Doctor Who Core Rulebook
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- Cubicle 7
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Imagine you could go anywhere. This world or countless others, encountering strange alien races, new cultures or hostile environments. Now imagine you could travel to any time. Meet Queen Elizabeth I (and maybe marry her!), discover the secrets under the Tower of London, watch the Moon landing (from the Moon!) or travel into the far future as humanity spreads to the stars. Where would you go?
In the Doctor Who The Roleplaying Game you and your friends take on the role of the Doctor (any one of his twelve incarnations!) and his companions (any one of them too – or you might make up your own) and embark on your own adventures across time and space.
Or you might decide to make up your own Time Lord and their own companions too, and see what happens when they set off in their own TARDIS, or create a rag-tag bunch of time agents lost in time, or a UNIT base tasked with protecting their corner of the Earth.
With the Doctor Who: Adventures in Time and Space roleplaying game, the power is in your hands! You can go anywhere or anywhen in the universe. It’s not going to be easy. It’ll probably be dangerous. The universe is a hostile place, full of Daleks, Zygons, Sontarans, Weeping Angels, Cybermen, Silence, Silurians and worse. There will be fear, heartbreak and excitement, but above all, it’ll be the trip of a lifetime.
The whole of time and space is out there, full of new places to see and adventures to be had – what are you waiting for?
Doctor Who: Adventures in Time and Space uses a quick and easy set of rules that encourage quick thinking, puzzle solving and a sense of adventure – all you need is a couple of normal, six-sided dice and some friends to play with.
The system is simple enough to pick up in moments – roll two dice, add them to a skill + stat and compare the total to a difficulty number. The more you beat it by, the better you did.
Throw in Story Points, which allow you to escape the villain’s traps, introduce your own story elements, invent crazy gadgets and save the day in spectacular fashion, and the system really encourages the sort of adventures you see on the show.
Finally, the system’s unique initiative system encourages players to talk, think and plot their way out of trouble, allowing them to follow in the footsteps of the Doctor by coming up with a cunning plan to stall the Daleks or make the Cybermen think twice before menacing his friends.
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