Showing posts with label sci-fi. Show all posts
Showing posts with label sci-fi. Show all posts

Wednesday, May 17, 2023

#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.

Tuesday, May 16, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 16

Taking the far hallway on the right leads to another corridor with four doors. Each door opens to similar rooms.

Room 16

Each room is dark with a large vat full of green liquid as the centerpiece.  In two of these, the vats are empty of liquid and there are skeletons at the bottom.  The glass is broken.

In room 16a there is a vat with a Saurian floating inside. If the glass is broken and the liquid drained the saurian will revive in 1d4+1 turns. The saurian (a Warrior) will be enraged and quite insane. It will attack the party right away.

In room 16c the vat has a human male. If this vat is drained the human will revive in 1d6+1 turns, scream incoherently at the party and then promptly die.

--

These are abductees of the Ophidians. They have been here for centuries kept alive and awake for all this time. The Necromancers kept these two to come back to later but never did.  The controls for the life support are damaged, so there is no way to put the victims back.

Monday, May 15, 2023

Monstrous Monday: Saurians and Other Reptile Humanoids

saurian
Another sci-fi staple today and one that also fits in well with Doctor Who, Star Trek, and yes D&D.  Today I want to discuss the Saurians. 

Now these guys go by a variety of names, saurians, saurials, reptoids, reptilians, and more. But for the sake of argument I am making a distinction between these guys and the Ophidians of last week. While I typically cast the ophidians as typically all evil and descended from human snake cultists, the saurians (just to use one name) are mostly neutral, cold and calculating, and largely descended from the same era that gave us dinosaurs.

I do admit that I took a lot of notes from Professor Dale A. Russell's idea of a "Dinosauriod" creature.  IT hit me at a very fertile time in my imagination; my growing love of all things science, my curiosity about UFOs and alien abduction theories, and of course, my love for D&D which was at an all-time high then. Throw in healthy amounts of Doctor Who (Silurians, Sea Devils, Draconians), Land of the Lost (Sleestaks), and Star Trek (Gorn, Saurians), and it makes a heady brew.  I also discuss them, or their near-kin, in my various posts last year on Conspiracy Theories (Ancient AliensCryptoterrestrial HypothesisExtraterrestrials on Earth).

D&D already had Lizard Men and, to a degree, other reptilians. They would later move Kobolds over to be more reptile-like (something I have worked around) and introduce more reptilian races that are even closer to this idea (Saurian, Saurial).  We also get one of the "Big Bads" of the BECMI D&D line, the Carnifex, who works with this idea.

I used these guys for years but mostly just used Lizard Man stats. Over time I adapted them and changed them to what I mostly use today.

Saurian

Saurians are a reptilian race that came about around the time dinosaurs walked the world. They appear to be humanoid, but this is a case of convergent evolution; they have no biological relationship to the other humanoid species found in the world. 

Saurians are divided into castes based on their roles in society. These castes are purely functional in nature, and while each caste feels they contribute more to their society than the others, all are required to make their society function.

  • Workers - These are the vast bulk of the Saurian society. They perform the labor and all the tasks needed. They average 5' to 5½' in height and weigh 80lbs to 100lbs.
  • Warrior - These Saurians are dedicated to battle and defending the Saurian tribes. They are prone to battle frenzy and blood lust. They average 7' to 8' in height and 250lbs to 325lbs.
  • Noble - The ruling class of Saurians. Stand around 6' high and weigh 150lbs.
  • Scientist - nearly indistinguishable from the Noble caste. Noted for the high intelligence.
  • Psionicists - on the surface, they look like a Worker or Noble but are characterized by advanced psionic powers.

All saurians are reptilian with large forward-facing eyes. They have three fingers and a thumb on each hand. They also have broad, three-toed feet. Their skin tones can vary from green to pale to even near-pink. There is no color combination between castes; any color saurian can be born to any caste. 

Females are slightly larger than males. There are no mammalian sexual characteristics, Saurians do not nurse their young, and males do tend to be more brightly colored. In the vision range of the Saurian eye these color differences are far more pronounced. Creatures with infravision can see these differences.

While many perceive the Saurians as evil, they are, in truth just very amoral when it comes to other life. They see all mammals as potential enemies and/or food.

Saurians are ancient enemies of the Ophidians and the Dragonborn. 

Saurian Minds

Saurian reptilian brains work differently from that of mammals. This has a few effects when in regards to other creatures. 

This makes giving them an alignment trickier. Slaughtering a group of humanoids, including the very young and very old, would be seen as an evil act by most creatures, but for the Saurians, it would be a necessary part of remaining alive and providing for their own tribe; an act they would view as good, even lawful.  Many humanoids would chafe under their rigid caste system, but to a Saurian, it ensures that individuals are living up to their greatest potential. No Saurian would want a Scientist as a Warrior or a Noble as a Worker since they would all be very ill-suited for the jobs. 

The other effect is one of magic.  All saurians, regardless of caste, have a +2 bonus to saving throws on all mind-affecting magics. This includes Charm, Hold, Illusions, and Sleep spells. It also means they have a +1 on all saves on other magic except for those that deal direct damage. Even a healing spell cast on a Saurian must first be subject to a saving throw. If they make the save they are not healed.

Consequently, Saurians are not able to take levels in any magic using classes like Cleric, Magic-user, or Witch.

