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Thread: ICON rules for Doctor Who

  1. #61
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    I agree with you Mr. Smith.

    I have been working on some more Doctor Who Templates. I've been looking for Human appearing species that would be suitable for a Template. At the moment, I have a short list:
    Alzarian (Difficult with the E-Space situation)
    Gallifreyan (Done)
    Human (Done)
    Minyan (Done)
    Thal (Almost done)

    If anyone can think of any other Human-like species that would make good player characters, let me know.

  2. #62
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    NOTE: The following Human Template is the same as from the Star Trek Core Rulebooks. The only differences are the changes made for relevant time zone. Each character using any of the following Templates, must specify the character's original time zone. Languages, Culture, History and other Skills will all be dependent on this fact. For most characters originating from a primitive society, substitute Sciences, Any (choose Specialization) for Craft (choose Specialization).

    Human Template

    Attributes
    Fitness 2 [5]
    Coordination 2 [5]
    Intellect 2 [5]
    Presence 2 [5]
    Willpower +1
    Psi 0 [5]

    Skills
    Athletics (choose Specialization) 2 (3)
    Culture (Human) 2 (3)
    History (Human) 1 (2)
    Language
    Choose One Human Language 2
    Sciences, Any (choose Specialization) 1 (2)
    World Knowledge (Earth or other homeworld) 1 (2)

    Typical Advantages/Disadvantages
    2 extra Courage Points

    Human
    Human history has been marked by war and bloodshed, exploration and expansion, invasion and defeat, great achievements, and high ideals. From their homeworld, Earth, Humans have had to overcome great adversity and social changes in order to begin exploring space. During their history, they have faced several attempts to destroy, invade or enslave them.

    When they finally did venture into space, Humans quickly become a widespread, powerful and influential species. Spreading from system to system they formed the Alliance, a loose federation between Earth and its colonies. The Alliance made allies, such as the Draconians and the Cyrennic, and also made enemies, such as the Daleks and Cybermen. However, after numerous wars, the weaken Alliance eventually gave way to the Earth Empire in the 26th Century.

    The Earth Empire grew rapidly and somewhat more ruthlessly than the Alliance. It eventually encompassed a great majority of the Milky Way galaxy, until the end of the 30th Century. Other species were crushed, exploited and enslaved by the Empire. Eventually, a series of revolutions severely damaged the Empire, at a time when the Earth was being battered by solar flares, these events led to the fall of the Empire.

    The damage from the solar flares led to a new Ice Age on Earth. Eventually though, Humanity returned to its birthplace, Earth. After reestablishing themselves, they became a part of a new political force, the Federation. This new Federation was formed in the 32nd Century and had many different alien species as members. The Federation fought its fair share of wars with the Daleks and Galaxy 5 among others. By the 50th Century, the Federation had disbanded and new empires emerged.


    Minyan Template

    Attributes
    Fitness 2 [5]
    Coordination 2 [5]
    Intellect 3 [5]
    Presence 2 [5]
    Willpower +1
    Psi 0 [5]

    Skills
    Athletics (choose Specialization) 2 (3)
    Culture (Minyan) 2 (3)
    History (Minyan) 1 (2)
    Language
    Minyan 2
    Sciences, Any (choose Specialization) 1 (2)
    World Knowledge (Minyos or Minyos II) 1 (2)

    Typical Advantages/Disadvantages
    Regeneration +3
    Strong Will +2
    Intolerant (Time Lords) -1

    Minyans
    At the edge of creation, on the far side of the universe, the planet Minyos once existed. An intelligent species of humanoids, the Minyans, began to develop. The Minyans are physiologically similar to Humans and began to develop in a similar way also. At approximately 100,000 BC, the planets Minyos and its inhabitants came to the attention of the Time Lords. The Lords of Time had developed both technologically and socially, to a point where they had begun to explore the universe around them. Deciding to help the Minyans, the Time Lords made first contact with them. Assisting the Minyans with social changes and teaching them science and the wonders of technology, they came to be worshiped as Gods by the Minyans. The Time Lords even shared the secret of bodily regeneration.

