click here to return to the VandV Doctor WHO page click here to return to the VandV Emporium

THE FOURTH DOCTOR
Identity:  The Doctor
Temporal Origin:  Gallifrey 
Profession:  Time Lord
Race:  Gallifreyan
        No. of Regenerations Used:  3
Side:  Good
Sex:  Male
Age:  750+
Height:  6' 3"
Hair:  Red-Brown
Eyes:  Blue
Level:  16th
Experience:  135,000
Training:  Knowledge Area (Lockpicking)
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. Regeneration does not affect age or level (these values continue to grow as the Time Lord lives out his 12 lives), but other character statistics may change between incarnations.
        At the point of "death", roll d100 against the character's Intx2 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 (except 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 Int/2 means the Time Lord has established complete control over the regneration. Total the character's attributes and redistribute them as you see fit (except Intelligence). 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 modify the original abilities/powers with each new regeneration).
3. Heightened Charisma A  +22
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:  184 lbs. Basic Hits:  4 Agility Mod:  Nil
Strength:  14 Endurance:  27
Agility:  14 Intelligence:  42
Charisma:  30 Reactions from:   Good:  +5     Evil:  -5
Hit Mod. (1.3) (3.4) (1.2) (2.1) =  11.1384 Hit Points:  46
Damage Mod.:  +6 Healing Rate:  2.8
Accuracy:  +1 Power:  97
Carrying Capacity:  501 lbs. Basic HTH Damage:  1d8
Movement Rates:  55" ground.
Det. Hidden:  30% Det. Danger:  34%
Inventing Points:  67.2 Inventing (126%): 
Knowledge Areas:  Automotive Mechanics, Musical Instrument (Recorder), Research/Technology, Scholar (Earth Archaeology), Scholar (Earth History), Scholar (Galactic History), Scholar (Gallifrey History), Scholar (Time Lord Lore), Scholar (Venusian Lore), Scientist (Chemistry), Scientist (Computer Science), Scientist (Electrical Engineering), Scientist (Exobiology), Scientist (Mechanical Engineering), Scientist (Physics), Scientist (Temporal Science), Temporal Vehicles (TARDIS), Vehicles (Aircraft) & Vehicles (Ground)
Origin and Background: (Gallifreyan Time Lord)  "The fourth Doctor, possessing many characteristics of his former selves, was often prone to stroll into potentially dangerous situations equipped with only his scarf, floppy hat, broad grin and the occassional jelly baby.His insatiable curiosity for other worlds caused him to gradually sever his connections with Earth and it was during this incarnation that he paid two reluctant visits to his home planet - Gallifrey."
          Excerpt from The Doctor Who Illustrated A-Z by Lesley Standring (1985)

          Official BBC 4th Doctor Link

Training Bonuses:
 
2nd Level:   Knowledge Area (Scholar - Earth History)
3rd Level:   Knowledge Area (Scholar - Galactic History)
4th Level:   Knowledge Area (Scholar - Earth Archaeology)
5th Level:   Knowledge Area (Scientist - Exobiology)
6th Level:   Knowledge Area (Scientist - Physics)
7th Level:   Knowledge Area (Scientist - Electrical Engineering)
8th Level:   Knowledge Area (Scientist - Mechanical Engineering)
9th Level:   Knowledge Area (Musical Instrument - Recorder)
10th Level:   Knowledge Area (Scholar - Draconian Lore)
11th Level:   Knowledge Area (Scholar - Time Lord Lore)
12th Level:   Knowledge Area (Vehicles - Ground)
13th Level:   Knowledge Area (Scholar - Venusian Lore)
14th Level:   Knowledge Area (Scientist - Chemistry)
15th Level:   Knowledge Area (Scientist - Computer Science)
16th Level:   Knowledge Area (Vehicles - Aircraft)
Notes: 

To Hit (Unarmed HTH):
+3
Damage (Unarmed HTH):
1D8 + 10
To Hit (Armed HTH):
+ 1 + weapon
Damage (Armed HTH):
1d8 + weapon + 6