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- Newsgroups: rec.arts.drwho
- Path: sparky!uunet!zaphod.mps.ohio-state.edu!uunet.ca!canrem!dosgate!dosgate![daniel.bishop@canrem.com]
- From: "daniel bishop" <daniel.bishop@canrem.com>
- Subject: dwrpg
- Message-ID: <1992Dec21.4153.15461@dosgate>
- Reply-To: "daniel bishop" <daniel.bishop@canrem.com>
- Organization: Canada Remote Systems
- Distribution: rec
- Date: 21 Dec 92 17:07:06 EST
- Lines: 98
-
- 1) GALLIFREYANS: Gallifreyans are natives of the planet
- Gallifrey, near the centre of Mutter's Spiral, some 29,000 light
- years from Earth. Gallifrey is much like Earth, but at night the
- sky is burned orange in hue and the leaves on the trees are bright
- silver. It is the Gallifreyans who first discovered the secrets of
- time travel and cellular regeneration. When they initially
- achieved their powers, they tried to help other worlds. After
- their intervention on Minyos caused an atomic war, they adopted a
- strict policy of non-intervention. Only the Celestial Intervention
- Agency and renegades, such as the Doctor, regularly break this
- policy.
- Gallifreyans are divided into two classes: normal, non-Time
- Lord Gallifreyans and Time Lords. Another group, the Shabogans,
- lives outside the Citadel of the Time Lords, having given up
- mainstream Gallifreyan life. Some of these are apparently Time
- Lords, but some are not.
-
- *****While this is heavily implied in the series, it is never
- explicitly stated, and some Game Masters may rule that all
- Gallifreyans are Time Lords.*****
-
- NON-TIME LORD Gallifreyans are treated like standard humans, except
- they have a higher level of psionic talent, a longer lifespan, and
- a much lower sex drive than most humans. Because of their sedentry
- life, when creating such characters, PSI should be higher than both
- STR and END. Gallifreyans who have spent their lives in the
- Citadel rarely have useful survival skills, and are used to eating
- nothing more than pills and the rations dished out by food
- dispensors. These characters may make a PSI Check against the
- following psionic powers, with the value of each successful check
- equaling the Psionic Rating for that power: Aura Perception,
- Empathy, Psionic Link, Psychotelemetry, Suspend Animation,
- Telepathic Concealment, Telepathic Defense, Telepathy, and Time
- Sensitivity.
- Examples: Susan Foreman.
-
- TIME LORDS are Gallifreyans who have passed through one of three
- Time Lord Acadamies: the Prydonian, the Arcalian, and the
- Patrexes. The Prydonian College wears scarlet and orange
- ceremonial robes, the Arcalians wear green, and the Patrexes wear
- heliotrope. The Prydonian College is considered to produce the
- best scholars, and more Gallifreyan heroes have come from that
- college than any other. Time Lords are trained in Astronomy,
- Biology, Chemistry, Computer Science, Computer Use, Cosmology,
- History, Gallifreyan Law, Physics, Quantum Mechanics, TARDIS
- Systems, Temporal Science, and Xenobiology, and must take at least
- one level in each of these skills.
- Time Lords are hardier than humans, gaining a +20 bonus to
- END and WIL. They are also notably psionically adept, and may make
- a DL+20 PSI Check against the following psionic powers, with the
- value of each successful check equaling the Psionic Rating for that
- power: Aura Perception, Empathy, Levitation, Psionic Detection,
- Psionic Ejection, Psionic Hypnosis, Psychotelemetry, Space-Time
- Teleportation, Suspend Animation, Telepathic Attack, Telepathic
- Concealment, Telepathic Defense, Telepathy, Teleportation, and Time
- Sensitivity.
- All Time Lords have the ability to Regenerate 12 times,
- allowing them 13 incarnations. Regeneration occurs either due to
- age, damage, or stress, and is not automatic. They have two
- hearts, a bypass respiratory system, a great tolerance of heat and
- cold, and the ability to swiftly recover damage. All of these
- extra abilities are discussed in Chapter 5: Time Lords and Time
- Travel.
- Regeneration allows Time Lords to be very old; by using up
- past incarnations, these characters can increase their starting
- Skill Points. For each past incarnation used (up to 12), the
- character gains an additional 20 Mental Skill Points and 10
- Physical Skill Points.
- Examples: The Doctor, Romana.
-
- 2) HUMANS: Most characters in the Doctor Who Role-Playing
- Game will be humans, members of a humanoid species originating on
- Sol III in Mutter's Spiral, called the Earth by its inhabitants.
- Humans are not a naturally evolved species; such disparate entities
- as the Jagaroth, the Fendahl, and Light had a hand in manipulating
- human evolution. Humans are considered to be the norm for
- character generation; unless otherwise stated, the rules herein
- assume that a character is human (or at least humanoid).
-
- PRIMITIVE humans are humans from Earth's past, from issolated
- societies, or regressive humans from the future. These people have
- few, if any science skills, but are likely to have useful skills
- such as Acrobatics, Animal Training, Brawling, Climbing, Craft,
- Melee Weapon, Ranged Weapon, Riding, Shield Use, Stealth, Swimming,
- Tracking, and Wilderness Survival. They may not begin the game
- with the following skills: Administration, Anthropology,
- Archaeology, Astronautics, Block-Transfer Computations,
- Communications, Computer Science, Computer Use, Cosmology,
- Cybernetics, Demolitions, Electrical Engineering, Electronics,
- Extradimensional Mechanics, Force Field Systems, Genetics, Grav
- Mechanics, Life Support Systems, Microbiology, Nuclear Physics,
- Ordinance, Paleontology, Parachuting, Perceptual Induction,
- Planetology, Psionics, Quantum Mechanics, Robotics, Sonics, TARDIS
- Systems, Temporal Science, Transmat Systems, Vehicle Use,
- Xenobiology, and Xenology.
- --
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