Doctor Who Villains

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DALEK

Armored mutant war machine, genocidal fanatic, and relentless technological predator. A Dalek is not a person with bad opinions; it is hate sealed inside a tank.

Characteristics

Strength 10 (+1)
Dexterity 7 (+1)
Endurance 15 (+2)
Intelligence 12 (+2)
Education 13 (+2)
Social Standing 5 (+0)

Skills

Combat +5
Technology +4
Operations +3
Command +2
Security +2
Rapport +0

Signature Rolls

Exterminate target: 2d6 + Intelligence + Combat = 2d6 + 6
Analyze enemy technology: 2d6 + Education + Technology = 2d6 + 6
Coordinate Dalek squad: 2d6 + Intelligence + Command = 2d6 + 4
Negotiate sincerely: impossible unless deception or delay is involved.

Special Traits

Armored Casing: Treat as heavy armor, depending on weapon scale.
Energy Weapon: Treat as a powerful laser/plasma attack.
No Mercy: Daleks generally cannot be reasoned with by normal Rapport rolls.
Mobility Limitation: Older models may have difficulty with stairs, terrain, or power disruption.

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CYBERMAN

Emotionless cybernetic soldier. Strong, armored, logical, and horrifyingly calm. Cybermen do not hate you; they simply intend to improve you by removing what makes you human.

Characteristics

Strength 14 (+2)
Dexterity 8 (+1)
Endurance 15 (+2)
Intelligence 10 (+1)
Education 10 (+1)
Social Standing 5 (+0)

Skills

Combat +4
Technology +3
Operations +2
Security +2
Command +1
Rapport +0

Signature Rolls

Crush or overpower target: 2d6 + Strength + Combat = 2d6 + 6
Fire cyber-weapon: 2d6 + Intelligence + Combat = 2d6 + 5
Resist pain, fear, or persuasion: 2d6 + Endurance + Command = 2d6 + 3
Convert captives: 2d6 + Education + Technology = 2d6 + 4

Special Traits

Cybernetic Body: Immune to poison, disease, fear, and most pain.
Armored: Treat as medium or heavy armor.
Emotional Suppression: Rapport attempts based on pity, fear, romance, shame, or empathy usually fail.
Weakness: Gold, electrical disruption, logic traps, or cyber-control systems may create situational vulnerabilities, depending on the story.

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SONTARAN COMMANDER

Clone-warrior officer from a militarized species. Short, brutal, disciplined, and obsessed with honor, tactics, and victory.

Characteristics

Strength 12 (+2)
Dexterity 9 (+1)
Endurance 13 (+2)
Intelligence 11 (+2)
Education 10 (+1)
Social Standing 9 (+1)

Skills

Combat +5
Command +4
Operations +3
Security +2
Technology +2
Rapport +1

Signature Rolls

Battlefield tactics: 2d6 + Intelligence + Command = 2d6 + 6
Shoot or fight: 2d6 + Dexterity + Combat = 2d6 + 6
Pilot military craft: 2d6 + Intelligence + Operations = 2d6 + 5
Resist pain or interrogation: 2d6 + Endurance + Command = 2d6 + 6

Special Traits

Clone Warrior: Excellent discipline, courage, and military conditioning.
Probic Vent Weakness: A strike to the neck vent can stun or disable a Sontaran.
Honor-Bound Militarism: Can sometimes be manipulated through challenges, rank, or tactical pride.

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WEEPING ANGEL

Quantum-locked predator that feeds by sending victims into the past. The Angel is nearly invulnerable when observed and terrifying when unseen.

Characteristics

Strength 13 (+2)
Dexterity 16 (+3)
Endurance 18 (+3)
Intelligence 11 (+2)
Education 8 (+1)
Social Standing 3 (+0)

Skills

Security +5
Combat +4
Operations +2
Rapport +0

Signature Rolls

Move unseen through hostile space: 2d6 + Dexterity + Security = 2d6 + 6
Strike a victim into the past: 2d6 + Dexterity + Combat = 2d6 + 6
Avoid traps and observation: 2d6 + Intelligence + Security = 2d6 + 6

Special Traits

Quantum Lock: When observed, becomes stone-like and nearly indestructible.
Temporal Feeding: On a successful attack, may displace the target into the past instead of dealing normal damage.
Don’t Blink: If no one is watching, the Angel can move with horrifying speed.
Image Hazard: Images of Angels may become dangerous, depending on the circumstancecs of its present temporal anchors.

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THE FAMILY OF BLOOD

Alien hunters who steal bodies, identities, and lives in pursuit of immortality. Elegant, cruel, and theatrical.

Characteristics

Strength 9 (+1)
Dexterity 10 (+1)
Endurance 12 (+2)
Intelligence 12 (+2)
Education 10 (+1)
Social Standing 9 (+1)

Skills

Security +4
Combat +4
Rapport +3
Planetology +2
Technology +2
Operations +1

Signature Rolls

Impersonate stolen bodies: 2d6 + Intelligence + Rapport = 2d6 + 5
Hunt hidden prey: 2d6 + Intelligence + Security = 2d6 + 6
Attack with alien weapons: 2d6 + Dexterity + Combat = 2d6 + 5
Track Time Lord scent or traces: 2d6 + Intelligence + Planetology = 2d6 + 4

Special Traits

Stolen Bodies: They wear victims as disguises and shields.
Alien Senses: Can track strange biological or temporal traces.
Finite Lifespan: Their desperation for immortality drives reckless cruelty.