Previously, I asked what a Star Trek role-playing game based on Ghostbusters: A Frightfully Cheerful Roleplaying Game might look like. This time, I ask that question about Doctor Who (the classic version). Let's take a look!
Traits
Companions start with 13 points to distribute amongst four Traits. Time Lords start with 15 points. Each Trait must have at least 1 point. Instead of Brains, Muscles, Moves, and Cool, characters have:
- Intellect
- Physique
- Coordination
- Resolve
Talents
Companions have one Talent per Trait, plus one additional Talent. Companions who select fewer than five Talents may assign them later, even during play, but they must explain how they came about that Talent in character.
Time Lords have eight Talents, but no more than four Talents may be assigned to a single Trait, and at least one Talent must be assigned to each Trait.
Each Talent adds 3 dice to its related Trait roll.
(Examples of Talents may be forthcoming.)
Powers
Characters of certain species may possess Powers at the expense of certain Limitations.
For example, Cyberman Powers would include Remarkable Strength (Physique), Hive Mind (Intellect), Unshakeable Determination (Resolve), and General Invulnerability. Cyberman Limitations would include Slow Mobility, Lack of Personality, and Fatal Vulnerability to Gold Dust.
As a standard rule, each Power confers a bonus of 4 dice to relevant Trait rolls. (This may vary. Powers described as Tremendous grant 6 dice.) Powers are not stackable with Talents.
Luck
Instead of Brownie Points, characters have Luck, which functions identically. Each character starts with 20 points of Luck.
Advancement
When characters achieve Goals that restore space-time equilibrium, they are awarded Luck points that may be used in the same manner as Brownie Points: they can be saved, used as bonus dice, expended to reduce injury, or spent to increase Traits.
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