Time Lord
Character Name: Time Lord
Alternate Identities: Am Tiarna: Tighearna Ama: The Hermit
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
13 DEX 10 9 13 12- OCV 4 DCV 4
13 CON 10 6 13 12-
10 BODY 10 0 10 11-
30 INT 10 20 30 15- PER Roll 15-/19-
21 EGO 10 22 21 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
10 COM 10 0 10 11-
3 PD 3 0 3/23 3/23 PD (0/20 rPD)
3 ED 3 0 3/23 3/23 ED (0/20 rED)
4 SPD 2.3 17 4 Phases: 3, 6, 9, 12
6 REC 6 0 6
30 END 26 2 30
24 STUN 24 0 24
6" Running 6 0 6"
2" Swimming 2 0 2"
2" Leaping 3 0 2 1/2" 89 Total Characteristics Points
CHARACTER IMAGE
QUOTE
COMBAT RATING SYSTEM
Off Rating: Def Rating: Move Rating:
EXPERIENCE POINTS
Total earned: 526
Spent: 526
Unspent: 0
Base Points: 250
Disad Points: 100
Total Points: 876
MOVEMENT
Type Total
Run 6"
Swim 2"
H. Leap 2 1/2"
V. Leap 1"
Flight 20"
DEFENSES
Type Amount
Physical Defense 3/23
Res. Phys. Defense 0/20
Energy Defense 3/23
Res. Energy Defense 0/20
Mental Defense 0
Res. Mental Defense  
Power Defense 0
Flash Defense
 
COMBAT INFORMATION
OCV: 4 DCV: 4
 
Combat Skill Levels: +3 with HTH and Ranged Combat , +3 with DCV
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
All-Out 1/2 +1 -2 Weapon +7 DC Strike
Attack 1/2 +0 +2 Weapon +5 DC Strike
Charge 1/2 +0 -2 Weapon +5 DC +v/5 Strike, FMove
Defend 1/2 +2 +2 Block, Abort
Probe 1/2 +1 +3 Weapon +3 DC Strike
Resist 1/2 +0 +0 43 STR to resist Shove; Block, Abort
Shove 1/2 +0 +0 43 STR to Shove
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
5 Distinctive Features: Time Displaced Alien (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
0 Physical Limitation: Required to visit the Time Ship semi-annually to maintain nanobots (Infrequently; Greatly Impairing)
10 Psychological Limitation: Code Against Killing (Common; Moderate)
25 Psychological Limitation: Desparate To Find Secret To Immortality (Very Common; Total)
10 Social Limitation: Can Really Hold His Liquor (Frequently; Minor)
15 Social Limitation: Grouchy Hermit (Frequently; Major)
15 Social Limitation: Secret ID (Frequently; Major)
10 Vulnerability: 2 x BODY Time-based Attacks (Uncommon)
10 Vulnerability: 2 x STUN Time-based Attacks (Uncommon)
100 Total Disadvantages Cost

