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DOCTOR WHO: Torchwood

INTERPLANETARY PHENOMENON UNIT


THE TERRAN TERROR

GAME SYSTEM USED: Call of Cthulhu or Generic Old-school Role-playing


Engine - ownership or familiarity not required; Delta Green material
may be helpful

WHEN & WHERE PLAYED: short serial online IRC chat, every other Friday
or Saturday night - familiarity with IRC or chat play is not required

CAMPAIGN
GAME STYLE (4 total for each category)
 Cinema (3), Realism (1) – based primarily on 2 sci-fi tv shows
 Hack (2), Thesp (2)
 Comedy (2), Drama (2)

WHAT HAPPENS (out of 4, 4 being “happens every session”)


 Violence (3)
 Tea & Crumpets (2)
 Character Power (1)
 Building (1)
 Destroying (2)
 Exploration (3)

HOW IT'S DONE


 Combat
 Communication
 Intrusion
 Scholarship

CHARACTERS
SOME POSSIBLE CHARACTER ROLES
 civil servant, detective, diplomat, intelligence agent, liaison,
medical doctor, police officer, scientist, soldier, topic
specialist, traveller

TAGLINE
 "Research, acquire, protect. Nos es non unus. We are not alone."

format inspired by Kyle Schuant

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INFLUENCES
LITERARY
 Phillip K. Dick (A Scanner Darkly, Do Androids Dream of Electric
Sheep?, VALIS)
 Warren Ellis (Planetary, Transmetropolitan)
 Robert Heinlein (All You Zombies—, various)
 H.P. Lovecraft (At the Mountains of Madness, Herbert West:
Reanimator, The Shadow Over Innsmouth)
 Foucault's Pendulum by Umberto Eco
 Illuminatus trilogy
 Grant Morrison (Doom Patrol, The Invisibles)
 Karl Edward Wagner (Exorcisms and Ecstasies, Sticks)
 H.G. Wells (The Time Machine, The War of the Worlds)

MOVIES
 28 Days Later
 Blair Witch Project
 Day of the Dead
 Destroy All Monsters!, Flying Supersub Atragon & other Kaiju
films
 J & K-horror, such as Ju-on (The Grudge) & Ringu (The Ring)
 Quatermass and the Pit
 Stargate

TELEVISION
 Buffy the Vampire Slayer & Angel
 Captain Scarlet and the Mysterons
 Doctor Who & Torchwood
 JAG & NCIS
 The Quatermass Experiment
 Special Unit 2
 Stargate SG-1 & Stargate Atlantis
 X-Files & The Lone Gunmen

VIDEO GAMES (all are series of several games)


 Delta Force & Joint Operations games
 Fatal Frame
 Ghost Recon & Rainbow Six games
 HALO
 Half-Life
 Resident Evil (and movies)
 Silent Hill (and movie)

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A TIMELINE OF INTERPLANETARY PHENOMENON
1879 – Queen Victoria forms the Torchwood Institute after staying at
the Torchwood House

1942 – formation of original Interplanetary Phenomenon Unit (IPU) to


further investigate aerial phenomenon of unknown aircraft

1949 – creation of the Department of Defense (DoD) and the Central


Intelligence Agency (CIA)

1952 – the original IPU is shut down, all information is moved from
Army intelligence to the still new Air Force

1968 – formation of United Nations Intelligence Taskforce (UNIT)


after the Yeti invasion

1970 – formation of the revived IPU under President Nixon after the
first Auton invasion of Earth from space and incidents near Innsmouth
and the Devil's Tower

1971 – second Auton invasion

1981 – establishment of the United States Intelligence Community; IPU


is confirmed as an independent agency and is granted more authority

1988 – the Survival incident brings IPU under scrutiny from the
Defense Investigative Service; the IPU is formally disbanded

1999 – incident near San Fransisco fails to renew the IPU

2004 – Director of National Intelligence is established, replacing


the Director of Central Intelligence (CIA Director); the existence of
the Torchwood Institute is finally acknowledged

2005 – third Auton invasion brings about the revival of the IPU and
cooperation with the Torchwood Institute

2007 – the Terran Terror

Up to here is Copyright © 2007 by KJC, all rights reserved;

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INTERPLANETARY PHENOMENON UNIT

copy TOP SECRET

March 6, 1970

MEMORANDUM FOR THE PRESIDENT:

As indicated in my February 10th memorandum to you regarding the


analysis from NASIC of sightings over Oxley Woods in the United
Kingdom it has been learned by DIA that Rear Admiral Decker, through
IMINT and GEOINT from NPIC, has informed the Department of Defense of
an unidentified airplane off the coast of Massachusetts, like the
first it has no bearing on conventional explanation. Further
investigation revealed that the Air Force also recovered a similar
airplane in the Black Hills northwest of Sundance, Wyoming, which
cannot be identified as conventional aircraft. This Agency has come
to the determination that the mystery airplanes are in fact not
earthly and according to secret intelligence services they are in all
probability of interplanetary origin. As a consequence, I have issued
orders to the DIA that a special intelligence unit be reactivated and
given the independent authority to further investigate the phenomenon
and report any significant connection between recent incidents and
those collected by the director of Central Intelligence.

I have further ordered a thorough investigation of all


Department of Defense files regarding any international aerial
phenomenon reported since 1879 and what extent we have domain on the
subject. At present, the Department of Defense has no further
information which would invalidate this conclusion. Pending any
further notification investigation into this matter shall be limited
to those who have been authorized by you.

