Time Lords
By Andrea Cook (timelord@salamander.com) and Jonathan Woods
The Ancient and Modern Law of the planet Gallifrey and some Personages Therein
By Lady Vercassivellaunus
Early History
In the far mists of the days before Rassilon, things were far different than they are today. For those were the days before the Intuitive Revelation, when we could hear each other's thoughts unceasingly. Some of us could screen those thoughts, as we do today. They were the Individuals, marked by their red-gold hair. Some of these Individuals went on to become Heroes, and went on epic space journeys far beyond the then-Gallifreyan empire, making The Book of Future Legends come true.In those days we had a religion. I know it seems hard to understand, but we were a religious people, following a multitude of gods and goddesses, and many aspects of our lives depended on the Pythia, our spiritual leader. She sent her mind unprotected through Time, so that she might see the past and future.
Then in the waning days of the Old Order came the first experiment in true Time Travel. The Chronauts, as they were called, powered their Time Scaphe with the powers of their minds, with the navigator being a small child.
At that time, men did not share the same equality they share today, largely due to the female-dominated religion. Even physically, the women towered over the men. Yet, one of the later legends in The Book of Future Legends stated that the successor to the last Pythia would be a man. . .
Few considered that the not universally popular Rassilon would be the next leader, but after the death of the last Pythia, he became head of the Triumvirate, with Omega and the Other. For when the last Pythia killed herself, she cursed all Gallifrey, causing no more children to be born. Since then, as you know, all the children have come from the Genetic Looms.
Rassilon led the Intitutive Revelation, our telepathy waned, the men grew taller, and the remnants of our religion moved to the planet Karn, where they still guard the Sacred Flame, giver of the Elixir of Life.
Rassilon
Rassilon is generally thought to be the greatest Time Lord who ever existed. He came to power at the end of the Old Order, after the death of the last Pythia. He ruled in a Triumvirate, along with Omega and the Other. There are conflicting stories whether he initiated or ended the Game of Rassilon in the Death Zone. He created the Matrix, the repository of the knowledge of the Time Lords. He captured the black hole, created by Omega from the collapse of the Crab Nebulae with the Stellar Manipulator, and set this black hole, called the Eye of Harmony under the Panopicon in the Capitol. The eye is from where all Gallifrey and all TARDISes draw their power. The access for the eye on Gallifrey is a black, monolithic structure, allowing energy to be drawn off if one has the proper tools. The Eye is also co-located into each TARDIS, giving the TARDISes their power. For this use, the Eye more resembles an Eye, and can only be opened by humans. This structure of the Eye is as Rassilon set it under the Panopicon.To access the great power of the Eye, Rassilon created the Sash, the Rod, and the Great Key. These not only allowed the bearer to access the power, but also to protect them from the great energies released.
After further success with the Time Travel experiments, it was discovered something was needed to allow someone to survive the molecular destabilisation of Time Travel. To this end, Rassilon created the Rassilon Imprimature, also allowing a measure of quasi-symbiotic control over a particular TARDIS.
He also created two important devices for the protection of Gallifrey. The first was the Transduction Barrier, the quantum-powered force fields surrounding our planet. The other was the living metal Valadium, meant to be the ultimate defence of Gallifrey.
During the war with the Great Vampires, it was Rassilon who created the Bow Ships that destroyed these creatures.
Omega
Omega was an engineer of both time and suns. He used the Stellar Manipulator, also called the Hand of Omega, to create the supernova which became the Crab Nebulae, which provided the massive amounts of power required to start Time Travel. Omega himself went with the Manipulator to make sure it worked. Tragically he was caught in the explosion and is still trapped in an anti-matter. He is still there, and has slowly gone mad from the isolation and is little more than an extension of his own will.
Genetic Looms
The scribe Quartinian wrote: The return against all odds of the missing Chronoscaphe was interpreted by the people as the one good omen that presaged Rassilon's assumption of power. Otherwise, the Pythia's terrible death-curse took instant effect. Babies died in their mother's wombs. From that day on, no child was ever born on Gallifrey again. (Cat's Cradle: Time's Crucible.)Ever since the last Pythia cursed Gallifrey, there have been no children born. To save the Gallifreyan race from extinction, Rassilon invented the Genetic Looms. These create children by weaving bits of genetic information together to create a new individual.
