Tag Archive: Cybermen


Countdown Revisited

The follow Adventure Seed draws on the basic concept of the FASA adventure ‘Countdown’ with a different spin on the antagonists. The outline was also posted to the Dr Who: Adventures in Time & Space message board.

The time travellers find themselves aboard a medical frigate completing a courier run to the Maia system. The people of that system have been struck by a plague, the cure for which can only be synthesized from materials available outside the system. The medical frigate crew show determination in their task, but significant paranoia about the strangers in their midst, as the medicine they carry holds an intrinsic and significant value on the black market.

Currently only mid-journey, and experiencing some sporadic engine problems that the travellers might well assist with, the crew pick up a distress transmission from a nearby ship. Closer investigation reveals an ancient-looking colony ship dangerously low on power reserves, but showing clear life signatures on bio-scans. Research reveals colony ships of this model carried colonists in suspended animation tended by robotic maintenance crews and a generational commander, and his family, passing the role of captain down during the ships lengthy voyage.

Investigation reveals a lot of tunnels and cavernous bays filled with semi-functional technology. When the characters find the hibernation deck, they find scenes of sickening devastation, with shattered stasis tubes and savaged colonists. It should appear that some alien invader penetrated the ship and attacked the colonists in their sleep (and playing up the ‘Alien’-angle may well increase the tension).

However, in reality the generational command family died out from a genetic disease and the ship gradually floated into a interstitual rift, where it and the medical frigate currently sit – leaking power. The robotic crew, seeking to both maintain the ship and save the colonists, started cannabilising organic parts as their internal systems failed. Experimentation, and dozens of pointless deaths, allowed half-a-dozen robots to stabilize themselves in a cybernetic half-life where brains and re-purposed organs keep them functional and capable of sustaining what few colonists still remain.

The Cybermen seek to claim the medical frigate – equipped with cargo holds and cryogenic systems – to serve as a new colony ship, shifting across the few remain colonists. The existing cargo of the frigate doesn’t matter to them – it’s just consuming valuable space, nor do the crew who fall outside their functional parameters and therefore serve no purpose – except, perhaps, to provide more replacements part for their continually degenerating robotic systems.

As the Cybermen try to secure control of the frigate, the crew and characters need to stop them and release the locking mechanisms holdings the vessels together. However, while systems fail and the Cybermen start to convert the frigate to their purposes, the situation gets yet more dire with the arrival of a small group of Draconian corsairs intent on looting both ships for booty and slaves…

Antagonists and things to tackle: Suspicious crew of the medical frigate. Cold-blooded Draconian pirates. Degenerating Cybermen. Deterioration in all shipboard and handheld devices because of the interstitial rift.

Problems: Once the crew of the medical frigate attempt to aid the colony vessel, the Cybermen lock the vessels together – effectively sealing their mutual doom unless the link can be broken. The pirates intended to take advantage of vessels in distress, but moving into range of the interstitial rift and boarding the frigate rapidly endangers them, too. The time travellers need to find a way to separate one of the ships, repair failing systems and get out of range of the rift before time runs out.

Things that need prepared: A rough sketch of the internal layout of the three ships, as the characters will almost certainly need to venture into all three – at least as far as the airlocks – to allow separation.

Continuing the Adventure: Whether the colony ship remains in the rift or somehow pulls free, these new Cybermen may pose a future threat to the time travellers – and pose a worrying prospect should they prosper and, perhaps, discover the existence of other similar Cyber-lifeforms. Might the time travellers in some way influence the rise of the Cyber-Empire? Refer to Ahistory: An Unauthorised History of the Doctor Who Universe for discussion about the Empire and, perhaps, a few ideas for future encounters.

The Next World

…or “I Was Sarah Jane Smith for a Day”.

