Time Lord
Posted June 14th, 2007 by Wolverine
Time Lord
New Species
Cybermen. Driven by logic and the unstoppable will to survive, they've forgotten what it means to be human and given up all but their brains to the machine.
4 Strength, +2 Dexterity, -6 Charisma
Limited Specialties: A Cyberman may only take the Controller, Drone, Investigator, Leader, Operative, or Special Ops specialties.
Non-human. Attempts to treat you with human medicine suffer a –8 penalty. You may not attempt to disguise yourself as or blend in with humans.
You may never benefit from Interests.
You gain the Achilles Heel (electricity, radiation), Augmented (Cal I: Day/Night Sight 16x), Augmented (Cal I: stun gun, melee), Augmented (Cal I: stun gun, ranged), Augmented (Cal I: Thermal Sight 4x), Construct, Low Light Vision and Natural Attack II (Slam) NPC qualities.
Your unarmed attacks possess the Armour Piercing quality.
Your Size is Large, granting you a reach of 1 (2x2).
Your threat range with Intimidate checks increases by +1. This bonus increases by an addition +1 at 5th, 10th, 15th and 20th levels.
Your result cap on Sense Motive checks is lowered by 20. Additionally your error range increases by 2, and any error on this check may be activated for one less action die than usual.
You gain a +1 insight bonus to Security checks. This bonus increases by +1 at levels 4, 8, 12, 16 & 20.
You gain a +1 bonus to Knowledge checks. This increases by a further +a at career levels 4, 8, 12, 16 & 20.
Deeply Reviled: The starting disposition of anyone aware of your species towards you is lowered by 2 grades. Further, disposition can never raise above Neutral without GC permission.
Limited Specialties: A Cyberman may only take the Controller, Drone, Investigator, Leader, Operative, or Special Ops specialties.
Non-human. Attempts to treat you with human medicine suffer a –8 penalty. You may not attempt to disguise yourself as or blend in with humans.
You may never benefit from Interests.
You gain the Achilles Heel (electricity, radiation), Augmented (Cal I: Day/Night Sight 16x), Augmented (Cal I: stun gun, melee), Augmented (Cal I: stun gun, ranged), Augmented (Cal I: Thermal Sight 4x), Construct, Low Light Vision and Natural Attack II (Slam) NPC qualities.
Your unarmed attacks possess the Armour Piercing quality.
Your Size is Large, granting you a reach of 1 (2x2).
Your threat range with Intimidate checks increases by +1. This bonus increases by an addition +1 at 5th, 10th, 15th and 20th levels.
Your result cap on Sense Motive checks is lowered by 20. Additionally your error range increases by 2, and any error on this check may be activated for one less action die than usual.
You gain a +1 insight bonus to Security checks. This bonus increases by +1 at levels 4, 8, 12, 16 & 20.
You gain a +1 bonus to Knowledge checks. This increases by a further +a at career levels 4, 8, 12, 16 & 20.
Deeply Reviled: The starting disposition of anyone aware of your species towards you is lowered by 2 grades. Further, disposition can never raise above Neutral without GC permission.
Back | Top
New Specialties
Controller: The individual in charge of each nation of Cybermen.
Limited Talents: This specialty may only be taken by Cybermen.
Bonus Feat: Everyday Genius
You gain Damage Reduction 2/-
Once per session, you may make a Resources Request check without spending an action die.
Your threat range with Sense Motive checks increases by +1. This bonus increases by an additional +1 at career levels 5, 10, 15 & 20
Bonus Feat: Everyday Genius
You gain Damage Reduction 2/-
Once per session, you may make a Resources Request check without spending an action die.
Your threat range with Sense Motive checks increases by +1. This bonus increases by an additional +1 at career levels 5, 10, 15 & 20
Drone: The cannon-fodder of the Cyber race.
Limited Talents: This specialty may only be taken by Cybermen.
Bonus Feat: Auto-fire Mastery.
You gain the Rifle & Guided weapon proficiencies.
You gain a +1 bonus with attack checks made as part of an Auto-fire or Suppressive Fire action. This bonus increases by an additional +1 at career levels 5, 10, 15 & 20.
Bonus Feat: Auto-fire Mastery.
You gain the Rifle & Guided weapon proficiencies.
You gain a +1 bonus with attack checks made as part of an Auto-fire or Suppressive Fire action. This bonus increases by an additional +1 at career levels 5, 10, 15 & 20.
Leader: These individuals are tasked with operational control of all Cyber missions.
Limited Talents: This specialty may only be taken by Cybermen.
Bonus Feat: Officer
You gain the Rifle and Tactical weapon proficiencies.
You gain a +1 insight bonus with directed skill checks and team checks for which you are the leader. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
Bonus Feat: Officer
You gain the Rifle and Tactical weapon proficiencies.