Isn't it dark
Isn't it cold
Seek out the future
Before you get old
Once there were children
This is their doom
Now all the people
Are born from the loom.
-- Mid-Gallifreyan Nursery Versery. (Cat's Cradle: Time's Crucible)
Policy
At one point in its history, Gallifrey was as active in the affairs of other planets as is any other planet. After a long and bloody war with the Great Vampires, the Time Lords adopted a non-violence policy. Later the Time Lords gave advanced technology to the Miyans, who then destroyed themselves. This was the start of the non-intervention policy, as the Time Lords did not wish to repeat the same mistake twice.
Amplified Panatropic Computation Network
The Amplified Panatropic Computation Network (APC Net) is the sum of all the memories of every Time Lord who ever lived. At the time of death, the mind of the Time Lord is scanned into the net. Due to the enormity of experiences, the APC Net can and does predict future events.
Chapters
There are three main chapters, each a sort of college, called Academies. The Academies are: the Arcalians, whose colour is green, the Patrexes, whose colour is heliotrope, and the Prydonians, whose colour is scarlet. Though there is a fourth Chapter, they are so little noticed it almost is not worth the time to speak of them. The Prydonians are supposedly the most devious, and have produced more Presidents than all the other Chapters combined. Each Chapter is headed by a Cardinal, a sort of dean. To graduate from one of the Chapter-run Academies it takes about 150 years, and confers the skills necessary to be a Time Lord. (Usually one dot each in Galactic History, Galactic Geography and Temporal Science.)
Hierarchy
Gallifrey is ruled by the High Council, which is made up of Cardinals, the heads of the Chapters, as well as the wisest Time Lords and Ladies. The High Council is headed by the President, which the High Council elects. Under the president is the Chancellor, a vice-president of sorts. The High Council meets regularly in the Panopicon in the Capitol.
Celestial Intervention Agency
The Celestial Intervention Agency (CIA) is a covert intelligence agency, used by the Time Lords to protect their interests. A noted example of this was when the APC Net foresaw a time when the Daleks would become the dominant life-form in the Universe and used the Renegade, the Doctor, to try to change this.
Geography
Gallifrey is an M-class planet located in the constellation of Kasterborus, 29,000 light-years from Sol 3. (Earth) It has one moon, Pazithi Gallifreya, which orbits Gallifrey every 27 days. It is a planet of orange skies and silver trees. Much of the planet is extremely harsh to life, due to the extreme age of the planet. Cities, and single dwellings outside the cities, are domed. The largest city on the planet is the Capitol, situated in an almost hospitable place in the northern hemisphere. There are persons living outside the cities, called Outsiders or Shobogans, Time Lords who have renounced Time Lord society.In the southern hemisphere is the location called the Death Zone. It was the notorious place where the deadly game of Rassilon was played, where sentient creatures battled to the death for the amusement of the early Time Lords. The most widely accepted version of history states that Rassilon put a stop to this deadly game. For this, his tomb lies at the top of the Dark Tower, in the very heart of the Death Zone.
Renegades
Over the course of Gallifreyan history there have been many Renegades, Time Lords who turn their backs on the benefits of Time Lord society. The most notable of these are the Doctor, some-times President of the High Council and CIA operative, and the Master, who has tried to destroy Gallifrey, and many other parts of the Universe. Other notable Renegades, who should be in brief avoided are: the Rani, the Monk, the War Chief, and Salyavian.
Recent History
For a brief time, Gallifrey was invaded by the War Lords, during the first trial of the Renegade known as the Doctor. Then Gallifrey was almost destroyed by Omega. The High Council was thrown into turmoil when the President was assassinated by Chancellor Goth. Then Gallifrey was invaded by a combined force of Vardin and Sontarans, and was saved by the Doctor, president at that time. After President Borusa was lost in the Death Zone, a corrupt High Council implemented the Ravolox Stratagem to strike back at the Andromedian Sleepers, who had stolen secrets from the Matrix, by moving the planet Earth and renaming it Ravolox. That High Council was deposed at the end of the second trial of the Doctor, and Earth was returned to its rightful position. For a time Gallifrey was under the rule of President Flavia, but is now under the rule of President Romana, who has recently returned from E-Space.