    Learning quickly, the Minyans developed space travel and colonized a few nearby planets. However, although they were very intelligent, they were still quite aggressive. Advancing too fast, the Minyans did not have a sufficient enough time to evolve a more peaceful way of thought. After a few brief centuries, they drove away the Time Lord presence on Minyos. Their success at driving the Time Lords away was not enough. The Minyans began to fight and war among themselves. The Time Lords could see that the death of Minyos was soon at hand. The Time Lords retreated, reviewing what they had done and eventually implementing the non-intervention policy.

    A few Minyans also foresaw the coming cataclysm. Using what resources they had available to them, they established a small colony on a nearby world they called Minyos II. They gathered genetic material of their species and launched it towards Minyos II. The ship, with the race banks, was lost. A rescue mission was launched, just prior to the destruction of the planet Minyos in a series of nuclear wars. After the successful search and rescue mission, at the end of the 20th Century, the Minyan race banks were retrieved. The rescue mission finally reached their destination, Minyos II, during the mid 24th Century.

  3. #63
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    I did toy with the idea that it would be fun to play an Ice Warrior, Draconian, Silurian or Sea Devil, etc.

    But such species are not really practical for a standard Doctor Who series. It wouldn't be too bad if the series was kept in one time zone.

  4. #64
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    I will try to post the other Templates in the next few days.

  5. #65
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    Question

    What I've got on the Minyans:

    Possibly 100,000 years before the birth of the Doctor (depends on how you interpret the dialoge in the episode). Which would make it around 3.5 billion BC.

    Definitly some time after Rassilon assumed power The Time Lords set themselves up as gods on the planet Minyos. Minyos was located on the far side the Mutters Stellian Spiral from Sol III) They force the Minyans to give up magic and superstition by having the Heliomancers cast out of their society.

    Hundreds of years later (1200 years after the Time Lords captured the Eye of Harmony) The Mynians revolt, and kill most of the Gallifreyans on the planet Minyos. As a result of this President Pandak of the High Council of Gallifrey creates the Doctrine of Non-Intervention.

    As a side note:
    The Time Lord's failure with the Minyans lead to a massive sense of guilt, helplessness and fatalism on Gallifrey. They felt that they had lost their Golden Age and a revival was necessary. The
    Gallifreyans began viewing Rassilon and Omega as near mythical figures. They came to believe that only strict adherence to the customs and traditions established by Rassilon could stop their society’s decay.

    All of this included info from the TV episode, the Novelization of the episode, an few other novels, and FASA's RPG.

    Hope this helps.

    ------------------
    Just remember, even though it’s a vacuum,
    In space no one can hear you Clean.
    -J.T.

  6. #66
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    Unfortunately, my resources are limited JT. This is also a reason why I stick to what's in the TV series.

    But by all means add to whatever I post.

  7. #67
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    When designing Templates for Doctor Who, they seem to be pretty straight forward. Create the basic Template and adjust a few Skills to match the relevant time zone. However, the Thals are a little different. During their history they have had three very distinct periods of change. They used to be violent and aggressive, then totally passive and peaceful, then on to a more average mix of the two. So the following Thal Template is divided into two: the Militant Thal and the Peaceful Thal, with notes for adjusting for an average future Thal.

    Thal Template

    Militant Thal

    Attributes
    Fitness 3 [5]
    Coordination 2 [5]
    Reaction +1
    Intellect 2 [5]
    Presence 2 [5]
    Willpower +1
    Psi 0 [5]

    Skills
    Athletics (choose Specialization) 2 (3)
    Culture (Kaled) 2 (3)
    (Thal) (3)
    History (Thal) 1 (2)
    Language
    Thal 2
    Science, Any (choose Specialization) 1 (2)
    World Knowledge (Skaro) 1 (2)

    Typical Advantages/Disadvantages
    1 Courage Point +5
    Species Enemy (Kaleds) -3