Just back from an enjoyable day at Game 2008, at the Armitage Centre in Fallowfield, Manchester. Aside from some meandering around trade stalls, I played a 5 hour demo of the new Doctor Who role-playing game, from Cubicle 7. While Cubicle 7 has delayed release of the game until early next year – due to impending changes in the publication style guide incoming from the BBC – I got a chance to have an early taster, despite missing out on the chance to playtest the game earlier this year (not that I’m grumpy about that at all… no siree!).

The Gamemaster, Steve Lyons, has a fair old pedigree in writing for Doctor Who in the ‘extended universe’ of spin-off novels and audio dramas. Here, Steve ran a fairly simple, but engaging, demo game that had all the hallmarks of Who. I played Sarah Jane Smith in the midst of companions that made this feel very much like a Christmas Special (with Martha, Rose, Captain Jack and Mickey along for the ride).

Arriving on a seemingly primitive world populated only by men, it rapidly became clear this idyllic snatch of paradise had something rotten hidden just under the surface. When the ‘priests’ arrived in silver robes with silver helmets sporting a familiar extended crossbar over the top, it didn’t take long to realize we might spend the rest of the episode running away from enemies too tough and oblivious to harm for a stand-up fight. In the end, we managed to save the day, Sarah Jane only screamed once, and only Jack died (for a little while). Steve told us that we had arrived at a solution not far adrift from his last demo session – neither of which he had accounted for in the writing of the adventure. Sounds like it might be time to add a few extra notes and a sidebar or two.

The system seemed simple enough, with a simple mechanism of Attribute + Skill + 2d6 versus Difficulty Number. Despite Steve saying the design leaned away from too many die rolls, we did seem to roll an awful lot of the little plastic cubes. The mechanic that allowed heroism, lucky escapes and fortuitous McGuffins also came under scrutiny. The Story Points allowed you to use useful gadgets (like Sonic Screwdrivers and Vortex Manipulators), roll extra dice, or force a simple success – but the sheer number of points available from the outset for most characters might have made it a little too easy. Mickey, the resident ‘Red Shirt’ in all confrontations with the silver nemesis, got through more than a dozen Story Points in the whole session and still hadn’t run out by the end.

Anyway… I look forward to seeing the game released next year, and will pick up a copy I’m sure. Maybe I could write an adventure of my own?

Cyberwoman: First Glance

So, Cyberwoman – an hour of spot the gaff/contradiction? While I can appreciate you can love someone an awful lot, how could Ianto turn from dutiful assistant into weeping wreck willing to kill everyone for his cybernetically altered girlfriend?

Mind, Ianto’s girlfriend went through a complete sea change of personality – from the desperate woman at the beginning to murderous cyber-beast 10 minutes in. How so? Perhaps if the story had shown some visible evidence of the encrouching cyber-conversion, nanite like modification to cells or bloodstream. I’m thinking of the Borg conversions from Star Trek, where you can see physical manifestations of conversion through – or on – the skin of the individual. Here – you could see nothing more than a violent swing from one personality to another, without must explanation as to the why of it.

While the principle of the episode worked – the team against the monster in the locked confines of the Torchwood base – so much didn’t and couldn’t. The storytelling of the episode lay riddled with holes – rather like the cyberwoman 10 minutes from the end. How did Jack, who doesn’t sleep and pretty much lives in the Torchwood base, not know about the thing hidden in the basement? How come, after they shut down the power, Jack could make the cyber-conversion table swing down to release Gwen? Exactly how could Ianto’s terribly damaged cyber-girlfriend complete a brain transplant in a matter of minutes, alone and with a single cyber-conversion table? How – given in the first episode Ianto had to activate the secret door for Gwen to take the pizzas into Torchwood – did the secret door open all by itself when the pizza girl arrived near the end of the episode? Why – once she’d transferred her brain to a human body – did Ianto’s girlfriend continue to speak with a cyber-voice, given she had been quite capable to speaking normally in her cyber-body at the start of the episode? Surely the cyber-voice originated from cyber-modifications to the throat of her old body, which should not have effected the pizza girl’s voice!