Time Travel
Time is flexible. However it catches up with meddlers, usually resulting in death. Time Lords avoid this by the Rassilon Imprimature, which protects them from the molecular destabilisation of Time Travel and gives them quasi-symbiotic control of their TARDIS.There are the three concepts that should be observed in Time Travel. The First and Second Laws of Time, and the Bilnovitch Limitation Effect. The First Law of Time states that you cannot meet yourself. The Second Law of Time states that you cannot interfere with your own time line, such as stopping your own birth. The Bilnovitch Limitation Effect states that it is impossible to go back to the same point in Space and Time for the second, third, fourth, et cetera, time.
Time Lords have two methods of Time Travel, Time Rings and TARDISes. Time Rings usually have one set destination and can be used only one without reprogramming. (There and back is once.)
The other method for Time Travel is via a TARDIS, short for Time And Relative Dimensions In Space. A TARDIS is a dimensionally transcendental Travel Capsule, meaning it is bigger on the inside than on the outside. They utilise a Chameleon Circuit to blend in where they land, and have an alarm bell that rings when there is imminent danger. In the main console room is the hexagonal control console, which controls everything in the TARDIS. Both the console controls and the alarm bell differ depending on the Time Lord owning them, as well as the type of TARDIS.
The main controls are as follows:
- Dematerlization circuit: Lets the TARDIS enter the Space-Time Vortex.
- Dimensional Stabiliser: Maintains the spatial relationship of the TARDIS, without which everything inside would shrink to a minuscule size.
- Door lock: Self-evident.
Fail-safe switch: (Not in the console room) Freezes the TARDIS in one point in Space and Time.
Other important things in a TARDIS:
Physical
In appearance, Time Lords look like humans, but that is where the similarities end. They have two hearts, a respiratory bypass system, a body temperature of 60 degrees, a greater resistance to radiation, heat, and cold, a range of telepathic powers, and the ability to regenerate their body 12 times. Each Incarnation has an expected life expectancy of 1,200 years, to a total of 15,600 years.Any sort of damage that would kill a human, will probably result in a Time Lord Regenerating, so long as the damage is not aggravated, or something like decapitation.
Game Mechanics
Setting
If you are planning a chronicle with solely Time Lords and their Companions, any time and place can be the setting. However, if you are planning to incorporate Time Lords with other characters in an existing Chronicle, chances are that the setting will be the planet Earth, or some variant of it.
Time Lords and the Planet Earth
Over the course of Earth's history, the Time Lords have interfered with the planet so much that it now needs almost constant supervision to keep its history on track. Too many things have happened that should not have, and conversely, too many things have not happened that should have.Towards the late 20th century, a major threat developed to the planet. It steadily got worse while arguments were raised as to whose fault it was that it was there. Under the influence of the Great Intelligence, an evil disembodied consciousness, a corporation sprung up. Eternity Incorporated used the body parts of preternatural creatures to try to extend the life of humans. Eventually this corporation evolved into the Butler Corporation, then experimenting on humans due to the waning preternatural populations. This eventually evolved into The Spinward Corporation after the Cyber Wars. Leaving Earth shortly thereafter, it ran a colony world where it allowed colonists to live an average of 35 years before killing them and harvesting their brains for a vast computer. This computer had a form of consciousness that could control people. This was close to the final goal of the Great Intelligence, to gain a way to enter this universe and remain here. (Many records of Eternity Incorporated (EIO) were destroyed during the Dalek invasion of Earth, circa 2157. The EIO joke comes from the licence plates of the cars, EI 0...)
Health
While Time Lords appear to be humans, they are not. They have one extra Health Level, similar to the merit Huge Size, reflecting their alien nature; this is true for all Time Lords, regardless of size. In addition, a Time Lord is very hard to kill. If they receive an additional injury after being brought down to Incapacitated, they will Regenerate, so long as their injuries are neither aggravated, dismemberment (including decapitation) nor that the Time Lord is on their final (13th) incarnations.
