TIME LORD ROLE PLAYING GAME
COMPANIONS, ALLIES, AND ENEMIES OF THE
EIGHTH DOCTOR
EIGHTH DOCTOR
Apparent Age: early 40’s;
Species: Human/Gallifreyan Hybrid;
Equipment: Bag of Jelly Babies, Sonic Screwdriver, Pocket
Watch, TARDIS Key; Strength:4.Cheat Death 2,Iron
Constitution 2, Regenerative Powers 1;
Control:4.Bench Thumping 1, Leaping 1, Sleight of Hand 2, Stealth 2;
Size:3;
Weight:4;
Move:3.
Running 1;
Knowledge: 7. Computing 1, Detective Powers 1, Electronics 2, First
Aid 1, MacGuffin 2, Medicine 2, Pseudoscience 2,
Science 2, TARDIS 2, Temporal Science 2;
Determination: 6. Indomitable Will 1, Strong Passion 2 (Companions and
Miranda, his daughter);
Awareness: 5. Intuition 1, Striking Appearance 1
FITZ KREINER
Apparent Age: early 30's;
Species: Human;
Strength:3,
Cheat Death 3;
Control:3,
Edged Weapons 1, Marksmanship 1, Blunt Weapons 1, Brawling 1, Stealth 2;
Size:3;
Weight:3;
Move: 3, Driving 1, Running 3;
Knowledge:2,
Detective Powers 1, First Aid 1;
Determination: 3, Strong Passions 2 (strong filial love for the Doctor)
Awareness: 3, Acting 3, Con 3, Gambling 1, Intuition 2, Serendipity
3
ANJI KAPOOR
Apparent Age: 29;
Species: Human;
Strength: 2, Cheat Death 1;
Control: 3, Blunt Weapons 1;
Size: 3;
Weight: 2;
Move: 3,Driving 2, Running 2, Swimming
1;
Knowledge: 3 Computing 2, First Aid 1
Determination: 3, Independent Spirit 1
Awareness: 2
IMPERIATRIX MIRANDA,
EMPRESS OF THE KNOWN UNIVERSE
Apparent age: early
20s
Species: Child of Kasterborus
Equipment: None
Strength: 3, Cheat Death 2
Control: 4, Dancing 1, Marksmanship 2
Size: 4
Weight: 3
Move: 3, Running 1
Knowledge: 5, Astrogation 1, Computing 1, Cybernetics 2, Electronics 2,
First Aid 1, Law 2, Medicine 2, Pseudoscience 1, Science 2, TARDIS 1, Temporal
Science 1
Determination: 4, Command 2
Awareness: 3, Bureaucracy 2, Eloquence 2, Striking Appearance 2
IMPERIATRIX
ROMANA, WAR QUEEN OF THE NINE GALLIFREYS
Apparent age: early
20s
Species: Gallifreyan
Equipment: None
Strength: 3, Cheat Death 2, Iron Constitution 2, Regenerative Powers 3
Control: 4, Marksmanship 2, Sleight of Hand 2, Stealth 1
Size: 3
Weight: 3
Move: 3, Running 1
Knowledge: 5, Computing 1, Cryptanalysis 2, Electronics 3, First Aid 1, MacGuffin 2, Pseudoscience 3, Science 3, TARDIS 2, Temporal
Science 2
Determination: 5, Independent Spirit 1
Awareness: 3, Bureaucracy 1, Screaming 1, Striking Appearance 1
K-9 MK IV
Apparent age: N/A
Species: Robot dog
Equipment: Reflective armour casing (Armour 6, Special Immunity, Radiation 1) with a weak point
(neck, Size 7, Armour 2), blaster (Wounds 7 on kill,
Wounds 3 on stun)
Strength: 3, Regenerative Powers (circuits only) 3
Control: 3, Marksmanship 3, Stealth 1
Size: 5
Weight: 2
Move: 2
Knowledge: 6, Computing 2, Cryptanalysis 1, Electronics 1, Mathematics
2, Medicine 1, Science 1, TARDIS 1
Determination: 6
Awareness: 4, Acute Hearing 4, Keen Sight 2, Precision 3, Tracking 2