Saurian (Worker, Scientist, Noble)

Armor Class: 7
Hit Dice: 2+2 (11 hp), 3+3 (17 hp), 4+4 (22 hp)
Move: 120 (40)
Attacks: 1 by weapon
Damage: 1d6
No. Appearing: 2d10, 1d8, 1d6
Morale: 8, 10, 10
Treasure Type: None
Alignment: Neutral (True Neutral/Unaligned) 

Saurians are a reptilian race of humanoids. They are born into a rigid caste system based on their biology. Each caste feels they contribute the most to their society, so inter-caste conflict is much rarer than intra-caste conflict. 

The Worker, Scientist, and Noble castes are largely indistinguishable from each other to outsiders. The worker caste is the most numerous, and the nobles are a little taller. 

Workers: These laborers handle all the labor in a Saurian tribe. This includes everyone from the ones that build homes to healers to those that care for eggs and hatchlings.

Scientists: Generalized by their higher intelligence and pursuit of ways to improve the Saurian people.

Nobles: The ruling caste of Saurians.

Since all saurian eggs are kept in hatcheries, there are no parent-child bonds but hatchmate bonds. So in this manner, a worker can claim kinship to a noble and visa-versa. These bonds are just as strong as any mammalian parent or sibling bond.

Saurian, Warrior

Armor Class: 7
Hit Dice: 8+2 (56 hp)
Move: 120 (40)
Attacks: 2 by weapon
Damage: 1d8+3 x2
No. Appearing: 1d8 (3d6)
Morale: 12
Treasure Type: None
Alignment: Neutral (True Neutral/Unaligned) 

Saurian warriors are a caste unto themselves. The largest and healthiest hatchlings are trained from birth to be warriors whose only purpose in life is to defend the Saurian tribes. Warriors will fight among themselves to establish dominance and access to resources, but they will never attack anyone of the other castes. They find such ideas repugnant.  

However, a Saurian warrior will have no qualms attacking a group of humanoids; young or old, as they only see mammals as potential food. 

Hatchmate bonding is the strongest among the Warrior caste, with warrior Saurians dedicating their lives to protect their hatchmates.

Saurian, Psionist

Armor Class: 7
Hit Dice: 4 (18 hp)
Move: 120 (40)
Attacks: 1 by psychic attack
Damage: see below
Special: Psychic powers
No. Appearing: 1 (1d4)
Morale: 12
Treasure Type: None
Alignment: Neutral (True Neutral/Unaligned) 

Psionic Saurians are the rarest and sit somewhat outside the Saurian caste system. They look like Noble or Scientist Saurians, if somewhat smaller. They are identified early, taken from their hatcheries, and raised only with other Psionic Saurians. Thus they have the weakest hatchmate bonds of all Saurians, and intra-caste violence between psionics is the highest of all castes. 

Saurian Psionists have the following powers. These are not magic powers but instead are psychic in nature.  

There are stronger psionists with more powers.

Note: The powers are not magical and cannot be detected or countered by magical means.

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 15

 Going back to Room #10 and going straight. This hallway opens into a large open chamber with hallways leading away from the corridor. There are also several doors (8) in this room. 

Room 15

There are skeletons of same snake-like creatures here.

The rooms are all nearly identical. These rooms appear to be living quarters of some sort.  Each one is about 20' by 20. In each one is a bed, a closest and table. Some still have their inhabitants, though long since dead.  Scouring the rooms will reveal about 1d8 x 10 gp worth of various bits of good metal.

--

These are the crew quarters for the junior officers. Not all of them made it out. 

Sunday, May 14, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 14

 Going back to Room #10, going left takes them down a long, poorly lit hallway (lights are flickering) it turns to the left and continues into a long room.

Room 14

This room looks like Room #13, but it is not damaged. The far wall glows and gives off a slight hum.

Touching anything in this room will give off a strange trilling sound. A light will come on, and then go right out.  

There is no treasure here.

--

This the Port (left) side engine and it is intact. The engine itself is in standby mode and will not reactivate. Thankfully. Reactivating the engine will likely blow up the entire island.




Saturday, May 13, 2023

Larina Nichols for FASA Doctor Who RPG

You didn't think I would go through all this effort and not at least see how my own Drosophila melanogaster would work. I least wanted to try out a witch. 

In truth, my little witch Larina has a lot to do with Doctor Who, especially the Doctor Who I was watching in the 80s.  My original version of her had bits of Sarah Jane Smith and Jo Grant, but not as "screamy" as they were. And more than a little of Romana II. And many of my favorite episodes had a more horror feel, especially "The Brain of Morbius" and The Sisterhood of Karn.

SO...how does a witch fit into Doctor Who? We have the Sisterhood of Karn in the classic episodes and even the Carrionites in the later "The Shakespeare Code" (2007).  The episode "The Daemons" gave us a White Witch, and "The Stones of Blood" gave us druids. So there is at least some fertile ground here. Humans in rare cases have been shown to develop mental powers like telepathy and tk ("Planet of the Spiders") 

Given my love for the occult 70s revival and British folk horror, I am tempted to set her as a companion to the Doctor (or one of the other PC Time Lords) in 1974 (Tom Baker era). Have her a "white witch" from Wales (because why not) who is trying to figure out what to do with her parents' old spice shop. That is when a Time Lord comes into her life.