Regeneration System
In almost any order the following things must be accomplished. If she has it, the Time Lord can roll her Gallifreyan Teaching Regenerate to see how mentally stable she is, the higher the number, the more stable she is. (The difficulty should be assigned by the Storyteller, depending on the circumstances of the Regeneration.) If the Time Lord fails on this roll, she receives one derangement of the Storyteller's choice for the duration of the incarnation. If she should botch the roll, she will receive two Derangements for the duration of the incarnation. (It is possible, remember the Sixth Doctor?) If the Time Lord does not possess this Teaching, the Storyteller should make a similar roll for the character.The Nature of the character remains the same; however the demeanour changes randomly. A good way of choosing is to number the Archetypes and pull a number out of a hat.
For each dot in Physical and Appearance, the player must roll a 1d10 at difficulty 4. (Every two dots in Regeneration after the first reduces this difficulty by one.) For each success, the dot is retained, for each failure the dot is lost, and for each botch two dots are lost. For a perfect ten, two dots are gained, then the dots may be reassigned to the categories. Any effects that alter Regeneration, such as the Teaching Manipulate Body adds dots to this. (For each dot in the effect, an additional dot is added.)
Time Lords and other denizens of The World of Darkness
Should a Time Lord, for whatever reason, be interacting with preternatural creatures, this explanation should help. Due to their strong belief in science, Time Lords cannot learn magick, and even if they know and accept (which would be very hard for them to do) that someone is a Mage, they will always count as witness. (Though Technomancers might just get away with coincidental effects.) Chances are slim that they would become Wraiths for the same reason. Not being born to it, they are not going to be either Werecreatures or Changelings.However, due to events in the war with the Great Vampires, Time Lords are more susceptible to the Embrace than normal creatures. They will always become Kindred, even if their Sire is of the 15th Generation; in addition, they will always become of the same Generation as their Sire. The genetics of a Vampire and a Time Lord are more closely related than those of a Vampire and a Human. This is due to the fact that during the war with the Great Vampires, Rassilon was infected with the genetics that cause vampirism. Yet rather than becoming a vampire, he changed slightly the symbiotic nature of the structure of the vampire DNA to a different form. This form gave Time Lords the genetic stability to travel through time. This mutant vampire DNA, called the Rassilon Imprimature, was conferred thereafter on all Time Lords when they were created on the Genetic Looms, as Rassilon was the base blueprint for the new Gallifreyans.
However, by becoming a Vampire, the Time Lord not only receives the normal limitation of vampirism, but they can no longer Regenerate after being mortally wounded, are totally cut off from Gallifrey, and lose any Teachings that require them to be living, such as Regeneration. While they can still operate their TARDIS, no other Time Lord will have anything to do with them, except to kill them, as vampires are still the sworn enemies of the Time Lords. (Unless, perhaps, a Renegade Time Lord, but those are a dicey proposition to begin with.) As they have two hearts, to immobilise a vampiric Time Lord, it is necessary to put a stake in both their hearts, as the first merely slows them down.
Abilities
Time Lords have many of the same abilities that other races have. Their abilities are set up similar to those given for Mages, however there are some changes. For information on what the other abilities are, see one of the main rule books. The new abilities are:
Bench Thumping(Talent) The art of making things work by atypical means; usually by hitting them.
MacGuffin
TARDIS
Temporal Science
Galactic History
Galactic Geography
Note about Secondary AbilitiesIf the player gives a good enough reason why the Time Lord should possess that Ability, give it to them.
Gallifreyan Teachings
These are special talents that only Time Lords possess. These can only be taught to other Time Lords.
BlendingThis is the ability to go unnoticed, even in a crowd. This is very useful; if no one notices you, it is harder to be caught interfering. Each dot increases the difficulty of perception or location rolls by one, up to a maximum of 10. This also works on electronic equipment and Mage's Correspondence.
Cheat DeathThis is a way to survive more damage than a Time Lord could otherwise take. For each dot, you get one more die for soak rolls, even against aggravated damage. Also, this is the only way a Time Lord may soak aggravated damage. For each dot a Time Lord possesses in Cheat Death, she may roll one die to soak aggravated damage, the character may also add Cheat Death to Stamina for soaking normal damage. (Note: Time Lords take damage from things such as fire, claws of a vampire/Garou, and Magickal attacks, as a Mage would, sunlight does no damage.)