CHARLIE POLLARD
Apparent age: late
teens
Species: Human
Equipment: None
Strength: 3, Cheat Death 2
Control: 3
Size: 4
Weight: 3
Move: 3, Running 1
Knowledge: 3, Science 1
Determination: 3
Awareness: 3, Eloquence 1, Screaming 3, Striking Appearance 1
UNITED STATES
PRESIDENT FELIX MATHER
Apparent Age: 50’s
Species: Human
Strength: 4, Cheat
Death 2, Quick Recovery 1
Control: 5, Brawling 1, Fast Reactions 1, Marksmanship 2, Thrown Weapons
1
Size: 3
Weight: 4
Move: 3, Driving 1, Piloting 1, Running 1
Knowledge: 4, Explosives 1, First Aid 1, Wilderness Lore 1
Determination: 4, Command 2, Indomitable Will 1
Awareness: 4, Bureaucracy 1, Striking Appearance 2
SABBATH
Apparent age: early 40s;
Species: Human/Gallifreyan Surgical-Hybrid;
Equipment: The Jonah (time travelling
“Jules Vernes’” ether flyer (17th century
proto-submarine));
Strength: 4, Cheat Death 3, Iron Constitution 2, Regenative Power 1, Cheat Death 3;
Control: 5, Stealth 2, Thrown Weapons 1, Edged Weapons 3;
Size: 3;
Weight: 5;
Move: 3, Driving 1, Piloting 1, Running 1, Sailing 3;
Knowledge: 6, Astrogation 1, Computing 2, Electronics 2, Explosives
2, Medicine 3, Law 2, MacGuffin 5, Mechanics 1, Occult
4, Pseudoscience 2, Science 2, TARDIS 2, Temporal Science 2, Navigation 3;
Determination: 7, Command 3, Gloating 2, Hypnotism 1;
Awareness: 4, Acting 3, Con 4, Disguise 3, Eloquence 3, Beurocracy1,
Bargaining 3
Treat Sabbath’s Jonah as a TARDIS. Sabbath can use Occult to harness the powers
of Cacophony and alter a person or group of persons’ perception of their
surroundings (Diffictulty as per Determination of the
individual(s) to be affected). He can
also use this skill to “tame” 1d6 more Babewyn to serve him Difficulty 6).
BABEWYN
Weapons: Rending (Wounds 6);
Armour: 3;
Strength: 5, Pain Resistance 2;
Control: 3, Blunt Weapons 3, Brawling 3;
Size: 2;Weight: 5;
Move: 3, Running 1;
Knowledge: 1;Determination: 5;
Awareness: 2, Tracking 1
KLADE
Weapons:
Blaster (Wounds 7 on kill, Wounds 3 on stun), fist (Wounds 2);
Armour: Full Armour 6;
Strength: 5, Iron Constitution 1;
Control: 3, Brawling 1, Marksmanship 1;
Size: 3;
Weight: 3;Move: 3;
Knowledge: 6, Astrogation 1, Computing 2, Electronics 1, Explosives
1, Robotics 2; Temporal Science 4
Determination: 6, Command 1;
Awareness: 3, Precision 2, Striking Appearance 2
SILVER
Species: Human Cyborg;
Weapons: Blaster Cannon (Wounds 12 on kill), fist or kick(Wounds 8) ;
Armour: Full Armour 9;
Strength: 6, Iron Constitution 6;
Control: 6, Marksmanship 6, Martial Arts 4;
Size: 2;
Weight:5;
Move: 5, Running 4, Swimming 4;
Knowledge: 6, Computing 6, Cryptanalysis3, Cybernetics6,
Explosives3, Science 3, Astrogation 3, Temporal Science 3;
Determination:6,
Indomitable Will 6;
Awareness: 4, Precision4, Tracking 4, Bargaining 4
SILVERATI
Weapons: Blaster (Wounds 10 on kill, Wounds 4 on stun), fist or kick(Wounds 8) ;
