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Some remnants of a Doctor Who D6 game site I came across.
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willg
Lieutenant Commander
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Joined: 29 Apr 2014
Posts: 233

PostPosted: Sat Sep 06, 2025 6:32 am    Post subject: Reply with quote

http://mightymuttsquad.raptorsquad.net/crossover/screwdriver.htm


The Sonic Screwdriver
created by The B.B.C.

Sonic Screwdriver:
Its primary function is the ability to operate on virtually any lock and thus open doors, either for escape or for exploration. It has also been used as for repairing equipment, as an offensive weapon, and occasionally even used to drive screws.
Cost: 500 Credits
Availability: R,4
Game Effects:
+1D to Repair rolls.
+1D to Security rolls.

History in the Kilb-iverse:
As fate would have it all Starship repair kits come with two useful tools, a Hydrospanner and a Sonic Screwdriver. How it came about is anyone's guess although a smart person might put two and two together and figure that a certain wandering Timelord might've dropped his sonic screwdriver somewhere in the distant past. That Sonic screwdriver might've been the basis for every other Sonic screwdriver that came afterwards and thus he might've inadvertently created a paradox from which even he couldn't escape. On the other hand it might just be some odd twist of fate that Starship repair kits also come with a tool named the Sonic Screwdriver and that the Timelords just happen to have a similarly named tool . Either way...The Doctor came to collect his from Drex Marr and Kae' Caballa while they were resting in Central Park on Earth. Neither he nor the Sonic Screwdriver were ever seen again.
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willg
Lieutenant Commander
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Joined: 29 Apr 2014
Posts: 233

PostPosted: Sat Sep 06, 2025 6:33 am    Post subject: Reply with quote

http://mightymuttsquad.raptorsquad.net/crossover/doctor.htm

The Doctor
created by The B.B.C.

The Fifth Doctor:

Apparent age: 30
Race: Gallifreyan
Quote: "The one thing I like about the human race is that even when they're at their worst, they're at their best."


Dexterity: 3D
Blaster: 5D, Melee: 6D+2, (SP) Cricket Bat: 7D, Grenade: 5D, (SP) Cricket Pitching: 6D, Dodge: 6D+1, Running: 6D

Knowledge: 3D
History:4D (SP) Gallifrey: 8D, (SP) Earth: 7D+2, (SP) Galactic: 7D+2, Physics: 9D, Bureaucracy: 8D, Cultures: 8D, Temporal Physics: 7D, Cricket: 6D+1, Law Enforcement: 5D, (SP) Gallifrey: 6D+2, Technology: 6D

Mechanical: 2D
Tardis Op: 5D+2, Astrogation: 7D, Sensors: 6D+2

Perception:4D
Persuasion: 8D+2, Command: 9D, Search: 8D, Investigation: 8D, Sneak: 5D+1

Strength: 3D
Climbing/Jumping: 5D, Swimming:5D, (SP) Zero G: 6D+1, Stamina: 6D+2, Brawling:4D, (SP) Venusian Akido:6D+2

Technical: 2D
Security: 7D, Demolitions: 7D+1, Tardis Repair: 8D+2, First Aid: 5D, Transmat Repair: 6D, Weird Science: 4D+2, Droid Programming :/ Repair: 5D+1

Special Abilities:
Respiratory Bypass:
Gallifreyans receive an additional +1D to Stamina rolls that are required for breathing.

Regeneration:
A Time Lord may regenerate twelve times.

The Time Lord may regenerate at any time, either because they want to, or because they are Mortally Wounded and believe they are going to die. The PC may choose to regenerate before the 2D is rolled to determine death (as per Mortally Wounded rules). If the character does die they must roll 2D. If they less than or equal to their current incarnation number they can not regenerate and die, otherwise they still regenerate. The option is for the player to decide whether to risk the chance of dying and not regenerating or use up a life. If the Time Lord loses a life that totally destroys their body (e.g.. Starship explosion) then they can not regenerate.

New body, same character, new skills
The player must choose a new body, and try to play the character with a slightly different personality. The character is effectively created from scratch, but keeping equipment. Attributes may be re-distributed as are the 7D skill dice. This is the same character however, so any skill or attribute is increased at half normal Character Point cost until it reaches the level of any previous incarnations. (e.g.. New character has Con of 4D, and previous incarnation had 5D. It will only cost 2 character points, instead of 4, to go to 4D+1). Specialized skills are increased at half cost again. (e.g.. New character has YT-1200 Piloting of 4D, and did have 5D. It now only costs 1 character point to go to 4D+1). This half rate increase includes Attributes.

