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The Eleventh Doctor
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==The Doctor== played by Kaiju Keiichi [[file:matt-smith-as-11th-doctor.jpg|The Doctor]] Aliases The Doctor, John Smith, The Beast, The Valeyard, Theta Sigma ===Affiliations=== '''Solo''' d6, '''Team''' d8, '''Buddy''' d10 ===Distinctions=== *Sad and Lonely God *Mad Man in a Box *Never Stop Running ===Powers=== ====<u>Centuries of Gadgets</u>==== Technology Influence D8, Intangibility D8 (Sonic Screwdriver - unlocking doors and gates, finding weaknesses in barriers), Mind Control D8 (Psychic Paper), Teleport D12, Forcefield D12, Flight D10 (the TARDIS) *SFX: Boffin - Add Technology Influence or Intangibility to pool when using Tech Master or Science Master specialties or when using Super Science. *SFX - TARDIS Malfunction - Shut down all TARDIS powers in exchange for 1 PP. Can be recovered either in a transition scene or upon gaining an Opportunity. *LIMIT: Gear *LIMIT: Who'd Want Sonic? - Technology Influence and Intangibility affects machines and inorganic materials only ====<u>Last of the Time Lords</u>==== Enhanced Senses D8, Psychic Resistance D8, Telepathy D8, Superhuman Stamina D8 *SFX - He is ancient and terrible - Add Emotional Stress to any one action in exchange for adding 1D6 to the Doom Pool *Limit - Alien - The Doctor is vulnerable to Complications and technology that directly affect non-humans. Gain 1 PP. ===Specialties=== Cosmic Master D10, Medical Expert D8, Menace Master D10, Psych Expert D8,Science Master D10, Tech Master D10,Vehicle Expert D8 ===Milestones=== ====<u>Every Star, Every Planet</u>==== *1 XP When you arrive in a new time or place *3 XP When you deliberately seek to interfere in events that have nothing to do with you *10 XP When a new companion joins you, or leaves you ====<u>The Lonely God</u>==== The Lonely God *1 XP When reminded that you are the last of your kind and responsible for ending the Time War *3 XP When your Time Lord nature either endangers your Companions or causes them to become greater or better *10 XP When one of your Companions suffers Trauma due to their direct involvement with you, or when you regenerate to protect them from such Trauma. =====Unlocks - The TARDIS===== The Doctor's TARDIS is a rackety old Type 40 Time Capsule. He has to work hard to maintain control over the thing, but when everything is working right it puts to shame any other Time Machine. At 0 XP, the Doctor has the base TARDIS powerset. ====THE TARDIS==== Force Field D12, Teleport D12, Enhanced Senses (TARDIS Scanners) D10 SFX: TARDIS Systems- For each additional TARDIS power used in the same action, step down the Effect die by 1 and add a D6 to the die pool Limit: TARDIS Malfunction - Shut down all TARDIS powers for 1 PP. Recover in a Transition Scene or upon gaining an Opportunity. Limit: GERONIMO - For 1 PP, the TARDIS shifts to a zone in the scene of the GM's choosing. *5 XP - The Doctor can now use either Buddy or Team when making TARDIS actions ("hold down this button!", representing that his Companions know the basics of helping him out. *10 XP - When creating TARDIS assets, step up said assets by 1 step, to represent the better control the Doctor has over the TARDIS's systems or odds and ends found aboard the TARDIS. *15 XP - The Doctor now has complete control over the TARDIS. All recovery attempts during Transition scenes are increased by 1 step.
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