Time-Lord-Journies.pdf

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Cover.pmd
JOURNIES
September 2003 Edition
TIMELORD
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TABLE OF CONTENTS
CHAPTER 1: CHARACTER GENERATION
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Using the Character Templates
Table: Skill Rating Costs
An Example of Character Generation - Doctor Sarah Bellum
Table: Resources & Authority
Player Group Composition
Character Templates:
The Experienced Time Lord
The Professor
The Noviced Time Lord
Zharadimitrades
The Companion
Antonio Garcia
The Specialist
Dr. Sarah Bellum
The Soldier
Sgt. John Carter
The Alien
Blivitz the Gleep
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CHAPTER 2: NEW RULES AND CLARIFICATIONS
Regeneration
Using a Regeneration
Time Lord Body Building
Table: Gallifreyan Min/Max Ability Scores
Table: Gallifreyan Body Building
Special Abilities
Post-Regeneration Disorientation
Regeneration Example
Genre Tropes
Drama Points
Villians and Drama Points
Example
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CHAPTER 2: NEW RULES AND CLARIFICATIONS (Cont.)
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Genre Tropes
The Davros Effect
The Probic Vent Effect
The Nick of Time Effect
The Daft Gaurd Effect
The Master Effect
The Joe Grant Effect
The Instant MacGuffin Effect
The Li H’sen Chang Effect
Learning
Rules Clarifications
MacGuffin
Regenerative Powers
Pseudoscience
History
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CHAPTER 3: Random Journies
Random Journies
The Master Plan: And Example Random Journey
Section 1: Themes & Subplots
Section 2: Adversaries
Section 3: Locations
Section 4: Objects
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INTRODUCTION
Welcome to the first edition of Time Lord: Journies. Inside you will find all sorts of rules,
clarifications and generators for the enhancement and expansion of Time Lord: the Doctor Who
role-playing game.
I first started playing Time Lord back in 1992, and since then, I’ve found no other game that so captures
the flavour and feel of Doctor Who and episodic adventure television in general. The system is rules light,
and those rules reflect the TV reality of the universe of the Doctor so well that it is a wonder the game has not
seen wider attention.
Of those who managed to originally find a copy (despite Virgin Ltd.’s bizarre marketing strategy), a
few people dismissed the game for the lack of character generation and experience rules, long standing sacred
cows of the RPG community. Others felt it was a little too rules light and not ‘crunchy’ enough. These days,
such things are so commonplace in the RPG industry, one might say that Time Lord was well ahead of its
time in those regards and many have missed out on a great game. Fortunately, though the main rulebook is
out of print, the authour, Ian Marsh, has made the contents available on the web, so that new players, and fans
of Doctor Who alike, can enjoy home made adventures through time and space.
This manual serves as a companion piece to the main rules, adding character generation, experience and
other new rules and tools to make the game ‘crunchier’ while still maintaining the original’s flavour and
intent. While most of the content is of my own creation, the Regeneration and Resource Point rules are
actually either modified or drawn from previous works that have been on the web for years, and can be found
compiled in the Time Lord Companion, by Stephen J. Ege, which also contains an alternate point based
chargen system and rules for converting the old FASA Doctor Who game to Time Lord.
Finally, this document is a ‘Living’ document. It will continue to grow and expand as questions are
asked, new rules are envisioned or old rules updated, so check back on occasion for the latest version.
CREDITS
Writing, Design and Lay Out by
Nathaniel Torson
Art
Nathaniel Torson (www.torsononline.com)
Rob Semenoff (www.interocitor-media.com/tardis/)
www.who-3d.com
Doctor Who and all photos, names and anything else otherwise related to it and not an original
work of art from the people defined above, are the rightful IP of the BBC and are used here without
permission.
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GENERATION
CHARACTER
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