Larina Nichols, 70s style

Larina Nichols
aka, "Nix"

Human Female
Profession: Spice shop owner, neo-pagan
Approximate Space/Time Coordinates: TNP Earth, 1974

Apparent Age: 20s
Actual Age: 25
Regog. Handle: Bright red hair, blue eyes, thick Welsh accent
Height: 5'4"
Build: Slim/Average
Looks: Striking 

STR: III
END: IV
DEX: IV
CHA: V
MNT: VI
INT: V

Max Op END: 20    Wound Heal: 4
Curr Op END: 10    Fatigue Heal: 4
Inact Save Lvl III: 12
Unc Thresh Lvl II: 6

Special Abilities:  Telekinesis (11), Telepathy (11)

AP: 7

Skills:
Artistic Expression II
Gaming II
Life Sciences II
General Medicine II
General Medicine, Herbal Cures III
Physical Sciences II
Public Performance I
Social Sciences II
Streetwise I
Trivia, Occultism III
Unarmed Combat, Brawling II
Verbal Interaction III

I can see her traveling with her Time Lord roughly parallel to Sarah Jane Smith and the Fourth Doctor's adventures. Maybe in this alternate reality, she got her mental powers from one of the blue crystals from Metebelis 3, turning her eyes from brown to blue, somewhat like they did with Leela.

Travel with her Time Lord until she decides to stay on Karn and join the Sisterhood? No idea, really yet.

As it turns out, I did, in fact, have a character sheet for her. It wasn't complete, but enough to get me going. 

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 13

 The doorway from Room #10 opens to a hallway. PCs can go right, left or straight ahead.

Going right takes them down a long, poorly lit hallway (lights are flickering) it turns to the right and continues into a long room.

Room 13

This room looks like it had been in an intense fire with melted metal bits everywhere.

Spending longer than 1 hour here will cause the PCs to feel sick unless a Saving Throw vs. Death is passed.  Affected PCs will then begin to die of a wasting disease. The healing tools from earlier will revive them as will a Cure Disease spell.

There are several decayed corpses here. They look like the humanoid from the previous rooms. All that remain are bones.

There is no treasure or creatures here.

--

This is the remains of the Starboard (right) Engine. The sickness is radiation sickness.

Friday, May 12, 2023

FASA Doctor Who RPG: Part 5 Jenny Everywhere

Jenny Everywhere
Jenny Everywhere by Diana Nock
To wrap up my exploration of the FASA Doctor Who RPG I wanted to create a character for it. I wanted a Time Lord or something like that. So I could really test the system out. But in truth, nothing was coming to mind. I wanted a fun character, not a Doctor clone, and someone that fit with the spirit of not just this game but my blog.

After a lot of going back and forth on various ideas and going back to an old idea. I felt it was time to revisit my old friend Jenny Everywhere!

We last saw Jenny on these pages back in Victorian England for the Ghosts of Albion RPG, where, among other things, she was lamenting that there would be no decent cell phone reception here for another 170 years.  But honestly, Jenny is a great character, and according to many of the articles I have read on her she owes at least a little bit of her existence to Doctor Who.  She is perfect for this since I can stat her up for all versions of the Doctor Who RPGs out there and compare them.  

A bit of background from my original post 13 years ago! (ACK!)

Jenny Everywhere is a shifter; that is she can shift between the realities and interact with who knows who.  Whether there is one Jenny Everywhere that is very mobile or multiple Jenny's that have a vague awareness of each other is left to the individual authors.  I personally am fond of the Multiple Jennys idea.

Jenny Everywhere is also a public domain character.  Meaning anyone can use her in whatever project they have. You just need to include her license as below:

"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."
It is such a cool concept, not just the open-source of it (that is cool also) but a character that exists in every single reality and can shift between them.

Regular readers should by now know of my love for the multi-verse.  It is a very cool concept I enjoy on principle and how it has been employed in various sci-fi and fantasy publications.  My favorite might be the great Micheal Moorcock stories of Elric, Corum, and the other Incarnations of the Eternal Champion.  Jenny would be different.  While the Eternal Champion feels the combined weight of all his incarnations as it were, Jenny is freed by hers.  Reality is hers to roam because that is what it is there for.  In one of the comics I saw, she fights against a force known as Chaos, but that doesn't make her an agent of Law as we would have seen in the Corum books. 

Of course, the openness of Jenny is very appealing.  Something everyone can use and share and just a promise not to break her.

In the various Doctor RPGs I am going to say she is Galifreyian, or half-Galifreyian, human on her mother's side.  This gives her some temporal sense and makes her long-lived. She also has the ability to shift in Time and Space. 

Jenny Everywhere
Jenny Everywhere
aka, The Shifter

STR: IV
END: V
DEX: V
CHA: VI
MNT: V
INT: IV

Max Op END: 30    Wound Heal: 5
Curr Op END: 15    Fatigue Heal: 5
Inact Save Lvl III: 12
Unc Thresh Lvl II: 6

Special Abilities: Luck, Shifting

AP: 7

Skills:
Armed Combat, Contact Weapons II
Armed Combat, Ranged Weapons II
Artistic Expression III
Carousing III
Engineering III
Engineering, Temporal IV
Gaming II
Leadership III
Life Sciences II
General Medicine III
Physical Sciences VI
Public Performance I
Social Sciences II
Space Sciences II
Streetwise IV
TARDIS Systems III
Trivia, Time Shifting V
Unarmed Combat, Brawling III
Unarmed Combat, Grappling III
Temporal Vehicle III
Verbal Interaction III
Verbal Interaction, Fast Talking IV

In my mind, Jenny Shifts about time and space more or less at will. She can also move between universes. A bit like Jobu Tupaki (Everything Everywhere All at Once) and America Chavez (Doctor Strange in the Multiverse of Madness). Likely she has met both of those 'verse jumpers as well.

