|
THE TIME LORD COMPANION: EXPRESS EDITION
Third Edition ©2002 Steven J.
Ege. All rights reserved.
Introduction
This, the third edition of this booklet, was designed as a set of
rules to allow published adventures from FASA Corporation's Doctor
Who Role Playing Game to be used in the TIME LORD environment. To
do this, the GM controlled characters and pre-generated Player
Characters (PC's for short) need to be converted over to the TIME LORD game system. This booklet provides the rules, tables, and
guidelines to do this. Included in the booklet are statistics for
the Eighth Doctor, presented in May 1996 in a made-for-TV movie
shown simultaneously in the United States and the United
Kingdom.
The third edition streamlines the rules and
corrects the vast majority of errors in the Second Edition. This
edition replaces all previous editions. For sake of brevity, the
character creation rules created by Ian Marsh and Allen Shock which form the
basis of this document do
not appear here. They are available on the Internet at
the Doctor Who Resource Page and Mailing List link on the Miscellaneous Links
page on this site.
Doctor Who Role-Playing Game ©1986 FASA
Corporation. All rights reserved.
TIME LORD: The Doctor Who Role-Playing Game ©1991 Ian Marsh & Peter Darvill-Evans. All rights reserved.
"Doctor Who" television series ©1963, 1991 British
Broadcasting Corporation. All rights reserved.
Part I: Converting
Characters
Attributes
The Doctor Who RPG attributes are created using a point scale from
1 to 30, with 1 being the worst and 30 the maximum. After this
number is generated a performance level represented by a Roman
numeral masks it. To convert these statistics, find the TIME LORD
rating for each Doctor Who Performance level (Table 1A). Write this
number down next to the appropriate TIME LORD attribute (Table 1B).
If the converted skill level is higher than the "racial maximum" or
lower than the "racial minimum" (see Table 2B in part II) reduce
the score to the "racial maximum" or raise the score to the "racial
minimum".
Table 1A: Attribute Performance
Levels
Table 1B: Attribute Comparison Chart
Table 1C: Action Point Levels
Table
1A
Table
1B
Table 1C
|
|
TIME LORD
|
|
Doctor
Who
|
TIME LORD
|
|
Doctor
Who
|
TIME LORD
|
|
Level
|
Rating
|
|
Strength (STR)
|
Strength (STR)
|
|
Action
Points
|
Move
(MOV) |
|
I
|
1
|
|
Dexterity (DEX)
|
Control (CTR)
|
|
1
|
0
|
|
II
|
2
|
|
Charisma (CHA)
|
Weight (WGT)
|
|
2-5
|
1
|
|
III
|
3
|
|
Mentality (MNT)
|
Knowledge (KNO)
|
|
6-8
|
2
|
|
IV
|
4
|
|
Intuition (INT)
|
Determination (DET)
|
|
9-12
|
3
|
|
V
|
6
|
|
(Mentality +
Intuition)/3
|
Awareness (AWR)
|
|
13-14
|
4
|
|
VI
|
8
|
|
See Below
|
Size (SIZ)
|
|
|
|
|
VII
|
10
|
|
See Table 1C
|
Move (MOV)
|
|
|
|
Example: John is converting The
Professor to TIME LORD (The Professor is the main PC in the Doctor
Who RPG module The Lords of Destiny) and needs to convert the DEX
attribute to TIME LORD. Looking at Table 1A and the Attribute
Performance Level of the Professor's DEX, John sees that The
Professor has a skill level of IV. Looking at table 1A and reading
across the IV column, John finds the equivalent TIME LORD rating,
which is a 4. John then looks at Table 1B and reads the chart until
he finds Dexterity on the Doctor Who column. Reading across he
notes that Dexterity is equivalent to TIME LORD's Control ability.
John writes down a 4 on the TIME LORD character sheet on the
Control portion of the sheet.