Armour: Full Armour 9;
Strength: 6, Iron Constitution 6, Special Immunity (heat,
radiation, disease, cold) 5;
Control: 4, Marksmanship 4, Martial Arts 4;
Size: 3;
Weight:3;
Move: 6, Running 6, Swimming 4;
Knowledge:
6, Computing 3, Cryptanalysis3, Cybernetics 3, Explosives3, Science 3,
Astrogation 3;
Determination:3,
Indomitable Will 1;
Awareness: 4, Precision3, Tracking 3,
YSSGAROTH (DAEMONS, VAMPIRES, PSIONIVORES)
Weapons: Claw (Wounds 5)
Armour: Psychic Shield counts as Armour 8
Strength: 5, Fuse Metal 1, Quick Recovery 2
Control: 2, Brawling 2
Size: 3
Weight: 5
Move: 3, Swimming 2
Knowledge: 6, Poisons 2, Science 1
Determination: 5, Command 2, Limited Telepathy 2, Psychic Shield 3,
Hypnotism 5
Awareness: 3
KROTONS, KLADE ROBOT MARINES,
GIBSONIANS (e.g., Mr. Gibson)
Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 4)
Armour: Full Armour
7
Strength: 4
Control: 2, Brawling 1, Marksmanship 1
Size: 3
Weight: 5
Move: 2
Knowledge: 6, Computing 1, Electronics 1, Engineering 1
Determination: 6
Awareness: 2, Keen Sight 1, Tracking 1
WIRRN
Weapons: Transforming Touch (a successful hit will
cause the victim to turn into a Wirrn in 1d6 hours)
Armour: Full Armour
6
Strength: 5
Control: 3, Brawling 1
Size: 3
Weight: 4
Move: 3
Knowledge: (All Knowledge abilities are identical to those possessed by
the being who was transformed (e.g., a Sontaran
transformed into a Wirrn would possess: Knowledge:
6, Astrogation 1, Computing 1, Electronics 1, Engineering 1, Robotics 1,
Science 2, Temporal Science 1, Wilderness Lore 1)
Determination: 6, Gloating 2, Independent Spirit 1
Awareness: 3
CHILDREN OF
KASTERBORUS, NEVERPEOPLE, FACTION PARADOX, REMOTE
Weapons:Blaster (Wound 6 on kill,
would 3 on stun)
Armour:. Armor 5 (Armor 7 for Faction
Paradox Bioarmor)
Strength: 4
Control: 3 (For Faction Paradox and Remote: Marksmanship 2, Hand-to-hand
1)
Size: 3
Weight: 4
Move: 3
Knowledge: 4, Paradox Mechanics 1
Determination: 3
Awareness: 2
Paradox Mechanics-A successful role against a Difficulty 10 can allow Imperial Lords of Time, Needle People, and Never People (using arcane sciences) and Faction Paradox (using arcane rituals) to imprison one being in a Temporal Paradox (thus removing he or she from play).
SIDHE
Weapons: Dimensional Rapture (A successful hit abducts the target from the Normal Space Time Continuum (1st through 3rd spatial dimensions) and brings them to Calib-Yau Space Time Continuum (the other 5th through 10th spatial dimensions)
Armour:. Armor 5
Strength: 4
Control: 3
Size: 3
Weight: 4
Move: 3
Knowledge: 4, First Aid 1, Science (Conceptual Mathematics) 1
Determination: 3
Awareness: 2
Conceptual Mathematics- The Sidhe are able to shift between the Normal Space Universe and the Quantumspace Universe at will, if not blocked by iron. They can only attack while in the Normal Space Universe.
.