You gain a +1 insight bonus with directed skill checks and team checks for which you are the leader. This bonus increases by an additional +1 at career levels 4, 8, 12, 16 & 20.
New Gear Qualities
Cultural Technology (CTK). This item is the creation of a specific culture or cultures, and not broadly available outside of those groups. Characters whose native culture matches that of the gear may requisition the item normally. All other characters may only requisition the item as a gadget one claiber higher.
Example: A Zat is a WII item with the CTK(Goa'uld/Tok'ra) quality. Goa'uld, Tokra, and Jaffa characters may requisition them with caliber II weapon picks. All other characters requistion them as Caliber III gadets.
Back | Top
New Gear
ELECTRONIC
...
Back | Top
GADGET
...
Back | Top
RESOURCE
...
Back | Top
SECURITY
...
Back | Top
TRADECRAFT
...
Back | Top
VEHICLE
...
Back | Top
WEAPON
Cybergun (Cybermen).
Standard ranged weapon of the Cyber race. Following a number of encounters in which their weapons were used against them, all such devices now come with an integrated IFF fitted as standard, requiring an Electronics/Modify check to disengage (an Electronics/Disable check will instead deactivate the weapon)
Caliber I
Weapon Name
Damage
E/T
Ammo
Recoil
Rng
SZ/Hand
Qualities
Add-Ons
Weight
Comp
Weapon Name
Damage
E/T
Ammo
Recoil
Rng
SZ/Hand
Qualities
Add-Ons
Weight
Comp
Caliber II
Weapon Name
Damage
E/T
Ammo
Recoil
Rng
SZ/Hand
Qualities
Add-Ons
Weight
Comp
Weapon Name
Damage
E/T
Ammo
Recoil
Rng
SZ/Hand
Qualities
Add-Ons
Weight
Comp
Caliber III
Weapon Name
Damage
E/T
Ammo
Recoil
Rng
SZ/Hand
Qualities
Add-Ons
Weight
Comp
Cybergun
Weapon Name
Damage
E/T
Ammo
Recoil
Rng
SZ/Hand
Qualities
Add-Ons
Weight
Comp
Cybergun
4d6+4 (laser, electrical) 1-2/18-20
100M1
16
100 ft. S/2h
BLD, CMP, CTK (Cybermen), DEP, KEN(8), QKY, RGD, TKD, UPG (Custom Handle, Tactical Sling) This gun cannot be further modified
6 lbs.
6 lbs.
30/+2
Caliber IV
Weapon Name
Damage
E/T
Ammo
Recoil
Rng
SZ/Hand
Qualities
Add-Ons
Weight
Comp
Weapon Name
Damage
E/T
Ammo
Recoil
Rng
SZ/Hand
Qualities
Add-Ons
Weight
Comp
Caliber V
Weapon Name
Damage
E/T
Ammo
Recoil
Rng
SZ/Hand
Qualities
Add-Ons
Weight
Comp
Weapon Name
Damage
E/T
Ammo
Recoil
Rng
SZ/Hand
Qualities
Add-Ons
Weight
Comp
NPCs
Autons
...
Back | Top
Cybermen
Cybermat (Standard NPC - 105 XP): Initiative VI; Attack V; Defence VII; Resilience V; Damage Save V; Wealth 0; Competence V; Skills: Electronics VI, Mechanics VI, Sneak VIII; Weapons: None; Gear: Military GPS (Gadget IV, self housed), Tactical Radio, encrypted (Gadget V, self housed), Laptop (Gadget IV, self housed), software (anti-virus III, security III); Vehicle: None; Qualities: Achilles Heel (acid, electricity, radiation), Augmented (Gadget IV: cloaking device. Cal I: stun gun. Cal I: Day/Night Sight 16x, Thermal Sight 4x), Construct, Damage Reduction 4, Damage Resistance (cold) 5, Inferior Attribute (Str -5, Cha -8, Int -2), Improved Hearing, Improved Scent, Low Light Vision, Natural Attack (Cal V: Poison), Prodigy, Sluggish, Superior Attribute (Dex +4), Tough I, Treacherous, Undersized (Tiny).
Scout (Standard NPC - 145 XP): Initiative V; Attack VII; Defence VI; Resilience VI; Damage Save VII; Wealth 0; Competence V; Skills: Electronics II, Mechanics III, Sneak V; Weapons: Cybergun; Gear: Military GPS (Gadget IV, self housed), Tactical Radio, encrypted (Gadget V, self housed), Laptop (Gadget IV, self housed), software (anti-virus III, security III); Vehicle: None; Qualities: Achilles Heel (acid), Augmented (Gadget IV: cloaking device), Damage Reduction 5, Damage Resistance (cold) 5, Extended Training x3, Fast Healing, Fearless V, Feat (Ambush Basics), Natural Attack (Squeeze III), Specialty (Hunter or Operative), Steadfast, Superior Attribute (+4 Str), Talented (Cyberman), Tough II, Treacherous.
Warrior Squad (Standard NPC group - 147 XP): Initiative V; Attack VII; Defence VI; Resilience VI; Damage Save VII; Wealth 0; Competence V; Skills: Electronics II, , Mechanics III, Sneak V; Weapons: Cybergun; Gear: Military GPS (Gadget IV, self housed), Tactical Radio, encrypted (Gadget V, self housed), Laptop (Gadget IV, self housed), software (anti-virus III, security III); Vehicle: None; Qualities: Achilles Heel (acid), Augmented (Gadget IV: cloaking device), Damage Reduction 5, Damage Resistance (cold) 5, Extended Training x3, Fast Healing, Fearless V, Feat (Ambush Basics), Minion, Natural Attack (Squeeze III), Specialty (Drone), Steadfast, Superior Attribute (+4 Str), Talented (Cyberman), Tough II, Treacherous.
Squad w/Lieutenant (Standard NPC group - 156 XP): Initiative V; Attack VII; Defence VI; Resilience VI; Damage Save VII; Wealth 0; Competence V; Skills: Electronics II, Mechanics III, Sneak V; Weapons: Cybergun; Gear: Military GPS (Gadget IV, self housed), Tactical Radio, encrypted (Gadget V, self housed), Laptop (Gadget IV, self housed), software (anti-virus III, security III); Vehicle: None; Qualities: Achilles Heel (acid), Augmented (Gadget IV: cloaking device), Commander, Damage Reduction 5, Damage Resistance (cold) 5, Extended Training x4, Fast Healing, Fearless V, Feat (Ambush Basics, Wolfpack Basics), Natural Attack (Squeeze III), Specialty (Drone), Steadfast, Superior Attribute (+4 Str), Synchronized, Talented (Cyberman), Tough II, Treacherous.
Leader (Special NPC - 177 XP): Initiative VI; Attack VIII; Defence VII; Resilience VII; Damage Save VIII; Wealth 0; Competence VI; Skills: Electronics II, Intimidate II, Mechanics III, Sneak V, Tactics IV; Weapons: Cybergun; Gear: Military GPS (Gadget IV, self housed), Tactical Radio, encrypted (Gadget V, self housed), Laptop (Gadget IV, self housed), software (anti-virus IV, security IV); Vehicle: None; Qualities: Achilles Heel (acid), Augmented (Gadget IV: cloaking device), Class Ability (Fire Team I, Stratagem I, Tactical Commander), Damage Reduction 6, Damage Resistance (cold) 5, Extended Training x4, Fast Healing, Fearless V, Feat (Ambush Basics, Ambush Mastery, Tactical Advantage, Wolfpack Basics), Henchman, Natural Attack (Squeeze III), Specialty (Leader), Steadfast, Superior Attribute (+4 Str), Talented (Cyberman).
Controller (Special NPC - 202 XP): Initiative VII; Attack VIII; Defence VI; Resilience VII; Damage Save IX; Wealth 0; Competence VII; Skills: Electronics II, Intimidate II, Mechanics III, Sneak V, Tactics IV; Weapons: Cybergun; Gear: Military GPS (Gadget IV, self housed), Tactical Radio, encrypted (Gadget V, self housed), Laptop (Gadget IV, self housed), software (anti-virus IV, security IV); Vehicle: None; Qualities: Achilles Heel (acid), Augmented (Gadget IV: cloaking device), Class Ability (Cunning Plan, Fire Team I, Stratagem I, Stratagem II, Tactical Commander), Damage Reduction 7, Damage Resistance (cold) 5, Extended Training x4, Fast Healing, Fearless V, Feat (Ambush Basics, Ambush Mastery, Tactical Advantage, Wolfpack Basics), Mastermind, Natural Attack (Squeeze IV), Specialty (Leader), Steadfast, Superior Attribute (+5 Str, +2 Int, +2 Wis), Talented (Cyberman).
Back | Top
Daleks
...
Back | Top
Ice Warriors
...
Back | Top
Rutans
Rutan (Special NPC - 121 XP): Initiative V; Attack VI; Defence III; Resilience V; V/WP: IV; Wealth 0; Competence IX; Skills: Appraise V, Security V, Tactics V; Weapons: None; Gear: None; Vehicle: None; Qualities: Achilles Heel (heat, fire, laser), Aquatic, Augmented (Gadget IV: Chameleon Factor, Gadget V: Bullwhip 8d6 laser), Camouflaged (Aquatic), Class Ability (1000 Faces, Convincing, Fake It, Must Complete the Mission), Fearsome, Feat (Contempt, Hold Out, Spider Basics, Spider Mastery, Vital Point Basics) Low Light Vision, Sluggish (20', non-aquatic), Strong Minded 5, Unnerving 3
Back | Top
Sontarrans