Character Name: Time Lord
Alternate Identities: Am Tiarna: Tighearna Ama: The Hermit
Player Name: NPC
SKILLS
Cost  Name
3 Acrobatics 12-
3 Acting 13-
3 Breakfall 12-
3 Bribery 13-
3 Climbing 12-
10 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers) 15-
3 Concealment 15-
3 Conversation 13-
3 Deduction 15-
3 Disguise 15-
Notes: He uses this skill to make himself look like decrepit bum.
3 Electronics 15-
3 Instructor 15-
3 Inventor 15-
3 Linguist
0
1) Language: English (idiomatic)
2
2) Language: French (completely fluent)
2
3) Language: German (completely fluent)
2
4) Language: Greek (Modern) (completely fluent)
0
5) Language: Irish (idiomatic)
2
6) Language: Italian (completely fluent)
2
7) Language: Latin (completely fluent)
2
8) Language: Scottish Gaelic (completely fluent)
2
9) Language: Welsh (completely fluent)
3 Mechanics 15-
6 Navigation (Air, Astral, Land, Space, Temporal) 15-
3 Paramedics 15-
3 Persuasion 13-
3 Research 15-
3 Riding 12-
3 Scholar
2
1) KS: 17th and 18th century English History 15-
2
2) KS: Irish Folk Lore 15-
2
3) KS: Isaac Newton 15-
Notes: Time Lord knew Isaac Newton personally
2
4) KS: Natural Philosophy 15-
2
5) KS: Replicator Program Design 15-
2
6) KS: Replicator Programming 15-
2
7) KS: Time Ship's Maintanance and Repair 15-
3 Scientist
2
1) SS: Astrophysics 15-
2
2) SS: Electrical Engineering 15-
2
3) SS: Magnetic Engineering 15-
2
4) SS: Mathematics 15-
2
5) SS: Mechanical Engineering 15-
2
6) SS: Metallurgy 15-
2
7) SS: Microelectronics 15-
2
8) SS: Nuclear Physics 15-
2
9) SS: Optics 15-
2
10) SS: Physics 15-
2
11) SS: Quantum Physics 15-
2
12) SS: Solid State Physics 15-
2
13) SS: Structural Engineering 15-
2
14) SS: Sub-Atomic Physics 15-
2
15) SS: Tachyon Physics 15-
2
16) SS: Temporal Physics 15-
3 Shadowing 15-
3 Stealth 12-
3 Streetwise 13-
4 Survival (Temperate/Subtropical, Mountain) 15-
9 Systems Operation (Analyzers, FTL Communications, Life Support Systems, Personnel Support Systems, Radar, Radio, Replicator System, Scanners, Temporal Communications, Temporal Sensors, Temporal Transport System) 15-
3 Tactics 15-
6 TF: Carts/Carriages, Equines, Rafts, Sleds, Small Rowed Boats, Small Wind-Powered Boats, Time Ship
3 Trading 13-
3 Traveler
2
1) AK: Ireland 15-
2
2) AK: The British Isles 15-
2
3) CK: Cambridge 15-
2
4) CuK: Irish Culture 15-
10 WF: Beam Weapons, Energy Weapons, Axes, Maces, Hammers, and Picks, Blades, Bows, Clubs, Flails, Javelins and Thrown Spears, Polearms and Spears, Staffs, Thrown Knives, Axes, and Darts, Thrown Rocks, Two-Handed Weapons
18 +3 with HTH and Ranged Combat
15 +3 with DCV
224 Total Skills Cost
PERKS
Cost  Name
15 Advanced Tech
3 Anonymity
80 Base: Eire
80 Vehicle: Time Ship
1 False Identity
15 Money: Filthy Rich
194 Total Perks Cost
TALENTS
Cost  Name
3 Absolute Time Sense
5 Eidetic Memory
8 Total Talents Cost
 
