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New Doctor Who tabletop RPG...

What are the mechanics like? Is it a 3D6, 1D20, 1D100 system? How does it compare with other gaming systems like, for example, GURPS?
 
It's a very abstract system, the mechanics encourage roleplaying rather than manipulating a system. Also, though combat of course plays a role, the structure of the game, like Who itself, is gear more towards diplomacy, personalities and negotiation. The game itself comes with six d6s.
 
Now this seems tasty! :drool: Me Wants it!! Give it to me! My Pppprrrrrrecious!!!!! *cough* ....*Cough*... Golem.. Golem!! :guffaw:

$59.00 is that Legal?? Sheesh!!
 
Now this seems tasty! :drool: Me Wants it!! Give it to me! My Pppprrrrrrecious!!!!! *cough* ....*Cough*... Golem.. Golem!! :guffaw:

$59.00 is that Legal?? Sheesh!!
I don't have it, but I've seen it. And it is a seriously quality package, and sixty dollars isn't out of line.

The early-90s Doctor Who RPG, Timelord, is available online, along with an expansion with updated stats and rules.
 
It's a high quality package and VERY much worth the price tag, trust me on that. You get a box PACKED with stuff.
 
Over here in Britain it normally retails at between £35 and £40, about the same price as in America. Less than ten minutes ago I bought it from Amazon for £18, just under $28.

Shop around!
 
To give a bit more info on the system, you have 18 points to spend on Attributes (things like Ingenuity, Strength, etc) and Traits (like Boffin, which gives you a bonus when cobbling together gizmos, or Attractive, which grants bonuses to social rolls if the target is likely to be affected by your appearance). The rules recommend spending 12 points on Attributes and 6 on Traits. You also get Skill Points for skills like Athletics, Marksmanship, Science, etc. Purchasing Bad Traits (Insatiable Curiousity, Dark Secret, etc) gives you extra points to spend on Attributes and Good Traits.

Where the game really freewheels is Story Points - these can be used simply to boost the result of rolls, or to attempt things that are outside the game system... for example, Rose could blow her entire pool of Story Points at the end of Parting of the Ways to absorb the Heart of the TARDIS and defeat the Daleks, bring Jack back to life and save the Doctor (even Story Points aren't enough in this example, the GM rules Rose must die, but the Doctor's "player" decides to save her at the cost of a regeneration).

Players typically have a pool of 12 Story Points which refresh by achieving significant goals. However, some Traits are so powerful that they require the PC lose some of their points - an example is the Time Lord trait... you have 4 less Story Points than a regular character, but get a fair few bonuses (though the rules say you should take at least two Bad Traits since Time Lords either have powerful enemies or are eccentric).

In terms of the type of character you could create, the system is fairly open: there are "Alien" and "Robot" traits which act as "gateways" to other traits (Robot characters can take some of the traits normally reserved for Gadgets). Time Lords, as mentioned, get their own trait but can also take Time Lord (Experienced) to play TLs who've been around a bit, like the Doctor. This uses a regeneration each time it's bought but grants extra skill points and familiarity with another Tech Level (you take penalties when using tech from other eras). Time Agents also get a trait (which usually gives them a fully-working Vortex Manipulator).

Gadgets themselves have Gadget Traits (Scan, Transmit, Teleport) but can also contain one or more Story Points that can be used to pull off something unusual once per session (i.e. using a sonic screwdriver to open a door can be done many times per story, but using it for a dramatic action like disabling the Robot Santas in The Runaway Bride uses a Story Point). Gadgets have Bad Traits as well, like Restriction (Doesn't Work on Deadlock Seals). The TARDIS isn't considered a Gadget but is written as an NPC, very appropriately.

Game box contains character sheets for the Doctor, Rose, Martha, Donna, Mickey, K-9, Captain Jack, Sarah-Jane and others, including a few generic templates (UNIT soldier, Torchwood operative, Journalist, etc).

Villains section includes many but not all of the new series' adversaries but no individuals like Davros or the Master (looking forward to trying to stat them myself though).
 
Never been a gamer but I still enjoyed the old FASA game, just as a reference. And hell, it was just fun to write up the stats for me and my friends fanfic characters.

Only downside is we can't create our own Time Lord characters anymore. :(
 
Only downside is we can't create our own Time Lord characters anymore. :(

Why?

Hell, the rules for character creation GIVE you the option of taking the Time Lord trait.

If you can come up with a reason your Time Lord/Lady survived the Time War and why the Doctor doesn't know about it, you can have a Time Lord PC. Why not?

In fact, given that most survivors of the War would have reason to distrust the Doctor (since he was the one wot blown 'em all up, innit?), I'd say they'd be actively hiding from his attention - but that doesn't stop them having their own adventures.
 
Or you could set it pre-Time War, or in an alternate reality where the Time War never happened. There are always possibilities.
 
Hmm... just realized my homebrew Time Lord only has the same Ingenuity score as K-9 (7)... Mind you, Jack Harkness has a higher Technology skill than the Doctor... and I suppose K-9 did beat the Doctor at chess every so often...

Forgot to mention above, Attributes are clarified as 3 being human average, with 6 being the peak of human ability. The game rarely allows you to increase Attributes (there's no XP-based improvement, you have to justify an increase to the GM or they decide you should be rewarded) and humans can never go above 6 without cybernetics or some other system that makes them "not quite human". Any PC with the Alien/Robot/Cyborg/Time Lord traits can go beyond 6 points (The Doctor's Ingenuity is 9, but the rest of his stats are within human norms). Below average values should increase more often than higher ones.

Skills are similarly increased at the GM's say-so, based on usage in the story... if you pull off a spectacular feat of legerdemain and not only convince the aliens to leave, but to spread the word that Earth is defended, you should increase your Convince skill. A Skill value of 1 is basic, day-to-day usage. 2-3 points indicate some form of qualification (A-levels, etc). Anything above that moves into university/masters/doctorate level.
 
I have both the original FASA version and this one. Despite the higher production values of the new version, I think I like FASA's system better.
 
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