Time Lord). Like Attributes, you spend Character Points to buy these. Some can be good or bad traits, and some can be Minor, Major or Special depending on how they are "bought" in character creation. "Friends" can be minor or major depending on the friend in question. "Hypnosis" can be minor, major or special depending on how powerful it is. 

Skills are also purchased with Points. There are only 12 skills, unlike modern D&D and more like Unisystem, skills can be combined with any attribute as appropriate. 

Chapter Three: I Walk in Eternity

This covers running the game and the basic rule(s).

            Attribute + Skill (+Trait) + 2d6 = Result; Compare the result to a Task Difficulty.

That is the guiding principle for the entire game and it works really, really well.  Your average Difficulty is 12 but it can be as low a 3 (super easy) or 30+ (near impossible). Contested rolls are introduced and the all-important Story Points (the little cardboard counters).

It gives us some details on the Task Difficulties; 3 for Really, Really Easy, 12 for Average, and 30 for Nearly Impossible. Additionally, there are thresholds if you roll above or below the set difficulty levels. So, for example, if you score 9 points above the roll needed, something special can happen, like extra damage or something.  Likewise, if you roll poorly, something bad can happen.

The rolls, much like in Unisystem, become easier with practice, and soon you won't need any guides at all. 

Contested rolls, rolls where your character is being prevented from success are also covered. The biggest example of this is combat.  Example situations are given and which skills can or should be used. This is a good way to rule these since Doctor Who is not really about combat. "Combat with words" is more important and can even stop physical combat. Though there are weapons detailed here and how deadly they are.

Chapter Four: A Big Ball of Timey-Wimey Stuff

While the first three chapters can apply to every game, the is the chapter that is quintessentially Doctor Who. This covers not just roleplaying, but roleplaying in Time Travel games. Here we get a lot of advice on how, well, to keep gamers from being gamers and avoiding paradoxes. 

We get some background on Time Lords and TARDISes. Not encyclopedic details mind you, but enough to keep players and gamemasters happy. This covers dealing with damage to Time Lords and regeneration. 

The section on TARDISes is updated, reflecting notions and ideas seen in the show at this point. 

Chapter Five: All the Strange, Strange Creatures

Here we get to all the aliens. While some are certainly foes to be fought (Daleks, Cybermen) there is a lot here that run the spectrum of friend to fiend.  Creatures use the same stats as characters. So it is expected that there are some "Alien Traits" here as well. These work just like Character Traits, but are typically not bought by characters. 

Plenty are covered here, but there is an emphasis on ones that have appeared more recently and ones that have appeared in both the new and classic series. So for example the entry on the Great Intelligence not only covers the "Servers" and eyeless men from the 11th Doctor, but also the Yeti from the 2nd Doctor. There are old and new Ice Warriors. We get the Master in both his John Simms and Anthony Ainley depictions. 

The Master

Old and new Autons. Silurians and the Sea Devils. It's not every monster or alien, but it is a good selection of "Greatest Hits." There is also enough information here to make your own. 

Plus it is one of the best places to see all the variations of Cybermen and Daleks all in one place. 

Chapter Six: Hold Tight and Pretend It's a Plan

This covers good roleplaying and how to play in a Doctor Who game. We also get tips on being a good Gamemaster here. 

Chapter Seven: The Song is Ending, But the Story Never Ends..!

This is our Gamemaster chapter. This includes where (and when) to set them and a basic 5-act adventure formula. Other tips and tricks covered are personal story arcs (think Donna or Clara), cliffhangers, two (or three) part stories, and more. 

In this version, we also get some Adventure Seed ideas. These are great since each one focuses on an earlier regeneration of the Doctor.

Appendix: Journal of Impossible Things

Character sheets. We get the 11th, 10th, and War Doctors. Clara, Amy, Rory, River, Rose, Sarah Jane, K-9, the Brigadier, and his daughter Kate.  There are also archetypes, UNIT Soldier, Scientist,  Rock Star, and Adventuring Archaeologist. A blank sheet, and a cheat sheet. 

There is also an index.

While rule-wise there is nothing "new" here this feels like a good solid revision and has been my "go-to" book for Doctor Who for some time now. 

If you are a classic Doctor Who fan and want to play the "new" RPG then this is a great place for you to start. This is true especially of anyone coming to this game from FASA Who. You will need to get some dice, but since the game uses 2d6 exclusively that is not too hard to do. 

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 24

Continuing on, there is another room on the left. This room appears to be another set of crew quarters.

Room 24

Inside are two Spectres, former officers.

They cannot move more than 100 feet away from their bodies embedded in the bulkhead on the other side of the room's wall. 

The specters will not speak to the PCs and will attack as soon as they enter the room.  There is a closet with the bones of former victims. 

Due to their age and inability to leave this room, they have double the regular treasure (E x4 for two specters).


Tuesday, May 23, 2023

Review: Doctor Who: Adventures in Time and Space, 11th Doctor Edition

Doctor Who: Adventures in Time and Space, 11th Doctor Edition
We start a new decade of the 2000s with a new Doctor, Matt Smith as the youngest actor to ever play the role (to date) at 28 years of age and a new printing of the Doctor Who RPG to reflect the new BBC trade dress for the new Doctor.

I did not pick this one up in print since the contents are largely the same as the one for the 10th Doctor, minus some minor details. 

I did pick it up in PDF from DriveThruRPG

Doctor Who: Adventures in Time and Space, 11th Doctor Edition

This version is pretty much the same as the 10th Doctor version.  Much like the Doctor himself, changed on the outside but fundamentally the same thing inside.

The differences are largely cosmetic from what I can recall from when I first bought it and my recent delving into has not really changed much in my mind.

There is more focus in the art of the 11th Doctor and his companions. The character sheets are now landscape instead of portrait, so there is that. 

One area that is new is the Adventures book. There are two new adventures that replace the two adventures in the 10th Doctor version. 

Cubicle 7 did release an "upgrade pack" for free for people that have the 10th Doctor books and want to have the changes from the 11th Doctor book. It contains:

  • New aliens and creatures (from the Gamemaster's Guide, 32 pages)
  • New gadget cards
  • New character sheets.
  • New pre-generated character sheets for the Eleventh Doctor and companions.  (11th Doctor, Amy, Rory, River, and Craig Owens)
  • New archetype character sheets, partially generated characters for you to quickly personalize and use. (UNIT Soldier, Scientist, Rock Star, Adventuring Archaeologist, Footballer, Politician, and Alien)

Worth it to grab really. If you don't mind abusing your color printer a bit you can print these off and stick them into your 10th Doctor boxed set. I think I saw an 11th Doctor set though at my FLGS recently.

Which one to buy?

All things being equal, buy the one of the Doctor you like the most. If you are looking for print then your choices are more limited since both are technically out of print. Though the PDFs of both are still available.

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 23

 Edited to add: Post did not auto-post this morning. 

The next door to the right appears to be some sort of small room. Prying the doors open is no easy feat and requires a combined strength of 30 to open. (A Knock spell will also work). 

Room 23

Looking inside there is floor some 5 feet down. The top of this shaft/room extends many feet above. The tunnel appears to be partially embedded into the rock of the cave system here. 

Going down is not difficult, there is a very thin ladder on the side that appears to run up and down the sides of the shaft. There is a trap door on the floor. Inside is a very small circular room, about 12' diameter. The floor is made of stone and there is a skeleton stuck in it about waist deep. Given how low the top of this room is from the stone "floor" the skeleton must have been standing on the true floor when the stone came into this room.

If the party climbs up, they will find that the metal material of this level is fused with the rock of the cave system. There are even partially fused bodies (skeletons) in the rock.  Some look like they were frozen where they stood.

In this area the party will encounter a Xorn (a type of Earth Elemental). It is intelligent and does not attack. It gestures to a pile of "Heat Wands" it has collected and points one of it's three arms to them and then to the party.  It then backs off. All the while saying "take" in Dwarvish.

The xorn is not interested in the party and only wants to continue gorging itself on the rare minerals of the this ship. 

If the party chooses to talk to the Xorn to find out more please offer them 1,000 XP for the idea and another 2,000 afterwards. 

The Xorn knows the following.

  • This strange structure seems to be fused into the rock. Phased though, like how it travles through rock.
  • There are areas of the fused rock/metal that even it can't move through.
  • There are all sorts of (dead) creatures trapped in the rock and have been there for centuries.
  • Some of the rocks taste really good.
  • There are strange magics all over this area and most fleshy things avoid it.
If the party instead (or later) tries to attack the xorn they get no XP bonus and the xorn just phases through a wall. 
--

The small room is a lift.  The lower levels of the starship are phased into the rock. Most of the upper level is as well. 

Monday, May 22, 2023

Review: Doctor Who: Adventures in Time and Space

Doctor Who: Adventures in Time and Space
The first decade of the 2000s gave us a new series of Doctor Who starting in 2005. The 9th Doctor, played by Christopher Eccleston, was, in his own favorite word, fantastic. He re-introduced the character to both new and old audiences. It can be argued that the show, and new fandom, really took off with David Tennent's 10th Doctor. In 2009 British RPG publisher Cubicle 7 released its first Doctor Who game. Like the show it was based on, it was a huge success.

A couple of points I want to clarify first.

I am reviewing my boxed set here AND the PDF from DriveThruRPG. There will be differences, so I will point these out.

I was on the playtest for this game as I have mentioned in the past. Plus Dave Chapman and a fe of the Cubicle 7 guys were also play testers for my Ghosts of Albion game. We communicated often in the time Doctor Who, Ghosts, and Chapman's other RPG Conspiracy X was being developed by Eden Studios. 

Doctor Who: Adventures in Time and Space

262+ pages. Full-color interior and covers. Print: soft-cover books in a boxed set. Digital: Seven PDFs in a Zip file.

This is the first of many printings of the C7 Doctor Who game. A good way to differentiate from one to the other is by which Doctor appears on the cover. This is the Tenth Doctor's cover.

The Boxed set features two softcover books; a Player's Guide and a Gamemaster's Guide. Several cardboard "story point" tokens, a "Read Me First" booklet, several character sheets, and gadget sheets. All of these are also present in PDF form. The Boxed set additionally has a set of six d6 dice to use in the game. The dice are also available separately.

Doctor Who RPG Box CoverDoctor Who RPG Box Cover

Player's and Gamemaster's Books

Read This First - How To Play

This four-page booklet covers the really basic basics. It is written with the Doctor Who fan in mind and not the average role-player. So we cover questions like "where is the board?" and "how do I play?"

Inside the 10th Doctor's character sheet is broken down. It is recommended that starting players use one of the pre-made characters in the box, but there is nothing saying you can't use your own characters. 

The "Basic Rule" is covered here. 

            Attribute + Skill (+Trait) + 2d6 = Result; Compare result to a Task Difficulty.

That is the guiding principle for the entire game and it works really, really well.  Your average Difficulty is 12 but it can be as low a 3 (super easy) or 30+ (near impossible). Contested rolls are introduced and the all-important Story Points (the little cardboard counters).

You are directed next to the Adventures Book.

Adventures Book (and Characters)

This is a 32-page book of easy to start with adventures. They include "Arrowdown" with some monster form Autons (very clever), "Judoom" a short adventure inside a Judoon cruiser, and a bunch of adventure seeds to give you some starting points. All the rules needed to run these adventures are self-contained. 

For these adventures, it is recommended that you use the provided characters. These include The 10th Doctor, K-9, Sarah Jane Smith, Rose Tyler, Martha Jones, Donna Noble, Mikey Smith, and Capt. Jack Harkness. Additionally, there are some "pre-gens" for players to customize on their own. These include a Medical Doctor, a Musician, a Student, a UNIT Soldier, a Torchwood Operative, a Scientist/Inventor, and a Journalist. There are also six blank character sheets for your own creations.  The "named" sheets are printed on slightly heavier stock than the pre-gens or the blank sheets.  

There are also gadget sheets, both filled out and blank.

Character Sheets

Character Sheets

Character Sheets

Gadget Sheets

Doctor Who RPG the Player's Guide
The Player's Guide

These are the rules of the game proper. This is a 86-page soft-cover perfect bound book. Mine is getting on so the binding is coming loose, but nothing that I didn't expect for a book that is nearly 14 years old (which is old for a Sontaran!). 

Chapter One: The Trip of a Lifetime

This chapter begins with some set-up fiction. Only two pages. We get another recap on the basics; Who is the Doctor, what is roleplaying, what is a Gamemaster, and the like. As well as how to use this book in the game.

This chapter sets up the game rather well. Imagine going anywhere, anytime, past, present, or future. 

Chapter Two: The Children of Time

This covers the characters of the game. From playing your own to games with no Time Lords at all! We start with detailing the Attributes of the character, or the qualities of a character that are typically fixed. These are Awareness, Coordination, Ingenuity, Presence, Resolve, and Strength. Similar to the "Basic 6" of many RPGs.  All these are scored from 1 to 6 with 1 being the human minimum, 6 the human maximum, and 3 being the average. Time Lords and other aliens can go beyond these.  These are bought on a point-buy system.

Traits are the qualities of a character, good or ill. There are Minor Traits (Animal Friendship, Attractive), Major Traits (Boffin, Fast Healing), and Special Traits (Alien, Cyborg, Time Lord). Like Attributes, you spend Character Points to buy these. Some can be good or bad traits, and some can be Minor, Major or Special depending on how they are "bought" in character creation. "Friends" can be minor or major depending on the friend in question. "Hypnosis" can be minor, major or special depending on how powerful it is. 

Skills are also purchased with Points. There are only 12 skills, unlike modern D&D and more like Unisystem, skills can be combined with any attribute as appropriate. 

Chapter Three: Allons-y!

This takes us back to our basic rule and expands on it. It gives us some details on the Task Difficulties; 3 for Really, Really Easy, 12 for Average, and 30 for Nearly Impossible. Additionally, there are thresholds if you roll above or below the set difficulty levels. So, for example, if you score 9 points above the roll needed, something special can happen, like extra damage or something.  Likewise, if you roll poorly, something bad can happen.

The rolls, much like in Unisystem, become easier with practice, and soon you won't need any guides at all. 

Contested rolls, rolls where your character is being prevented from success are also covered. The biggest example of this is combat.  Example situations are given and which skills can or should be used. This is a good way to rule these since Doctor Who is not really about combat. "Combat with words" is more important and can even stop physical combat. Though there are weapons detailed here and how deadly they are. Afterall no one can talk a Dalek out of being a Dalek. 

Chapter Four: Two Worlds Will Collide

This covers the ins and outs of good Roleplaying. There is also another character sheet here to copy (print) or print out (pdf).

Doctor Who RPG the Gamemaster's Guide
The Gamemaster's Guide

This book is for the Gamemasters naturally. Not that Players can't read it. This book is also a full-color, perfect-bound softcover book. It is 140 pages.

The first four chapters here parallel the four chapters of the Player's book. 

Chapter One: Next Stop, Everywhere!

A brief recap of the basics and what this book is for.

Chapter Two: The Stuff of Legend

Covers character creation from a Gamemaster point of view. This includes different types of groups (Doctor and Companions, Unit or Torchwood Groups, and more). We also get some details on how the various Attributes work with examples of seven levels (1-6 for humans, 7+ for others). 

Traits are likewise discussed since they provide the most differences between characters and character types. All the traits are covered again, but in briefer, "rules only" formats. Same with skills.

We also get some "Technology Levels" TL. I will have to go back and see how well these map onto other RPGs, in particular the FASA Doctor Who and Traveller. For the record Earth of Doctor Who is TL 5, we are closer to TL 4.75 I think.

Chapter Three: The Long Game

Covers running a game. This includes when to roll (and when not too) and how to judge rolls and difficulty levels.  While not a combat-focused game there is lot of text dedicated to it since that is the place where rolls will happen the most. 

We get a section on using and regaining Story Points and experience. 

Some equipment is also covered here. 

Chapter Four: A Big Ball of Timey-Whimey Stuff

Covers not just roleplaying, but roleplaying in Time Travel games. Here we get a lot of advice on how, well, to keep gamers from being gamers and avoiding paradoxes. 

We get some background on Time Lords and TARDISes. Not encyclopedic details mind you, but enough to keep players and gamemasters happy. 

Chapter Five: All the Strange, Strange Creatures

Ahh. Here is our chapter on all the Aliens. While some are certainly foes to be fought (Daleks, Cybermen) there is a lot here that run the spectrum of friend to fiend.  Creatures use the same stats as characters. So it is expected that there are some "Alien Traits" here as well. These work just like Character Traits, but are typically not bought by characters. 

Chapter Six: You Are Not Alone

This covers the role of the Gamemaster and what they do in the game. There are some resources shared here for gamemaster including other Doctor Who books out at that time. 

Chapter Seven: The Oncoming Storm

This chapter covers running adventures. This includes where (and when) to set them and a basic 5-act adventure formula. Other tips and tricks covered are personal story arcs (thin Donna or Clara), cliffhangers, two (or three) part stories, and more.

It is a great starting point for all GMs.

Doctor Who: Adventures in Time and Space really is a wonderful game and the best Doctor Who game to date. It is easy to see why it has had such staying power. The rules are simple, easy to understand, but infinitely flexible. They emulate the genre very well and can be used to in a variety of situations. 

The rule system is such that it could be powering other games as well.  It did, for a while, with games like Primeval (no longer available) but I am not sure if it is used elsewhere now. 

Honestly, it is one of my favorite games.

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 22

 The next room on the left also appears to be some sort of quarters.

Room 22

In this room is its former and current inhabitant.  An Ancient Ophidian Mummy.

This mummy is ancient, really ancient. The necromantic forces that are natural to this area affected this ophidian officer. He is powerful but quite insane. In this room, he is powerful (8 HD) but once he leaves he drops to 5 HD, if he leaves the ship he drops to 3 HD. So for the last few centuries he has been sulking here.

As an Ophidian Mummy, he does not have the Mummy disease as do standard mummies, but he does have a poisonous bite. It causes 1d4 hp damage, but victims have to save vs. Death or take 4d8 hp damage (save for half).


Sunday, May 21, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 21

 Going back to the corridor, taking the last remaining hallway, this one is wider and longer. 

There are doors on the left-hand side and a door at the end of the hall. 

Room 21

The first door on the left is room 21. These appear to be more sleeping quarters, but only one bed per and they seem to have more amenities. 

Within this room is another "heat wand" with 1d6+1 charges.  If one of the lighted "tables" (panels) is touched a voice speaking in ophidian will come over speakers. The recording is just an officer's log, but it sounds sinister to the character's ears; like some sort of spell or incantation. They will not be able to translate it, magic won't work on this.



Saturday, May 20, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 20

 This series of rooms follow after the previous 8. They are modified, but still appear to be barracks or sleeping quarters of some sort.

Room 20

There are 8 (a to h) rooms here. These rooms each have 4 beds. 

20a-d: Empty. Various nicknacks of silver to amount to 6 gp value in each room.
20e: Dead (skeleton) Ophidian
20f: Dead (mummified) Ophidian
20g: Empty, no tresure
20h: Empty, but there is a curious device here. It looks like a metal wand about 10" long. One end is open and a red crystal can be seen inside. There is a small depression near the middle. If press a ray of heat will shoot out causing 1d6+1 damage (Death Ray save for half) to a distance of 50'.

The wand has 1d6+4 charges remaining.

--

The wand is a heat ray, but a weak one. Damage to an Ophidian would only be 1d4+1. 

Friday, May 19, 2023

Kickstart Your Weekend: Flashback to 1983!

We have a bunch of new Kickstarters this week to make you feel like you are back in 1983. So let's get going.

The Mosidian Temple: an OSRIC/1E Adventure

The Mosidian Temple: an OSRIC/1E Adventure

https://www.kickstarter.com/projects/dlimedia/the-mosidian-temple-an-osric-1e-adventure?ref=theotherside

A chance find by author David Flor and DarkLight Interactive will bring this 40 year old treasure to life.

