A write-up of the Robo-Warrior from Tyranny of the Daleks. This is using the second edition rules for the Doctor Who Roleplaying Game from Cubicle 7.
ROBO-WARRIOR
Concept: Elite Dalek slave
Focus: Extermination
Homeworld: Various
Tech level: 9
Short-term goal: To obey the Daleks
Long-term goal: To obey the Daleks
Awareness 3, Coordination 4,
Ingenuity 3, Presence 3,
Resolve 3, Strength 4
Skills: Athletics 3 (Running), Conflict 4 (Laser Pistol), Subterfuge 3 (Sneaking), Transport 3
Equipment: Laser Pistols (4/L/L)
Tonfa (+2 to Strength when blocking or attacking)
Armour (Helmet reduces damage by 5 if hit to the head)
Communicator - Distinctions: Transmit (limited to vocal communication only with other Robo-Men on secure Dalek frequency)
Handcuffs (difficulty 21 to break or pick)
Distinctions:
The robotising operation makes the Robo-man somewhat impervious to pain - reduce 1 from physical damage
The Robo-Warrior can fire their two laser pistols each round without penalty, but they have to be fired at the same target.
They are ambidextrous.
Story Points: 2
Character notes
While most Robo-Men are little more than mindless drones, one in every fifty undergoes a far more advanced and invasive form of robotisation. These elite units—known as Robo-Warriors—possess heightened intelligence, a chilling awareness of their surroundings, and physical enhancements that grant them superior strength, agility, and precision.
Trained in the deadly art of dual-wielding laser pistols, the Daleks reserve them for the most perilous assignments—missions where failure is not an option and where standard Robo-Men would be easily outmatched
Each Robo-Warrior is equipped with a short-range communicator for coordinating with other Dalek operatives beyond shouting range, and a pair of reinforced handcuffs used to capture and detain prisoners of special interest — usually those the Daleks intend to interrogate.
Like all Robo-Men, the transformation strips away nearly all memories of their former lives. Family, friends, names—they’re erased. But sometimes, just sometimes, a flicker remains. On rare occasions, a Robo-Man may be sent to hunt down someone they once loved.
(Gamemaster’s Note: You may declare that one of the player characters recognises a Robo-Man from their past. Alternatively, rolling double 1s on 2D6 can trigger this revelation.
Every Robo-Man wears a distinctive helmet, hardwired into their nervous system. It provides minimal head protection—but more importantly, it maintains a constant data-link with Dalek Command. It’s more than just gear; it’s life support. Should the helmet be removed, the Robo-Man will collapse and die within thirty seconds, cut off from the control signals that keep their heart and brain functioning.

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