    Peaceful Thal

    Attributes
    Fitness 2 [5]
    Coordination 2 [5]
    Dexterity +1
    Intellect 2 [5]
    Presence 3 [5]
    Psi 0 [5]

    Skills
    Artistic Expression (choose Specialization) 1 (2)
    Athletics (choose Specialization) 1 (2)
    Craft (choose Specialization) 1 (2)
    Culture (Thal) 2 (3)
    History (Thal) 1 (2)
    Language
    Thal 2
    Planetside Survival (Skaro) 1 (2)
    World Knowledge (Skaro) 1 (2)

    Typical Advantages/Disadvantages
    1 Courage Point +5
    Resistant (Radiation) +3
    Sexy +2
    Pacifism (Total Nonviolence) -5
    Species Enemy (Daleks) -3

    NOTE: When the Thals have developed and begun to explore space, make the following changes to the Template above:
    Substitute Craft (choose Specialization) 1 (2) for Science, Any (choose Specialization) 1 (2)
    Remove Planetside Survival (Skaro) 1 (2)
    Add another Specialization to World Knowledge
    Reduce Pacifism to (Self-Defense) -3

    Thals
    Intelligent life evolved relatively early on the planet Skaro. Two sentient species developed, the Thals and the Kaleds. Both species are humanoid and very similar to Humans. Around 6700 BC, a war breaks out on Skaro between the Thals and the Kaleds, a war that would last for a thousand years. Over this period of conflict, biological and nuclear weapons were used, this created mutations in both species. Such a prolonged war drew upon and exhausted the planet's natural resources. As the fighting continued, both the Thals and the Kaleds were forced to use more primitive weapons.

    Around 5700 BC, the Kaleds were destroyed. However, their creations, the Daleks, lived on. Presumably, a second war was fought between the Thals and the Daleks. In 201 BC, this war came to an end when the Daleks used a neutron bomb that irradiated most of the planet. The Daleks retreat to their metal city and the Thals become peaceful farmers. During this time, the Thals evolved into a beautiful and peaceful species of blonde humanoids.

    It is assumed that the Thals began space exploration, for in 2540 AD a group of Thals helped to defeat a Dalek army on the planet Spiridon. In 4500 AD, the Daleks returned to Skaro during the Dalek/Movellan war. Skaro was a desolate world, with no signs of indigenous life. It is assumed that the Thals eventually abandoned their homeworld Skaro or they could have been exterminated. Around 4660 AD, Davros and his Imperial Daleks steal the Hand of Omega, a stellar manipulator, and used it on Skaro's sun. The sun went supernova and destroyed the planet Skaro.

  8. #68
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    This is my first attempt at writing up the description of a Doctor Who alien species. I've changed the Alien Template from the one presented in the Star Trek Core Rulebooks. I've chosen one of my favorite monsters from the series.

    Zygons

    Homeworld
    The Zygon homeworld was an unnamed planet that was destroyed in a stellar explosion.

    Home Region or Sovereign Territory
    After the destruction of their homeworld, a large Zygon space fleet is roaming through space, looking for a new home. The Zygons have no homeworld or territory.

    Suggested Attribute and Edge Ranges
    Fitness 2 [5]
    Strength +1
    Vitality +1
    Coordination 2 [5]
    Intellect 3 [6]
    Presence 2 [5]
    Willpower +1
    Psi 0 [5]

    Special or Unique Skills
    Athletics (Swimming) 2 (3)
    Culture (Zygon) 2 (3)
    History (Zygon) 1 (2)
    Language
    Zygon 2
    Science, Any (choose Specialization) 1 (2)
    World Knowledge (Homeworld or Other) 1 (2)

    Traits Common to the Species
    Amphibious +3
    Toughness +2
    Addiction (Skarasen lactic Milk) -3

    Special or Unique Abilities
    Being cephalopods, the Zygons are amphibious. They are fully adept in the water as they are on land. Their hides are quite tough, though they are not invulnerable.