Already funded, they are now headed into the stretch goals. This one will be an absolute treat to see.

Now I have said you can never have too many Monster books, so here are two more!

Devilry For Old-School Essentials

Devilry For Old-School Essentials

https://www.kickstarter.com/projects/gamersandgrognards/devilry-for-old-school-essentials?ref=theotherside

This is a companion piece to the Demon book they Kickstarted last year.  For OSE, it will give us a bunch of devils. So you know I am already all over it.

Tome of Essential Horrors

Tome of Essential Horrors

https://www.kickstarter.com/projects/necromancergames/tome-of-essential-horrors?ref=theotherside

Necromancer Games is back and this time with another update to their Tome of Horrors line. This time for OSE.  I am expecting some overlap with this and the Devilry book above and that is OK in my mind.

I rather liked all the Tome of Horrors books and have them all.

 

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 19

 Going back to the central corridor and now taking the middle passageway on the right it leads to a series of rooms.

Room 19

There are 8 (a to h) rooms here. These rooms each have 4 beds. 

Room 19a: Four dead bodies. These bodies are more mummified and can be seen for what they are, snake people.
Room 19b, 19c: Empty
Room 19d: This room is home to an Ophidian Spectre. The Spectre attacks anyone who comes in.
Room 19e, 19f: Empty
Room 19g: Two mummified bodies
Room 19h: Two mummified bodies and 1 Ophidian Zombie. The Zombie attacks.

--

There are no treasures in these rooms. All the items are made of plastic or other synthetic materials.

Thursday, May 18, 2023

Doctor Who: Adventures in Time and Space from Cubicle 7

 I am now coming up on the next wave of Doctor Who RPGs. All from Cubicle 7

Doctor Who RPGs

While there are technically three RPGs, they are all related.

First is the Doctor Who: Adventures in Time and Space. This is the one I have talked about here a lot already.

Second is the new Second Edition of the RPG, now just The Doctor Who Roleplaying Game.

And finally, we have Doctors & Daleks, a game based on the previous two, but using the 5th Edition Dungeons & Dragons OGC rules.

One thing that strikes me is despite all I have said about this game line over the years I have never really given it a proper full review.  Well I will change that next week.

In the meantime, here are some characters I have stated up for the Doctor Who RPG (1st Edition so far).

I'll spend the rest of May with this system.

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 18

 One of the "bed rooms" (Room #17) has a larger open corridor that leads to another similar room. This room however only has one bed in the very center.  

Room 18

Pressing any buttons will cause different colored lights to shine with an accompanying tone. If the characters are within the 10' area (with the central bed in the center) then the following happens:

White - Sanitizing, everything becomes clean, dirt falls to the ground.
Green - Healing, minor wounds are healed for 1d6+1 hp of damage
Red - Warming, gets uncomfortably hot. 
Orange/Yellow - very bright, blinds as per the Light spell.

There are no creatures or treasures here.

--

This a surgery center. The lights are great if you are an Ophidian, not so much for humans.

Wednesday, May 17, 2023

Time Lord: Larina & Jenny

The rules for the Time Lord game are lite on character creation, but that doesn't mean it can't be done. The Appendices in the Print and PDF versions give some guidelines but with 7 Doctors, 29 companions and more NPCs, putting together a new character is not very difficult.  Let's see how this game fares in recreating two characters we have already seen; Jenny Everywhere and my witch Larina.

Jenny Everywhere

Again, I am having Jenny stand in for our Time Lord character. The Time Lord RPG is thin on character creation and even thinner on creating new Time Lords and Gallifreyians.  Jenny makes a good stand-in. Again I am making the claim here that this Jenny is Gallifreyian/Human, raised mostly as a human. I am also going to speculate that there are other Gallifreyian/Humans out there, this may explain Henry DeTamble of "The Time Traveler's Wife" (It can't be a coincidence that Henry was born in 1963.)

