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THE FOURTH DOCTOR
Identity: The Doctor
Sex: Male
Age: 750
Height: 6' 2"
Hair: Red-Brown
Eyes: Blue
Level: 12th
Side: Good
Experience: 77,000
Training: +1 Intelligence
First Appearance: Robot   [Dec 28 - Jan 18, 1974]
Final Appearance: Logopolis   [Feb 28 - Mar 21, 1981]
1. Body Power (Respiratory Bypass System): As a Time Lord, the Doctor has the ability to shut down his respiratory system for short periods of time. It costs an action and the PR cost of 4 to activate the power. He doesn't need to breathe for 27 (E) turns with a PR cost of 1/turn.
2. Body Power (Time Lord Regeneration): Another Time Lord power is the ability to regenerate into a new body when the old one becomes too old or damaged. All Time Lords have a set limit of 12 regenerations, after which the body finally dies. During the regeneration process, the character is comatose for 1d8 turns. While Time Lord Regeneration effects many of the character statistics, it doesn't effect age or level. These values continue to grow as the Time Lord lives out his 12 lives.
          At the point of death, the character rolls d100 against his Ix2 to successfully trigger the regeneration process. Success means the Time Lord regenerates and the player may re-roll all attributes (except Intelligence), all heightened attribute bonuses (including Heightened Intelligence), and give the character a whole new persona (how, is up to the player and game master but examples include changing the character's height, weight, sex, personality, and/or looks).
          A roll under I/2 means the Time Lord has established complete control over the regneration. Total the character's attributes and redistribute them as you see fit (again, Intelligence is not effected by this process). Do the same with all of the character's heightened attribute bonuses (this time including Heightened Intelligence). The new persona is determined as above.
          A failure means that the regeneration is unstable and the Time Lord is forced to use another regeneration (total cost of 2 regenerations) to stabilize his body. A roll of 00 is considered a critical failure and a Time Lord uses 3 regenerations to stablize his body and he must randomly roll against his heightened "attribute" powers excluding Heightened Intelligence. The unlucky roll determines which heightened attribute power becomes a reduced attribute weakness. This weakness reverts back to its heightened attribute status once a new regeneration takes place (in other words, the player gets to modified the original abilities/powers with each new regeneration).
3. Heightened Charisma A +18
4. Heightened Endurance A +12
5. Heightened Intelligence B +26
6. Heightened Senses (Temporal Awareness): The Doctor, as with all Time Lords, can literally sense the flow of time and as such has a 64% chance (Detect Hidden percentage x2) to detect temporal disturbances (time anomolies, paradoxes, temporal craft, etc.). This ability also gives the character an Initiative bonus equal of +15 (Int/3).
7. Natural Weaponry (Venusian Ahkido): +2 to hit, +4 Damage. If he makes a successful HTH carrier attack, the Doctor can immobolize his target for 1d3 turns (the victim cannot attack nor defend).
8. Psionics (Gallifreyan Telepathy): Gallifreyan telepathy works as per the normal Telepathy rules when communicating with telepathic species (maximum radius 460"). When communicating with non-telepathic species divide the maximum range by 10, mental communication requires 1d4 turns at double the power cost (PR 2), and mental probes require 1d12 turns at double the power cost (PR 10).
9. Psionics (Hypnotism): Attacks as Mind Control, but with the following conditions -- Range 1", he must communicate with the subject,and PR 10 per attempt.
10. Psionics (Universal Translator): A Time Lord gift that allows the Doctor to understand and speak any language. The Doctor can share this ability with others (maximum number equal to his I).
11. Willpower (Type A)
Weight: 182 lbs. Basic Hits: 4 Agility Mod: Nil
Strength: 14 Endurance: 27
Agility: 13 Intelligence: 46
Charisma: 30 Reactions from:   Good: +5     Evil: -5
Hit Mod. (1.2) (3.4) (1.3) (2.2) = 11.6688 Hit Points: 47
Damage Mod.: +7 Healing Rate: 2.4
Accuracy: +1 Power: 100
Carrying Capacity: 495 lbs. Basic HTH Damage: 1d8
Movement Rates: 54" ground.
Det. Hidden: 32% Det. Danger: 36%
Inventing Points: 49.2 Inventing (138%):
Origin and Background:   Official BBC 4th Doctor Page
Notes: