New Rules
Time and Space Modifiers
Because not everybody has traveled through time and space, most people will not know how to use technology they’ve never seen before or know the history of planets they’ve ever visited. When people start time-traveling they are at a disadvantage in using alien tech or tech from the future or distant past. Same goes with the familiarity of the ways of people. For characters using the skills Alien Data, Computers, Knowledge, Mr. Fix-It, Piloting, and Science, the GM may decide that a modifier should be applied to represent the character’s unfamiliarity with the particulars of this point in time and/or space.
For each century of difference in time for the character, subtract 1 from the roll.
For difference in space, consult the chart below.
DISTANCE IN SPACE____________MODIFIER
Same culture No modifier
Alien culture but share same space -1 to -2
Neighboring alien culture -3 to -5
Have heard of this culture but not engaged them before -6 to – 9
First contact / wholly unfamiliar -10 or worse
Equipment
Most characters can have whatever it is they want just by asking for it unless it is something that will obviously effect the outcome of most scenarios, such as weapons, armor, or gadgets. For these things, the character must spend Quality Points.
Use the Alien (formerly “Demon” in the Angel core rulebook) Qualities, such as Supernatural Attack or Natural Toughness to create Qualities with similar effects to the desired weapons or armor. This then determines the appropriate amount of Quality points that need to be spent.
However, Alien Qualities cannot be used to create gadgets. Instead, they need to be acquired from a gadgetmaster.
In The Doctor Who Role-Playing Game, the ability to create and use gadgets falls within the sphere of the Gadgetmaster Quality which can be found in the Pulp Zombies supplement for All Flesh Must Be Eaten.
Setting-Specific Ways of Using Drama Points
Heroic Feat
Space Travel
Time Travel
TARDIS Operations
Dalek Time Travel devices
Human based Time Travel
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