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Dice Doctor Who: The Clockwise Prolixity - Resources

Epiphany

Proverbs 17:9
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Doctor Who: The Clockwise Prolixity
This is a collection of resources for playing in the Doctor Who: The Clockwise Prolixity game. Any questions should be handled via the OOC. I'll either create a FAQ or update this page directly with any clarifications that should stand for future reference.
Basic Rule
Attribute + Skill (+Trait) + Two Six Sided Dice = Result
(Try to match or beat the difficulty of the task)
Levels of Success
Roll
Result
Did You Succeed?
Damage
9+ aboveFantastic!Yes AND good things happen.X1.5
4-8 aboveGood Yes. X1
0-3 above Success Yes, BUT it’s not all good. X1/2
1-3 below Failure No, BUT it’s not all bad. X1/2
4-8 below Bad No. X1
9+ below Disastrous! No AND bad things happen X1.5
Using Story Points
Story Use
Cost (SP)
“I dunno… I’m stumped…” The Gamemaster gives you a subtle clue or some event occurs that nudges you in the right direction1
“We only get one shot at this.” Buy extra dice to add to your roll before you make it. The first SP spent earns 2 extra dice, each additional SP after that earns a single die.1
“That was close, nearly didn’t make it!” Bump your Level of Success of Failure up by one for each SP spent. Levels of Failure can only be bumped up to an ordinary Success.1/Level
“It was just a scratch.” Restore half (round up) of your Attribute levels that have been lost due to injury or losing a conflict.1
“Like this, Doctor?” After being instructed, use a skill you don’t have for a single scene ignoring unskilled penalties and roll using your Attribute + the Skill rating of the person who instructs you. You may not score higher than a Success on this roll.1
“What’s that you’re building?” Build a Gadget or use an existing Gadget’s Story Points to use it in non-standard ways.Variable
“Hang on, I have an idea!” Make a minor change to the plot or story for your temporary advantage. Gamemaster approval required.1
“You can do it, I know you can.” Donate some of your Story Points to another character in some manner, from a dramatic and rousing speech, to a word of encouragement or even a kiss.Variable
“Doing something remarkable.” Do the impossible, like create a beneficial paradox, bring someone back to life or reboot the universe. Gamemaster approval required.Variable
Extended Action Summary
1. Establish the Scene
Where is everyone and what is the environment like?

2. Establish Intent
What is everyone (including the NPCs) planning to do?

3. Take Actions
Everyone gets their action (including the NPCs), in order of what they’re planning on doing:
a) Talkers – any people who are just going to speak? Now’s their time to talk.
b) Runners – people who are just moving? Here’s when they go!
c) Doers – non-combat actions. Need to fix something, now’s the time to act!
d) Fighters – combat actions go last.​
Remember, actions directed at another character can be resisted as they occur.

4. Do it All Again
If the conflict isn’t resolved, go back to Step 2 and decide what everyone is going to do next.

 
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