Time
Lord
On the planet Galifrey many millennia ago Rassillon became the first and
greatest of a new race of Galifreyans. He became a Time Lord.
Rassillon tapped into the powerful energies of the Eye of Harmony, a Black
Hole created by the Galifreyan scientist Omega. Time Lords shroud
themselves in mystery. It is known that not all Galifreyans are Time
Lords, only the ruling bodies of their society. Galifreyans themselves
come form all walks of life, scientists, soldiers, bureaucrats. Time
Lords tend to be Nobles, though this is not a necessity of the Time Lord
Prestige Class. For the sake of the Star Wars RPG a Galifreyan
character can choose to become a Time Lord. A Time Lord is not a
master of time, neither can he manipulate time, though he understands Time
Travel. A Time Lord is also bound to the Laws of Time, as dictated by
the High Council of Time Lords on Galifrey. Time Lords have a rule of
none-intervention, though a few rogue Time Lords have been known to flaunt
this rule, and on occasions utterly break it.
Requirements
To qualify to become a Time Lord a character must fulfill the following
criteria:
Race: Galifreyan
Skills: Temporal Science 8 ranks, Repair 6 ranks
Class: Noble - 2 levels
An ability to Time Travel eg. own a Time Machine.
Game Information
Vitality: 1D6 + Constitution modifier
Class Skills: Astrogate, Command, Computer Use, Disable Device,
Knowledge, Pilot, Read/Write, Repair, Sense Motive, Speak Language, Spot,
Survival.
Skill Points at each level: 6 +Intelligence modifier
Class Features
Starting Feat: Starship Operation (TARDIS or Time Machine of
choice)
History: The Time Lord has traveled
throughout space and time. He gains a +2 bonus onto any Knowledge
checks regarding Historical events (even if they are in the future).
Regeneration: A Time Lord can
regenerate his body up to twelve times in his lifetime, thus extending his
life greatly. This can be done at will (without a saving roll) or
automatically when the Time Lords wounds are reduced to -10. When the
Time Lord has been reduced to -10 he may roll a Fortitude Save adding his
regeneration modifier (+2 at 2nd level, +4 at 4th, +6 at 9th).
The Regeneration is not always instantaneous (though it usually is).
The Time Lord loses 1D4 levels but it does restore the Time Lord to full
health (wounds and Vitality) for his new level. For a successful
Regeneration the DC is 25. If the Fort save meets DC 15 the Time Lord
still Regenerates but suffers memory loss for 24 hours. He may
then roll a Willpower save DC 25 to recover his memories. This roll is
made every 24 hours until his memory returns. In the period of memory
loss all of the Time Lords Skills are considered to be at 0 ranks.
Ability and Feat modifiers can be used but skills than cannot be used
untrained (eg. tumble) cannot be used. If the Time Lords Regeneration
roll fails the DC 15 he dies. A Time Lord cannot regenerate if his
body has been totally destroyed eg. by disintegration
Time Sense: In a situation where
events have changed due to a meddlesome time traveler, or if a time device
is in operation nearby the GM may allow the Time Lord to make a Time Sense
roll. The Time Lord uses his WILL saving modifiers for this roll.
Cliff-hanger: Like all good action
hero's a Time Lord may often find himself in a sticky situation, such as
standing the wrong side of a firing squad. The GM has the option to
use this ability in several ways. 1) Treat this ability like
LUCK. 2) When the Time Lord uses this ability change events slightly
so something miraculous happens eg. the Time Lords slips his bonds and mat
now dodge the firing squad. 3) take things back as if the character
knew what was going to happen so may devise a quick plan eg. he dresses up a
droid in his clothes to face the firing squad (though a difficult disguise
check would be needed).
Contact: See RCR page 286.
Level |
Base Attack |
Fort. save |
Ref. save |
Will save |
Special |
Defence bonus |
Reputation |
1 |
+0 |
+0 |
+0 |
+2 |
Starting Feat, Regeneration +2 |
+1 |
+0 |
2 |
+1 |
+0 |
+0 |
+2 |
Sense Motive bonus +2 |
+2 |
+1 |
3 |
+1 |
+1 |
+1 |
+3 |
Cliff-Hanger 1/day |
+2 |
+1 |
4 |
+2 |
+1 |
+1 |
+3 |
Regeneration +4 |
+2 |
+2 |
5 |
+2 |
+2 |
+2 |
+4 |
History |
+3 |
+2 |
6 |
+3 |
+2 |
+2 |
+4 |
bonus feat - Skill emphasis |
+3 |
+3 |
7 |
+3 |
+3 |
+3 |
+5 |
Contact |
+3 |
+3 |
8 |
+4 |
+3 |
+3 |
+5 |
Cliff-Hanger 2/day |
+4 |
+3 |
9 |
+4 |
+4 |
+4 |
+6 |
Regeneration +6 |
+4 |
+4 |
10 |
+5 |
+4 |
+4 |
+6 |
Time Sense |
+5 |
+4 |