GM Notes: Yes, there is a cheat open to players here. At the expense of a few lives the character could regenerate a few times giving each incarnation different skills & Max. attributes. The latest incarnation can then increase a load of skills at half rate. It's GM discretion therefore to let this happen.

Telepathy:
Gallifreyans are one of the more telepathic races. Their minds are constantly open and they are rarely surprised or upset to see what is in someone's mind. Their telepathy works similarly to a variety of force skills except they use their base perception score instead of the applicable force powers.

Gallifreyan telepathy conveys:
-Life detection: Same effect as the force skill of the same name.
-Life Sense: Similar to the force power of the same name, the exception being that they can't sense diseases or physical problems, just the general thoughts and emotional state
-Receptive telepathy: Same effect as the force skill of the same name.
-Projective telepathy: Same effect as the force skill of the same name.

Movement: 10
Force Sensitive: Yes
Dark Side Points: 0
Force Points: 6
Character Points: 29

History in the Kilb-iverse:
Gallifreyans are an old race, and one of the first to master the secrets of not only space travel, but time travel. Their society was formed when two Gallifreyan scientists, Rassilon and Omega, used a device called the Hand of Omega to detonate a sun and create a Black Hole. They were able to capture the energy, and to this day the Black Hole now known as the Eye of Harmony resides beneath the Panoptican, the great hall in the Capital City of Gallifrey.

Time Lords society is governed by a High Council led by a President. The President may only be over-ruled if all other members of the High Council are in opposition.

Gallifrey employs a rule of non-interference. Initially they saw themselves as superior to all others, near god-like beings. In recent years their society has become corrupt. Now their rule of non-interference is one of safety, for the once powerful time Lords are in fear that Gallifrey should be invaded. Should their powers and technology fall into the hands of war-mongering races such as the Daleks the Universe as a whole could be threatened.

Gallifrey itself does not employ a military besides the Honor Guard under the command of the Castilan, one of the members of the High council. The planet is not without defense however. Gallifrey exists in a state of temporal isolation. Nothing can pass the temporal field surrounding the planet that technically exists within its own time continuum. For safety reasons, to avoid paradox's, time travel on Gallifrey if forbidden, and due to technical restrictions, not possible. Any Time Lord returning to Gallifrey will instantly be transported back to their own space and time.

Time-Travel
Gallifreyans have many form of Time-Travel, though the two most commonly used are Time-Capsules (such as the Type 40, or TARDIS) and Time-Bracelets. Time-Bracelets are simple in that they are worn on the wrist and can transport a Time Lord to anywhere in Space or Time instantly. Time Bracelets are however reserved usually for special assignments and for members of the High Council.

Time Lords
Human in appearance, Time Lords do not dominate the Gallifreyan population, but they do rule it. Arrogant, aloof, and often have delusions of superiority (in some cases justified). Time Lords bodies are quite robust. They have two hearts and a respiratory by-pass allowing them to survive where a human would die. They have latent telepathic abilities between other Time Lords in close proximity, or may boost this ability with the aid of the telepathic circuit in the TARDIS. Time Lords also have limited shape-shifting ability. They may change forms twelve times, this shake up of the body will often result in a slight personality change also. Their new form will still be human in appearance and they do not change sex. Although a Time Lord may change form at any time this shape-shifting ability is most often employed as a regenerative tool should their current body become mortally wounded or diseased. Each incarnation of a Time Lord is physically capable of living for approximately 12, 000 years, possibly much longer. Time Lords that leave Gallifrey often end up having shorter life-spans due to accidents causing them to regenerate more frequently.

Playing a Time Lord.
A PC isn't going to be playing a time lord...They, like a Ch'doth Hunter or the 'Q' continuum, are strictly the province of the G.M.

