Wednesday, 13 December 2023
DW Monsters: Kaldor Robots
Wednesday, 15 November 2023
DW Monsters: Kastrians
Wednesday, 18 October 2023
DW Monsters: Krynoids
Description and Biology
Krynoids are plants that begin their life cycle as seed pods flying through space. Once they land on a suitable planetary surface they germinate, infecting the nearest large animal by injecting them with bacteria-like cells. The original plant then dies, but the infective cells take over and restructure the host's body using it as the foundation to grow the second, reproductive, phase of the Krynoid. Essentially, then, we have two forms: the plant inside the seed pod, which produces the infective spores, and the much larger form that the spores grow into and that eventually produce new seed pods.
Wednesday, 20 September 2023
DW Monsters: Androids
- Planet of Evil – the anti-matter monster here is an apparently unique entity and, in any case, is more a sort of mobile hazard than something with creature statistics
- Pyramids of Mars – although we only encounter one Osiran, they are a race… however, they’re sufficiently powerful that they are more effectively described as one-off NPCs. I’m also going to pass on their servitor robots for the time being as there isn’t much to say about them other than them being large, strong, robots.
This brings us to The Android Invasion. The alien race here are the Kraals, which have leathery skin, sculpted skulls, and a small nose-horn. Other than their physical appearance, however, there seems little to set them apart from humans, and in game terms they (as with races such as the Draconians) probably don’t need any particular rules. Their titular android creations, however, are a different matter.
Wednesday, 23 August 2023
DW Monsters: Skarasen
Sunday, 6 August 2023
Trouble at t'Mill (con game report)
This weekend, I ran a Doctor Who game at the annual Continuum convention in Leicester. I've had relatively little to run the game before, despite having written about related topics here, although this was the third in a loose series where I have previously run the other two (including one at last year's Continuum). The game was run using the Doctor Who Adventures in Time and Space system (2nd ed.) - one that I haven't used in my "monster" posts since, of course, the relevant information already exists in print. For those who haven't previously encountered it, it's available here.
Unfortunately, I'm not terribly good at coming up with ideas for adventures. I can tweak stuff that already exists, and throw in ideas but writing the adventure itself, not so much. (My recent fantasy sourcebooks, which are available here and here, consist of settings, NPCs, and plot hooks, but cannot reasonably be described as "scenarios"). Fortunately, there is a readily available source of plot ideas for Doctor Who: the expanded universe.
Wednesday, 26 July 2023
DW Monsters: Cybermats
The Wirrn are the only new race introduced in season 12, with their story being followed by, in order:
- The Sontaran Experiment
- Genesis of the Daleks
- Revenge of the Cybermen
Description and Biology
The appearance of cybermats changes at least as much as that of the Cybermen, but they are always small segmented metallic creatures that crawl along the ground. Although some of the versions lack any visible biological parts, the original version had organic eyes, and that in the modern series has animal-like teeth implanted in it. It seems reasonable to assume, however, that all cybermats are, like their creators, cyborgs combining both organic and electronic elements.
The wide variation in form is doubtless because the Cybermen have arisen more than once on different planets and have come up with different cybermat designs independently, as well as their tendency to upgrade their technology. As a minimum, it seems likely that all cybermats have an organic brain (or at least part of one), but there’s no reason to assume that they all originate from the same sort of creature. While the TV series has not so far weighed in what those might be, as noted above, the audios provide two possible answers.
The more plausible explanation, to my mind, is that given in the Fifth Doctor audio Spare Parts, where it stated that the Mondasian version of the cybermat was created from a type of pet popular on the Cybermen’s original homeworld. As a domesticated animal, this would have been tractable, and easily configured by cyber-tech to end up as something similar to what we see – the original physical form also loosely resembling the final shape.
The alternative, more horrific, possibility comes from The Crystal of Cantus, an audio story that does not directly feature the Doctor. Judging from the cover art, the Cybermen in this story are Telosian, rather than Mondasian, and here we’re told that cybermats are created using the brains of human babies. There is some logic to this in that very young humans can’t reasonably be converted into the regular Cybermen we see, and they might not wish to waste the potential resource. On the other hand, it’s hard to explain why they would put the brain in such an obviously non-humanoid body, or whether it would work terribly well – or behave in the way that it does – if they did. Most (but not all) cybermats also seem too small to physically fit even a baby’s brain inside them.
