THE DOCTOR Point Total: 740 Copyright (c) 1996 by Susan M. Shock <34zbtxq@cmuvm.csv.cmich.edu> ATTRIBUTES ST: 14 DX: 15 IQ: 19 HT: 13 ADVANTAGES Time Lord (Temporal Inertia, Telepathy Power 4, Racial Skills: Telesend at IQ, Telerecive at IQ, Mind Shield at IQ-1; Time Lord Regeneration; DX+2, IQ+3, HT+3, Respiratory Bypass, Time Link, Extended Lifespan x9); Appearance: Attractive; Acute Taste and Smell +2; High Pain Threshold; Charisma +4, Mathematical Ability; Intuition; Resourceful Pockets; Quick Gadgeteering (see Gurps SUPERS); Extraordinary Luck; Danger Sense, Strong Will +5. DISADVANTAGES Curious (Insatiably); Overconfidence; Enemy (The Master, 6 or less); Enemy (Daleks, 6 or less); Enemy (Time Lords, 6 or less); Sense of Duty to people in need; Sense of Duty to Companions; Stubbornness. SKILLS Telesend-19, Telereceive-19, Mind Shield-18, Fencing-14, Broadsword-14, Beam Weapons (stazer)-17, Crossbow-14, Musical Instrument (recorder)-17, Singing-13, Carousing-12, Climbing-15, Carpentry-18, Geology-17, Meteorology-17, Cartography-17, Engineer (Chemical)-20,(Civil)-20, (Mechanical)-20, (Starships)-20,(TARDIS)-19, Electronics (Computer)-18,(Force Fields)-18, (TARDIS)-18, (Robotics)-19, Electronics Operation (Transmat)-18,(Communications)-18, (Sensors)-18, (Security Systems)-18, Metallurgy-17, Vacc Suit-19, Free Fall-15, Gambling-18, Games-19, Leadership-18, Agronomy-18, Botany-17, Ecology-17, Xenology-19, Xenobiology-18, Zoology-18, Physician (Gallifreyan)-18, (Human)-18, Psychology (Human)-19, Traps-18, Chemistry-19, Mathematics-22, Physics-22, Temporal Physics-22, Performance-18, Disguise-18, Acting-18, Lockpicking-19, Stealth-18, Shadowing-18, Archaeology (Earth)-17, Politics-18, History (Galactic)-20, (Earth)-20, (Gallifreyan)-20, Astrophysics-16, Sports (Cricket)-15, Streetwise-18, Computer Programming-19, Computer Operation-19, Brawling-15, Karate (Venusian Aikido)-15, Judo (Venusian Aikido)-15, Piloting-(Small Airplanes)-14, (Helicopters)-14 (Starships)-14, Astrogation-18, Driving (Car)-15, Temporal Operation (TARDIS)-20, Boating-14, Merchant-18, Fast-talk-20, Diplomacy-19, Savoir-Faire-19, Sleight of Hand-15, Running-11, Swimming-15, Cryptanalysis-22, Hypnotism-16, Linguistics (Universal)-17, Occultism-18, Research-18, Area Knowledge (Earth)-19, (Gallifrey)-19, (Mutter's Spiral)-19, Holdout-18, Guns (Pistol)-10 (default). EQUIPMENT (in 7th incarnation) Umbrella (dmg cr 1d-2 thrust, cr 1d-3 swing, breaks on a roll of 6 on any attack) (at least insofar as it's main function is concerned...) Sonic Screwdriver HUGE Handkerchief TARDIS TARDIS Key TARDIS Tool Kit 950-year diary Bag of jelly babies Innumerable objects (some useful, some not) in his pockets. This was done by looking at character stats from the DOCTOR WHO ROLEPLAYING GAME and TIME LORD, and porting them over with my own knowledge of both the series and GURPS as guide. As soon as I get permission, I'll post the details of the advantages that I didn't create; what follows is my own work. GURPS DOCTOR WHO RACIAL DESCRIPTIONS TIME LORDS 200 Points Time Lords are the elite members of the Gallifreyan race. Exposure to the energies of a captured black hole have given them amazing abilities, not the least of which is the ability to travel through time and space in their TARDIS (Time and Relative Dimension in Space) machines. RACIAL ADVANTAGES: Temporal Inertia (15 points); Telepathy Power 4 (20 points); Extended Lifespan x9 (45 points); Racial Skills: Telesend at IQ, Telereceive at IQ, Mind Shield at IQ-1 (10 points). Time Lord Regeneration (new advantage; see below) (110 points). Time Lords have an average lifespan for each incarnation of 1,000 years. Aging begins at 450, and accelerates at 630 and 810. Note that a Time Lord counts his age from the date of birth of his first incarnation. A character could be 4,500 years old, but only be on year 210 of his latest incarnation. TIME LORD REGENERATION 110 Points This advantage combines a form of the Ressurrection power with the Reincarnation limtiation, and Instant Regeneration. It allows a Time Lord to come back from "death" in an entirely new body, often accompanied by a very different personality. Whenever a Time Lord takes enough damage to cause him to make a HT roll to avoid death, and he MISSES that roll, he "regenerates". The Time Lord must make an immediate Will roll (ignore the effects of shock from the injury for this roll). If the roll is a Critical Success, the Time Lord is in control of the regenerative process; he may choose to heal normally (he automatically regains 1 HT and does not die), and not regenerate. A Success means that he must regenerate, but the player can control the final outcome in terms of the character's appearance and personality. A Failure means that the final outcome of Regeneration is under the control of the Gamemaster. (The GM and the player should still work together to make sure the character doesn't turn out to be unplayable.) A Critical Failure means the regeneration is in danger of failing; the character must somehow stabilize his new form. This could involve returning to Gallifrey, spending time in the TARDIS Zero Room or some peaceful planet such as the Eye of Orion, or some other condition imposed by the GM. It takes 30-HT hours of rest in a completely peaceful enviornment to stabilize a regeneration. If this doesn't happen, the Time Lord must make a HT roll every day; success means the regeneration stabilizes, but the character is going to have lingering problems such as a mixture of past personalities, Amnesia or other personality distortions. Failure means simply that he must make another roll the next day, and suffers one of the effects listed above (or possibly all of them); Critical Failure means permanent death. The Time Lord's body heals while regenerating at a rate of 1 HT per second. When he is healed back to full HT, he's also completed the regeneration process. Time Lords cannot regenerate damage or death caused by a Staser weapon. They also cannot regenerate if beheaded or disintegrated. Time Lords can regenerate a maximum of 12 times. If the character uses his 12th renegeration, subtract 110 points from his character point total. SPECIAL ENHANCEMENT: You have total control over the regenerative process. You can always determine what you look like, and will never have to worry about your regeneration failing. +20% SPECIAL LIMITATION: You have no control over your regeneration. You never get to choose your form, even on a Critical Success. You are still subject to unstable Regenerations. -20% SPECIAL LIMITATION: You have used one or more regenerations prior to the beginning of play. -5% per regeneration used. If you choose to have used all 12, simply subtract the 110 points from the cost to be a Time Lord; you're on your 13th and last incarnation. Time Lord PC's should be built on 300 points; after paying the cost for their Time Lord abilities, they'll have 100 points to spend for attributes and skills, making them equal in ability to their human companions. If a Time Lord chooses to burn some regenerations before play begins, he'll have extra points he can spend on additional advantages and skills.