Use in the Kilb-iverse
The Gallifreyans have only shown up once in the Mutt Squad games, after the Imperial invasion, just as the Republic forces were about to leave Earth, the Doctor made an appearance to retrieve something of his that had been in holding at one of the many alien technological artifact repositories. He spoke briefly with Kae' Caballa and Drex Marr before leaving.
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willg
Lieutenant Commander
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Joined: 29 Apr 2014
Posts: 233

PostPosted: Sat Sep 06, 2025 6:35 am    Post subject: Reply with quote

http://mightymuttsquad.raptorsquad.net/crossover/daleks.htm

Daleks
created by Terry Nation.
The following Data was compiled from Galactic archives by a fellow historian and data-book writer named Ugavine.

A Dalek is composed of two parts. The Dalek Armour, and the Kaled creature that sits inside. Kaleds used to be human but evolved, or mutated, into this blob-like state. Daleks are highly intelligent, even capable of Time Travel and building their own TARDIS. Even when outside their Dalek machines they can be very dangerous. During their evolution into Daleks their emotions of remorse, compassion and love were eradicated, and their aggression heightened.

Personality: Daleks are logic in their thought, but ruthlessly aggressive. A Dalek will not think twice before killing in cold blood. To a Dalek the only thing of importance is the preservation and growth of the Dalek Empire.

Language: Basic

Age: n/a


Standard Dalek stats
Dexterity:1D
Armour Weapons 5D, Dodge:3D, Rolling: 5D

Knowledge: 4D
Intimidation: 6D+2, Alien Species: 6D, Tactics: 5D, (SP) Ground Forces: 5D+2, (SP) Space Fleets: 5D+2, Planetary Systems: 5D+2, Technology 8D

Mechanical: 3D
Dalek Armour Operation: 3d, Sensors:3D+2, Starship Piloting: 5D, Starship Gunnery: 6D, Communications: 3D+2

Perception: 1D
Search: 4D, Command: 8D, Hide/Sneak 6D

Strength: 1D+1 (4D in Armour)
Brawl 4D

Technical: 4D
Armor Rep: 4D+2, Dalek Weapon Repair: 6D, Computer Program/Rep: 5D+1, Demolitions: 5D, First Aid: 4D

Dalek weapons and equipment
-Stun Gas (6D) up to 10M - area effect iin a 45 degree arc. Other Daleks hit by the blast are unaffected.
Characters can only add armor if they're not wearing a breath mask or some other apparatus.
-Blaster (6D, Range:0-3 / 4-10 / 11-15 // 16-25)
-Poly Carboid Armor: +1D energy, +2D phyysical
-Eyestalk (eyestalk str: 1D)
-Grasping appendage (str: 2D)
-360 sensors: +1D search
-Mainframe computer: Daleks can access aa tactical battle computer . When able to link to the mainframe, Ground and Space tactics are +3D

Force Sensitive: No
Darkside points: 6
Character points: 5
Movement:
Flat Surface:11
Rough Ground: 9
Stairs: 4



Heavy Weapons Dalek
Dexterity:1D
Armour Weapons: 6D+2, Dodge:3D, Rolling: 5D

Knowledge: 4D
Intimidation: 6D+2, Alien Species: 6D, Tactics: 5D, (SP) Ground Forces: 5D+2, (SP) Space Fleets: 5D+2, Planetary Systems: 5D+2, Technology 8D

Mechanical: 3D
Dalek Armour Operation: 4d, Sensors:3D+2, Starship Piloting: 5D, Starship Gunnery: 6D, Communications: 3D+2

Perception: 1D
Search: 4D, Command: 7D, Hide/Sneak 6D

Strength: 1D+1 (4D in Armour)
Brawl 4D

Technical: 4D
Armor Rep: 4D+2, Dalek Weapon Repair: 6D, Computer Program/Rep: 5D+1, Demolitions: 5D, First Aid: 4D

Heavy Dalek weapons and equipment:
-Stun Gas (6D) up to 10M - area effect iin a 45 degree arc. Other Daleks hit by the blast are unaffected.
Characters can only add armor if they're not wearing a breath mask or some other apparatus.
-Energy Cannon (5D - speeder scale, Rangge:0-3 / 4-10 / 11-15 / 16-25)
-Heavy Dalek Poly Carboid Armor: is 3D SSpeeder Scale
-Eyestalk (eyestalk str: 1D)
-Grasping appendage (str: 2D)
-360 sensors: +1D search
-Mainframe computer: Daleks can access aa tactical battle computer. When able to link to the mainframe, Ground and Space tactics are +3D.