SPIDER DALEKS, GLASS
MEN
Weapons: Blaster (Wounds 8 on kill, Wounds 4 on stun)
Armour: Full Armour
9
Strength: 4, Iron Constitution 2, Special Immunity (radiation) 2
Control: 1, Marksmanship 3
Size: 4
Weight: 5
Move: 2
Knowledge: 6, Computing 1, Cryptanalysis 1, Explosives 1, Robotics 1,
Science 1
Determination: 6, Command 2, Gloating 1, Indomitable Will 1
Awareness: 2, Tracking 3
SENTIENT TARDIS TYPE
103, COMPASSION (SENTIENT TARDIS TYPE 102)
Weapons: Sonic Attack (Wound 6 on kill, would 3 on stun)
Armour:. (Can only be damaged by gravitic devices or the weapon systems of a War TARDIS
(Type 70, 90-100))
Strength: 4
Control: 3 Marksmanship (1)
Size: 3
Weight: 4
Move: 3
Knowledge: 4, Temporal Science 4, TARDIS 4
Determination: 3
Awareness: 2
Sentient TARDISes can use their Temporal Science to destroy all TARDISes in an Area (Difficulty 10).
KULAN SOLDIERS,
SABBATH’S TIME AGENTS
Weapons:Blaster (Wound 6 on kill,
would 3 on stun)
Armour:. Armor 5
Strength: 4
Control: 3
Weight: 4
Move: 3
Knowledge: 4, First Aid 1, Wilderness Lore 1
Determination: 3
Awareness: 2
ONIHR
Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun,
range 4 areas)
Armour: Full Armour
8
Strength: 6, Special Immunity (high gravity) 2
Control: 3, Marksmanship 2, Martial Arts 2
Size: 3
Weight: 5
Move: 3, Piloting 1
Knowledge: 6, Astrogation 1, Computing 1, Electronics 1, Engineering 1,
Robotics 1, Science 2, Temporal Science 1, Wilderness Lore 1
Determination: 6, Command 2, Gloating 1
Awareness: 1, Acute Hearing 2, Keen Sight 2
TRISKELE UNCREATORS
Weapons: Rend (Wounds 5)
Armour: Psychic Shield counts as Armour 8
Strength: 4
Control: 3
Weight: 4
Move: 3
Knowledge: 4, First Aid 1, Wilderness Lore 1
Determination: 3
Awareness: 2
The Uncreators are vulnerable to strong aggressive emotions. They must flee from beings possessing such fierce feelings: Difficulty 8-Determination, Strong Passions
THE PLAYERS
Weapons: As per the time zone they are operating in.
Armour: Psychic
Shield counts as Armour 8
Strength: 4
Control: 3
Weight: 4
Move: 3
Knowledge: 4
Determination: 5, Hypnotism 5 (Used to instill aggression in humans to
insight wars)
Awareness: 2
TIME WRAITHS, CLOCK
PEOPLE
Weapons: Touch (a successful hit causes the victim to be possessed by another Time Wraith/ Clock Person)
Armour: Psychic
Shield counts as Armour 8
Strength: 4
Control: 3
Weight: 4
Move: 3
Knowledge: 4 Paradox
Mechanics 1
Determination: 3
Awareness: 2
Paradox Mechanics-A successful role against a Difficulty 10 can allow the Time Wraith or Clock Person to imprison one being in a Temporal Paradox (thus removing he or she from play).
NIMON
Weapons: Life Leeching Ray (Victim is paralyzed
unless the ray is broken; 6 Wounds/ turn)
Armour: Full Armour
8
Strength: 6, Special Immunity (high gravity) 2
Control: 3, Marksmanship 2, Martial Arts 2
Size: 3
Weight: 5
Move: 3, Piloting 1
Knowledge: 6, Astrogation 1, Computing 1, Electronics 1, Engineering 1,
Robotics 1, Science 2, Temporal Science 1, Wilderness Lore 1
Determination: 6, Command 2, Gloating 1
Awareness: 1, Acute Hearing 2, Keen Sight 2