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<blockquote data-quote="marcoasalazarm" data-source="post: 2918302" data-attributes="member: 26698"><p>(The following write-ups were made w/a lot of trial-and-error-sorry, just started to watch. Appreciate any help w/this).</p><p style="text-align: center"><u><strong>GALLIFREY:</strong></u></p><p></p><p>Planet Gallifrey, the home of the Time Lords, is (or depending on who exactly you ask, <strong>WAS</strong>) a staple of the TV series ‘Doctor Who’. The planet’s inhabitants were, back in their home dimension, the masters of time and space, capable of traveling the whole of it the same way a common human would go the closest store. They had lots of knowledge-and the law to not interfere with other races’ histories. It was wiped out recently, by an event called, quite appropriately, the ‘Time War’.</p><p>But CLULESS had other ideas. As well as well-known characters of the series (friend and for alike) appeared on Coreline, the planet proper appeared on the very edge of the Sol System, past Pluto, inside a time-space bubble that had made it all but undetectable to scans from Earth. While this distortion has made them impossible to detect by conventional means, they found out during the 23 Hours (thru contact with those Time Lords and Alternated that were on Coreline) that their own worst nightmare has come to pass: there were lots –<strong>LOTS</strong>- of individuals with access to time-travel technology, and the cold-bloodedness to travel back and change history to their own whims. Fortunately (or <strong>UN</strong>fortunately, it seems) there is no way to go back to any time before the 23 Hours that holds CLULESS proper-all attempts have only managed to reach alternate universes located in Earth’s past.</p><p>Even so, the Gallifreyians decided –with a lot of aplomb by ‘renegade’ members- to throw their laws of non-interference out the window. With such a potential for damage out there, remaining so would do nothing but harm to themselves.</p><p>And so, there’s representatives of the planet on the UNSC and select agencies on Coreline, not all of them Time Lords, but all of them having at least some knowledge of temporal mechanics.</p><p></p><p><strong>Gallifreyans:</strong> Born in Gallifrey (although the term is more of a misnomer since they are ‘woven’ by a genetic Loom), they have generations of genetic engineering on their blood. Lots of them have first appeared in Coreline during the 23 Hours as an effect of CLULESS wondering what the hell happened. Not all of them are very disposed to be adventurers, since their upbringing was much academic, but even then, they make great advisors.</p><p><strong>Racial Traits:</strong> </p><p>*Medium Humanoids (Gallifreyians).</p><p><strong>*Ability Modifiers:</strong> +2 Wis, +2 Int.</p><p><strong>*Base Speed:</strong> 30 Feet.</p><p><strong>*Racial Skills:</strong> All Gallifreyans consider Knowledge (Temporal Sciences) to be a class skill.</p><p>*Gallifreyans come with a standard package of genetic enhancements which include:</p><p></p><p>Fast Healing (Ex) 1: A Gallifreyan heals 1 point of damage each round so long as he has at least 1 hit point. </p><p></p><p>Low–Light Vision (Ex): A Gallifreyan has low-light vision and can see objects twice as far away as a basic human. The effective radius of bright light or shadowy illumination is doubled.</p><p></p><p>Respiratory Bypass (Ex): A Gallifreyan can close down his respiratory system for a number of rounds equal to his Constitution x 3. This can be used to hold the effects of smoke and gas at bay.</p><p></p><p>Scent (Ex): This ability allows the Gallifreyan to detect approaching enemies, sniff out hidden foes and track by sense of smell.</p><p></p><p>Weakness to Gas Attacks: If a Gallifreyan fails to activate his Respiratory Bypass their enhanced sense of smell causes them to take a –4 penalty on Fortitude Saves to resist gas attacks. Corrosive gases inflict double damage.</p><p></p><p>In addition, Gallifreyans that become Time Lords receive:</p><p></p><p>Lindal Gland (Ex): A biological implant which triggers the process of regeneration when a Gallifreyan’s hit points fall below 0. This process can be activated a maximum of 12 times.</p><p></p><p>Telepathy (Su): Any Gallifreyan with an Intelligence of 6 or higher can communicate telepathically with any creature within 100 feet that has a language.</p><p></p><p><strong>*Free Language: </strong> Gallifreyan, an odd combination between mathematical symbols and (apparent) Greek symbols, used in extremely long sequences per word.