Keeping in line with the overall aesthetic and sensibilities of Doctor Who, the universe is filled with a strange and myriad collection of alien races, most of which appear in some small way Human. Players will be allowed to create non-humans, but everyone has some of the same sensibilities. The guidelines for a character are, as follows, in no particular order:
- Aliens & Non-Humans
Characters designed to not be human must purchase the Good Traits associated with their choice (Alien, Robot, etc), and may take Bad Traits to mitigate these costs (Alien Appearance for example), but these Bad Traits count towards the character’s maximum Bad Traits allotment.
- Tech Level
Tech Level in Doctor Who goes to 12, but no, you can’t have a 12 Tech Level as a starting character. Characters may create their character from various timelines, but may only select their home tech level from TL2- Bronze Age through TL7- Advanced Interstellar Empire (No Time Travel). Anything lower and the character has no rational reason to have many skills, while higher and the character has too much technological experience.
- TL will limit some Traits, both Good and Bad, from the list of character options. Players should not take Traits that are inappropriate for their TL (Such as Vortex, for example).
First characters will be generated at the table, alongside everyone else attending that session. The focus will be on buying Attributes, Traits, and determining racial origin. If a player chooses to determine their Skills right of the gate, that is up to them, but the first session will allow for them to assign Skill Points during the session, and to make the final spend at the end of the night.
At character creation, each player will be informed how they know the other characters.
Should a player need a second, or later, character, they may make them away from table but the character must be able to be folded into the story easily, and obey the general rules of the campaign universe. Characters introduced later into the campaign can come in as new allies from the current setting, old friends from before the campaign started, or ask to be brought in in the same fashion the group will be formed under.
The Point Buy
- Character Points: 24
The character spends these on the 6 Attributes and their Good Traits. These can also be traded 1 for 1 for Skill Points.
- The Average Attribute is 3
- The Attribute Maximum is 6
- It is suggested that the player save 6 Character Points for Traits
- Skill Points: 18
The character spends these on Skills, and they cannot be “traded up” for Character Points.
- There is no average Skill
- The Maximum Starting Skill is 6
- It is suggested that players try to work with the group to fill in Skill gaps
- Bad Traits: 6
Characters may take 6 Points worth of Bad Traits to add more Character Points to their creation process. Any Bad Traits in excess of this are considered “Free” and give them no Points, but will require the usual amount of work to dispose of.
- Bad Traits for features of your Alien Race count towards this maximum
- Once the character has been introduced, the Trait must be worked off. No take-backs
- Bad Traits resulting from Narrative Events will be lost as part of Narrative if possible
- Story Points: 6
The character starting Maximum for the core mechanic is 12, but this campaign is going a different route. You will begin with your full allotment of 6 Story Points, and will develop a higher maximum as the story gains momentum and moves forward. The use of Story Points is covered in more detail here.