Awareness and Size have no Doctor Who RPG
equivalent. Awareness is determined for Doctor Who Role Playing
Game characters by finding the TIME LORD Ratings for Mentality and
Intuition, converting them as defined in Table 1A, then dividing
the entire result by 3. Size is selected depending upon the
character being converted. The average TIME LORD or humanoid will
be either Size 3 or Size 4. The Game Master on a case-by-case basis
may determine exceptions to the Size restrictions. Remember that if
the score is higher than the racial maximum or lower than the
racial minimum you must raise or lower the score to the minimum or
maximum as appropriate.
Doctor Who RPG Action Points do not use Table
1A in conversion to TIME LORD's Move. Instead, convert the Action
Points to TIME LORD Move using Table 1C and record the result on
the TIME LORD Character Sheet. In TIME LORD, the maximum possible
Move for Humans and Gallifreyans is 4.
Doctor Who Role-Playing Game Endurance is not
used in this conversion.
Special Abilities
In TIME LORD, special abilities are based off of a controlling
ability and modify the controlling ability by the special ability's
score. The Doctor Who RPG skill system is identical to the system
used for character statistics, and as a result, the Doctor Who
Role-Playing Game skills can be converted using Table 1A. After
each conversion, divide the result by two to reflect the inherently
lower scores of the TIME LORD system. Multiple Doctor Who Role
Playing Game skills are based off of the same TIME LORD Special
Ability. Should this occur, find the highest score of the Doctor
Who Role Playing Game skills that use that TIME LORD special
attribute and using that score, divide by two and record the score
on the TIME LORD character sheet.
After converting the skills in the Doctor Who
RPG over to TIME LORD, find each skill on Table 1D and match it up
with its equivalent TIME LORD special ability. Write down that
special ability and its level on the TIME LORD Character sheet. Any
Doctor Who RPG skill that lists one or more TIME LORD Special
abilities as an equivalent will allow the player to select any one
of the special abilities in the list for that skill. The choice of
Special Ability to use is entirely dependant on the weapon in the
case of weapon skills or what type of art in the case of some
artistic skills.
Environmental Suit Operation is the only
Doctor Who skill that does not have a TIME LORD equivalent. As a
result, use the Environmental Suit Operation skill from the Doctor
Who Role Playing Game and base it off of the TIME LORD Knowledge
Attribute. The listing will read as below:
Environmental Suit Operation
[Knowledge]
This is essential for any character who can be expected to perform
tasks in hostile environments, including extreme heat and cold,
poisonous atmospheres, vacuum, and underwater. Instruction is given
in the suit's functions and in emergency repairs, and guided
practice is given in which trainees are expected to perform normal
work.
Table 1D: Doctor Who Skills
List
| Skills |
TIME LORD Special
Ability
|
Controlling
Attribute
|
| Administration
|
Bureaucracy
|
Awareness
|
| Armed Combat, Contact
Weapons |
Blunt Weapons or Edged
Weapons
|
Control
|
| Armed Combat, Ranged
Weapons |
Archery or Marksmanship or
Thrown Weapons
|
Control
|
| Artistic
Expression |
Artist or Musicianship or
Singing or Ventriloquism
|
Awareness
|
| Carousing |
Gambling
|
Awareness
|
| Climbing |
Mountaineering
|
Control
|
| Construction
|
Engineering
|
Knowledge
|
| Earth Sciences
|
|
|
|
Geology |
Science
|
Knowledge
|
|
Hydrology |
Science
|
Knowledge
|
|
Meteorology |
Science
|
Knowledge
|
| Engineering |
|
|
|
Cartography |
Engineering
|
Knowledge
|
|
Chemical |
Engineering
|
Knowledge
|
|
Civil |
Engineering
