Virgile Beaudoin
wrote “I would always be in for DCC Daleks but a couple of spells or a magic
item would also be interesting Are you a fan of Hitchhiker's guide to the
galaxy? There could be a couple of fun things in there for DCC. My campaign
starts again in a couple of weeks for its second year. 5-6 characters lvl 2
nearing 3. All players whish for magic items or political/cultural/power
structures to climb. Anyway, just a couple of ideas. Can't wait to read what
you come up with next. ^^”
This, of
course, left me open to merging two of my favourite things: Doctor
Who and Dungeon Crawl Classics.
By the time
of The
Chase, the Daleks have developed a form of time travel analogous to the
Doctor’s own TARDIS – a time machine that can track other time machines, and is
larger on the inside than on the outside. Not only can it track the TARDIS, but
it gains on the Doctor and his companions ever so slightly throughout the
story. As we will see, Daleks in later-era stories do not always achieve this
level of time travelling sophistication.
In some
ways, The Chase is a “sequel” (and “prequel”) to the Tom Baker-era story, Genesis
of the Daleks. Obviously, Genesis of the Daleks didn’t exist yet in the
program, but if we look from the outside, in Genesis the Doctor is sent
back in time to the point where the Daleks are created in order to destroy
them. In The Chase, the Daleks move back in time to stop the Doctor in
his first incarnation. One might almost be considered a response to the other. In
fact, this may be the first story where the Time War is foreshadowed. From the
perspective of the Daleks, it may take place during the Time War.
The Daleks
in this story are no longer dependent upon radiation (as were the ones in The
Daleks) and have their own internal power supplies (a departure from The
Dalek Invasion of the Earth). Their understanding of humanoids has also
improved, allowing them to create a near-perfect duplicate of the Doctor.
It is also
worth noting that, while no Dalek is seen levitating up stairs on-screen, the
action in The Chase implies that these Daleks are capable of doing so. It
is easiest to see this in the Marie
Celeste sequence, where Daleks are able to reach areas of the ship only
accessible by stairs.
These are
still not the Daleks of the new series, however, and they lack several
refinements later Daleks will use. If they are part of the Time War, as seems
likely, they are part of a group which has significantly less technology
available to it than several later Dalek groups. This may be due to changes in
the timeline, splintering Dalek factions, or a simple lack of available
resources. A lack of resources might place The Chase as post- Day
of the Doctor from the Dalek’s perspective, or it might indicate that
the Daleks have allocated greater resources elsewhere…such as an all-out attack
on Gallifrey itself.
It’s fun to
speculate.
The Chase
Daleks have
been a mainstay of the Doctor Who universe. They appeared
in the second televised story, and have appeared more times than any other
villain. Indeed, the Daleks are the only creatures that appear in at least one
televised story for every Doctor.
They are a
perfect villain species to appear in your Dungeon Crawl Classics game. They
are even better suited to Mutant Crawl Classics, Crawling
Under a Broken Moon, or Crawljammer games.
Chase-era
Dalek: Init +0; Atk plunger arm +2 melee (1d3) or energy weapon +3 ranged (1d6+3);
AC 17; HD 1d12; MV 30’ or levitate 5’; Act 1d20; SP long-range communications, specialty
arms, levitation; SV Fort +12, Ref +0, Will +7; AL L.
The Daleks
in The
Chase do not seem to rely on long-range communications as frequently as
the Daleks in the previous two stories, although they still retain the ability.
They are capable of replacing the plunger arm with specialty arms, such as a
long range motion detector. (Earlier Daleks could replace the plunger arm with
a high-powered acetylene torch, so this is not a new development.) These Daleks
can slowly levitate up stairs, or along a plane not greater than 45º angle.
Dalek Duplicate: Statistics as
original; AL L.
Aridian: Init –2; Atk club +0 melee (1d4);
AC 9; HD 1d3; MV 30’; Act 1d20; SP low-light vision; SV Fort +0, Ref +1, Will +0;
AL N.
