Main Rules

- Created: 12/14/01


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