ControlThis gives the Time Lord the ability to control the minds of others. (System: Manipulation + Control, difficulty is target's current Willpower.)* One-word commands; reaction is instant.
** Simple suggestions; eye contact must be made.
*** Steal, create, remove memories; length determined by chart below:
Successes | Results
|
1 | Only remove parts of memory; memories may return
|
2 | May remove, but not alter memory.
|
3 | May make slight alterations to memory.
|
4 | May alter or remove entire scene from subject's memory.
|
5 | Whole periods of subject's life my be reconstructed.
|
**** Can condition the subject to obey so further Control is not needed so long as they are in earshot of you.
***** You can possess others so that you are in complete control of them, they are automatons, your body is motionless during this.
Heightened SensesThis is a way of increasing one's senses past the normal limits, very useful to see things coming to eat you. * Ears of the Rabbit (Hearing; System: 2 extra dice for rolls involving hearing.)** Eyes of the Eagle (Sight; System: 2 extra dice for rolls involving sight.)
*** Nose of the Hound (Smell; System: 2 extra dice for rolls involving smell.)
**** Eyes of the Cat (Nightsight; ignore sight penalties for darkness, provided it is not complete darkness.)
***** Sight Beyond Sight (Auras; System: Perception + Empathy, difficulty 7; use chart for Auspex Level two)
Manipulate BodyThis Teaching provides various temporary improvements to one's body, it its also useful for regenerative purposes.* Mediation: Stamina + Manipulate Body. (difficulty 4) Each success allows the Time Lord to catch up on one hour's sleep. (They only need three anyway.)
** Increase Physical Speed: Dexterity + Manipulate Body (difficulty. 7) plus a Willpower point. Each success allows one additional action this round.
*** Control Over Lower Functions: To control any bodily system that does not involve things immediately concerning survival. (System: Dexterity + Manipulate Body, Difficulty 6-8, assigned by the Storyteller.)
**** Control Regeneration: Allows a Time Lord to try to add dots to Appearance and Physical Attributes during a Regeneration. (System: Dexterity + Manipulate Body, difficulty. 7) As always, Control Regeneration cannot allow an Attribute over 5.
***** Control Over Higher Functions: This includes the hearts, mind, and other internal organs, including those pertaining to immediate survival. (System: Dexterity + Manipulate Body, difficulty 6-10, assigned by Storyteller.)
ProbingThis is the ability to read another being's mind. The simpler the mind, the easier, also willing minds are easier to read. (System: Perception + Probing, difficulty a target's current Willpower if unwilling, Intelligence if willing.)* Surface thought
** Open subjects ("I drive a Plymouth.")
*** Shady subjects (Is a member of the KKK)
**** Closed subjects (Safe combination.)
***** Complete immersion (Life history.)
RegenerationThis is a super-healing ability; also a measure of how mentally stable the Time Lord will be after he Regenerates. System: none for healing; for Regenerations, have the player rolls a number of dice equal to the number of dots in Regeneration that the Time Lord possesses; the number of success is subtracted from a Storyteller roll of 5d10, to determine the length of instability. The difficulty of both rolls is the same, both set by the Storyteller, taking into account the circumstances of the Regeneration. If this is used for healing aggravated damage, it works at half the listed rate.* One health level healed per day
** One health level per half-day
*** One health level per hour
**** One health level per scene
***** One health level per turn
TelepathyThe ability to mentally communicate with others, including both Time Lords and other creatures that have a latent telepathic ability. (Including many humans.) System: Intelligence + Expression, difficulty 9-the subject's Intelligence.* Communicate basic thoughts
** Simple ideas
*** Short sentences
**** Gist of a conversation
***** Total conversations.
Time and Space CorrelationThis is the ability to bridge one's senses between wherever the Time Lord currently is, and the flow of the Space/Time Continuum, allowing information to be gleaned to be used in a variety of tasks.* You can sense disturbances in the Space/Time Continuum System: Wits + Alertness, difficulty 4. You might even be able to tell if you're about to cause one. System: Wits + Galactic History, difficulty 9.