|
Knowledge
|
|
Electrical |
Electronics
|
Knowledge
|
|
Mechanical |
Mechanics
|
Knowledge
|
|
Metallurgy |
Engineering
|
Knowledge
|
| Environmental Suit
Operation |
Environmental Suit Operation
(see above)
|
Knowledge
|
| Gambling |
Gambling
|
Awareness
|
| Gaming |
Gambling
|
Awareness
|
| Leadership |
Command
|
Determination
|
| Life Sciences
|
|
|
|
Agriculture |
Science
|
Knowledge
|
|
Botany |
Science
|
Knowledge
|
|
Ecology |
Science
|
Knowledge
|
|
Exobiology |
Science
|
Knowledge
|
|
Zoology |
Science
|
Knowledge
|
| Medical Sciences
|
|
|
|
General Medicine |
First Aid
|
Knowledge
|
|
Psychology |
Medicine
|
Knowledge
|
|
Pathology |
Medicine
|
Knowledge
|
|
Pharmacology |
Medicine
|
Knowledge
|
|
Surgery |
Medicine
|
Knowledge
|
|
Veterinary Medicine |
Medicine
|
Knowledge
|
| Military Sciences
|
|
|
|
Ordinance Construction or Repair |
Explosives
|
Knowledge
|
|
Small Unit Tactics |
Science
|
Knowledge
|
|
Trap Discovery |
Intuition
|
Knowledge
|
|
Trap or Ordinance Disarmament |
Explosives
|
Knowledge
|
| Physical Sciences
|
|
|
|
Chemistry |
Science
|
Knowledge
|
|
Computer Science |
Computing
|
Knowledge
|
|
Mathematics |
Mathematics
|
Knowledge
|
|
Physics |
Science
|
Knowledge
|
| Public
Performance |
Artist or Musicianship or
Singing
|
Awareness
|
| Security
Procedures |
|
|
|
Concealment |
Stealth
|
Control
|
|
Disguise |
Disguise
|
Awareness
|
|
Lockpicking |
Lockpicking and
Safecracking
|
Control
|
|
Stealth |
Stealth
|
Control
|
|
Surveillance |
Tracking
|
Awareness
|
| Social Sciences
|
|
|
|
Archaeology |
Science
|
Knowledge
|
|
Economics |
Science
|
Knowledge
|
|
Law |
Law
|
Knowledge
|
|
Political Science |
Science
|
Knowledge
|
|
History |
History
|
Knowledge
|
| Space Sciences
|
|
|
|
Astronomy |
Science
|
Knowledge
|
|
Astrophysics |
Science
|
Knowledge
|
|
Navigation |
Navigation
|
Knowledge
|
| Sports |
|
|
|
Boxing |
Fisticuffs
|
Control
|
|
Swimming |
Swimming
|
Move
|
|
Wrestling |
Fisticuffs
|
Control
|
| Streetwise |
Con
|
Awareness
|
| Technology |
|
|
|
Astronautics |
Astrogation
|
Knowledge
|
|
Communication Systems |
Electronics
|
Knowledge
|
|
Computer Systems |
Computing
|
Knowledge
|
|
Cybernetics |
Cybernetics
|
Knowledge
|
|
Electronics |
Electronics
|
Knowledge
|
|
Force Field Systems |
Engineering
|
Knowledge
|
|
TARDIS Systems |
TARDIS
|
Knowledge
|
|
Transmat Systems |
Transmat
|
Knowledge
|
| Temporal Science
|
Temporal Science
|
Knowledge
|
| Trivia |
History
|
Knowledge
|
| Unarmed Combat
|
|
|
|
Brawling |
Brawling
|
Control
|
|
Martial Arts |
Martial Arts
|
Control
|
|
Grappling |
Brawling
|
Control
|
| Vehicle Operation
|
|
|
|
Aircraft |
Piloting
|
Move
|
|
Ground Vehicles |
Driving
|
Move
|
|
Spacecraft |
Piloting
|
Move
|
|
Temporal Vehicles |
Piloting
|
Move
|
|
Water Vehicles |
Sailing
|
Move
|
| Verbal
Interaction |
|
|
|
Haggling |
Bargaining
|
Awareness
|
|
Negotiation or Diplomacy |
Bargaining
|
Awareness
|
| Wilderness
Survival |
Wilderness Lore
|
Knowledge
|
Central to the Gallifreyan Character are the
set of skills listed below. If a particular special ability in the
list below does not exist on the converted Doctor Who RPG
character's TIME LORD character sheet, add the special ability to
the sheet and then roll a six sided die. If the result is odd then
the skill is level is 1. If the roll is even then the skill level
is 2. If one of these "central" special abilities is already on the
sheet due to a previous skill conversion, do not change what is
already on the sheet. For example, if the Doctor Who RPG skill
General Medicine is on a character due to be converted, that
conversion will turn General Medicine into First Aid. Since First
Aid is a "central" Gallifreyan special ability in TIME LORD, it
cannot be duplicated or further changed.
