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Doctor Who - Discussion Thread for The Game of Rassilon
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<blockquote data-quote="Raven Crowking" data-source="post: 3595308" data-attributes="member: 18280"><p><strong>Professor Challenger</strong></p><p></p><p style="margin-left: 20px">Medium Humanoid (Time Lord), Level 1</p> <p style="margin-left: 20px">STR +1, END +5, DEX +2, AGL +1, PCN +5, KNO +3, PSI +1, PRS +4.</p> <p style="margin-left: 20px">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.</p> <p style="margin-left: 20px">Knacks: Resilience.</p> <p style="margin-left: 20px">HP 11; Saves Fort +4, Ref +1, Will +5; Defence 12; AP 4.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Equipment: Type 42 TARDIS, TARDIS key, sonic screwdriver, hip flask half filled with whiskey, Gallifreyan pocketwatch, and pilot's cap.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Psychic Powers:</em> Body Control, Telepathic Focus, and Telepathic Reception.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Regeneration:</em> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Temporal Sense:</em> Time Lords can sense temporal anomalies. They are allowed to make a Perception check to notice any temporal anomaly within 100 meters.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Minor Special Effect:</em> 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.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Deux Ex Machina:</em> 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.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3595308, member: 18280"] [B]Professor Challenger[/B] [INDENT]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. [i]Psychic Powers:[/i] Body Control, Telepathic Focus, and Telepathic Reception. [i]Regeneration:[/i] 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. [i]Temporal Sense:[/i] Time Lords can sense temporal anomalies. They are allowed to make a Perception check to notice any temporal anomaly within 100 meters. [i]Minor Special Effect:[/i] 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. [i]Deux Ex Machina:[/i] 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.[/INDENT] [/QUOTE]
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