Doctor Who, however, presents a problem with alien PCs that most other science fiction shows do not. If the character is obviously alien, it's going to be difficult to justify them doing much in a historical or contemporary setting. And, in fact, even in mid to late 21st century settings. To get around this, when I have run non-convention games where the players design their own characters, I stipulate that all PCs must at least be able to pass for human on cursory examination, and I've used the same principle in these templates. An alien that simply looks human (such as Trion or a Drahvin) isn't terribly interesting unless, like Time Lords, there's something else inherently cool about them. Human-seeming androids might well work since they, too, will likely have unusual abilities. But your other options are some device that disguises the alien's appearance or... well, shapeshifting.
Background
You had always lived by using your talents for deception and infiltration to acquire valuable items or technology so a trip to the planet Earth seemed a good idea at the time. With the Second Great and Bountiful Human Empire collapsing, it should have had plenty of ancient riches that would no longer be well protected. Instead, you somehow became trapped in a temporal anomaly and flung back thousands of years through time. Discovering that the rift had been picking up random people from across the planet’s history, you teamed up with them to close it and defeat an invasion by the Gelth. Unfortunately, that still left you trapped in what the humans call the 21st century! Using a TARDIS drawn to the same location, you 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.
Shapeshifting: You can disguise yourself as a member of another race (usually human). The change is so complete that your true form cannot be discovered by basic physical examination or observation. Replicating specific people may be difficult if you are not already very familiar with them.
DWAITAS stats
Awareness 2 | Coordination 4 | Ingenuity 4 |
Presence 4 | Resolve 2 | Strength 2 |
5E - Alien Rogue
3rd level Criminal
STR 8 (-1) | DEX 16 (+3) | CON 12 (+1) |
INT 13 (+1) | WIS 12 (+1) | CHA 14 (+2) |
Saving Throws: Dex +5, Int +3
Armour Class: 13 Plot Points: 20
Speed: 30 ft. Tech Level: 7
Quip Bonus: +5 Motivation: Lost
Skills: Deception +6, Engineering +3, Insight +3, Perception +3, Sleight of Hand +5, Stealth +7
Tools: Investigator's Tools, Security Tools
Features: Deep Pockets, Trickster Expertise, Sneak Attack (2d6), Cunning Action, Runner, Watch the Face Not the Hands, Master Planner
Quips: Emotional Argument, Logical Argument, Parley, Tricky Argument, Masterful Disguise
Savage Worlds - Alien Rogue
Agility: d8 | Smarts: d6 | Spirit: d6 |
Strength: d4 | Vigour: d4 |
Skills: Athletics d4, Common Knowledge (native society) d4, Electronics d6, Fighting d4, Focus d6, Notice d4, Persuasion d6, Piloting d4, Stealth d8, Thievery d8
Hindrances: Cautious, Greedy (minor), Outsider (minor), Suspicious (minor)
Edges: Gifted, Thief
Powers: Disguise Power Points: 15
Pace: 6 Parry: 4 Toughness: 4
BRP - Alien Rogue
STR 8 | CON 10 | SIZ 10 |
INT 13 | POW 11 | EDU 12 |
DEX 14 | CHA 12 | |
Hit Points: 10 | Move: 10 | |
Base SR: 4 | Damage Bonus: 0 |
Skills: Appraise 50%, Bargain 15%, Brawl 45%, Disguise 75%, Dodge 60%, Electronics 25%, Energy Pistol 25%, Fast Talk 45%, Fine Manipulation 65%, Gaming 34%, Hide 40%, Listen 45%, Persuade 65%, Pilot (small spaceship) 20%, Sleight of Hand 45%, Spot 45%, Stealth 70%
GURPS - Alien Rogue
ST 9 | DX 13 | IQ 11 | HT 9 |
Speed: 5.5 | Move: 5 | Thrust: 1d-2 | Swing: 1d-1 |
Disadvantages: Clueless, Greed
Skills: Acting-14, Beam Weapons/TL10 (pistol)-13, Electronic Ops (security)/TL10-13, Filch-13, Holdout-13, Lockpicking/TL10-13, Observation-10, Piloting/TL10 (low-performance spacecraft)-12, Search-12, Stealth-15
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