** You can tell where you are, some of the time. System: Intelligence + Galactic Geography, difficulty 6.
*** You can tell when you are. System: Intelligence + Galactic History, difficulty 6
**** You can build a Time Ring. (A one-time Time Travel device. It is set to one destination in Time and Space and can only be used once, there and back again, without reprogramming. It is possible to take more than one person along other than the user.) Anyone can use a Time Ring, but they have to know how, or stumble across how to use it. System: Intelligence + Time and Space Correlation, difficulty 7, needing at least two hours with the proper equipment. (Improper equipment raises both the difficulties for all rolls and the length of time required.) Also a Wits + Time and Space Correlation, difficulty 7, to see if it's set right. Both rolls need at least 3 successes or more, Storyteller's option.
***** You can build a TARDIS! Before you get you hopes up, it takes at least two months on Gallifrey, with all the proper parts. Add one month for another planet of reasonable civilisation, and three years if using non-adequate parts, or on a pre-Industrial Revolution world. This will be considered downtime, or at least working twelve hours a day. System: These requirements must be met or exceeded to begin: 3 in Computer, 3 in Galactic History, 3 in Galactic Geography, 3 in Temporal Science, and 3 in Technology. If all of these are met, roll Intelligence + Time and Space Correlation to make the plans for construction, Technology + Time and Space Correlation to make the plans into a TARDIS, Technology + Computer to arrange all the inner workings, Galactic Geography + Time and Space Correlation to build the navigational Computer, Galactic History + Time and Space Correlation to set up the Historical Databank, and finally, Temporal Science + Time and Space Correlation to achieve the Dimensional Transcendentalism. (Bigger on the inside than on the outside.) The difficulty for all rolls is 6, the number of successes needed is 15. For every success over 15, the TARDIS gets better, to a maximum of five successes over the 15. (Treat as the TARDIS background.) Remember: this is not supposed to be easy!
Backgrounds
AlliesThese are others who support you. They can be anything, Time Lords, leaders of planets, reasonable influential people, old Companions, anyone. They also have just as much right to call on your aid as you do to call upon yours. Also remember, they might not be on the same planet or in the same time as you are at any given moment.* One ally, of moderate influence and power.
** Two allies, both of moderate power
*** Three allies, one quite influential
**** Four allies, one quite influential
***** Five allies, one extremely influential
ChapterThis is your Chapter, or College, a form of Status helpful for dealing with the social circles of Gallifreyan society. More esteem is given for the higher chapter you belong to, however all Chapters have their drawbacks. If you do not choose this Background, you are still a Time Lord, only you did not graduate from one of the Chapters. You can still have a TARDIS; you will just receive less respect on Gallifrey. (Think of Drax.)* Coites (purple; hardly noticed.)
** Arcalians (green; bureaucrats, little sense of adventure)
*** Patrexes (heliotrope; archivists, secretive, obsess over knowledge.)
**** Prydonians (scarlet; manipulative, devious, politicians)
***** Gold Usher (gold; cannot leave Gallifrey)
CIA MembershipYou are a member of the Celestial Intervention Agency. You have a greater ability to intervene in the affairs of other planets, but you are under orders and news of the meddling must not return to Gallifrey.* Used occasionally
** New recruit
*** Regular operative
**** Given touchy assignments
***** Trusted with anything
CompanionsOther life-forms that travel with you. They may come aboard your TARDIS voluntarily or accidentally. (or by other means...) You must look after them, but they can aid you as well. They will be created by the Storyteller, or they could be player characters in their own right.* One Companion
** Two Companions
*** Three Companions
**** Four Companions
***** Five Companions
InfluenceThis is your ability to sway and control events. You have to buy this for each planet and/or time period you wish to be influential in.* Moderately influential
** Well-connected
*** Position of influence
**** Broad personal power
***** Vastly influential
MentorThis describes one or more Time Lords who look after you. Your mentor can advise you, protect you from other Time Lords, speak for you, caution you, and inform you of opportunities for power and advancement.* A known Renegade
** A minor official
*** A Time Lord held in high esteem
**** A member of the High Council
***** The Lord High President herself
ResourcesThis is a measure of your financial resources on any given planet or empire. If you keep this in a bank, and the bank stays open, you can end up with ridiculous amounts of money in the far future.* Small savings; $500/month
** Middle-class; $1200/month
*** Large savings; $3000/month
**** Well off; $9000/month
***** Fantastically rich; $30,000/ month
Status
TARDISThis indicates the quality of TARDIS you possess; anywhere from the most primitive to the most modern.* An old Type 40
** An outdated Type 67
*** A middle-aged Type 80
**** A nearly new Type 92
***** The newest Type 102
Merits and Flaws
These are Merits and Flaws exclusively for Time Lords. Once again, the bit about how if the player can give a good enough reason for a Merit or Flaw from another source, let them have it.
