Saturday, November 1, 2014

The Six (B) Doctors


I had developed this theory to explain the previously unknown John Hurt Doctor. Of course, with the release of the Night of the Doctor my idea completely falls apart. So instead I present it as a possible scenario for the game.

My idea was that John Hurt was definitely the Ninth Doctor, but the product of the Season 6B timeline.

Season 6B is that bit of continuity wiggle room in between the Second Doctor's last appearance in War Games, and the Third Doctor's first appearance in Spearhead from Space. Instead of exile on Earth as the Time Lords had decreed, the Doctor became their agent dealing with secret missions for the Time Lords. That apparently lasts quite a long time for the Second Doctor, who is visibly aged when he's seen in The Two Doctors alongside a much older Jamie McCrimmon.  Though eventually the Second Doctor either died in action, or failed the Time Lords in some manner. Either way they follow through with their decreed fate for him and he becomes the Third Doctor we see in Spearhead.

What if that was not the case?

Instead, the Doctor regenerates into a completely different person. This Other Third Doctor is forced to remain in the service of the Time Lords as an agent of the Celestial Intervention Agency. The Doctor has proven himself far too valuable, and the Time Lords are getting rumblings of dangerous things happening through time. They have already foreseen the threat the Daleks pose to the universe, and the Doctor is the most logical agent to try and deal with this.

So we have a series of adventures with a Doctor working  (if not necessarily willingly) directly for the Time Lords through the Celestial Intervention Agency.

It could be the Time War may have already begun. It might be the adversaries in War Games may have been part of the larger machinations of various parties in the Time War to raise an army that could fight against the Daleks. The Doctor realizes what is at stake and remains part of the Time War, and in the process giving up a number of lives in the name of trying to stop the Daleks.

For a Time War themed campaign, this does give you the option of recruiting any of the classic Doctors into the War. Or you could create a new alternate Doctor tailored to your campaign, and still claim continuity.

Saturday, October 25, 2014

Resourceful Pockets Table

So, your heroes have been captured by the bad guys and they tell them to empty out their pockets. Naturally the character with the Resourceful Pockets trait will have a wide variety of junk on hand. The GM has discretion about how many times rolling is needed.

Once again you roll two dice. Reading each one separately.

1-1   A vacuum tube
1-2   Pocket watch (normal)
1-3   a sandwich wrapped in paper (roll 1 die, on an even number it's still edible)
1-4   An 8 track tape of Polka music
1-5   Oolon Colluphid's Origins of the Universe
1-6   A piece of charcoal

2-1   A ball of rubber bands
2-2   5 meters of rope
2-3   A very old cell phone (circa 1992)
2-4   The last hand held gadget the players built in an adventure
2-5   quarter kilo of unobtainium-127
        (totally useless right now, but there's a materials engineer somewhere    
         who would sell his mother for this!)
2-6   That pen you nicked off President Taft's desk
       

3-1   shoe polish
3-2   a DVD of whatever movie is currently in theaters
3-3   a stationary pad from the Europa Hilton
3-4   A 3 1/4" floppy drive marked "Skynet 0.0176 DO NOT USE!!!"
3-5   A miniature theremin
3-6  A Mouse
       (roll 1 die; 1-2: USB Computer, 3: Living, 4: Dead, 5-6: Rubber,)

4-1   An Etheric Beam Locator
4-2   A Lighter
4-3   A Slide Whistle
4-4   A wad of lint
4-5   2d6 Coins from different planets (none of which are legal tender where you are right now)
4-6   A hip flask
       (roll 1 die; 1: Whiskey, 2- Vodka 3: Janx Spirit, 4: Holy Water, 5: Grape juice, 6: Vinegar)

5-1   A Cricket Ball
5-2   A pirate treasure map.
5-3   A rather dubious Hungarian to English Phrasebook
5-4   A glass bottle of soda
5-5   A rubber balloon
5-6   A tin cup

6-1   A string of fire crackers
6-2   An invitation to the time traveller's convention at MIT
6-3   A ball of twine
6-4   A Credit Card (roll 1 die; odds: still useful, evens: won't work)
6-5   A Swiss Army Knife
6-6   A bag of Jelly Babies