Non-replaceable Gallifreyan Special
Abilities*
Strength: Cheat Death, Iron Constitution, Regenerative
Powers
Control: Bench Thumping, Sleight of Hand, Stealth
Move: Running
Knowledge: Electronics, First Aid, MacGuffin, Medicine,
Pseudoscience, Science, TARDIS
Determination: Indomitable Will
Awareness: Striking Appearance
*This list is reprinted later in the Character Generation
section.
Miscellaneous Items
Weapons and Armor in the Doctor Who RPG are very specific in terms
of their damage or absorption potential. In the game, weapons are
broken down into contact weapons and ranged weapons. Defining what
skill will provide the bonus for which weapon will make a further
distinction. However, other than this, little distinction is given
as to the nature of weapons. The TIME LORD system breaks down
handheld weapons a bit differently, sorting them by hard weapons,
soft weapons, blunt weapons or edged weapons. Firearms get their
own chart. Where the rules are simpler is in the attributes used
for weapons. Only the Control attribute is used for ability tests,
as the weapon skills are concentrated there. The weapons lists are
very close to each other. As a result, it is simpler to use TIME LORD's complete rules for Weapons and Armor. The only thing
recommended is to use the Safe Combat rules at the end of the main
rulebook.
Recovery and Healing in the TIME LORD rules
provide for three levels of injury, slightly wounded (little more
than a graze), seriously wounded (needing medical help), and dead.
The rules state that the First Aid skill can only be used once per
character per injury. So any character should fear death, even a Gallifreyan! The Doctor Who RPG healing system is a little more
complex than this. Since this booklet concerns converting Doctor
Who RPG characters over to TIME LORD, use the rules provided in
TIME LORD. However, the rules provided in TIME LORD do not
apparently provide for the Gallifreyan ability to regenerate. This
seems to be a glaring oversight on the part of the authors until it
is remembered that the original rule book had no provision for
creating Gallifreyan characters. Part II of this document however
provides a usable set of rules for TIME LORD regeneration along
with character creation rules.
Part II: Character and Creature
Creation
Overview
The impetus for the second edition of this work was the
downloading of two documents on TIME LORD character creation from
the Internet. The first document, written by Ian Marsh, one of the
designers of TIME LORD is a clarification of the companion creation
rules presented in TIME LORD. The second, written by Allen Shock,
is a far better character creation system than what I was able to
come up with before. Each of these systems can be found in the
appendices, but these systems are too good not to use. To those who
look carefully, portions of each character creation system will be
seen in this work, especially Mr. Shock's character generation
system, which provides for the creation of Gallifreyan PC's that
Mr. Marsh's lacks. Mr. Marsh's starting equipment and experience
systems were found to be very useful and were incorporated into
this work.
Characters
Players create characters by purchasing abilities, special
abilities, and equipment (if desired). If the character to be
created is a companion, that character receives a total of 170
points to spend as desired. If the character is a Gallifreyan, then
that character receives 235 points to spend as desired. The
abilities are purchased according to Table 2A below; with Abilities
being purchased first, Special Abilities second, and equipment
last.