MeritsExtra Dimensional Pockets: (1pt.) You can fit all sorts of strange things in your pockets that should not fit. Make a list and add to it anything you pick up and do not return. Similar to Kender pockets.Sonic Screwdriver: (2pt.) This is a tool from your TARDIS. It reduces the difficulties of all MacGuffin, most Repair, and some Bench Thumping rolls by 2. It also has many other uses, especially for getting into or out of places you weren't supposed to be in in the first place.
Bag of Candy: (1pt.) At all times you seem to have an endless supply of candy; it can be helpful for breaking the ice or defusing a tense situation. You can choose the candy; it can change with each Regeneration.
FlawsExiled: (7pt.) You are exiled to one particular point in Space and Time. Leaving that place will get you in serious trouble with the High Council. You must check with the Storyteller before taking this Flaw.Faulty Chameleon Circuit: (2pt.) Your Chameleon Circuit has problems blending in with the surroundings. There is a fifty/fifty chance that it will not work and will remain as it last appeared. Remember how it last appeared!
Faulty Directional Control: (4pt.) You have no idea where your TARDIS is going to end up. There is about a 3% chance you will end where and when you are trying to. Where you do end up is up to the Storyteller.
Stuck Chameleon Circuit: (4pt.) Your Chameleon Circuit will not work. There is no way of repairing it, ever. It is up to the Storyteller as to what your TARDIS looks like.
Character Creation
As in the other Storyteller games, both Attributes and Abilities must be rated as most important (primary), regular (secondary), and not very important (tertiary). Don't worry if the totals are not totally satisfactory, you will receive Freebie points to spend any way you like at the end.
Attributes
Primary: 7 dots (Physical cannot be primary.)Secondary: 5 dots.
Tertiary: 3 dots.
Abilities
Anything over three dots must be purchased with Freebie Points.Primary: 13 dots.
Secondary: 9 dots.
Tertiary: 5 dots.
Teachings
Total dots: 6, no Teaching can be raised over three except with Freebie Points.
Backgrounds
Total dots: 7 Can exceed three
Freebie Points
These are extra points that can be assigned at the end of Character Creation, to improve scores in anything, though no one can go over five in any trait.Total points: 15
Trait | Cost per dot
|
Teachings | 7
| Attributes | 5
| Abilities | 2
| Willpower | 1
| Background | 1
| Secondary Abilities | 1
|
Character Development
These are the guidelines for gaining and spending experience. Experience may only be spent at the end of the story. Enjoy!
At the End of Each Chapter
At the end of each Chapter the Storyteller may assign points in the following categories: Acting: The player role-played well -- not only entertainingly, but appropriately. Award for exceptional role-playing only; your standards should get increasingly higher. In most cases, only award this to the person who did the most role-playing in the troupe.Automatic: Each player gets one point after every game session.
Concept: The player acted out her character's concept very well.
Heroism: Usually in scant supply, those rare acts of heroism deserve some reward. When a character puts herself at risk for others, such as suffering multiple aggravated wounds fighting the Daleks long enough for the rest of the troupe to escape, give her an experience point. Don't let the characters take advantage of this; there is a fine line between heroism and stupidity.
Learning Curve: The character would have learned something from her experiences during the Chapter. Ask the players to describe what their characters learned before you award this point.
Role-playing: The player acted out her character's Nature and Demeanour very well. While some players may find it tough to fulfill both roles convincingly, those who give the Storyteller a fell for both their facade and the true self deserve a reward.
At the End of Each Story
At the end of each story the Storyteller may wish to award up to three extra points, those are:Danger: The character experienced great danger during the story and survived.
Success: The troupe succeeded in its mission or goal. Perhaps it is not a complete success, but at least a marginal victory was achieved.