She has run into the Doctor and even hung out with Clara and Ashildr on The American Roadside Diner in Space

I have to admit I also want to stat up her companion. Her older, but very normal if a lot sexier, half-sister Donna Everywhere


Links


#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 12

This room is on the other side of Room #10, also behind a hidden door.  The room is the same shape and dimensions as Room #11.

Room 12

This room has more of those animated statues, but many are in pieces. It almost looks like many have been opened and metal from the inside have been taken out. They look more like some sort of advanced clockwork creature.

There are some tools here and gold in the form of wire (78 gp total).

There is one tool that fits into a human's hand easily with a small depression near the middle. Pressing the depression causes a jet of flame 12" long to come out.

--

The tool is a plasma knife, and it is used to cut open damaged robots that can't be opened by regular means. It has 1d4+6 "charges" remaining.  It can be used as a dagger, but the damage is 1d6 burning only, not piercing or slashing. It can also be used to start fires. 


Thursday, May 11, 2023

FASA Doctor Who RPG: Part 4 The Adventures

No RPG is complete without some adventures to have. Here are all the official FASA Doctor Who RPG adventures published. All are out of print and hard to find these days.

Doctor Who Adventures

It has taken me a few years, but I have managed to get all the adventures.  Some of these are so musty I am going to need to double up on my antihistamines just to get through them all!


The Iytean Menace

The Iytean Menace

48 pages. 1985. Design and writing by J. Andrew Keith.

Now here is a fun one. The characters travel back to London in 1885 (I am already on board) to discover a retired Army Officer with a cache of futuristic weapons, a crashed spaceship, and a rogue body-snatching alien. It actually has quite a lot to offer. 

There are plenty of interesting NPCs and even a full set of PCs for the players to use. We are introduced to Time Lord Rollonovaradanavashir, or Rolo for short, and his collection of eight companions. We get coverage of the Type 51 TARDIS with its advanced computer systems and even some new skills.

Yes. That cover is Paris Street; Rainy Day by Gustave Caillebotte. Though the adventure takes place in London in 1885 not Paris in 1877. Minor detail I guess. 

This one might be fun to try out with the Paternoster Investigations gang with the Cubicle 7 system. 

The Iytean Menace and Paternoster Investigations

The Lords of Destiny

The Lords of Destiny

48 pages. 1985. Design and writing by William H. Keith, Jr.

This one has a rather interesting premise. The characters materialize onto a 10,000km long starship built around a planet. As it has been traveling through space and gathering material, it has grown larger and larger. Now its computer is sentient and, of course, insane, so it is targeting mineral-rich planets to gobble up. To top it all off the characters are arrested right away and there is a rebellion happening on the ship of some 100 Billion people. 

This is another adventure, like most of the Doctor Who adventures and stories, that require more thought than beating people up. It is mentioned that while yes, blowing up the ship would solve the problem, it would also kill all 100 billion on board. 

This one introduces us to the Time Lord, "The Professor," which seems like an inventible name.  I would be lying if I didn't say I totally tried to square this guy with the Peter Cushing Dr. Who movies. His companions include Joan of Arc (yes. that one), a tabloid reporter from Peria, IL, and a test pilot from 9880 AD. 

Countdown

Countdown

48 pages. 1985. Design and writing by Ray Winninger

The first adventures were published right on the heels of RPG Boxed set. This one came later. In this adventure the character's TARDIS gets caught in a gravity bubble and they land on the courier Leander in the 26th Century. The Leander is delivering medical supplies that only last for 48 hours and the flight in 30 hours long. There is some meddling with some Vegan pirates (not those Vegans, ones from Vega XII) and a Cyberman plot. 

This adventure is set up for first time Gamemasters with notes on how to run this adventure and adventures in general. Several options for resolving this adventure are given. And we even have a nice map of the starships.

For the Players, we have a new Time Lord, Kelaphaludner, aka Kelly, and some of his companions. Kelly will make more appearances.  Additionally, we also get the Fourth Doctor with Leela and Romana II as choices.  I think there must have been a push to include the Doctor and his companions. 

This one gives a special thanks to the Northwestern University Doctor Who club. This one is also slightly taller than the other books. 

The  Hartlewick Horror

The  Hartlewick Horror

40 pages. 1985. Design and writing by Ray Winninger

This one takes us back to some of the more horror-influenced stories of the Third and Fourth Doctor. The Fourth Doctor even appears on the cover. This one takes place on Earth 1923.  Here the CIA has detected energy waves on the same wavelength as the human brain. There are some disappearances, a strange seance, a trapped alien threat, and a group of angry villagers.

It feels very Hammer Horror to be honest and I think that was the point. There are supernatural overtones, but of course as typical with Doctor Who, it is an alien. It might a bit clichéd, but still, it is fun and there are some nice maps. 

For the characters, Kelly and his companions Phillip and Gwendolyn are back. They even show so updates from the last adventure. Also back as alternate player characters are the Fourth Doctor, Leela, Sarah Jane, and Harry Sullivan (not sure who the art for Harry is...).  There are even suggestions for a sequel the Game Master can do on their own.

The Legions of Death

The Legions of Death

52 pages. 1985. Design and writing by J. Andrew Keith.