</p><p><strong>*Level Adjustment:</strong> +3.</p><p></p><p><strong>REGENERATION RULES: </strong> Regeneration is automatically triggered when a Time Lord’s hit points fall to -10 or lower, or when a Massive Damage Save is failed, or in any circumstance in which the Time Lord’s body dies. The body must exist for Regeneration to take place- if the body is disintegrated, for example, Regeneration is not possible. </p><p></p><p>The process of Regeneration recreates the character’s physical body and usually generates a new personality. When a character undergoes Regeneration, generate a new set of scores for Strength, Dexterity, and Constitution. You may choose to determine a new personality for the character. The character looses all permanent Doubt points in the process of Regeneration. The character’s level, hit points, skills, feats and all other characteristics remain the same. </p><p></p><p>The character wakes from Regeneration after 1D6 hours with their full hit point total, but Shaken. The Shaken condition lasts for 1D6 hours. Additionally, dying tends to be quite traumatic and the character must make a Will saving throw (DC 15 + number of previous Regenerations) or suffer the effects of a Disorder, determined randomly from the following table.</p><p><u></u></p><p><u><strong>Regeneration Disorders</strong></u></p><p><u><strong>Disorder Result on D20</strong></u></p><p>Amnesia 1-8</p><p>Depression 9-12</p><p>Obsession 13-16</p><p>Paranoia 17-20</p><p></p><p><u><strong>Duration of Regeneration Disorder </strong></u></p><p><u><strong>Will Save failed by Duration</strong></u></p><p>1-5 1d10 minutes</p><p>6-9 1d10 hours</p><p>10+ 1d10 days</p><p></p><p><strong>(GM’S NOTE): On Issues of Balance: </strong> The ability to Renew Time Lords obviously apart from other characters. Regeneration is a significant asset for a character, but in practice it does not raise issues of balance. Regeneration effectively marks the end of one character and the beginning of another. The post-Regeneration Time Lord could even be played by a different person. In this way, the game effect of Regeneration is ultimately the same as a character dying and then being replaced by an entirely new character. </p><p></p><p><strong>NEW SKILL:</strong> <u>Knowledge (Temporal Sciences) (INT)</u> <em>Trained Only</em></p><p>This category of Knowledge encompasses all the complex theories and knowledge related to manipulating, using, and traveling through time and space.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 2918302, member: 26698"] (The following write-ups were made w/a lot of trial-and-error-sorry, just started to watch. Appreciate any help w/this). [CENTER][U][B]GALLIFREY:[/B][/U][/CENTER] Planet Gallifrey, the home of the Time Lords, is (or depending on who exactly you ask, [B]WAS[/B]) a staple of the TV series ‘Doctor Who’. The planet’s inhabitants were, back in their home dimension, the masters of time and space, capable of traveling the whole of it the same way a common human would go the closest store. They had lots of knowledge-and the law to not interfere with other races’ histories. It was wiped out recently, by an event called, quite appropriately, the ‘Time War’. But CLULESS had other ideas. As well as well-known characters of the series (friend and for alike) appeared on Coreline, the planet proper appeared on the very edge of the Sol System, past Pluto, inside a time-space bubble that had made it all but undetectable to scans from Earth. While this distortion has made them impossible to detect by conventional means, they found out during the 23 Hours (thru contact with those Time Lords and Alternated that were on Coreline) that their own worst nightmare has come to pass: there were lots –[B]LOTS[/B]- of individuals with access to time-travel technology, and the cold-bloodedness to travel back and change history to their own whims. Fortunately (or [B]UN[/B]fortunately, it seems) there is no way to go back to any time before the 23 Hours that holds CLULESS proper-all attempts have only managed to reach alternate universes located in Earth’s past. Even so, the Gallifreyians decided –with a lot of aplomb by ‘renegade’ members- to throw their laws of non-interference out the window. With such a potential for damage out there, remaining so would do nothing but harm to themselves. And so, there’s representatives of the planet on the UNSC and select agencies on