    Appearance
    The Zygons appear to be upright and bipedal cephalopods, with mottled orange, red and green skin. They have no necks, as their large dome-like heads join directly with their shoulders. The Zygons have small sucker-like nodules that run along their limbs, down their chest, and along the sides and top of their heads. Their fingers also end with a small sucker nodule. Their deep-set eyes, and sibilant voices, give the Zygons a menacing appearance.

    Description
    The Zygon homeworld was destroyed from a stellar explosion, around the end of the 20th Century. As galactic refugees, the primary goal of the Zygons is to establish a new homeworld. They prefer terrestrial worlds with a warm but wet climate. After abandoning their homeworld, the Zygons took with them, in embryo form, Skarasens. A Skarasen is a huge, amphibious dinosaur-like creature, the lactic milk of which is required by the Zygons and would die without it.

    Technology
    Tech Level: 6
    The Zygons use organic technology and are formidable bioengineers and cyberneticists. A Zygon spaceship is partly organic, its interior has an organic appearance and control interfaces which helps to illustrate this fact.

    Zygon technology has developed such things as a body transference machine. This allows the Zygons to scan and record a subject's body print. Once recorded, that body print can be adopted by the Zygons for a complete physical disguise of any creature. The Zygons' new form only lasts a short while before they revert back to their original form.

    Story Notes
    Without a homeworld, the Zygons are vulnerable. They need to reestablish themselves and to raise a herd of Skarasen so they can survive. While they are refugees, the Zygons are desperate and may revert to any tactics to secure a new world.

  9. #69
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    Bytus, if you're interested, there's LOTS of info on the biology, culture and history of the Zygons in the 8th Doctor BBC novel "The Body Snatchers."

    Its a so-so novel (I give it a 6.5 on a scale of 1-10). It takes place in the late 1900s and brings back Litefoot (from the Talons of Weng-Chiang). However if you're a big Zygon fan you might want to check it out.

    ------------------
    Just remember, even though it’s a vacuum,
    In space no one can hear you Clean.
    -J.T.

  10. #70
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    I have several more Templates and Overlays, as well as Aliens Templates to post. I just need a little time to finish them. Among them is my version of the Daleks. I have also revised the Aliens Template again.

  11. #71
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    Lightbulb

    THE OGRON TEMPLATE:
    Compiled by JT

    ATTRIBUTES
    Fitness 3 [6]
    Coordination 2 [5]
    Intellect 1 [4]
    Perception -1
    Presence 2 [5]
    Empathy -1
    Willpower +2
    Psi 0 [5]

    SKILLS
    Culture (Ogron) 1(2)
    Language
    Ogron 2
    Planetside Survival (Braah) 2(3)
    Primitive Weapon (Club) 2(3)
    Stealth (Hide) 1(2)
    Unarmed Combat (Brawling) 3(4)
    World Knowledge (Braah) 1(2)

    TYPICAL ADVANTAGES/DISADVANTAGES

    High Pain Threshold (+2)
    Patron (+1) (for slaves of the Daleks only)
    Diminished Social Status (-2) (could be –3 for those that are slaves of the Daleks)
    Physically Impaired (extreme difficulty communicating with most humanoids) (-1)
    Gullible (-1)

    OGRONS

    BRAAH (or as the locals term it “Homeworld”)
    System Name: Agamemnon System
    Location: 0110011 by C2 or 3349-6784 (at the “edge” of the Milky Way) Several light years from the nearest trade rout.
    Type: Terrestrial (larger then average)
    Atmosphere: Oxygen/nitrogen (with greater than normal hydrogen ratios)
    Gravity: Significantly greater than earth.
    Notes: Ogron home world is a gray barren desolate place with little food and a harsh climate. It is inhabited by fierce giant lizards, which prey on the Ogrons.