This one features the newer FASA logo on the cover and the Third Doctor. This one starts with a temporal anomaly in Britain in 43 AD. Apparently, something (or someone) is helping the local Britions win battles against the Romans they were never supposed to have won. That someone turns out to be the renegade Time Lord the War Chief. 

This one is certainly for the history buffs out there. 

For PCs we get the Time Lord "The Colonel" and Time Lady Leoradrusendalular, aka Leora.  For alternates, we have the Third Doctor, Jo Grant, and Sarah Jane Smith. Additionally we have the Bigadier, and some others. Including the first companion from Chicago! There are good collection of NPCs as well. 

There are player's handouts and lots of background information. We even get coverage of the War Chief's Type 43 TARDIS. 

The adventure reminds a bit of some of things we would also see in the Tweleth Doctor episode "The Eaters of Light."

The City of Gold

The City of Gold

52 pages. 1986. Design and writing by J. Andrew Keith.

While the TARDIS and her crew are supposed to be headed to Venezuela in the 21st Century to deal with some revolutionaries, they get sidetracked and land instead in 1543.  Instead of revolutionaries though they run into dinosaurs and rumors of El Dorado, the lost City of Gold.

There is a lot of background here, some player handouts, and some great maps. It also has the involvement of the Silurians, which is always a plus. This is also our first adventure with a 1986 date on it. 

For our PCs we get a Time Lord . "The Don" (ok...), the time Lady Maranodulandur, aka "Mara", a gunslinger named Jack Ransome, a human doctor Cassandra Maitland, and human cavalry officer Jacques D'Aubanville. For our alternate cast, we have the Fifth Doctor, Adric, Nyssa, Teagan, and Turlogh. And a lot of NPCs.

The Warriors Code

The Warriors Code

56 pages. 1986. Design and writing by J. Andrew Keith.

It's 1986 and America is fascinated with all things Japanese. This adventure is larger and we get Jim Holloway doing the cover art. This adventure takes place in Japan during the Tokugawa shogunate (1600 AD), just before the Battle of Sekigahara. Here the TARDIS crashes into another Time Ship from 5184 AD.  While both crews rush to make repairs to their respective ships they have Fuedal Japan to deal with.

I won't lie, you REALLY have to like Japanese history to get into this one. I am not saying it is bad, but it is a set piece. The Time Ship is just a MacGuffin to get you here. 

This one also focuses on the Doctor and his companions in the forefront. The Second Doctor is joined by Jamie, Ben, Poly, Victoria, and Zoe. For the original characters, we get the Time Lord "Noman" and the Time Lady Marinarratalasanavor, aka Marina, and some companions. 

There are maps, hints for play, and even some flowcharts. All of which are nice touches.  This is also the only perfect bound adventure. 

--

I think all of these adventures could be played, with a little massaging, under the Cubicle 7 Doctor Who RPG rules. Many of the Doctors and the Companions have stats in their respective books as do counterparts for all the NPCs. 

The best thing about these adventures are the tidbits that add to or clarify the various rules. They are all geared toward a starting Game Master and naturally assume that anyone will grab any of these as their first adventure.  The only minor, tiny exception here is the Time Lord Kelly and his companions that do get better across their respective adventures, but that is it really. 

None of them will go down in history as classic adventures in the way that say some of the D&D ones have, but they are fun.

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 11

In room 10 to the right, is a secret door. It leads to a room filled (10) with more of the animated statues from Room 10. These, however all seem to be broken or not active.

Room 11

This appears to be some sort of storage for these creatures (robots) and the is nothing else here.

If the characters choose to scavenge these robots they can find about 45 gp worth of gold wire on each one.

--

These robots will not attack, their powercells are completely drained, but the Players won't know that. 

Wednesday, May 10, 2023

FASA Doctor Who RPG: Part 3 The Supplements

Getting back into my exploration of the FASA Doctor Who RPG.  Each adds more detail to three of the Doctor's deadliest foes.  Each was also sold as a two-book set, a player's book and a GM's guide. As expected, it more difficult to find the Player's books in the 2nd hand market these days.

Doctor Who supplements

The Daleks

Naturally the first supplement covers the Doctor's and the Time Lords' greatest threat, the Daleks. Here we have a Game Master's guide (the full color cover) and the Player's in-universe guide. 

The Daleks

Game Master's Book

This 40 page book covers everything known about the Daleks up to 1985.  We are given some background on them for the show, how they were created by Terry Nation (who still owned the copyright then) for Doctor Who and so on. We then get right into the in-game background.  We are given a time line of the Daleks from the time when the first humanoids evolved on Skaro to the "modern" day.  There is a lot of background on Skaro, the Kaled/Thal wars, and Davros.

I should point out here that while there is a lot of cannon taken directly from the show, there is also a lot of added material. Designed mostly to feature the exploits of the fictional C.I.A. (Celestial Intervention Agency) and to help "smooth out" some of the time line inconsistencies from the show. One example is a picture of a pre-mutated version of Davros. Another are some of the planets that the Daleks have conquered. 

There are some sections on the various aliens that have the most contact with the Daleks such as the Movellans, the Ogrons, and the Thals.

Dalek psychology is discussed and since Daleks are think alike and rely on tried and true methods, there are some handy flowcharts of what any given Dalek will do in any situation.