POWERS
Cost  Power END
27 MIP-150 Ion Pstol: Multipower, 50-point reserve, all slots 32 Charges (+1/4); all slots OAF (-1), Limited Range 50" (-1/4)
2u
1) Lethal Setting: Killing Attack - Ranged 3d6+1
0
2u
2) Non-Lethal Setting: Energy Blast 10d6
0
2u
3) Stun Setting: Energy Blast 5d6, No Normal Defense (rED; +1)
0
Combat Suit, all slots OIF (-1/2)
Notes: Originally designed as an EVA suit however, over the centuries, it has been redesigned and upgrades into a full combat suit.
30
1) Anti-Grav Flight: Flight 20", x4 Noncombat
4
25
2) Enhanced Force Field: Force Field (10 PD/10 ED) (Protect Carried Items), Hardened (+1/4)
4
20
3) Armored Structure: Armor (10 PD/10 ED)
0
20
4) Micro Fusion Reactor: Endurance Reserve (100 END, 20 REC)
0
20
5) EVA Life Support: Life Support (Immunity: All terrestrial poisons and chemical warfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
0
10
6) Long Range Magnifaction: +10 versus Range Modifier for Sight Group
0
7
7) RF Sensors/Transmitter: Radio Perception/Transmission (Radio Group)
0
7
8) Glare Shielding: Sight Group Flash Defense (10 points)
0
7
9) Sound Dampening: Hearing Group Flash Defense (10 points)
0
3
10) IR Sensors: Infrared Perception (Sight Group)
0
3
11) UV Sensors: Ultraviolet Perception (Sight Group)
0
Nanobots
Notes: These nanobots provide the listed 'powers' and will function for about six months before going inert. They must be reset by the Time Ship if this happens.
25
1) Regeneration: Healing 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)
Notes: Nanobots repair damage including regrowing limbs and reviving the subject from death. It will not, however, work if the subjects body is totally destroyed.
0
12
2) Protected Sight: Sight Group Flash Defense (10 points), Hardened (+1/4)
0
10
3) Chemical Resistance: Life Support (Immunity: All terrestrial poisons and chemical warfare agents)
Notes: Nanobots accelerated tissue regeneration will instantly repair any chemical type damage.
0
10
4) Disease Resistance: Life Support (Immunity: All terrestrial diseases and biowarfare agents)
Notes: Nanobots function as super white cells and will instantly combat any disease, infection or biological intrusion such as parasites and biological poisons, i.e venom.
0
8
5) Keen Eyed: +4 PER with Sight Group
0
5
6) Dim Light Vision: Ultraviolet Perception (Sight Group)
0
2
7) Stopped Aging: Life Support (Longevity: 400 Years)
Notes: Nanobots actually stop aging but can only do this for about 400 years, after that, the subject begins to age normally.
0
Analyzers/Scanners
13
1) Bio-Scanner: Detect Life 12- (Unusual Group), Discriminatory, Analyze, Increased Arc of Perception, Tracking (33 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Affected As Sight and Hearing Group as Well As Radio Group (-1/2) plus Eidetic Memory (5 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Only To Remember Things Detected (-1/2)
0
10
2) Medical Scanner: Detect Medical Condition 12- (Unusual Group), Discriminatory, Analyze, Microscopic (x100): x100 (24 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Affected As Sight and Hearing Group as Well As Radio Group (-1/2) plus Eidetic Memory (5 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Only To Remember Things Detected (-1/2)
0
10
3) Soil Analyzer: Detect Soil Composition 12- (Unusual Group), Discriminatory, Analyze, Microscopic (x100): x100 (24 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Affected As Sight and Hearing Group as Well As Radio Group (-1/2) plus Eidetic Memory (5 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Only To Remember Things Detected (-1/2)
0
9
4) Atmospheric Analyzer: Detect Atmospheric Composition 12- (Unusual Group), Discriminatory, Analyze, Increased Arc of Perception (20 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Affected As Sight and Hearing Group as Well As Radio Group (-1/2) plus Eidetic Memory (5 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Only To Remember Things Detected (-1/2)
0
7 Basic Medical Supplies: Healing 2 BODY; Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OAF (-1), Requires A Paramedic Roll (-1/2), 30 Charges (+1/4)[30]
5 Nightsight: Nightvision0
3 Life Support (Immunity: Alcohol)0
314 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Weapons Combat
5
1) All-Out: 1/2 Phase, +1 OCV, -2 DCV, Weapon +7 DC Strike
4
2) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +5 DC Strike
4
3) Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon +5 DC +v/5 Strike, FMove
4
4) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5
5) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon +3 DC Strike
4
6) Resist: 1/2 Phase, +0 OCV, +0 DCV, 43 STR to resist Shove; Block, Abort
4
7) Shove: 1/2 Phase, +0 OCV, +0 DCV, 43 STR to Shove
0
8) Weapon Element: Blades
1
9) Weapon Element: Axes, Maces, and Picks
1
10) Weapon Element: Clubs
1
11) Weapon Element: Polearms
1
12) Weapon Element: Shields
1
13) Weapon Element: Staffs
12
14) +3 HTH Damage Class(es)
47 Total Martial Arts Cost

Character Name: Time Lord
Alternate Identities: Am Tiarna: Tighearna Ama: The Hermit
Player Name: NPC
APPEARANCE
Hair Color: Gray
Eye Color: Gray
Height: 5' 9"
Weight: 155 lbs
Description:
BACKGROUND
Two bits of matter cannot occupy the same space. There were very few that understood that tidbit of physics in the 16th century and therefore the explosion that created a new lake in the far west of Ireland was attributed to an act of Satan. For miles around every warm blooded creature died and for centuries now the area has been considered haunted.
POWERS/TACTICS
PERSONALITY/MOTIVATION
Am Tiarna was born so far into the future giving in a date is meaningless. A genius inventor he took the H.G. Wells' Time Machine and reversed it. Yes, he invented a device capable of traveling in time, but only into the past. Of course, he didn't know that at the time. It was his admiration for Isaac Newton that directed his first, and so far, only trip. Target date? 1687. Actual arrival date? 1550. One hundred and thirty-seven years early. Am Tiarna was disappointed but not deterred, he could just makew a short jump now that things were calibrated. Trouble was, the time ship would not work.
CAMPAIGN USE
DESIGN NOTES
Please note that at no time did I envision MY Time Lord as a Dr. Who clone nor is my Time Ship intended to me a rip off of a Tardis.
Created: Wed, 27 Oct 2021 16:26:11

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