    OGRON BIOLOGY
    Scientific Nomenclature:homo ogronalis
    Common Name: Ogrons
    Racial Slur: Oggies
    Type: Simian humanoid ectomorphs
    Average height: 2.2 meters
    Eating habits: Carnivorous (though they do enjoy bananas)
    Notes: Because of there home planets immense gravity the Ogrons evolved massive frames. Their Homeworld of Braah went through a series of “rapid” environmental (probably caused by the Time Lords and the Daleks) changes resulting in the Ogrons having traits of both primates and carnivores. Ogrons are tall and massive with a large brow ridge. Their bodies are covered with long thin brownish hair (like a very hairy human). Young Ogrons have a full head of hair but adults are bald on the top. They have (literally) very thick skulls. Ogrons use the diaphragm and chest cavities of their stomachs to communicate sub-sonically. In Ogron language vocal cords are primarily used to talk about rocks. Ogrons can actually be quite intelligent.
    Genetically and intellectually Ogrons are “Blank Slates.” They are easy to modify via brainwashing, cybernetic implants, and genetic engineering. This makes them very popular with security agencies who sell customized Ogrons. Some examples include Pygmy Maiden Ogrons, and Ogron Lords.
    In 2976 the Earth Empire creates and breeds Pygmy Ogrons who are very small. These Pygmy Maidens are sold as sex-slaves.
    Ogron Lords are Ogrons who work for the Time Lords. They have the Rassilon Imprimatur and other genetic “modifications.”

    OGRON HISTORY
    The Ogrons never developed space travel. They were at Stone Age tech level when first discovered by the Daleks who had time-traveled back to 1855 AD. They found the Ogrons ideal for their purposes and many were sold into slavery. These Ogrons worship the “Metal Gods” (Daleks). The Earth Empire usually spare’s Ogrons during wars with the Daleks.
    On September 14, 1972 a group of Ogrons and Daleks (from an alternate timeline) tried to destroy the world peace conference. Some Ogrons were left on earth. By 1996 AD there were Ogrons living on Earth.
    Before 2172 the Daleks discover Time-Travel. A team of time traveling Daleks go back in time to 1855 and discover the planet Braah.
    (On September 14, 2172 “Day of the Daleks” occurs)
    (On April 22, 2380 “The Romance of Crime” occurs)
    By the 2380’s Ogrons are used a servitors by 17 galactic races. These include Humans, Daleks, and the Time Lords. Many are trained to operate spacecraft and serve as butlers and soldiers. Many freed Ogron became mercenaries, charging low rates for a chance to kill. While killing an Ogron is against the law (they are sentient after all) they are the butt of many jokes (kinda like Polish people only a Polish person wont twist your arm of if they hear one.)
    By 2540 AD the Daleks were at the height of there galactic power. Ogron servants were used extensively.
    (On 2540 “Frontier in Space” occurs)
    By 2976 AD the Earth Empire comes to the Ogron Homeworld and rename it Orestes. They make Orestes part of the Earth Empire. They begin mining the planet and kill all “The Monsters.” (The Ogrons Gods). They genetically engineer Pygmy Ogrons, which have no stomach cavities (and thus cant talk to other Ogrons very well). The Ogrons are so offended by this that they dig up all their old Dalek weapons and go to war with the Earth Empire. By 2980 Earth starts taking the war seriously but lacks the resources to do anything about it. In 2982 the Ogrons gain their independence from the Earth Empire (which had just fallen).
    (On 3790 “Interference” occurs)
    In 3986 Ogrons were still working as mercenaries.
    (“Mission: Impractical” might have occurred in 3986)

    OGRON CULTURE
    Ogrons have a Stone Age culture and live in caves on Braah. They are quite intelligent (relative to there appearance) and poetic. In Ogron language vocal cords are primarily used to talk about rocks. Leather is clothing of choice. Ogrons can tell the difference between a Good Rock, and a Bad Rock (this is VERY important). The chief Ogron god is “The Monster” a 4 meter wide orange blob that eats the Giant Lizards. When one Ogron child dies from malnutrition (a common occurrence) the other children will eat the body. Ogrons will eat other sentients. Young male Ogrons are VERY gullible about other races (they all look the same). Ogrons who serve as slaves are known as Lost Boys and Lost Girls. They will never betray their leaders unless they themselves are betrayed. The Ogrons are terrified of the Giant Lizards that roam their Homeworld. They are similarly terrified of the Daleks.