The Player's Book: The Dalek Problem

Now this 24-page book covers the Dalek from the point of view of the characters in the game, or more to the point characters that will be working for the C.I.A.  So there are truths, half-truths, and outright lies here. For example, the same timeline is repeated here with many omissions.  I am okay with that. Players entering this game will already know a lot, so there should still be some mysteries.

Overall the two books could have been combined into one book with a Players and Game Masters sections, but I do like the presentation.

What strikes me most about this book is how in hindsight you can see how the Time War was built up. Yes neither the Doctor Who writers or FASA were thinking about these things then, but the seeds are all here.  Honestly I can see a rogue bunch of C.I.A. agents breaking the Time Lock and trying to go back and stop the Daleks as they are presented here in a sort of "Let's kill Hitler" scheme. 

The Master

The greatest foe the Doctor has ever faced is the renegade Time Lord known as the Master.  Like the Daleks he is responsible for countless deaths and like the Daleks product, comes in two books.

The Master

Game Master's Book

This 64-page book is packed full of information. Like all the FASA books though, there is information from the show and stuff created for the game. So fantastic for a game resource but less useful as a guide to the character on the TV show.

In a very nice touch, there is a dedication to Roger Delgado on the first page. But I understand they could not use many of the photos of either Delgado or Ainley in this book, so there is a lot of art here. Even the cover is a painting of the Delgado Master in Ainley's normal costume. 

We get a recounting of his adventures from the Meddling Monk (which I don't agree with) up to the run of the 6th Doctor. I mean, even the War Chief is presented as a different Time Lord here. 

Like the Dalek book, there is a long timeline presented, but as a time traveler, this can get messy. 

We get the motivations behind what the Master does, his goals, and a bit of psychology/history. We also get some of his equipment and listings of other Renegade Time Lords, some of who now work for the C.I.A. We end with a full character sheet for his latest incarnation. 

Player's Book: The Master CIA File Extracts

This 16 page book covers what CIA field agents will know about the Master. This covers similar material including the Prydonian Academy Rebellion mention in the previous book and the Core rules. I can't recall if that was ever mentioned in the classic series or not. I am leaning towards not. 

The Cybermen

While certainly a deadly enemy of the Doctor, and a reoccurring one, they never quite matched the evil of the Daleks or the Master. These two books also were published in 1986 and they do feel different in a way.   

The Cybermen

Game Master's Book

Moreso than the Daleks the Cybermen have a very convoluted history. We start with Mondas, the "twin planet" of Earth aka the 10th Planet. The coverage of Mondas is way beyond anything given in the show. In fact I get a solid feel of "Journey to the Far Side of the Sun" here, which , honestly, I am ok with.  There is also the ubiquitous timeline, with bits added in. 

The interesting parts come from how the Cybermen deal with others and other planets. Since they are cybernetic race controlled by a central "cyber mind" (this would later be called the Cyberiad in the time of the 11th Doctor) there is a hand flow chart for any Cyberman interaction.

There is coverage of the various Cyberman models over the years. And ideas on how to use them in adventures. We even get a nice map of the Tomb of the Cybermen, an episode I recently rewatched.

Player's Book: The Cyber Files CIA Special Report

This 16-page book is notable because it tries to explain Mondas. The book covers some more time line; fewer entries but in greater detail, and has a whole long section on the companions of the Doctor that have encountered the Cybermen. Ok that part is less useful. 

In reading both these books I fear there was a tendency to make Mondas and the Cybermen into pale imitations of the Skaro and the Daleks. Something that the 10th Doctor episode "Doomsday" proves to be pointless. 

--

All three of these supplements are very useful for the FASA Doctor Who RPG.  I wouldn't say you *need* them to play, but they are fun to have. There is even enough information here for use with the other Doctor Who RPGs as well, though as to be expected there will be contradictions.

Sadly they are long out of print and finding them is a bit of a struggle. I can't recommend them unless you are playing the FASA RPG and are a super-fan of the topics covered.

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 10

At the end of this hallway is a door that "whooses" part of the way open. To get through will require a combined strength of 25. This opens to a long, but slimmer hallway.

Inside this hallway are eight metal-looking statues that a vaguely humanoid in appearance. Four of them get up to attack.

Room 10

The "statues" are security robots. Treat as Rock Statues for combat purposes. They do not shoot molten magma but rather a "plasma beam" that works much the same way.  Only four are active; the others are inactive. 

Destroying the statues will yield 50 gp worth of gold in each in wiring. 


Tuesday, May 9, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 9

 Across from Room #8 is another wide-open room. This one has a large window that allows a view of the hall to the entry.

There are also several metal and glass-looking shelves, some with blinking lights. There is someone sitting in one of the chairs.

Room 9

If these "shelves" (control panels) are touched, some will light up and noises can be heard. In one case an alien voice (a recording) can be heard. 

The someone sitting in the chair is long dead. The skeleton looks like a cross between a human and a snake. It is wearing one of the suits found in previous rooms.

The badge the skeleton has on its uniform appears to be gold.

[NOTE: if any character is a Dragonborn or the equivalent, then they are very, very uneasy around this skeleton but can't tell you why.]

--

The someone is a dead Ophidian officer. 

The voice is a recorded message from a shuttle crew trying to leave the ship before the crash. They, along with their shuttle, are buried a few hundred miles west of here and 300 ft. down.

Dragonborn and Ophidians are ancient enemies. Their hatred is buried deep in their collective unconsciousnesses. 

Monday, May 8, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 8

A little further ahead on the right is large room with no door, just an open archway.

