![]() You try to bluff your way out of trouble and escape. Talk: (Only possible if the Angels have killed a Character). If not, or you wish to continue, choose from options below: If the Angels are quantum locked then you may end the encounter. If you Defeat the Angels in this Adventure then Characters are no longer affected and return to your control. If the affectedĬharacter fails the Bravery roll then they are turned into an Angel – take a -1DM and increase the number of AngelsĮncountered by +1. One other Character may add their Charisma and Domination to support the affected Character. A Character that looks into the eyes of an Angel must make a Bravery roll (adding any Domination) at the end ofĮach Turn. Human Characters who have Aware however must make a Brains roll (-2 if frozen and -1 per Angel) not to look into the eyes of If you can make an Aware 9 roll then gain a +1DM. Then the Angels are quantum locked and appear as statues. If the number of Weeping Angels you encounter is less than the number of (non-frozen) Characters with Aware in your group If you then flee from theĪngels the frozen Characters are either consumed (if on Earth - see v029b) or killed. Make a Bravery roll or be frozen in fear for the encounter. 1d3+1=4Įach Angel is Brains 5, Brawn 9, Bravery 6 (Armour). Roll 1D3 for the number of Angels encountered, with +1 if Turn 5+ or +2 if Turn 9+. Reality they are deadly quantum creatures that consume the life energy of all theyĭevour and can move in the blink of an eye. These appear to be angelic stone statues, but in (Temporal Enemy) You have encountered terrifying Weeping Angels (DM +1. You do not have a Companion - then see e002d instead). If you are alone, roll for an Enemy event (unless this is your first Adventure and If you have no Companion, apply this event to a randomĪlly. Your Companion (randomly selected if you have more than one), has wandered offĪnd found trouble again. (Escape: 2d6+1 for Thief skill +2 for the sonic screwdriver =10: success Imprisoned with you: 1-2: They join you 3-4: They remain captured 5-6: They have If you escape, any Companions can escape with you, but roll 1D6 for each Ally Your end and have been killed – your adventure is over! Other results mean you If the result is 4 or less, you have finally met Each Turn you may attempt to escape as an Actionīy making a successful Thief 10 roll. (Capture) You and your group are to be executed! Until then, you are imprisoned. (Prevent Capture: 2d6=2: You are captured by the Enemy – see e060. When inside the TARDIS, and an additional +1 to any TARDIS repair rolls. Which can help in most technical situations, including making modifications and repairs to the TARDIS. (Gadget) The toolkit is a sophisticated box of electronic tools such as Ganymede drivers, Zeus plugs, sonic rams and so on, When fighting against a Machine, an extra Engineering Skill and +2 to any Escape or Oldest friend – you should never leave the TARDIS without it! You gain +1 Brawn Locks to defusing bombs or scanning alien technology. (Gadget) A handy little device that is useful in nearly every situation – from picking Skills: (Aware, Bureaucrat, Engineering, History, Medicine, Running, Science, Thief) The Professor: Brains: 11_ Brawn: 7_ Bravery: 8_ ![]()
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