Wisdom: The player (and thus the character) exhibited great wits or resourcefulness and came up with an idea that enabled the troupe to succeed.
Experience Costs
Attributes | Current rating
|
Knowledges | Current rating
|
New Ability | 3
|
New Teaching | 10
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Talents and Skills | Current rating x 2
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Teachings | Current rating x 6
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Willpower | Current rating
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Note
If you are going to be in a Chronicle what deals with any one planet/empire in particular, it might be a good idea to acquire the dominant language for that area instead of totally relying on the Telepathic Circuits of your TARDIS.Good luck in gaming! Rassilon knows, you're going to need it.
Recommended Reading
Yes, I know that Doctor Who is a television show, but some of these are adventures that the BBC destroyed many years age, some are of the New and Missing Adventures, which were never meant to be televised, and some have relevant material in them not present in the telecast version.Doctor Who: The Abominable Snowmen by Terrance Dicks (The Great Intelligence.)
Doctor Who and the Three Doctors by Terrance Dicks (Omega and the Time Lords, also a way of escaping exile.)
Doctor Who and the Invasion of Time by Terrance Dicks (2nd invasion of Gallifrey.)
Doctor Who: Arc of Infinity by Terrance Dicks (Omega and Gallifreyan justice.)
Doctor Who: Brain of Morbius by Terrance Dicks (Renegades, Gallifreyan justice, and the old Gallifreyan religion.)
Doctor Who: The Five Doctors by Terrance Dicks (The Death Zone and Rassilon.)
Doctor Who: The Missing Adventures: Goth Opera by Paul Cornell (Time Lords, vampires, and vampiric Time Lords.)
The New Doctor Who Adventures: Cat's Cradle: Time's Crucible by Marc Platt. (Part of the story is set on Ancient Gallifrey.)
The New Doctor Who Adventures: Cat's Cradle: Warhead by Andrew Cartmel (The Butler Corporation.)
The New Doctor Who Adventures: Deceit by Peter Darvill-Evans (Spinward Corporation.)
Doctor Who: Remembrance of the Daleks by Ben Aaronovitch (Rassilon, Omega, and the Stellar Manipulator. B-story is set on Ancient Gallifrey.)
The Universal Databank by Jean-Marc L'Officier (Everything you need to know about details.)
Doctor Who: The Web of Fear by Terrance Dicks (The Great Intelligence.)
Recommended Viewing
The Deadly Assassin Fourth Doctor (Gallifrey and Gallifreyan justice)Trial of a Time Lord Sixth Doctor (Gallifreyan justice and the Ravolox Stratagem)
The War Games Second Doctor (Time Lord policy and the 1st invasion of Gallifrey.)
Thank you to Jerri Pope who came up with the idea of EIO in the first place; you really helped with the villainy in here.
Rough Character Sheet
(the good one involves too many tabs)
CharacteristicsName:
Player:
Chronicle:
Nature:
Demeanour:
Incarnation:
Age:
Sex:
Concept:
Attributes1-5 dotsStrength: 2 automatic dots
Dexterity: 2 automatic dots
Stamina: 2 automatic dots
Charisma: 1 automatic dot
Manipulation: 1 automatic dot
Appearance: 1 automatic dot
Perception: 1 automatic dot
Intelligence: 1 automatic dot
Wits:1 automatic dot
Abilities1-5 dotsTalents: Alertness, Athletics, Bench Thumbing, Brawl, Dodge, Expression, Instruction, Intuition, Intimidation, Streetwise, Subterfuge
Skills: Drive, Etiquette, Firearms, Leadership, MacGuffin, Melee, Research, Stealth, Survival, TARDIS, Technology
Knowledges: Computer, Enigmas, Galactic Geography, Galactic History, Investigation, Law, Linguistics, Medicine, Occult, Science, Temporal Science
Gallifreyan Teachings1-5 dotsBlending, Cheat Death, Control, Heightened Senses, Manipulate Body, Probing, Regeneration, Telepathy, Time/Space Correlation
Willpower
Other Traits1-5 dotsAs many as needed
Backgrounds1-5 dotsAs many as needed
HealthSore | -0
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Hurt | -0
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Injured | -1
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Wounded | -2
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Mauled | -2
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Crippled | -5
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Incapacitated |
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