Creating Your Character: The Art of Becoming
Creating a character in the Dr. Who RPG is like casting yourself in your own Doctor Who episode. You're not just filling out numbers on a sheet - you're breathing life into someone who will face impossible odds with nothing but wit, courage, and perhaps a really good cup of tea.
Think of it like writing a character for a novel, but instead of controlling their entire story, you're setting up their personality, skills, and background, then letting the collaborative storytelling take over. It's part autobiography, part wish fulfillment, and part creative writing exercise.
The Philosophy Behind Character Creation
In Doctor Who, the most memorable characters aren't the ones with the biggest guns or the strongest muscles - they're the ones with the biggest hearts and the cleverest minds. Sarah Jane Smith wasn't special because she could fight aliens; she was special because she cared about people and asked the right questions.
The Creation Journey: Step by Step
Step One: The Spark of an Idea
Every great character starts with a simple "What if?" question. What if a school teacher accidentally got caught up in time travel? What if a brilliant scientist lost their memory? What if someone from the far future got stranded in the present?
The Three-Word Method
Describe your character concept in exactly three words. This forces you to capture their essence without getting bogged down in details.
"Curious Museum Curator"
Someone who spends their days surrounded by ancient mysteries and artifacts, always wondering about the stories behind them.
"Skeptical Police Detective"
A no-nonsense investigator who believes in facts and evidence, until they encounter something that defies explanation.
"Brilliant Child Prodigy"
A young genius who sees patterns others miss, but still has the wonder and enthusiasm of youth.
"Retired Space Marine"
A veteran warrior seeking peace, but whose military skills become crucial in dangerous situations.
Step Two: Choosing Your Archetype
Archetypes are like templates that give you a starting point for your character's abilities and role in the story. Think of them as job descriptions for time travelers - each one represents a different way to approach problems and contribute to the team.
The Doctor (Time Lord)
Story Points: 3-5
Special: Time Lord traits
The mad scientist of the group. You see solutions in quantum mechanics and temporal paradoxes. You're brilliant but sometimes struggle with simple human emotions. Like Tony Stark meets Professor McGonagall.
The Companion
Story Points: 2-4
Special: Empathic traits
The heart of the team. You ground the more eccentric characters and often see the human side of situations that others miss. You're brave without being reckless, curious without being foolish.
The Fighter
Story Points: 1-3
Special: Combat expertise
When talking fails (which it sometimes does), you're ready with action. But you're not just muscle - you understand tactics, protection, and sometimes the best defense is knowing when NOT to fight.
The Expert
Story Points: 2-3
Special: Deep knowledge in chosen field
You're the go-to person for specific knowledge. Whether it's history, medicine, technology, or xenobiology, you know your field inside and out.
Step Three: Distributing Attributes
Attributes are like the fundamental stats in a video game, but more nuanced. They represent your character's natural talents and capabilities - the raw material from which heroism is forged.
The Point-Buy System
You have 42 points to distribute among your six attributes. Think of it like allocating your life's training and natural talent:
- 1-2: Below Average (like me trying to fix a car)
- 3: Average Human (most people, most things)
- 4: Good (you're notably better than most)
- 5: Excellent (professional level)
- 6: Remarkable (world-class expert)
- 7+: Superhuman (Time Lord territory)
Interactive Attribute Calculator
Powerful Attribute Combinations
High Awareness + High Ingenuity
The Detective: You notice things others miss AND understand what they mean. Perfect for solving mysteries.
High Presence + High Resolve
The Leader: People follow you into danger because you inspire confidence and never give up.
High Coordination + High Awareness
The Scout: You're the first through dangerous areas, quick to spot trouble and quick to react.
Step Four: Selecting Skills
While attributes are your natural talents, skills are what you've learned through training, education, and experience. They're like the tools in your mental toolkit - some people carry a full workshop, others prefer a few well-chosen instruments.
Mental Skills - The Power of Knowledge
Science
Understanding how the universe works - from quantum mechanics to alien biology. Essential for techno-babble solutions.
Technology
Operating, repairing, and understanding devices from stone knives to sonic screwdrivers.
Medicine
Healing both humans and aliens, understanding biology across species.
Physical Skills - Action and Movement
Athletics
Running, jumping, climbing - essential for escaping from Daleks and navigating alien environments.
Fighting
Combat skills, though in Doctor Who, this is often about subduing rather than killing.
Subterfuge
Stealth, disguise, and misdirection - sometimes avoiding trouble is better than facing it.
Social Skills - The Human Connection
Convince
Persuading others through logic, passion, or simply being right.
Empathy
Understanding others' emotions and motivations - often the key to resolving conflicts.
Skill Point Distribution
You get 20 skill points to distribute. Like learning in real life, you can either specialize deeply or spread your knowledge wide:
The Specialist Build
Science 6, Technology 5, Medicine 4, everything else 1-2
You're the go-to expert, but might struggle outside your field.
The Generalist Build
Several skills at 3-4, nothing below 2
You're competent at many things, master of none.
The Balanced Build
Two skills at 5, several at 3, one weakness at 1
Strong in key areas, competent elsewhere, with interesting limitations.
Step Five: Choosing Traits
Traits are the spice that makes your character unique. They're like personality quirks, special abilities, and character flaws all rolled into one system. In storytelling terms, they're what make you memorable.