Table 2A: Ability Point Cost
Chart
|
Level
|
Cost
|
Notes
|
|
1
|
1
|
|
|
2
|
4
|
|
|
3
|
9
|
Maximum level for
Special Abilities |
|
4
|
16
|
|
|
5
|
25
|
|
|
6
|
36
|
Maximum level for human
Abilities* |
|
7
|
49
|
Maximum level for
Gallifreyan Knowledge and Determination |
|
8
|
64
|
|
|
9
|
81
|
|
|
10
|
100
|
|
| *See Table
2B: Ability Maximums Chart |
Table 2B shows the minimum and maximum values
for Humans and Gallifreyans.
Table 2B: Ability Maximums
Chart
|
Ability
|
Minimum
|
Maximum*
|
Notes
|
| Strength |
2
|
5
|
2 = child, 5 =
strongman |
| Control |
1
|
6
|
2 = klutz, 6 = daredevil
acrobat |
| Size |
2
|
5
|
2 = a giant, 5 = a child
or dwarf |
| Weight |
3
|
4
|
3 = small adult, 4 =
large adult |
| Move |
1
|
4
|
1 = crippled, 4 =
sprinter |
| Knowledge |
2
|
6
|
2 = primitive, 6 =
genius |
| Determination
|
1
|
6
|
1 = subservient, 6 =
obsessive |
| Awareness |
1
|
6
|
1 = not in tune with
surroundings |
| |
|
|
6 = sensitive to
surroundings |
| *The
maximums for Gallifreyan characters are identical to humans
except |
| for the
Knowledge and Determination attributes, which can reach a level of
7. |
Restrictions
PC's can only purchase the Cheat Death special ability if they
have Strength of 4 or less, and the total Ability (Strength + Cheat
Death) cannot exceed 5. Certain Special Abilities (Regenerative
Powers, for example) may be prohibited to characters at the GM's
discretion. The GM has the final say on which Abilities can be
purchased and these restrictions can also apply to Gallifreyans as
well.
Equipment
Characters start with a set of clothing and nothing else. To
acquire equipment, characters purchase them in a manner similar to
abilities. Characters can also spend points to purchase status,
such as rank within an organization such as UNIT. These
organizations may also require that the character purchase other
items like passes.
The following is the list of equipment costs
with examples:
1-point ability: Common everyday
items. Examples: Golden star of mathematical excellence, Bag of
Jelly Babies, Penknife.
2-point ability: A useful item of some worth. Examples:
Hunting knife, Binoculars, Radio.
3-point ability: An item of notable worth or a low position
of authority. Examples: Melee weapons such as a sword, Projectile
weapons like a bow, rank of sergeant.
4-point ability: A valuable item or a position of moderate
responsibility. Examples: Security pass for UNIT, reliable guns,
rank of captain.
5-point ability: An exceptionally valuable item or a
position of power. Examples: Item like the sonic screwdriver,
national head of UNIT, presidency.
Unused Abilities
A character need not be generated using all his abilities; some may
be held unspent to gain an appropriate skill when the player needs.
This helps reflect an inherent talent for a subject that the
character has never tackled before.
Experience
TIME LORD characters should advance their skills only slowly as
gaining even one point in ability represents a great leap in skill.
To this end, at the end of each adventure, a player may make one
roll of the dice to increase one of his character's special
abilities by one point. If the player chooses not to roll the dice
at the end of one adventure, it increases his chance of learning at
the end of a subsequent adventure.
The basic object is to beat the difference
between the number of adventures a character has gone without
making an experience roll and the desired total ability. After a
player makes an experience roll, regardless of whether it succeeds
or fails, the number of adventures resets to 0. Each time a
character successfully makes an experience roll, the difficulty to
make the next roll increases by 1. This penalty is
cumulative.
Example: Patrick has Knowledge 4
and wishes to learn Cybernetics 1 after a close call with the
Cybermen in his first adventure. He must beat a difference of 4 to
learn the ability (desired total ability is 5). If he waited until
the end of his second adventure, he would need to beat a difference
of 3.