Secretary of Defense
Melvin R. Laird

TOP SECRET

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CHARACTER GENERATION
STATISTICS
 roll & assign 3d6 each for: STR, CON, DEX, APP, POW
 roll & assign 2d6+6 each for: SIZ & INT
 roll 3d6+3 for EDU
OTHER CHARACTERISTICS
 Damage Bonus = lookup STR + SIZ on the Damage Bonus Table
 Shock roll % = CON x 5
 Idea roll % = INT x 5
 Luck roll % = POW x 5
 Know roll % = EDU x 5
 Magic Points = POW
 Hit Points = CON + SIZ
 Shock Value = (CON + SIZ) / 2
 Sanity Points = POW x 5
 Maximum Sanity Points = 99 – Cthulhu Mythos skill %
SKILLS
 Base Skill Chances: see IPU Character Sheet, additional
percentile points add to the base skill chances
 Occupation: EDU x 15 percentile points divided among 8+ skills
 Hobby: INT x 10 percentile points divided as desired
 30% in a skill denotes competency
 NOTE: no skill may start at higher than 75%, additionally no
points may be placed in Cthulhu Mythos skill
SAMPLE OCCUPATIONS
 Civil Servant: Accounting, Computer Use, Debate, Fast Talk, Law
 Detective: Fast Talk, Hide, Law, Listen, Psychology, Sneak, Spot
Hidden, Handgun Attack
 Diplomat: Accounting, Credit Rating, Debate, Fast Talk, Law,
Library Use, Oratory, Psychology
 Intelligence Agent:
 Liaison:
 Medical Doctor: Credit Rating, Diagnose Disease, First Aid,
Pharmacy, Psychoanalysis, Psychology, Treat Disease, Treat
Poison
 Police Officer: Drive Auto, Fast Talk, First Aid, Hide, Law,
Listen, Sneak, Spot Hidden, Handgun Attack
 Scientist: Computer Use, Debate, Library Use, 5 sciences skills
 Soldier: Boating/Drive/Pilot, Electrical Repair, First Aid,
Hide, Listen, Operate Heavy Machinery, Spot Hidden, Sneak, Rifle
Attack
 Topic Specialist: 1 topic skill, debate, library use, oratory,

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psychology, 3 related skills
 Traveller: Fast Talk, Hide, Spot Hidden, Sneak, 4 other skills

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RULES REFERENCE SHEET
TASKS
 Skills: roll d100, succeed by rolling equal or under the skill %
 Example: Sneak 50%, the roll is a 37, a successful sneak!
 Skill Competency: skill % of 30% or greater denotes competency,
an action automatically succeeds under normal situations
 Characteristics: 50% + [(Your Characteristic) - (Opposing
Characteristic) x 5] which is referred to as a Resistance Roll;
you can lookup the value on the Resistance Table instead
 Example: STR 10 v. STR 11 = 50% + [(10-11) x 5] = 50% - 5% = 45%

COMBAT
 Round: one significant action per round
 Initiative: in order by highest DEX
 Firearms: ready firearms may shoot once before melee weapons,
any 2nd shots in a round go at DEX, 3rd or later at half DEX
 Jam: automatic pistols (99-00), automatic rifles & pump shotguns
(96-00); cleared with a successful Mechanical Repair roll after
1d6 rounds
 Point Blank Range: DEX or less in feet doubles combat skill %
 Beyond Base Range: halve the combat skill % for each additional
base range distance
 Parry: stated before any attacks are made; all melee weapons
except knives may parry and attack once each a round, firearms
may parry or fire in a round
 Impale: if combat skill % divided by 5 or under is rolled then
roll for damage twice; melee weapons are stuck, starting with
the next round STR x 5 rolls to retrieve; not all weapons can
impale
 Automatic Hits & Misses: 1 always hits while 100 always misses
 Shock: if damage equal to or greater than shock value is taken
from one wound roll equal or less on Shock Value x 5 to remain
conscious
 Unconscious: on a failed shock roll or at 2 HP; must be aided by
others;
 Death: occurs at 0 HP and is normally but not always final
 First Aid: a success heals 1d6 points of damage. If skill %
divided by 5 or under is rolled 2d6 points of damage are healed.
If 96-00 is rolled, then 1d3 points of damage is done instead of
any healing. May only be applied once.

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RULES REFERENCE CHARTS
DAMAGE BONUS TABLE
STR & SIZ Additional Damage
02 to 12 -1d6
13 to 16 -1d4
17 to 24 none
25 to 32 +1d4
33 to 40 +1d6
41 to 56 +2d6

RESISTANCE TABLE
YOUR CHARACTERISTIC
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21
01 50 55 60 65 70 75 80 85 90 95 — — — — — — — — — — —
OPPOSING CHARACTERISTIC

02 45 50 55 60 65 70 75 80 85 90 95 — Range of automatic success —


03 40 45 50 55 60 65 70 75 80 85 90 95 — — — — — — — — —
04 35 40 45 50 55 60 65 70 75 80 85 90 95 — — — — — — — —
05 30 35 40 45 50 55 60 65 70 75 80 85 90 95 — — — — — — —
06 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 — — — — — —
07 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 — — — — —
08 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 — — — —
09 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 — — —
10 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 — —
11 — 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 —
12 — — 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95
13 — — — 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90
14 — — — — 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85
15 — — — — — 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80
16 — — — — — — 05 10 15 20 25 30 35 40 45 50 55 60 65 70 75
17 — — — — — — — 05 10 15 20 25 30 35 40 45 50 55 60 65 70
18 — — — — — — — — 05 10 15 20 25 30 35 40 45 50 55 60 65
19 — — — — — — — — — 05 10 15 20 25 30 35 40 45 50 55 60
20 — Range of automatic failure — 05 10 15 20 25 30 35 40 45 50 55
21 — — — — — — — — — — — 05 10 15 20 25 30 35 40 45 50
All hail our Chaotic Cthuloid Overlords! Iä Iä!

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IPU CHARACTER SHEET

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