Plus… ick!
Other than the brain, there may not be many organic internal organs in a cybermat, although, again, this might vary between models. So long as you have a suitable means of providing the brain with oxygen and nutrients, there are probably few parts you absolutely have to keep organic, depending on the technology available. In general, similar principles apply to their “biology” as do for the Cybermen themselves.
Game Attributes
In many respects, cybermat statistics can be modelled on those of Cybermen, with the exception that they are much smaller and that, in systems that care about such things, they are a different shape. They obviously have low physical strength and don’t seem especially agile. Their cyborg body will be resilient, as that of the Cybermen is, although in systems where physical size is built into the relevant statistic, that may well cancel out. The armour plating is marginally bullet-proof, but not exceptional.
Regardless of the origin we go with, it seems clear that cybermats are of only animal intelligence, although likely a fairly intelligent animal, such as a dog. For this reason, they don’t have many skills beyond attacking and stealthily sneaking about. The attack is delivered by a bite; the various models have metal teeth, or organic ones, or perhaps even piercing mandibles, but in game terms, this is unlikely to make much difference. Since one of their purposes is to scout out their environment, their senses are likely quite good.
Special Abilities
For the sake of simplicity, I will assume that the two special abilities we see cybermats use are general functions of the cyborg, even though we only see one or the other (or neither) being used in any given story. Specific models can be described by cutting out either or both of the abilities and/or adding a vulnerability to gold in those versions said to be susceptible to this attack. The Cybermen can probably swap out functional modules in their creations anyway, depending on what they want them to do on any given occasion.
The eyeless, almost wormlike, version of Revenge of the Cybermen has the ability to inject its victims with a venom, virus, or other toxic agent stored inside it. We know that the chemical in question can be changed to suit different purposes, so even the base model may vary somewhat, but we’ll assume a regular poison. The other special feature, seen in Closing Time, is the ability to drain electricity from their surroundings, providing energy to their masters.
5E - Cybermat
Tiny construct, neutral
Armour Class: 16 (metal plating)
Hit Points: 19 (3d4+12)
Speed: 20 ft.
STR 6 (-2) | DEX 10 (+0) | CON 18 (+4) |
INT 3 (-4) | WIS 12 (+1) | CHA 5 (-3) |
Skills: Perception +3
Damage Resistances: Cold, Fire, Poison
Senses: Passive Perception 11
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6) piercing damage and 11 (3d6) poison damage.
Challenge: 1 (200 XP)
BRP - Cybermat
STR 1D3+6 (8) | CON 18 | SIZ 1D6 (4) |
INT 3 | POW 2D6 (7) | |
Hit Points: 11 | Move: 8 | |
Base SR: 6 | Damage Bonus: -1D6 |
Armour: 5-point metal plating
Skills: Listen 50%, Spot 60%
Combat Skills: Bite 50% (1D6-1D6 damage, plus a POT 10 poison)
GURPS - Cybermat
ST 8 | DX 10 | IQ 3 | HT 18 |
Damage: 1 | Move: 2 | ||
DR: 10 | Size: -4 |
Advantages: Alertness +3, Damage Resistance +6, Doesn’t Eat or Drink, Doesn’t Sleep, Fit, Innate Attack (Toxic, melee attack, resistible, 2d, linked with Piercing, melee attack, 1d)
Disadvantages: Cannot Speak, Electrical
Savage Worlds - Cybermat
Agility: d6 | Smarts: d6 (A) | Spirit: d10 |
Strength: d4 | Vigour: d12 |
Skills: Fighting d6, Notice d8
Edges: Cyborg, Hard to Kill
Special Abilities: Bite (Str+1), Poison (lethal)
Pace: 5 Toughness: 5 (4) Size: -3 (Very Small)
STA - Cybermat
Control: 6 | Fitness: 6 | Presence: 4 |
Daring: 6 | Insight: 2 | Reason: 2 |
Command: 0 | Security: 1 | Science: 0 |
Conn: 0 | Engineering: 0 | Medicine: 0 |
Stress: 7 | Resistance: 2 |