Room 8

This room is filled with a lot of metal and glass materials.  The "glass" though is light and can't be broken. There is a small "ship" or "coach" inside. There is a door that allows access inside and there are six places to sit. It doesn't look like it work on the water and there are no wheels.

There is enough material here that looks like platinum, gold, and silver (500 gp, 120 gp, and 50 gp worth respectively). 

--

This room is a shuttle maintenance bay. Inside is a shuttle in a state of disrepair. There is nothing the Characters can do to get it working, even if they knew what they were doing (which they don't).  Most items of value were taken by the original crew when they abandoned ship and then later by the minions of the Vampire Queen. They feared the star ship which is why it is not more looted than it is.



Sunday, May 7, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 7

Across from Room 6 is another room. This door does not open and needs to be forced open.  A combined strength of 36 is needed to pull this door open.

Room 5

This room is shaped similarly to Room 5.  There are the same small wardrobe rooms.

A skeleton of a humanoid creature is wearing one of the outfits. It is near the door.  It appears it tried to get out of this room but died here instead.

There is no treasure in this room.

--

This is one of the crew of this ship. The characters will not discover much here save that this creature is not human.

Saturday, May 6, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 6

 This room is up ahead an on the right, the door is open and has trouble closing properly.

Room 5

This room looks just like Room #4.

There is a crate, like that in Room #4, but this one is empty.

The room is otherwise empty.  There are no other exits.


 


Friday, May 5, 2023

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

 Across from Room 4 is another "Whoosing" door. This door takes longer to open. 

Room 5

This room is shaped similar to Room 4 but here there are small wardrobe rooms where a soft. multi-colored coverings. The seem like armor but are very light and flexible.  The outfits are designed for taller and thinner creatures than humans. A tall elf could likely wear them.

There is no other treasure in this room. 

--

The suits are EV suits that allow the crew to work outside of the ship.  They are non-functional since their power pack had been drained centuries ago.

Thursday, May 4, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 5, Room 4

 There are rooms on either side of this long strange hallway, both left and right.  Taking the first room on the right.

Room 5

There are crates here that look like they are made of metal but are lighter than wood. Inside the crate are strange devices shaped like short (5.5 inches / 12 cm) cylinders.  There are three studs on the cylinder, blue, green, and red.  Pressing one of these studs causes a mist to fire out of the end opposite of the studs.

The room is otherwise empty.  There are no other exits.

--

This is the first of many storage areas near the shuttle bay.  This one has a crate of medical supplies.

The cylinder is a subdermal medical injection tool like a hypospray. If applied properly, bottom on bare skin and button pressed. 

  • Blue will heal 1d6+4 hp of damage (like Cure Wounds).
  • Green will cure any disease (like the spell Cure Disease)
  • Red provides a stimulant. (like the Haste spell)

Only one application per hour can be used.

There are 20 of these hyposprays in this crate, and they have 1d6+3 charges remaining.

 


Wednesday, May 3, 2023

FASA Doctor Who RPG: Part 2, Review

The Doctor Who: Adventures in Time and Space RPG
As we talked about yesterday, the Doctor Who RPG from FASA was released in 1985/6 and consisted of three books and two d6s.  I'll cover each in turn.

Since yesterday I have discovered that while, yes, Colin Baker's 6th Doctor was not popular, that is not why his photos have been removed in the later printings, it was due to FASA not securing the rights to Colin Baker's (and the 6th Doctor's) images. 

A few more notes. The material is a bit all over the place, as was common with many game books of that time, so you need to jump from the Player's Manual to the Game Operations Manual. Not a big deal really, but feels unneeded these days.

The books are also presented in three-column format. And in case you forget, the logo for Doctor Who is at the bottom of every page.  Most of the art is either black-and-white screenshots or publicity stills from the first 25 years of the show and some art. The art varies quite a bit and a lot of it is repeated. Again, I find it hard to complain by comparing it to today's standards. Plus licenses are expensive. 

The Doctor Who: Adventures in Time and Space RPG

Michael P. Bledsoe & Wm John Wheeler & L. Ross Babcock III & Guy W. McLimore Jr
FASA 9001, ISBN 0931787904
1985
Out of Print

Book 1: Player's Manual

This 48-page book focuses on introducing new players to this RPG and Doctor Who, though it seems unlikely that anyone buying this doesn't know what Doctor Who is. This also covers character creation. 

Characters will be either a Time Lord from Gallifrey or a human companion. It is recommended that first time players choose a human companion. While the rules *could* adapt to other species of companions there are no real guidelines for it. But honestly human does account for at least 90% of all companions. Even "aliens" like Adric, Nyssa, and Capt. Jack. The only ones that were not human were K-9, Romana, Susan, and River.

All characters have six Attributes; Strength, Endurance, Dexterity, Charisma, Mentality, and Intuition. These would map onto the "Standard Six" pretty well. Attributes can range from 1 to 30, with human average of 6 to 10.  Additionally, these scores are grouped by Performance Levels (I to VII, "Handicapped" or "Unskilled" to "Mastery").  Skills are measured the same way.  Each skill is attached to an Attribute. A "Trivia" category even covers any skill not described. Some weapons are covered (largely thanks to Leela I think) but there is only a sampling. Weapons are deadly in Doctor Who.

Characters also gain a Special Ability (or more) to help set them apart. This can be things like the Master's ability to hypnotize.  

Other details like personality traits, appearance, and background are then worked out. 