At all times, the GM decides when an
adventure concludes and experience rolls can be made. One special
ability of the player's choice may be improved or acquired in this
manner. Common abilities may never be increased in this manner. If
the experience roll is for an ability, which is not appropriate to
the adventure, the GM should increase the difficulty of succeeding
at the experience roll.
Gallifreyan Regeneration
In the TIME LORD game, Regenerative Powers is probably the most
important ability for Gallifreyans. The rules, although
providing for the ability of regeneration, do not provide a
satisfactory resolution to the success of the Regenerative Powers
test.
After regeneration, the Gallifreyan character
will be somewhat weak from the regeneration process. Roll the dice
and find the difference on Table 2C below and reduce the common
abilities of the TIME LORD character by the amount shown on the
table. This decrease is temporary. Beat a difference of 3 once per
adventure to restore the abilities to their normal levels. If the
roll is failed, decrease the difference by one each adventure until
the roll is made.
Table 2C: Regeneration Effects
Chart
|
Difference
|
STR
|
WGT
|
CON
|
SIZ
|
KNO
|
DET
|
AWR
|
MOV
|
|
0
|
0
|
-1
|
-1
|
-1
|
-1
|
-1
|
-1
|
0
|
|
1
|
-1
|
-1
|
-1
|
-1
|
-1
|
-1
|
-1
|
0
|
|
2
|
-2
|
-1
|
-1
|
-1
|
-1
|
-1
|
-2
|
-1
|
|
3
|
-2
|
-2
|
-1
|
-1
|
-1
|
-2
|
-2
|
-1
|
|
4
|
-2
|
-2
|
-2
|
-2
|
-2
|
-2
|
-3
|
-2
|
|
5
|
-2
|
-2
|
-2
|
-2
|
-3
|
-3
|
-3
|
-2
|
Occasionally, a Gallifreyan's skills will
disappear and new ones will appear with the change in personality
of a Gallifreyan. To achieve this, roll the dice. The difference is
the number of skills that disappear to be replaced by new ones.
There are certain skills that are central to a TIME LORD and cannot
disappear from the character's sheet. These skills are listed
below.
The player chooses new skills to replace the
old ones. These skills may not appear on the previous version of
the Gallifreyan character (the one that just regenerated). If they
have appeared on older versions of the same character, they can be
used on the new version. Assign the values from the old abilities
to the new abilities chosen by the player.
Non-replaceable Gallifreyan Special
Abilities
Strength: Cheat Death, Iron Constitution, Regenerative
Powers*
Control: Bench Thumping, Sleight of Hand, Stealth
Move: Running Knowledge: Electronics, First Aid, MacGuffin,
Medicine, Pseudoscience, Science, TARDIS
Determination: Indomitable Will
Awareness: Striking Appearance
*Can be replaced with Absorb Form. See below.
A Gallifreyan may regenerate a maximum of
twelve times in this manner. If a thirteenth regeneration is
attempted, the Gallifreyan dies. The sole exception to this is the
special ability Absorb Form, originally available only to The
Master. This ability is available to unscrupulous Gallifreyans only
after attaining the twelfth and final regeneration and only if the
Gallifreyan can track down The Master, something which should be a
VERY high difficulty task. If a Gallifreyan character can manage to
persuade The Master to teach him Absorb Form, that character will
lose the Regenerative Powers special ability and replace it with
Absorb Form at level 1. Once per adventure, the Gallifreyan with
Absorb Form must beat a difference of 1 to retain the body he
inhabits or else he must attempt a transfer to another body using
Absorb Form. Failure of the transfer will kill the character. Also
note that the newest incarnation of The Master (in the Doctor Who
movie) suffered from this same problem and this rule should apply
to all incarnations of this character.