A species of
rather ineffective piscine humanoids encountered on the planet Aridius in The
Chase, the Aridians lived in the underground remnants of their ancient
cities. Over many generations, the oceans of the planet had slowly dried,
leaving the Aridians and the Mire Beasts to contest for what remained of the
desert world. Not particularly brave, the Aridians attempted to keep the Mire
Beasts out by building walls around them. The Aridians also tried to sell out
the Doctor and his companions to the Daleks, only to be foiled when the time
travellers refused to cooperate. The Aridians would make a great creature for
an adventure where you end up liking the people you have to oppose. They mean
well, but they are easily frightened into bad choices.
Mire Beast: Init –4; Atk tentacle +3
melee (1d3) or bite -2 melee (1d5+1); AC 13; HD 4d6; MV 20’; Act 2d20; SP infravision
60’, stealthy, grab, constrict or bite, hardy; SV Fort +4, Ref +1, Will +3; AL C.
This is an
octopus-like creature, adapted to survival in dark caves and tunnels. Mire
Beasts are encountered on the surface of Aridius as well, although they are
usually active only from twilight to dawn. During the day, they hide by burying
themselves in the sand. They are somewhat stealthy, having a 1 in 6 chance to
surprise in addition to whatever chance of surprise the judge typically uses.
If a Mire
Beast tentacle hits, it grabs the target. The victim can make an opposed
Strength check (vs. +4) to break free, cause 5 hp damage (which does not count
against the creature’s total), or succeed on a Mighty Deed of 4+. A Mire Beast
who grabs a target can either do automatic tentacle damage or make a free bite
attack in the next round with a +6 bonus.
Mire Beasts
are extremely hardy – even if reduced to 0 hp, they gain a DC 10 Fort save in
1d6 minutes to determine if they were slain or merely stunned. If the save
succeeds, the Mire Beast is alive with 2d6 hp recovered.
Mire Beasts
possess a cunning intelligence, and are capable of concerted plans and action.
Fungoid: Init +0; Atk grab +0 melee (0);
AC 12; HD 2d6; MV 10’; Act 1d20; SP constrict and suffocate, sense prey, immune
to mind-affecting; SV Fort +2, Ref +0, Will +0; AL N.
These are
tall, fungus-like beings encountered on the planet Mechanus. They make a
distinctive “popping” sound, which may be a form of communication among
themselves. If they are able to grab a creature with their “umbrella”, they can
do 1d3 points of damage each round thereafter due to constriction and suffocation.
Although the fungoids do not see in the same way animals do, they are capable
of sensing potential prey within 60’ by a combination of sensing heat, motion,
vibrations, and sound. They are completely immune to effects that target the
mind.
Mechanoid: Init +1; Atk restraining arm
+0 melee (restraint) or flame thrower; AC 18; HD 3d8; MV 20’; Act 1d20; SP restraint,
flame thrower; SV Fort +10, Ref +1, Will +5; AL L.
Mechanoids are
robots created for the colonization of other worlds. The 1st Doctor
and his companions encountered them on Mechanus. They are roughly spherical,
with triangular plating. Each has two arms that fold into the Mechanoid. These can
be used for skills, or can restrain an opponent they hit (opposed Strength to
break free, the Mechanoid gaining +4 per arm restraining a creature, and
multiple Mechanoids can restrain the same creature).
Each
Mechanoid also has a built-in flame thrower, which can strike multiple targets
in a 20’ cone with a 5’ base. Each target in the area takes 1d6 damage (Fort DC
15 for half) and must succeed on a DC 10 Reflex save or catch fire (1d6 damage
each round until a save is successful).
A Dalek Crawl Classics version of The Chase would be fun to run, just to be able to do... the... slow... Aridian... voices...
ReplyDeleteEnd. thhe. dwerd. voidzez. of. thhe. Mek. Ah. Noids. ~dhrett~ dhrett~ ~engglishh~ ~engglissh~
Sounds like Gary Con next year?
Delete