Coreline, not all of them Time Lords, but all of them having at least some knowledge of temporal mechanics. [B]Gallifreyans:[/B] Born in Gallifrey (although the term is more of a misnomer since they are ‘woven’ by a genetic Loom), they have generations of genetic engineering on their blood. Lots of them have first appeared in Coreline during the 23 Hours as an effect of CLULESS wondering what the hell happened. Not all of them are very disposed to be adventurers, since their upbringing was much academic, but even then, they make great advisors. [B]Racial Traits:[/B] *Medium Humanoids (Gallifreyians). [B]*Ability Modifiers:[/B] +2 Wis, +2 Int. [B]*Base Speed:[/B] 30 Feet. [B]*Racial Skills:[/B] All Gallifreyans consider Knowledge (Temporal Sciences) to be a class skill. *Gallifreyans come with a standard package of genetic enhancements which include: Fast Healing (Ex) 1: A Gallifreyan heals 1 point of damage each round so long as he has at least 1 hit point. Low–Light Vision (Ex): A Gallifreyan has low-light vision and can see objects twice as far away as a basic human. The effective radius of bright light or shadowy illumination is doubled. Respiratory Bypass (Ex): A Gallifreyan can close down his respiratory system for a number of rounds equal to his Constitution x 3. This can be used to hold the effects of smoke and gas at bay. Scent (Ex): This ability allows the Gallifreyan to detect approaching enemies, sniff out hidden foes and track by sense of smell. Weakness to Gas Attacks: If a Gallifreyan fails to activate his Respiratory Bypass their enhanced sense of smell causes them to take a –4 penalty on Fortitude Saves to resist gas attacks. Corrosive gases inflict double damage. In addition, Gallifreyans that become Time Lords receive: Lindal Gland (Ex): A biological implant which triggers the process of regeneration when a Gallifreyan’s hit points fall below 0. This process can be activated a maximum of 12 times. Telepathy (Su): Any Gallifreyan with an Intelligence of 6 or higher can communicate telepathically with any creature within 100 feet that has a language. [B]*Free Language: [/B] Gallifreyan, an odd combination between mathematical symbols and (apparent) Greek symbols, used in extremely long sequences per word. [B]*Level Adjustment:[/B] +3. [B]REGENERATION RULES: [/B] Regeneration is automatically triggered when a Time Lord’s hit points fall to -10 or lower, or when a Massive Damage Save is failed, or in any circumstance in which the Time Lord’s body dies. The body must exist for Regeneration to take place- if the body is disintegrated, for example, Regeneration is not possible. The process of Regeneration recreates the character’s physical body and usually generates a new personality. When a character undergoes Regeneration, generate a new set of scores for Strength, Dexterity, and Constitution. You may choose to determine a new personality for the character. The character looses all permanent Doubt points in the process of Regeneration. The character’s level, hit points, skills, feats and all other characteristics remain the same. The character wakes from Regeneration after 1D6 hours with their full hit point total, but Shaken. The Shaken condition lasts for 1D6 hours. Additionally, dying tends to be quite traumatic and the character must make a Will saving throw (DC 15 + number of previous Regenerations) or suffer the effects of a Disorder, determined randomly from the following table. [U] [B]Regeneration Disorders Disorder Result on D20[/B][/U] Amnesia 1-8 Depression 9-12 Obsession 13-16 Paranoia 17-20 [U][B]Duration of Regeneration Disorder Will Save failed by Duration[/B][/U] 1-5 1d10 minutes 6-9 1d10 hours 10+ 1d10 days [B](GM’S NOTE): On Issues of Balance: [/B] The ability to Renew Time Lords obviously apart from other characters. Regeneration is a significant asset for a character, but in practice it does not raise issues of balance. Regeneration effectively marks the end of one character and the beginning of another. The post-Regeneration Time Lord could even be played by a different person. In this way, the game effect of Regeneration is ultimately the same as a character dying and then being replaced by an entirely new character. [B]NEW SKILL:[/B] [U]Knowledge (Temporal Sciences) (INT)[/U] [I]Trained Only[/I] This category of Knowledge encompasses all the complex theories and knowledge related to manipulating, using, and traveling through time and space. [/QUOTE]
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