Editing The Eleventh Doctor

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*3 XP When your Time Lord nature either endangers your Companions or causes them to become greater or better
 
*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.
 
*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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