TIME
LORDS
Galifreyan
Dr.Who stories
featuring Time Lord socitey
The Three Doctors,
Deadly Assassin, Invasion of Time, Arc of Infinity, Five doctors.
Galifreyans are an old
race, and one of the first to master the secrets of not only space travel,
but time travel. Their society was formed when two Galifreyan
scientists, Rassilon and Omega, used a device called the Hand of Omega to
detonate a sun and create a Black Hole. They were able to capture
the energy, and to this day the Black Hole now known as the Eye of Harmony
resides beneath the Panoptican, the great hall in the Capital City of
Galifrey.
Time Lords society is
governed by a High Council led by a President. The President may
only be over-ruled if all other members of the High Council are in
opposition.
Galifrey employs a rule of
non-interference. Initially they saw themselves as superior to all
others, near god-like beings. In recent years their society has
become corrupt. Now their rule of non-interference is one of safety,
for the once powerful time Lords are in fear that Galifrey should be
invaded. Should their powers and technology fall into the hands of
war-mongering races such as the Daleks the Universe as a whole could be
threatened.
Galifrey itself does not
employ a military besides the Honour Guard under the command of the
Castilan, one of the members of the High council. The planet is not
without defense however. Galifrey exists in a state of temporal
isolation. Nothing can pass the temporal field surrounding the
planet that technically exists within its own time continuum. For
safety reasons, to avoid paradox's, time travel on Galifrey if forbidden,
and due to technical restrictions, not possible. Any Time Lord
returning to Galifrey will instantly be transported back to their own
space and time.
Time-Travel
Galifreyans have many form
of Time-Travel, though the two most commonly used are Time-Capsules (such
as the Type 40, or TARDIS) and Time-Bracelets. Time-Bracelets are
simple in that they are worn on the wrist and can transport a Time Lord to
anywhere in Space or Time instantly. Time Bracelets are however
reserved usually for special assignments and for members of the High
Council. For details on Time Capsules see the TARDIS below.
Time
Lords
Human in appearance, Time
Lords do not dominate the Galifreyan population, but they do rule it.
Arrogant, aloof, and often have delusions of superiority (in some cases
justified). Time Lords bodies are quite robust. They have two
hearts and a respiratory by-pass allowing them to survive where a human
would die. They have latent telepathic abilities between other Time
Lords in close proximity, or may boost this ability with the aid of the
telepathic circuit in the TARDIS. Time Lords also have limited
shape-shifting ability. They may change forms twelve times, this
shake up of the body will often result in a slight personality change
also. Their new form will still be human in appearance and they do
not change sex. Although a Time Lord may change form at any time
this shape-shifting ability is most often employed as a regenerative tool
should their current body become mortally wounded or diseased. Each
incarnation of a Time Lord is physically capable of living for
approximately 1000 years, possibly much longer. Time Lords that
leave Galifrey often end up having shorter life-spans due to accidents
causing them to regenerate more frequently.
Playing a Time
Lord.
A PC isn't going to be
acting on behalf of the High Council of Time Lords because they have a
policy of non-interference. Instead the character should be a rouge, much
like the Doctor or Romana, though maybe not the Master or Rani unless you
are running a Dark Side Campaign.
Galifreyan
Personality: Galifreyans
are usually extremely arrogant.
They are an old race who often feel their rule of time, and knowledge of
the galaxy should go unquestioned.
Language: Basic
Age: unknown
(though they can live for many thousands of years barring accidents)
Galifreyan Species
Traits D20
Ability Modifiers: -2
Dexterity, +2 Constitution, +2 Intelligence
Medium Sized: No
modifier
Speed: Base
Speed 10
Special
Respiratory Bypass - A
Galifreyan can stop breathing for a number of minutes equal to their level
x10. For every minute past that they must make a Fortitude save,
DC15 +1 per extra minute. Failing this roll causes 1D4 Permanent
Constitution damage. If their Constitution is reduced to zero they
die instantly.
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 if any (Time Lord Prestige
class grants +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 Lord Prestige Class
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 if any (Time Lord Prestige
class grants +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 |
Game
stats D6
|
min |
max |
Dexterity |
1D+2 |
3D+2 |
Knowledge |
3D |
6D |
Mechanical |
2D |
4D |
Perception |
2D |
5D |
Strength |
2D |
4D |
Technical |
2D |
5D |
Regeneration
A Time Lord may regenerate
twelve times.
