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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.

LanguageBasic

Ageunknown (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

SpeedBase 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.