Greetings
Welcome to Lug Who. To date, there have been two officially licensed Doctor Who RPGs. The best of the two has always (in my mind) been the game published by FASA, based on their Star Trek RPG. So, when Last Unicorn Games published a new Star Trek RPG, I felt its system (with its highly detailed character stats) was ideally suited to a Doctor Who RPG. Alas, this never came to pass. So, after thinking about it all these years, I've decided to create this site. Here I will post original species templates, advantages, disadvantages, skills, equipment, ships, etc. I will be accepting submissions from anyone who might be interested in roleplaying with the Icon system.
To submit content send an email to: lugwho@gmail.com
P.S. Feel free to submit alternate ideas for things already posted.
Whifferdills are a race of a shape-changers. Their natural form is humanoid, pale yellow in color, three to four feet in height, with a round, featureless head. Whifferdills lack stable DNA and have total control over their physical shape. They're often hungry and are driven by quick metabolic rates. Whillerdills can change their size and become anything from a full grown Slitheen, to a bowl of soup complete with soup and bread. Whifferdills can assume liquid states hot enough to generate steam. They can also morph individual limbs or form holes in their bodies. Whifferdills can be killed by electricity which turns them into sludge. However, they can withstand something powerful, like an ultrasonic disruptor. Attributes
Monoids are one eyed, mute humanoids who look seemingly identical to one another. Though the Monoids are mute they use electronic voice modulators to speak. They use numerical emblems to distinguish between each other.
Attributes
Homo Superior is the next stage in human evolution. At some point between childhood and late adolescence, some human children with the Homo Superior mutation experience a a process referred to as "breaking out". This is when the psychic powers of Homo Superior mature enough to be come active. All members of the Homo Superior race develop three psychic abilities. These abilities are telepathy, telekinesis, and jaunting (which is technologically aided teleportation). Homo Superior is physically incapable of deliberate killing. This inability is commonly referred to as the "prime barrier". Most Homo Superiors live in seclusion or hide their powers from normal humans, fearing the negative backlash that might come down on them if they are found out to be different, or that their abilities might be exploited for military purposes. Because of this, many Homo Superiors form small circles or groups made up of their own kind. This provides a circle of supprt and protection.
Attributes
Fitness 2 [5]
Coordination 2 [5]
Intellect 2 [5]
- Logic +1
Presence 2 [5]
- Willpower +1
Psi 1 [5]
- Range +1
Skills
Artistic Expression (choose specialization) 1 (2)
Athletics (choose specialization) 2 (3)
Culture (Human) 2 (3)
History (Human) 1 (2)
Jaunt 1
Language, Any 2
Projective Telepathy 1
Receptive Telepathy 1
Telekenesis 1World Knowledge (Earth or other homeworld) 1 (2)
Advantages/Disadvantages
2 extra Courage Points
Pacifism -3
Submitted by Noah Soudrette
The Uvodni are a race of humanoid insects. Their homeworld is located thirty four thousand light years away from Earth in the spiral cluster of the Dragon Nebula. The Uvodni were part of a planetary alliance that fought the Malakh in the Ghost Wars of the Horsehead Nebula. The Uvodni are a proud species and continued to fight the Malakh long after their allies in the planetary alliance had fallen. They were eventually victorious. The single lens compound eye of the Uvodni give them a much larger field of vision than that of a human, without sacrificing sharpness. They believe in honor and the undoing a wrong (if serious enough) by offering up their lives.
Attributes
Fitness 3 [5]
- Vitality +1
Coordination 2 [5]
Intellect 2 [5]
Presence 2 [5]
Psi 0 [5]
Skills
Culture (Uvodni) 2 (3)
History (Uvodni) 1 (2)
Language
- Uvodni 2
Science, Any (choose specialization) 1 (2)
World Knowledge (Uvodni) 1 (2)
Advantages/Disadvantages
Excellent Sight +2
Attributes
Fitness 4 [6]
- Vitality +2
Coordination 3 [5]
- Reaction +1
Intellect 5 [6]
- Logic +1
Presence 3 [5]
- Empathy +1
Psi 0 [0]
Skills
Artistic Expression (choose specialization) 1 (2)
Culture (Muragaru) 2 (3)
History (Muragaru) 1 (2)
Language
- Muragaru 2
Science, Any (choose two specializations) 2 (3) (3)
World Knowledge (Muragaru Swarm) 1 (2)
Advantages/Disadvantages
Ambidexterity +2
Eidetic Memory +3
Night Vision +2
Sexy +2
Code of Honor (Muragaru Code) -2
Pacifism -3
Poor Chemoreception -1
Slow Healing -2
Submitted by Noah Soudrette
Vogan's are a humanoid species with grey skin and white hair. Their "home planet" is Voga, and is in actuality a rogue asteroid. Voga contains more gold than the rest of the galaxy and is often referred to as the "Planet of Gold". Vogan gold was used to create Glitterguns and was used in the war against the Cybermen in the 2500's. It was this that led to the Cybermen blasting Voga into deep space, causing the Vogans to move their civilization underground. Voga was eventually captured by Jupiter's gravitational pull, and now orbits the gas giant. After this point a minor civil war broke out between the Vogan council, who supported a strict isolationist policy, and the planetoid's military force known as the Guardians, who believed in rejoining the galaxy and facing the shadow of a Cyberman threat. Eventually a compromise was released after vanquishing a small Cyberman attack force. The Vogan's are not especially technologically advanced.