The Time Lord may
regenerate at any time, either because they want to, or because they are
Mortally Wounded and believe they are going to die. The PC may choose to
regenerate before the 2D is rolled to determine death (as per Mortally
Wounded rules). If the character does die they must roll 2D. If they less
than or equal to their current incarnation number they can not regenerate
and die, otherwise they still regenerate. The option is for the player to
decide whether to risk the chance of dying and not regenerating or use up
a life. If the Time Lord loses a life that totally destroys their body (eg.
Starship explosion) then they can not regenerate.
New body, same
character, new skills
The player must choose a
new body, and try to play the character with a slightly different
personality. The character is effectively created from scratch, but
keeping equipment. Attributes may be re-distributed as are the 7D skill
dice. This is the same character however, so any skill or attribute is
increased at half normal Character Point cost until it reaches the level
of any previous incarnations. (eg. New character has Con of 4D, and
previous incarnation had 5D. It will only cost 2 character points, instead
of 4, to go to 4D+1). Specialised skills are increased at half cost again.
(eg. New character has YT-1200 Piloting of 4D, and did have 5D. It now
only costs 1 character point to go to 4D+1). This half rate increase
includes Attributes.
GM
Notes: Yes, there is a cheat open to players here.
At the expense of a few lives the character could regenerate a few
times giving each incarnation different skills & Max.
attributes. The latest incarnation can then increase a load
of skills at half rate. It's GM discretion therefore to let
this happen. |
Dodo
Character
Type |
Rogue |
Race |
Time
Lord |
Age |
450+ |
Quote |
"Gosh,
that takes me back. Or is it forward? That's the trouble
with time travel, you can never remember." |
Player ID |
Ugavine |
"I say this war is
rather a bad thing. Would you like some help? I have some
experience with Sith Lords, evil powers, megalomaniacs wanting to
exterminate people. Where am I from? Oh, here and there, but
usually somewhere in-between."
DEXTERITY |
2D |
KNOWLEDGE |
5D |
MECHANICAL |
2D |
Brawl Parry |
3D+1 |
Alien Races |
6D |
Astrogation |
8D |
Dodge |
5D+1 |
Languages |
5D+1 |
Starship Shields |
2D+1 |
Melee |
3D |
Planetary Systems |
5D+2 |
TARDIS Op. (s) |
5D |
|
|
Temporal Science |
6D |
|
|
|
|
Technology |
6D |
|
|
PERCEPTION |
3D |
STRENGTH |
2D |
TECHNICAL |
4D |
Bargain |
3D+1 |
Brawl |
3D+1 |
Computers Prog/Rep |
5D+1 |
Command |
4D+1 |
Climb/Jump |
3D+1 |
TARDIS rep. (s) |
|
Con |
4D |
Stamina |
4D |
|
|
Search |
4D+1 |
|
|
|
|
Willpower |
4D |
|
|
|
|
Force
Points: 2
Equipment:
TARDIS, sonic screwdriver, pocket computer, advanced armour vest (+2D),
glow rod, breath mask, recording rod, flares, blaster power pack (but no
blaster!).
Capsule: Dodo is a
renegade Time Lord. He was forced to re-generate by his own people
for actions 'unbefitting a Time Lord'. In other words, he interfered
in the galaxies affairs. The irony is that the actual deed that
caused the Time Lords to be upset with him did not occur until after he
had re-generated?!! Dodo was once an aid for the High Council of
Time Lords, but now roams the galaxy in a dilapidated old Type 40 TARDIS,
his time machine. His appearance, similar to that of his old academy
friend is kind of by accident. In his duties working for the Time
Lord High Council he had was to try and persuade The Doctor to return to
Gallifrey. In the proceedings Dodos' own TARDIS was damaged.
The Doctor helped him out. However, the 'ghosting' of The Doctors
TARDIS systems onto Dodos' only left Dodo with more problems. Now
his own chameleon circuit is broken with his TARDIS also stuck in the form
of an Earth Police Box. Dodo has never even seen a Police Box!
When the Time Lords punished Dodo it was Dodos' attempt to telepathically
call out to The Doctor to help him that caused his re-generation to take
on a similar appearance to his friend. Fortunately his friend has
since re-generated several times now.
Dodo wanders the
time-vortex. He can be found aiding the Rebel Alliance, hob-knobbing
with Tapani nobility, offering advice to the ancient Jedi on Ossus or
wandering the far future streets of Crix City amongst times and places.
Quirks / Odd
abilities: never knows the time,
frequently gets lost in own TARDIS.
|