Force Sensitive: No
Darkside points: 6
Character points: 5
Movement:
Flat Surface:11
Rough Ground: 9
Stairs: 4

Special Rules
While encased in their protective Armour Dalek Armour Operation skill is used for any dodges.

The Kaled may still be alive and may viciously attack after it's armour is destroyed.
-Roll 2D - on a double the Kaled survivees (or at GM discretion)
-Kaled Strength: 1D+1
-Kaled venom causes 5D damage (and poisoon at GM's discretion)


Robomen
These are the 'assimilated' humans and other species that serve the Daleks as slaves. The subject is specially processed, brain patterns erased, and fitted with cyborg technology. A roboman is effectively a zombie. The victim can not be saved so Jedi need not worry about attacking Robomen. In essence they're helping put the victim to rest. Robomen tend to be programmed with a specific task, e.g.. Mining, tracker, guard, computer operator, etc.

-All Attributes: 2D; Blaster: 3D
-Other skills: Variable
-Equipment: Blaster (damage: 5D - usuallly set on stun)

Robomen Conditioning
The Daleks choose their Robomen usually from the leaders of a group. A leader is no good as a slave as he could lead the slaves to revolt. By conditioning people into Robomen the Daleks totally brain wipe their victim. The process takes approximately twenty minutes. The victim is strapped on a bed with a device attached to their head. The memory wipe can be quite painful, especially if resisted. To resist Memory Wipe a character must make three Willpower rolls (or Control) at each phase of the operation. The phases take effect at 5 minutes, 10 minutes and 20 minutes. These rolls are Easy, Moderate, then Difficult. The operation can be stopped at anytime. Failure on any Willpower roll will take it's toll on a character.

1st phase - Willpower: Easy: Choose a skill at Random. This skills is lost, and falls back to the Attribute default. If the skill had not been increased the character was lucky.

2nd phase - Willpower: Moderate: Character loses all skills under an attribute (choose at random)

3rd phase - Willpower: Difficult: Character is totally mind-wiped and is lost.

The most important roll is the third. If the character fails the third roll they are lost, and become a Roboman. Only success on the third roll will prevent the mind-wipe. If the Daleks discover that the mind-wipe has failed they will EXTERMINATE them immediately.

History in the Kilb-iverse:
The only time that the Mutt Squad ever encountered a Dalek was in a bar on the outer most fringes of the known universe, the Dalek was a trophy standing on display in a Plexiglas case. No one was sure what to make of it and when asked all the Bartender would say was 'The little b@st@rd* landed one day and came out shooting, we returned fire and then fled up a flight of stairs. Things went well from then on out because evidently they couldn't transverse stairs on their little treed like wheels. That's when we massacred the whole lot of them!" Shortly there after the Mutt Squad fled the bar without paying the bar tab and rumor has it that the Dalek was re-activated with the mission of hunting down the Mutt Squad for the unpaid Bar tab..
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willg
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Joined: 29 Apr 2014
Posts: 233

PostPosted: Sat Sep 06, 2025 6:36 am    Post subject: Reply with quote

http://mightymuttsquad.raptorsquad.net/crossover/cybermen.htm

Cybermen
created by The B.B.C.
Telosian Cybermen

Cybermen were originally a wholly organic species of humanoids that began to implant more and more cybernetic parts into their bodies. This led to the race becoming coldly logical and calculating, with emotions usually only shown when naked aggression was called for. Although the Cybermen often claim that they have done away with human emotion, they have exhibited emotions ranging from anger to smug satisfaction in their confrontations with the Doctor.

The race originated on the planet Mondas, Earth's twin planet in prehistoric times, which was knocked out of solar orbit and drifted into deep space. The Mondasians, fearful for their race's survival, sent out spacecraft to colonize other worlds, including Telos, where they pushed the native Cryons aside and used the planet to house vast tombs where they could take refuge in suspended animation when necessary.

On Mondas, the native inhabitants installed a drive propulsion system in place of the planet's core. As the original race was limited in numbers and were continually being depleted, the Cybermen became a race of conquerors who reproduced by taking other organic beings and forcibly changing them into Cybermen.