Attributes
Fitness 2 [5]
Coordination 2 [5]
Intellect 2 [5]
Presence 2 [5]
- Willpower +1
Psi 0 [5]
Skills
Culture (Vogan) 2 (3)
Diplomacy (choose specialization) 1 (2)
History (Vogan) 1 (2)
Language
- Vogan 2
Projectile Weaponry (choose specialization) 1 (2)
World Knowledge (Voga) 1 (2)
Advantages/Disadvantages
Species Enemy (Cybermen) -4
Raxacoricofallapatorians are large, bulky humanoids, around 3 meters tall. They had thick, lumpy skin, ranging in color from a yellowish green to a paler, grey-green. They have the instincts of a hunter and long arms with three sharp claws which they use to kill their prey. Despite their large bulk, they were also capable of surprising speeds and can easily overpower a Human. Raxacoricofallapatorians can hunt by scent and can identify an individual's species, age, sex, emotional state and location by it. Raxacoricofallapatorians hatch from large green eggs with several tendrils. The females of the species can create poison when in danger, released either by a dart-like claw or by their breath. Raxacoricofallapatorians have a more efficient metabolism than a Human, meaning they only need to eat every few weeks and produce less waste. Raxacoricofallapatorian blood is red and their tears are milky in color and slightly acidic. Due to their calcium-based biochemistry, Raxacoricofallapatorians are vulnerable to acetic acid and react explosively with it, a feature that is utilized in the Raxacoricofallapatorian death penalty. Raxacoricofallapatorius is a paradise with burgundy seas and four polar regions. It is filled with several indigenous species. A creature native to the planet, known as a Barladootkaliumpetekshus Beast, is said to be an extinct species of native giant squirrel that roamed free and lived on the great plains of the planet. It became extinct after the natives hunted and killed them for food centuries ago. Its sister planet is Clom. The Slitheen and Blathereen notwithstanding, the native species, the Raxacoricofallapatorians, are a generally peaceful race. They are governed by a High Council and a Senate. The Raxacoricofallapatorians are more advanced than Humans and have developed faster-than-light travel in the form of slipstream engines sometime prior to 2006. The Raxacoricofallapatorians' most distinguishable technology is their compression field. The Slitheen and Blathereen families are able to disguise themselves as other, smaller humanoids by fitting into their skins (or artificial skins). This is done with the compression-field collars that are worn on the neck.Attributes
Fitness 3 [6]
- Strength +1
Coordination 2 [5]
- Dexterity -1
Intellect 2 [5]
Presence 2 [5]
Psi 0 [5]
Skills
Culture (Raxacoricofallapatorian) 2 (3)
History (Raxacoricofallapatorian) 1 (2)Language
- Raxacoricofallapatorian 2
Science, Any (choose specialization) 1 (2)
World Knowledge (Raxacoricofallapatorius) 1 (2)
Advantages/Disadvantages
Claws +1
Good Chemoreception +2Medical Problem (fatal acetic acid allergy) -3Poison Breath (females only) +2
Poison Darts (females only) +2
Submitted by Noah Soudrette
The Hiâ Chrau Bidogau are the fore-teeth of the large predatory fish that swim in the seas of D'Wfr. When one of these fish is taken for a feast or for in self- defense, these teeth are taken to craft a pair of daggers. These daggers are crystalline in nature and are said to freeze the hearts of their opponents with their terrible nature, or so they say. This however is merely a legend to lend strength to the nature of the weapon.The weapons vary based on the animal they were taken from, but in general they are milky white knifes that are sharpened on the outside and inside edges, with a vicious hook on the point. The hook prevents prey from escaping the animals bite, however a skilled weapons master uses this to deliver massive amounts of damage.Size: 36cmMass: 0.1kgAccuracy: 8Block: +1Damage: 4+2d6 Submitted by Larry David Williams
Swords are basically long, heavy knives. Most humanoid species employed some type of sword at one time or another in their history. Today, recreational fencing remains popular on many worlds, keeping the tradition of the sword alive throughout the galaxy.
Size: 50-120 cm long
Mass: 0.5-2 kg
Accuracy: 7
Block: +2
Damage: 4+2d6 or greater (depending on size of sword)
Excerpted from the Star Trek: Deep Space Nine Roleplaying Game Core Game Book
Attributes
Fitness 2 [5]
- Strength +1
Coordination 2 [5]
- Logic +1
Presence 2 [5]
Psi 2 [5]
- Range -1
Skills
Athletics (Swimming) 1 (3)
Culture (Wrasse) 2 (3)
History (Wrasse) 1 (2)
Language
- Wrasse 2
Primitive Weapon (Hiâ Chrau Bidogau) 1 (2)
Receptive Empathy 1
World Knowledge (D'Wfr) 1 (2)
Advantages/Disadvantages
Medical Problem (Cannot function outside aquatic
environments for extended periods of time) -3
Medical Remedy (Wet mobile environmental suit and collar) +2
Phobia (Mild agoraphobia) -1
Submitted By Larry David Williams