Creatures Not In The TIME LORD Rule
Book
The GM will create aliens by using the rules presented earlier in
this section. Aliens get 200 points by which they can purchase
abilities and special abilities. Sometimes (often) the alien will
have natural weaponry (claws, spines, etc.). Natural weapons have
an equipment cost of 2 points per weapon, compared to 4 for
reliable weapons such as blasters (which some aliens have in
addition to their natural weapons). Any other weapons cost the
amounts given in the Equipment paragraph of the Character Creation
rules. Play balance is a must, so these creatures should be play
tested before being used in a campaign.
Part III: The Doctor Who
Movie
The Eighth
Doctor
 |
Character: Eighth Doctor
Player:
Apparent Age: Mid 30's
Species: Human/Gallifreyan Hybrid
Equipment: Bag of Jelly Babies, Sonic Screwdriver,
Pocket Watch, TARDIS Key
Abilities and Special Abilities
Strength: 4. Cheat Death 2, Iron Constitution
2, Regenerative Powers 1
Control: 4. Bench Thumping 1, Leaping 1,
Sleight of Hand 2, Stealth 2
Size: 3
Weight: 4
Move: 3. Running 1
Knowledge: 7. Computing 1, Detective Powers 1,
Electronics 2, First Aid 1, MacGuffin 2, Medicine 2, Pseudoscience
2, Science 2, TARDIS 2, Temporal Science 2
Determination: 6. Indomitable Will 1, Strong
Passion 2 (Grace Holloway)
Awareness: 5. Intuition 1, Striking Appearance
1
Description: The eighth Doctor
borrows a lot of personality traits from the fourth Doctor with a
dash of the sixth Doctor thrown in. Dressed in a dark coat
with brown pants and black shoes, this incarnation of the Doctor is
of a serious mind when performing a task but when necessary, can
affect a disarming personality similar to the fourth incarnation,
including the Jelly Babies.
Unlike the other incarnations, the eighth
Doctor is apparently half human. Upon exiting the TARDIS on
New Year's Eve of 1999, the seventh Doctor was shot, taken to a
hospital to be worked on by doctors and, subsequently, died
there. When this incarnation died, a microscopic camera was
left within the body. In the morgue, the seventh Doctor's
body underwent regeneration. As the Doctor remarked later,
the anesthesia almost inhibited the regeneration process.
The presence of a Human ancestor in the Doctor's biological makeup altered the regeneration process enough to change the
Doctor's body from a full Gallifreyan to a Human/Gallifreyan
hybrid. In addition, the regeneration process has brought to
the surface the Doctor's romantic side. Rather than being
protective of his companions, he might become personally involved
with them instead of maintaining a protector/charge relationship
like his other selves.
|
Grace
Holloway
 |
Character: Grace Holloway
Player:
Apparent Age: Mid 30's
Species: Human
Equipment: Medical Kit, Cellular Telephone
Abilities and Special Abilities
Strength: 3. Cheat Death 2
Control: 4. Dancing 1
Size: 3
Weight: 3
Move: 3. Running 1, Driving 2
Knowledge: 5. First Aid 2, Medicine 2, Poisons
1, Science 2, Computing 1, Law 1
Determination: 3. Indomitable Will 1
Awareness: 5. Intuition 2, Con 1, Eloquence 1,
Musicianship 1 (Piano), Bureaucracy 1
Description: Grace Holloway was
the surgeon working on the Doctor when he died. A few days
later, the Doctor, in his new incarnation, found her and talked
with her about the Master. After seeing the effects of the
Master's handiwork on Earth, she agreed to help him on his quest to
stop the Master.
As a surgeon, Grace has very good medical
capability and can readily handle herself in just about any
situation, no matter how outlandish. Most of her skills are
geared towards medical pursuits as she has spent a lot of time as a
surgeon. Most of her other skills were enhanced by her
adventures with the doctor.
Grace normally appears wearing a beige blouse and pants with
gray shoes. She also wears a brown coat.
|
|
 |