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
JENNY EVERYWHERE

Apparent age: Mid-20s
Species: Gallifreyan/Human
Equipment: Scarf, Cool Goggles, bike messenger bag

Strength: 3, Cheat Death 2, Iron Constitution 2, Regenerative Powers 3
Control: 4, Escapology 1,  Blunt Weapons 2, Brawling 2, Edged Weapons 2, Marksmanship 2, Sleight of Hand 2, Stealth 1
Size: 3
Weight: 3
Move: 3, Running 1
Knowledge: 5, Computing 1, First Aid 1, MacGuffin 2, Pseudoscience 3, Science  3, TARDIS 1,  Temporal Science 2
Determination: 5
Awareness: 4, Bureaucracy 1, Resourceful Pockets 2, Serendipity 1, Striking Appearance 1

Attack: 4, 6, 6, 6, 6
Basic Defense: 3

I am unsure if this is the same Jenny from the FASA game. This one feels a little different, but I can't explain why. I mean they could be different and yet aware of each other all the same. 

Larina "Nix" Nichols

As with the FASA game (and every game I try her out in), I go outside the strict rules for character creation. Based on what I did for the FASA game, this is Larina after she had been in contact with one of the blue crystals from Metebelis 3. This was the start of her adventures. The Larina for the FASA Who game was a Welsh girl. Since this game takes place in 1991, I will use a version of her that I was using in back in the 1990s, an American foreign exchange student living in Scotland at the time. 

Edited to add: OR if this takes place in 1996 this is an older (25 years old) Larina back in the US. In my timeline for her, this would be right after her divorce. 

Larina "Nix" Nichols
Larina "Nix" Nichols
LARINA NICHOLS

Apparent age: Early/Mid-20s
Species: Human
Equipment: Small knife, tarot cards,

Strength: 3, Cheat Death 1, 
Control: 3, Edged Weapons 1, Stealth 2
Size: 3
Weight: 3
Move: 3, Running 1
Knowledge: 4, First Aid 2, History 2, Occultism 4, Science 1
Determination: 5, Independent Spirit 1, Psychic Shield 2, Telekinesis 1, Telepathy 1
Awareness: 4, Striking Appearance 2

Attack: 3, 4
Basic Defense: 3


Ok. I do like these builds much more than I thought I would when I picked this one back up. Jenny is a very flexible character and any differences between this version of her and others is honestly part of her character design. That is, there are supposed to be differences. 

For Larina, well, her job is to stick as close to the Rules-As-Written as I can and yet still get the character I want. My concept of her is a "witch", writ large, and maybe even stereotypically. How can I make that work in a game where so far everything has a scientific explanation.  Though I will point out that this game has an "Occultism" ability and it says this:

Occultism [Knowledge]

A character with Occultism knows about the white and black magic practices of witches, druids and the like. The ability also implies a familiarity with superstitions and old sayings.

So there is a solid hook here, AND I will point out that no other characters (companions, NPCs, or monsters) have this skill on their sheets. 

Time Lord Character Sheets

The real question now becomes, are these two traveling together? I like the idea of the Doctor being involved, particularly Sylvester McCoy's Seventh Doctor.  That is if I go with 1991, when the rules were in print. I could very easily go with 1996, the year that the game was released on the Internet, AND when the Paul McGann Doctor Who movie came out. That is also the same year that "The Craft" came out so using the logic of the TV series, the Eight Doctor is traveling with a young American witch. I don't hate the idea, certainly. 

Yeah...I don't hate this idea at all really. Maybe the bike messenger bag that Jenny has in my build above she gives to the Eighth Doctor for his Big Finish audio dramas. The Eighth Doctor's time is ripe for all sorts of shenanigans to be honest.

I'll have to consider this one more, but I like these builds and would use them to give the Time Lord rules a go. 

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 17

 Going back and this time taking the far left hallway leads to another corridor and collection of connected rooms.

Room 17

These four rooms are larger than the ones on the far right. There are plenty of flickering lights with writing that doesn't not translate. There are plenty of beds in these rooms. One has a skeleton of the snake people on it.

There are no creatures, but there are more (1d10+10) more of those "healing wands" here but only 1d6+3 still work.

--

This is the ship's sick bay. It is designed for Ophidian life, so even if anything was working it would not be good for humans.