From: "daniel bishop" <daniel.bishop@canrem.com>
Subject: dwrpg
Reply-To: "daniel bishop" <daniel.bishop@canrem.com>
Organization: Canada Remote Systems
Distribution: rec
Date: 21 Dec 92 17:07:06 EST

      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.
--
Canada Remote Systems  - Toronto, Ontario
World's Largest PCBOARD System - 416-629-7000/629-7044