THE DOCTOR: FIRST INCARNATION

F: TY (6)
A: GD (10)
S: TY (6)
E: IN (40)
R: RM (30)
I: AM (50)
P: AM (50)
H- 62
K- 130
Resources: CL 1,000 (thanks to compounded interest over the years)
UN (100) (With access to TARDIS)
TY (06) (Normaly when on an adventure. Intuition FEAT needed to determine if the currency carried is current or even from the planet.)
Popularity: 50

* EYES: Blue
* HAIR: White
* APPARENT AGE: Late 60's
* ACTUAL AGE: 300 to 400 more or less.

LIMITATIONS: This is his first incarnation. He has been in this body for around 300 to 400 years, which is a pretty long time for a Time Lord to be in one incarnation without a regeneration, especially with his unusual evil fighting activities. As such, even though he has a high Endurance, he requires certain limitations. Any failed FEAT requiring exertion (Running, Lifting, Fighting, etc.) gets the following penalties:
* Failed Green FEAT = Rest for 1-10 turns or -1CS to all Physical Stats (no Health loss) until rest is taken. Effects are cumulative.
* Failed Yellow FEAT = Rest for 2-20 turns or -2CS to all Physical Stats (No Health loss) until rest is taken. Effects are cumulative.
* Failed Red FEAT = Rest for 3-30 turns or -3CS to all Physical Stats (no Health loss) until rest is taken. Effects are cumulative.

Without his cane he can only walk at Poor (04) Groundspeed. With his cane he can walk at Typical (06) Groundspeed. (Should go under Resistance to Pain in DW Powers and Talents): Same effect as collerbone blow if hit directly under hearts.

POWERS: See General Powers and Talents.
Danger Sense (Hairs on back of neck prickle up when danger is near).

EQUIPMENT:
WALKING CANE: Allows Doctor to walk at Typical (06) Groundspeed (See Limitations above).
Can be used as Blunt Weapon for Poor (04) Blunt damage.
Made of wood (Poor (04) Material Strength).

PINCE-NEZ: These glasses allow the Doctor to read and do fine work with normal ability. Without them, all FEATs to read quickly or do fine work (circuitry, wiring, etc.) will be at one color higher (Green to Yellow, Yellow to Red). Frames made of Poor (04) Material Strength. Lenses made of Feeble (02) Material Strength.

SILK HANDKERCHIEF: Made of Feeble (02) Material Strength. Can be used to wipe of dirt from inscriptions, clean off acid, cover mouth to add +1CS to Life Support in areas of gas or dust, etc.

BLUE-STONED RING: Ring made of Typical (06) Material Strength metal (looks silver, but is possibly some alien metal). Stone made if Amazing (50) Material Strength. While this ring is valuable in and of itself, it is more than merely decorative. It can be used to open the TARDIS doors in place of the TARDIS key. It can repair the TARDIS lock if it has been tampered with and/or damaged. It can control Zarbi while under the influence of a control device hooked up to the TARDIS.

TARDIS KEY: Looks like a normal key, but has a complex crystaline coding that is unique and attuned to the body prints of the Doctor and any companions he feels is trustworthy enough to have access to the TARDIS (The lock mechanism has a metabolism detector). The key and door lock can be reprogramed from the main control console. Although the Doctor can give out spare TARDIS keys to companions, the risk this entails normally prompts him not to. At this point, the TARDIS lock is a special lock that actually has 21 "holes". If the wrong hole is chosen, the lock will melt (prompting the need for the blue-stoned ring). After the Meddling Monk damaged the lock during "The Daleks Master Plan" (requiring the use of the ring to fix), he replaced the damaged lock with a simpler locking mechanism that could be changed at the main control console.

PIPE: Poor (04) Material Strength. Carried in his coat pocket.

EVERLASTING MATCHES: An invention of the Doctor's, these matches are normal in all appearances, and give off the same type of flame as a normal wooden match (Feeble (02) Fire and Heat), but it never burns down and it never goes out. It must be extinguished as a normal match (shaking it out, stepping on it, smothering it in dirt or water, etc.). He carries a box of these in his coat pocket.

COSTUME: In this incarnation, the Doctor's usual costume is a black frock-coat, a wing-collared white shirt, a black floppy ribbon tie, cream and brown checkered trousers, a waistcoat, and black shoes.

TALENTS: Bureacracy, Blunt Weapons, Law, Martial Arts B, Performer (Actor, Disguise), See General Time Lord Talents.

CONTACTS: Ian Chesterton, Barbara Wright, Susan (Foreman), Vicki, Steven Taylor, Dodo (Dorothea) Chaplet, Polly Lopez, Ben Jackson. (Used in this order: Ian, Barbara, Susan /// Ian, Barbara, Vicki /// Vicki, Steven /// Steven, Dodo /// Polly, Ben)

ROLE-PLAYING NOTES: The first incarnation of the Doctor is distinctive enough in his costume even before considering his lined, hawklike face, penetratingly intelligent blue eyes and long, swept-back white hair. He is undoubtedly an eccentric, but a particularly clever one.

In this incarnation, the Doctor is tetchy and tempermental: one moment he can be warm and friendly, the next he can be accusing his companions of all kinds of treachery. He is vain, arrogant, and determined to get his own way, no matter what arguments are raised against him. As far as the Doctor is concerned, he knows best and everyone had better do it his way. When he displays his bloody-mindedness, the Doctor becomes an alarmingly agressive figure:if he loses an argument he becomes ruffled and unsettled.

At the same time, his strong mind and ability to think quickly make him an inspiring lader who can restore courage to his frightened companions or direct people who are lost in indecision. His charm can be turned on powerful leaders to gain their favor. Yet, beneath the charm can be a devious schemer. He maintains his clear-headedness by abstaining from alcohol.

Virtually all the Doctor's new aquaintances are mistrusted when they travel in the TARDIS and it takes time for the Doctor to treat them as friends. He regards al of them as largely ignorant of science and short of ideas, but will quickly assume credit for any of his companions' cleverness. His memory for names is poor, and he will often confuse them: Ian Chesterton often gets called Chesterfield, for instance.

On his travels the Doctor will talk little of his home planet, from which he is a runaway. To all intents and purposes he is a gentleman time-traveller with a limited ability to control his ship. For all his seeming intelligence and capabilities, the Doctor is sometimes just bluff and bluster. He is somewhat amoral, making his own, sometimes erroneous judgements on good and evil.


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