    EXAMPLES OF OGRON NAMES:
    Mother of Nobody, Gjork, Lost Boy.

    OGRON INSULT
    You have mind of mud (TRANSLATION – Your mind is slimy, slippery, which drains out of your ears and makes a mess on the floor)

    OGRONS BEHIND THE SCENES:
    Ogrons are the ultimate “Gorilla” soldiers. The trick with an Ogron is to play the stereotype with flashes of rebellion. Ogrons can be exceptionally stupid on one matter and amazingly competent the nest. The intelligent poet caveman should set the tone. Properly played they will be great comedic characters. The pattern should go something like: stupid, stupid, stupid, stupid, stupid, Brilliant, stupid. Your Ogron should have lots of skills in absurd things like wine tasting, oil painting, and 18th century earth history and US nuclear missile launch codes.


    EXPERIANCED OGRON MERCENARY
    (Converted from FASA and Time Lord)

    *Attributes
    Fitness 5
    Coordination 3
    Intellect 2
    Per -1
    Presence 2
    Empathy -1
    Willpower +2
    Psi 0

    *Skills:
    Energy Weapon (Nuronic Stun Gun or Disintegrator) 2(3)
    First Aid (combat/trauma) 1(2)
    Planetary Tactics (Small-Unit) 1(2)
    Planet-side Survival (Desert) 3(4)
    Primitive Weapon (Club) 3(4)
    Search 3
    Shipboard Systems (choose spec) 1(2)
    Stealth (Hide) 2(3)
    Unarmed Combat (Brawling) 5(6)
    Vehicle Op (Ground) 1(2)
    World Knowledge (Braah) 1(2)

    Advantages:
    High Pain Threshold (+2)
    Patron (+1) (for slaves of the Daleks only)

    Disadvantages:
    Diminished Social Status (-2) (could be –3 for those that are slaves of the Daleks)
    Physically Impaired (extreme difficulty communicating with most humanoids) (-1)
    Gullible (-1)

    NOTES: Ogron Mercenaries are often equipped with Nuronic Stun Gun (which can also kill) or Disintegrators.

    Physically Impaired (extreme difficulty communicating with most humanoids) (-1)
    Ogrons use the diaphragm and chest cavities of their stomachs to communicate sub-sonically. In Ogron language vocal cords are primarily used to talk about rocks. They use their diaphragm is used to convey complex ideas. This means that even though Ogrons can learn to speak English they have great difficulty conveying abstract ideas with spoken language. This makes them look much dumber than they are. As a result they have a –1 from all die rolls for verbal interaction.

    There he is folks! What do you think?

    QUESTION: Does a disadvantage like Gullible exist in LUG? If not I’ll have to make rules for it.


    ------------------
    Just remember, even though it’s a vacuum,
    In space no one can hear you Clean.
    -J.T.

  12. #72
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    Very interesting work JT. You've added enough depth to the Ogrons to make them viable as PCs, which is a tough job! Is any of that is information from the novelizations/new adventures/etc?

    I like your inclusion of diminished social status disadvantage. I would quibble over the Patron (+1) for being a Dalek slave. Absolutely, a worse status disadvantage is appropriate for those wretches. But Daleks do not act as patrons. Sure, they may give minimal care to useful tools so that they will remain useful. But patronage implies more than that: someone who will go out of their way for you or do favors for you. Daleks don't do that.

    For my take on commonly encountered Ogron NPC thugs, http://bancroft.tripod.com/DWogrons.htm

    Coming soon, for use in your Doctor Who, Star Trek or Pulp adventures encounter: Stats for various dinosaurs. I wrote them up two nights ago, but haven't had a chance to post them yet.

  13. #73
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    My revised Venusian Akido maneuvers are available at the bottom of the page at http://bancroft.tripod.com/DWconversions.htm

    It now includes JTs description of the paralization maneuver. I chose to enterpret the Doctor's claim that the paralysis would become permanent in the same way as his "We're in a state of temporal grace... violence is impossible here" statement. Misleading. A fast talk roll to avoid violence and yet achieve goals peacably.

