Professor Challenger
Medium Humanoid (Time Lord), Level 1
STR +1, END +5, DEX +2, AGL +1, PCN +5, KNO +3, PSI +1, PRS +4.
Skills: Archaic Weapons +5, Bluff +6, Brawling +3, Climb +3, Computer Use +7, Concentration +8, Diplomacy +6, Drive (Automobiles) +6, Escapology +3, Firearms +6, Intimidate +6, Jump +3, Knowledge (Alien Species) +7, Knowledge (Arcane Lore) +7, Knowledge (History) +5, Knowledge (Planets) +7, Knowledge (Technology) +7, Move Silently +4, Navigate +7, Pilot (Airplanes) +6, Repair +7, Research +5, Ride +5, Sciences (Temporal Sciences) +7, Spot +7, Swim +3, TARDIS Systems +7, and Wilderness Survival +6.
Knacks: Resilience.
HP 11; Saves Fort +4, Ref +1, Will +5; Defence 12; AP 4.
Equipment: Type 42 TARDIS, TARDIS key, sonic screwdriver, hip flask half filled with whiskey, Gallifreyan pocketwatch, and pilot's cap.
Psychic Powers: Body Control, Telepathic Focus, and Telepathic Reception.
Regeneration: If a Time Lord encounters conditions that would otherwise cause his death, he can attempt to regenerate. Regeneration under these circumstances requires a Willpower save (usually DC 20, but possibly higher depending upon circumstances). If the save fails, a regenerative problem has occurred (your GM will tell you what happens). You gain a +2 circumstance bonus to this save if you are within your TARDIS – this bonus rises to +4 if the time rotor is activated. A Time Lord can also regenerate when not faced with immediate death – this does not require a Willpower save.
Temporal Sense: Time Lords can sense temporal anomalies. They are allowed to make a Perception check to notice any temporal anomaly within 100 meters.
Minor Special Effect: A Time Lord can spend 2 Action Points to create a minor effect that seemingly defies the laws of physics. The player must describe this effect, and the GM adjudicates its effects. This ability can be used to grant a +4 circumstance bonus to the use of any skill. Alternatively, it may simply accomplish a task if the GM deems the description is sufficient.
Deux Ex Machina: By spending all remaining Action Points, a Time Lord can cause a major effect to happen, often resolving a major problem. This effect may negate an attack or a major threat; prevent the Time Lord from having to regenerate; or something similar. The player must describe this effect, and the GM adjudicates its effects. A Time Lord must spend at least 4 Action Points to use this ability.