In this case, I've picked a space pilot, something that's a common enough idea in more typical SF games. On the other hand, Doctor Who has less need for a pilot than would something based on say, Firefly, so we need to have a bit more scope than that - something aided by the broad skills of DWAITAS. Rather than a hot shot Top Gun sort of pilot, I've gone for one that's more of a space trucker, making her physically tough and with the maintenance skills to not only fix a spacecraft, but most other things as well.
Background
Although you like to pretend to be something more dashing, you are actually a transport pilot shuttling goods from across the solar system to the Earth colonies around other stars. After carousing at a bar on Ceres and crashing out in a cheap hotel, you woke up to discover that you had become trapped in a temporal anomaly and flung back two centuries into the past to a (rather better) hotel on Earth. You teamed up with other victims of the rift to close it and defeat an invasion by the aliens who had been exploiting it. Unfortunately, that still left you trapped in 2022! Using a TARDIS drawn to the same location, you and the others are now travelling together through time and space (note: how effectively depends on whether one of the other players is playing a Time Lord…) either to get back home, or simply to explore.
DWAITAS stats
Awareness 3 | Coordination 4 | Ingenuity 2 |
Presence 4 | Resolve 3 | Strength 2 |
5E - Adventurous Space Pilot
3rd level Explorer
STR 12 (+1) | DEX 16 (+3) | CON 15 (+2) |
INT 10 (+0) | WIS 8 (-1) | CHA 14 (+2) |
Saving Throws: Con +4, Cha +4
Armour Class: 15 Plot Points: 31
Speed: 30 ft. Tech Level: 6
Quip Bonus: +4 Motivation: Tourist
Skills: Athletics +3, Engineering +2, Perception +1, Persuasion +4, Survival +1
Tools: Computers, Games, Vehicles (Aerospace), Vehicles (Surface)
Features: Relentless Endurance, Encourage/Discourage, Helping Hand, Wavelength Wizard, Embolden, Reassuring Presence, Unarmoured Defence
Quips: Emotional Argument, Logical Argument, Parley, Stalwart Statement
Savage Worlds - Adventurous Space Pilot
Agility: d8 | Smarts: d4 | Spirit: d6 |
Strength: d4 | Vigour: d8 |
Skills: Athletics d6, Common Knowledge (23rd century human space) d4, Driving d6, Electronics d6, Fighting d6, Notice d4, Persuasion d6, Piloting d8, Stealth d4, Taunt d4
Hindrances: Arrogant, Can't Swim, Doubting Thomas
Edges: Ace, Charismatic
Pace: 6 Parry: 5 Toughness: 6
BRP - Adventurous Space Pilot
STR 8 | CON 13 | SIZ 12 |
INT 11 | POW 11 | EDU 12 |
DEX 14 | CHA 13 | |
Hit Points: 13 | Move: 10 | |
Base SR: 4 | Damage Bonus: 0 |
Skills: Appraise 35%, Brawl 65%, Climb 50%, Computer Use 21%, Disguise 21%, Dodge 46%, Drive (Rover) 60%, Fine Manipulation 25%, First Aid 50%, Heavy Machine 31%, Listen 45%, Knowledge (Solar System) 25%, Navigate 60%, Persuade 55%, Pilot (small spaceship) 75%, Repair (electronics) 45%, Science (astronomy) 21%, Sleight of Hand 25%, Spot 55%, Stealth 30%
GURPS - Adventurous Space Pilot
ST 10 | DX 12 | IQ 11 | HT 12 |
Speed: 6 | Move: 6 | Thrust: 1d-2 | Swing: 1d |
Advantages: Alcohol Tolerance, Charisma-1, High Tech Level (10)
Disadvantages: Impulsiveness
Skills: Carousing-12, Driving/TL10 (heavy wheeled)-12, Electronic Operations/TL10 (communications)-12, Electronic Operations/TL10 (sensors)-12, Fast Talk-11, Freight Handling/TL10-10, Geography/TL10 (rock worlds)-11, Holdout-11, Judo-13, Mechanic/TL10 (spaceship)-13, Navigation/TL10 (space)-12, Piloting/TL10 (low performance spacecraft)-14, Running-11, Scrounging-12, Streetwise-12, Vacc Suit/TL10-13
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