  14. #74
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    Tyranosaurus Rex - 8 ton pouncing hunter
    Fitness 2 Strength +55
    Coordination 3
    Presence 9
    Instinct 1 Ferocity +2
    Resistance 45 + 2 armor
    Bite 4 Damage 55+2d6
    Stomp/tail swipe: 2 Damage 57+1d6

    Triceratops - 8 ton grazing herbivore
    Fitness 2 Strength +45
    Coordination 2
    Presence 6
    Instinct 1
    Resistance 40 + 12 armor for attacks from the front, + 4 armor from the sides or rear.
    Horn 3 Dmg 45+3d6 +1 for every 10m/round charged.

    Brontosaurus/Apatosaurus - 35 ton grazing herbivore
    Fitness 2 Strength +70
    Coordination 1
    Presence 7
    Instinct 1 Perception +2 that head atop the long neck can
    see things coming from a long way away!
    Resitance 60
    Stomp/tail 2 Damage 62+1d6

    Velociraptor 200kg hunter
    Fitness 4 strength +2
    Coordination 4
    Presence 5
    Instinct 3 ferocity +2
    REsistance 6
    Bite 3 damage 6+1d6
    Claw slash 4 damage 6+2d6

    Notes: Check your favorite resource or movie for descriptions and behavior. The large dinosaurs here are intended to reflect
    the big, dumb, slow dinosaurs shown in "Invasion of the Dinosaurs." The velociraptor is a smarter, faster, more modern (and Jurassic-Park-like) enterpretation.

  15. #75
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    Diamond said:
    “Very interesting work JT. You've added enough depth to the Ogrons to make them viable as PCs, which is a tough job!”

    Thank you very much. A friend of mine was interested in playing an Ogron for a GURPS Dr. Who campaign so I did some research. Though my friend eventually decided to be a human I thought the research could still prove useful. I’ll probably put it on my website eventually.

    Diamond said:
    “Is any of that is information from the novelizations/new adventures/etc?”

    All the info (except for “OGRONS BEHIND THE SCENES”) I wrote up came from the episodes, novels/reference books/RPGs. I didn’t make any of it up.

    Diamond said:
    “I would quibble over the Patron (+1) for being a Dalek slave….”

    I don’t like it either, but I was trying for the “50 pt” template, which is so central to ICON. Some Ogrons are mercenaries. They would have diminished status of –2 but the ones that are slaves of the Daleks would have –3. So I tried to “balance things” by giving the slaves a +1 patron. The more I think about the Patron thing the more I hate it. Any suggestions (or should I ignore the 50 pt rule)?

    Diamond said:
    “For my take on commonly encountered Ogron NPC thugs, http://bancroft.tripod.com/DWogrons.htm”

    I looked at yours. Nicely done. I based all my states of the FASA and Time Lord RPGs. I made conversion numbers for them. (For FASA take the LEVEL of skill and multiply by .86) (For Time Lord Attributes multiply by .86 for skills add the attribute to the skill and multiply by .6).

    Diamond said:
    “My revised Venusian Akido maneuvers are available at the bottom of the page at http://bancroft.tripod.com/DWconversions.htm”

    Cool.
    Why is Venusian Paralysis have a difficulty of 12? That seems really high! The Doctor used it all the time and sometimes seemed almost casual about it. It shouldn’t be much harder (if you’ve got the skill and the advanced maneuver) then punching someone in the middle of the chest.
    Also, why does this maneuver work only on humans? Presumably it also works on Venusians? I’d bet it would work on a Thal or maybe even a Gallifreyan IMHO.

    By the way I fully support your difficulty for the Venusian Nerve Pinch.

    Diamond said:
    “It now includes JTs description of the paralization maneuver.”

    Thank you!

    One more thing – love the dinos!


    ------------------
    Just remember, even though it’s a vacuum,
    In space no one can hear you Clean.
    -J.T.

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