Good Traits - Your Superpowers
Brilliant
You get a +2 bonus to Ingenuity rolls and can spend Story Points to have flashes of inspiration.
Brave
You get bonuses when facing fear and can inspire others with your courage.
Empathic
You can sense emotions and get bonuses to understanding others' motivations.
Time Traveler
You understand temporal mechanics and are resistant to time-based effects.
Bad Traits - Your Interesting Problems
Bad traits aren't punishments - they're story hooks. They create interesting complications and earn you Story Points when they cause problems.
Impulsive
You act before thinking, which can lead to trouble but also unexpected solutions.
Curious
You can't resist investigating mysteries, even when it's dangerous.
Code of Conduct
You have strong moral principles that sometimes limit your options.
Step Six: Crafting Your Background
Your background is the story of how you became who you are. It's not just a job description - it's the collection of experiences that shaped your skills, traits, and worldview.
The Five Questions Method
Where did you grow up?
This shapes your basic worldview and cultural references.
What was your education or training?
This explains your skills and knowledge areas.
What was your job or role in society?
This gives you a place in the world and specific expertise.
What's the most significant thing that ever happened to you?
This defining moment shapes your personality and motivations.
How did you meet the Doctor or get involved in time travel?
This is your origin story - the moment your ordinary life became extraordinary.
Step Seven: Calculating Derived Statistics
These numbers are calculated from your other choices, representing your character's capacity for adventure and survival.
Story Points
Base: 2 + Resolve + any trait bonuses
Your pool of narrative power - spend them to exceed your normal limits or add dramatic elements to the story.
Health Points
Formula: Strength + Resolve + 10
How much physical and mental stress you can endure before becoming incapacitated.
Defence
Formula: Coordination + Awareness
How hard you are to hit in combat or dangerous situations.
Initiative
Formula: Coordination + Awareness
How quickly you react when things get chaotic.
Putting It All Together: Sarah Mitchell
Let's create a complete character to see how all these pieces fit together:
Sarah Mitchell - Museum Curator
Concept
A curious museum curator who specializes in ancient artifacts and mythology. She's always wondered if the legends might be based on real events - and then she met the Doctor.
Attributes (42 points)
- Awareness: 5 (notices details in artifacts)
- Coordination: 3 (average)
- Ingenuity: 5 (academic researcher)
- Presence: 4 (good with museum visitors)
- Resolve: 4 (determined)
- Strength: 3 (average)
Skills (20 points)
- Knowledge (History): 5
- Knowledge (Archaeology): 4
- Convince: 3
- Empathy: 3
- Science: 2
- Athletics: 2
- Everything else: 1
Traits
Good: Curious (Minor), Empathic (Minor)
Bad: Impulsive (Minor), Code of Conduct (Minor)
Derived Stats
- Story Points: 6 (2 + Resolve 4)
- Health: 17 (Strength 3 + Resolve 4 + 10)
- Defence: 8 (Coordination 3 + Awareness 5)
- Initiative: 8
Background
Sarah grew up in London, fascinated by the stories her grandmother told about ancient legends. She studied archaeology at Oxford and now works at the British Museum. The most significant event in her life was discovering what appeared to be impossible artifacts - items that seemed to be from Earth's future mixed with ancient pottery. When she tried to investigate, she met a mysterious man with wild hair and a long coat who claimed to be a time traveler...
Practice Activities
Activity One: Quick Concept Creation
Create five different character concepts using the three-word method. For each, write one sentence explaining what makes them interesting.
- Retired _____ (profession)
- Young _____ (job/role)
- Mysterious _____ (background)
- Brilliant _____ (specialty)
- Ordinary _____ (everyday person)
Activity Two: Attribute Scenarios
For each scenario, identify which attributes would be most important and explain why:
- Negotiating with hostile aliens
- Disarming a complex bomb
- Tracking someone through a crowd
- Resisting mind control
- Climbing a crumbling building
Activity Three: Trait Complications
For each trait, describe a situation where it would earn the character a Story Point by causing complications:
- Curious
- Brave
- Code of Conduct (no violence)
- Impulsive
- Protective
Activity Four: Complete Character
Create a complete character using the process outlined in this guide. Include:
- Three-word concept
- Archetype
- Attribute distribution (42 points)
- Skill selection (20 points)
- 2-3 traits
- Background answering the five questions
- Calculated derived stats
Advanced Character Creation Tips
The Weakness Advantage
Give your character at least one thing they're genuinely bad at. It creates opportunities for other characters to help and makes victories more meaningful.
The Relationship Web
Think about how your character knows or connects to the other player characters. Shared backgrounds create instant story hooks.
The Growth Arc
What does your character want to learn or overcome? Having a clear character arc gives the GM material to work with.
The Signature Move
What's your character's go-to solution? The thing they always try first? This becomes part of your identity at the table.
Your Character Lives
Remember, character creation is just the beginning. Your character will grow and change through play, developing new skills, relationships, and story elements. The numbers on the sheet are important, but the real character emerges through the choices you make during adventures.
In Doctor Who, the most important thing isn't how strong or smart you are - it's how you choose to use your abilities to help others and make the universe a better place. Your character sheet is just the starting point for that journey.