And fan-geek continuity gaff! How come the alien technology Toshiko used in Episode One to scan a book by attaching it to the cover suddenly become an alien lockpicking device in Episode Four – capable of defeating any lock in 45 seconds or less? A spot of multi-functionality – or just a spot of laziness in finding another shiny piece of LED-flickering metal to use instead…

Torchwood continues to let itself down with stories that lack attention to detail and characters that lack depth. I’m not convinced the show can survive – an in the US it would probably have been cancelled already. Something like Firefly – which managed only a handful of episodes – showed so much more promise, so much more love and attention to characterisation. Russell T and his team need to do so much better to have any hope of seeing the show through to a second season…

Doomsday: First Glance

Wow! Just wow! I think it’s taken me a couple of days to assimilate that final episode. Doomsday was stand-out Who. From the revelation of the Genesis Arc; through the witty interchange between the Cybermen and the Daleks; to the solid, emotion-packed performances of the main actors. And that music – the baritone chanting heralding the Daleks; and the haunting theme backing the final moments between Rose and the Doctor. Just wow!

Miss Jones

Martha Jones and the DoctorThe Doctor’s new companion has been revealed: the actress Freema Agyeman, who plays an ill-fated and very dead member of the Torchwood technical staff in Episode 12 of Season 2.

I’m sure they’ll have a very good explanation for her turning up as the Doctor’s companion – an identical twin? Parallel universe copy? Perhaps a member of the undead?

Nope… still not working for me. Sorry. I can thoroughly recommend that you get a hold of a copy of Big Finish‘s excellent Spare Parts. The Fifth Doctor and Nyssa find themselves on a world living in fear of a police state, where people scrape a meagre living and a dark traders making worryingly good business in second-hand body parts. Its make for far more harrowing and entertaining viewing that Age of Steel, which somehow seemed robbed of any real substance. The Doctor’s discovery of the Cybermen’s weakness makes me long for the return of a little gold dust and a poorly protected chest vent.

Yes – I have been remiss in my updating of the site, and that’s something I intend to keep on top of in future. I have no excuses other than laziness.

I have to admit, I’m not sure the whole parallel Cyberman thing worked for me. There was something distinctly Genesis of the Daleks about the whole set-up. The crippled genius gives rise to a race of creatures robbed of their emotions in an attempt to bring about a new master race. Hmm…

I did like the cultural reference to earpieces. I hate those things, and have avoided acquiring one. Heck, I don’t even have a mobile phone of my own – and carry one under protest only because it has been forced upon me. It feels too much like a collar or set of electronic handcuffs. I can be reached by anyone whenever they want to… and somehow I lose something in the process. It’s clear from Rise that you can lose a whole lot more if you let it happen – giving up your own control of what you think and what you know in pursuits of getting everything done faster and more efficiently. I’m sure it would work for those people who think that doing 40mph through a 30-zone somehow adds something to their existence – when in truth it does nothing more than threaten the existence of others.

I enjoy the bit where the Cybermen gate-crashed the party – but overall, one of the weakest episodes of the series so far.

The newest episode has just finished – and Steven Moffat (writer), Russell T and crew have created another great story. What connection could there be between a damaged space station in the 51st century and Madame de Pompadour in 18th century France? Well, this episode covers all the pertinent details, with some fantastic clockwork robots – all glass skin and spinning golden cogs. Fantastic stuff – with a fascinating story, a marvellous twist, The Doctor having a long snog with the leading guest actress – Sophia Myles – and some fine moments relating to companionship, that somehow fits so well with the last episode and the fate of Sarah Jane Smith.

Whatever the arc of this series really is – we certainly seem to have a thread in the meaning of knowing The Doctor and how it impacts those who come in contact with him, or who are left behind. I’m intrigued in what has yet to come… but might get momentarily distracted by the two episode Cybermen story hitting us from next week!

Powered by WordPress | Theme: Motion by 85ideas.
Rss Feed Tweeter button Youtube button

Bad Behavior has blocked 30 access attempts in the last 7 days.