Dexterity: 2D+1
Blaster: 5D+1

Perception: 2D
Command: 7D, Bargain: 6D, Con: 3D+2

Knowledge: 2D+1
Planetary systems: 4D, Survival: 4D, Technology: 6D

Strength: 6D
Brawl: 6D+2, Lifting: 5D+2, Stamina: 9D

Mechanical 2D
Space transports Piloting: 4D, Starship Gunnery: 4D

Technical 3D+1
Computers: 5D+1, Security: 5D+1, Demolitions: 6D+1, Cyber-Repair: 8D+1, First Aid: 7D, (A) Medicine: 4D

Equipment
Pulse Rifle (5D+2,3-30 / 100 / 300)
Cyber-Bomb (12D - and can be produced at any scale)

Movement:8
Force Sensitive: No
Force Points: 1
Dark Side Points: 6
Character Points: 5
Cyber Points: 6

History in the Kilb-iverse:
The one and only encounter that the Mutt Squad ever had with the Cybermen came as a result of the Empire's invasion of Earth. The Empire had aligned itself with the Cybermen and was using them as shock troops in key locations and the Mutt Squad faced off against them when they attempted to liberate the Vatican. The fight was a long bloody one with the Mutt Squad finally coming out on top. Since then there have been rumors that the Telosian Cybermen have been seen on the outer most fringes of the known universe looking for something.
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willg
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PostPosted: Sat Sep 06, 2025 6:40 am    Post subject: Reply with quote

This isn't from Doctor Who but.... I have great affection for it and I think many fans like both


Random Essential Hitchhikers Guide items.
created by Douglas Adams
The Hitchhikers Guide to the Galaxy
This book is a vast repository of knowledge for galactic hitchhikers. It is a small black computer with a small (4'X4') screen and about a hundred buttons below it. It looks complicated, so it has a cover with the words "DON'T PANIC" printed in large, friendly letters on it. This book will tell you everything you want to know, but is frequently inaccurate, so the GM has the right to screw up any information received. This grants characters a + or - 1D bonus on any activity they consult the book with. At the GM's discretion, the misinformation can be even worse.
Cost: 100 Credits

Sub-Etha Sens-O-Matic
This is used to pick up transmissions from ships. The Sub-Etha is the field the ships use to communicate. This signal can be used to identify the type of ship detected. Use of this device is a specialization of the sensors skill.
Cost: 300 Credits

Electronic Thumb
This device sends a Sub-Etha signal to nearby ships. It tells, them that the possessor(s) of the device want to be transported aboard. This is an essential hitchhiking item.
Cost: 50 Credits

Towels
A towel is the most important thing a hitchhiker can have. It has many uses: sleeping on, wind sailing on a raft, wetted for hand-to-hand combat, hiding small wires and such, soaking in nutrients for survival, hiding from the Ravenous Bugblatter Beast of Traal (very dumb, it thinks if you can't see it, it can't see you), and, if its clean enough, drying yourself. Some 'hikers weave complex circuitry into theirs. It's also good for getting stuff. If a strag (a non-hitchhiker) sees that a 'hiker has his towel, he'll be more willing to give him stuff he should have had, but "lost." This has led to the expression, "He really knows where his towel is," which is a high compliment.

Cost: 5 Credits

Pan Galactic Gargle Blasters
created by Douglas Adams.
The most powerful drink in the galaxy (10D stun damage). The effect of drinking one is like being hit in the head with a lemon wrapped around a large gold brick. Invented by ex-president Zaphod Beeblebrox. The Hitchhiker's Guide to the Galaxy lists the planets where the best ones are mixed, and the voluntary rehab centers for afterwards.

Ingredients:
Take the juice from a bottle of Ol' Janx Spirit
Add one measure of water from the seas of Santraginus V
Allow three cubes of Arcturan Mega-gin to melt into the mixture
Allow four liters of Fallian Marsh Gas to bubble through
Float a measure of Qualactin Hypermint extract over the back of a silver spoon
Drop in the tooth of an Algolian Suntiger
Sprinkle Zamphuor
Add an olive
Drink... but... very carefully...
Cost: 100 Credits

Vogon Poetry
created by Douglas Adams.
Vogon Poetry: Vogon poetry is the third worst in the universe. It causes damage equal to the user's skill role. There is no roll to succeed: the user simply recites the poetry and applies the damage to the recipients.

Cost: Nothing (You'll actually pay them to stop...)
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