
Main Rules
All characters in
Fudge: Dr. Who have a standard set of attributes. These give an overall
description of the character and can be used to compare one person to another.
Attributes:
Strength
– The raw physical strength of a character.
Endurance
– This describes how hardy a character is, their physical stamina. It can be
used to resist disease, poison, etc.
Dexterity
– This measures a character’s agility and manual dexterity.
Speed
– This describes how fast a character moves. A race between two individuals
can use this attribute to help determine the winner. It’s also good to use for
chase scenes.
Intelligence
– A measure of smarts and a combination of intelligence and wisdom gained from
experience. A Time Lord gets a free +2 bonus – In other words, Time Lord Fair
= Human Great. This is due to their vast knowledge beyond what humans, and other
races have.
Perception
– This describes how likely a character is to notice something.
Willpower
– A measure of mental strength. It can be used to resist mental attacks
Damage Capacity
– This is used to measure any damage taken by a character (this will be
described later) Time Lords get a free +1 bonus due to their body structure,
having twin hearts, and a respiratory bypass system.
Notes:
All Attributes start at Fair and the player has 4 free levels they can use to distribute amongst the attributes. After that, they can raise an attribute by lowering another attribute or by trading gifts or skills, or by taking a fault. (Ex. A Fair skill can be lowered to Mediocre so another Fair skill can be raised to Good.)
You also have the option to
trade free levels between attributes, skills, gifts, and faults. The rate of
exchange is as follows:
Exchange rate of
Levels:
1 attribute level = 3 skill levels.
1 fault = 1 gift.
1 gift = 6 skill levels.
1 gift = 2 attribute levels.
Play Notes:
Time Lords
- All Time Lord
players must have some skill in TARDIS operation, TARDIS systems, and
temporal physics. These are considered Very Hard skills. These are bought from
the skill levels players start out with.
- All Time Lord
players must have the Gift of Regeneration.
- Players need to provide a physical description of their character,
including clothing, height, weight, hair color, beard (or not), etc.
- All Time Lords are
slightly telepathic, especially with each other. This is a low level psychic
ability inherent to Time Lords. It does not have to be paid for with a gift, as
long as it is not abused. It is more of a plot device. This telepathy, combined
with the telepathic circuits inside of a TARDIS, is the reason that a Time Lord
plus his passengers can always understand the local language.
- Time Lords are also sensitive to the flow of time, and problems with
that flow. This time sensitivity can alert Time Lords to attacks or problems
that affect the normal time flow.
- Time Lords in this game are typically working for the CIA (Celestial
Intervention Agency).
- Renegade Time Lords (not working for the CIA) must have the fault of Renegade. They cannot call on the usual assistance that other Time Lords can. If they do, then they are in danger of being captured and/or punished for their actions.
Regeneration
- Reaching death initiates the process of regeneration for a Time Lord
character, if they have any lives left. If they don’t then the character is
dead.
- Time Lords can
control the physical outcome of regeneration with a Willpower roll and
the gift of Controlled Regeneration. This is a feat of Great difficulty. (Both
Willpower and Controlled Regeneration are required to accomplish this.)
- Players can start the game having regenerated already in exchange for extra skill levels (see the section on Skills). The player can spend it on new skills or increase skill levels already received.
- Unless it is a controlled regeneration, a Time Lord’s
appearance will be random. Roll for each physical trait on the regeneration
table below.
- Optional Rule: Time Lords who regenerate can shift skill levels around to reflect the opening and closing of skills that occurs during regeneration. A player may shift up to 7 levels around. If a player decides not to do this, he could focus his role-playing on certain skills to reflect this shifting. They may also shift 1 attribute level from one attribute to another.
- Time Lords are somewhat confused and possibly unstable
immediately after the regeneration. Their Willpower and Intelligence are at –1
levels for a few hours, until their form stabilizes. A Time Lord may also
manifest certain personality traits of previous incarnations during this
confusion.
Regeneration Table
|
Roll |
Height |
Weight |
Appearance |
Eyes |
Hair |
|
01-20 |
Short |
Thin |
Unattractive |
Gray |
Light Blonde |
|
21-40 |
Average |
Slim |
Plain |
Blue |
Dark Blonde |
|
41-60 |
Average |
Average |
Average |
Green |
Brown |
|
61-80 |
Average |
Average |
Average |
Brown |
Black |
|
81-00 |
Tall |
Heavy |
Very Attractive |
Hazel |
Red |
Time Travel in a TARDIS
- It is extremely
difficult to microjump short distances in time and space. (TARDIS operation vs.
Great difficulty) TARDISes are just not made for short “hops”.
- Players cannot visit a time and place that they have already been in.
This is known as The First Law of Time. The TARDIS will actively avoid appearing
in a time and place it has already visited. This rule can be overridden, but it
requires tremendous energy, usually provided by authority of the High Council of
Time Lords. Assuming that power is available and being channeled from Gallifrey,
it is a Superb difficulty vs. TARDIS operation.
- There is a phenomenon called the Blinovitch Limitation Effect. If a
person (Time Lords are immune from this effect) meets a future or past version
of themselves, a buildup of energy will build up. If these two individuals
touch, an incredible amount of energy will be released with devastating results.
The BLE will also make it more and more difficult for a TARDIS to go back to the
same time period over and over again.
- Travel time inside
of a TARDIS, from place to place, can be from 30 sec to several days. Even the
same journey made previously could have varying times due to the nature of the
time vortex, etc.
- Since a Time Lord
can alter the rooms inside of their TARDIS, players should map out at least
the layout of the control room, other rooms as possible or needed (at least a
listing of rooms available). A rough map is sufficient to allow the location of
players during an adventure. (Altering the rooms requires a role of TARDIS
operation vs. Good difficulty to manipulate the Architectural Control System.)
- Successfully setting
a course in the TARDIS is not nearly as easy as it looks. It requires a roll of
TARDIS Operations vs. Good Difficulty to set a course correctly. Companions can
be taught to activate a pre-programmed course with no skill in TARDIS operation.
This would be due to the fact that they are just activating a program and not
doing the programming themselves.
Combat: (The
following information are only notes to myself and need to be completed...)
Alternating combat
rounds
initiative
offense vs. defense (dodge,
agility, weapon?)
damage dice roll
damage capacity roll
Weapon List:
(List will be in a chart)
Keeping track of
damage: (Will probably be basic rules for combat)
Wound track
NPC damage levels
Stun
Healing: (Will
probably be normal rules, but with the addition of technology)
Normal rate
Using technology or
the TARDIS