There is a fiction section, Tabby Cats and Time Lords, that gives us a new Time Lord "Stan" short for "Alistanathcalebiviteth."  Obviously using Romana as the model here. And a new companion T.C. a cat burglar. They get involved with the Master, and Stan ends up regenerating right away.

From here we get into the details on how to make characters. 

Here we find that level (I to VII) grants bonus points (1 to 7) to skills.  Attributes all begin at 6 and players are given  36+2d6 points to divide up amongst the Attributes.  Then a 3d6 is rolled to determine what if any special abilities characters could have.  Plenty of examples are given along the way.

Even looks and personality traits can be randomly determined.

There is a section on combat, but Doctor Who is not a combat-focused show nor is it a combat-focused game. 

The Doctor Who game uses an Action Point system. Fairly routine these days, but it was fairly novel back then. This lets the players know what (and how many) actions they can take. 

This book ends with a bit on Regeneration for Time-Lord characters.

Book 1: Player's Manual

Book 2: Sourcebook for Field Agents

This 64-page book is simultaneously fascinating and irritating. The book largely works as the "Campaign Setting" for this game. First thing first, massive credit to the authors for trying to make sense of 25+ years of Doctor Who lore that is often contradictory and lacking in proper details. The book, even as a guide to Doctor Who, is fascinating. I also get irritated at some of the liberties taken with the lore. I understand WHY they had too, and why it is needed for the game. There are similar liberties that FASA takes in the Star Trek Game. Nothing here would impact my enjoyment of the RPG or the show, but some are just odd.  Example. Conflating the "Meddling Monk" with "The Master" as the same person. Something later media does not do. 

Of course, some things are nowhere near the fault of the writers, either of the show or the game. For example, we never made it to Jupiter in the early 2000s (interestingly enough, the same thing is predicted by Star Trek).

The focus of this book and indeed the "buy in" from the players and characters is the involvement of the CIA or Celestial Intervention Agency. This is a group of Time Lords that do meddle in the affairs of others and keep time flowing on it's proper course. They are largely ignored by the President and High Council of Gallifrey and are said to have been created by Rassilon himself. Since they are clandestine and "off the books," CIA field agents don't get top-notch equipment. Usually, they get what ever has been ignored in the repair bays. So these TARDISes are older and often have bits still malfunctioning. It makes it easier then for Game Masters to steer them where they want. 

I DO enjoy the game making Earth a "Temporal Nexus Point" within the game.   While this moves the spotlight away from Earth as the Doctor's favorite planet, it does help explain why the rest of the galaxy keeps picking on us. 

This book has an overview of all the creatures we have seen in Doctor Who to that point and detailed sections on some of the major creatures/aliens too. Namely the Daleks, Ice Warriors, and Cybermen. The Movellans keep getting attention here despite at that time only appearing in one serial. Since then they have only showed up as background elements in a Dalek fight. Not really on par with the Sontarans or the Silurians really if you ask me. 

Lists and descriptions of tons of equipment including the famous sonic screwdriver and the Master's Tissue compression eliminator. Honest the list feels like an expanded version of the Doctor Who Technical Manual.  There are broad timelines for both Earth and Gallifrey. Best just to avoid the whole UNIT timeline. 

The TARDIS Operations section is still surprisingly useful, even given all the things we have seen since. 

We also get some stats for all six incarnations of the Doctor along with a bio. We also get stats for 14 (or 15 if you count Romana twice) companions, with a focus on the most recent and most popular ones. Sorry Dodo and Polly.

This is the one book from this game that would still have some utility in other Doctor Who RPGs. Some minor edits would be needed to bring it in line with the modern series, but that is expected.

Book 2: Sourcebook for Field Agents

Book 3: Game Operations Manual

This 80-page book is the Game Master's book. One of the complaints I have read about this book is that a lot of the material in it is a repeat of material from the Player's Manual, but this is a feature, not a problem. 

It covers the basics of what an adventure is, what a campaign is, and how to craft adventures for your players. 

There is a good section on Judging Character Creation, which goes over the character creation options from the Game Master's point of view. While not explicitly said it lends itself very nicely to notion of a Session 0. 

The leads into judging various actions and what to do. Here the Interaction Matrix comes into play a lot. Modern games would likely have a sliding target number, but this chart is wonderfully Old-School. There are also plenty of examples of what can be done at each Attribute and Skill Performance Levels (I-VII).

There is repeated content on the various alien creatures here. I did recall that at the time I wanted these to be better edited so they took up less space more more importantly having all the information in one spot, but today I am fine with it. This way the players can keep a book nearby and the Gamemaster has their own book.

We also get a lot of detail about time travel (naturally) and TARDIS systems. This in and of itself is a great read.

Book 3: Game Operations Manual

Overall and Closing Thoughts

I do have to hand it to the authors, designers, and the folks at FASA for trying to untangle a mass of self-contradictory histories from within the show.  

The game is still very playable to be honest and has a lot going for it. I think play wise it would be far too crunchy for many modern players, especially when there is the fantastic Cubicle 7 game that is still available. But that doesn't mean you still can't use these books.

The Sourcebook for Field Agents is still a great read as a Doctor Who book, not just an RPG. And there is still good advice here for Game Masters of every sort, not just Doctor Who (whatever RPG) ones.

It is great to have this and I am looking forward to seeing what I can do with it in the future.

Still, though. Pity how the 6th Doctor was done wrong here.

The missing 6th Doctor