Appendix: Character Generation for Time Lord by Ian McDonald Take the template described at the bottom of the document. (The original intention was to do more, and if there's demand I'll do so. But, at the moment, there isn't demand.) Add some mundane skills at 'zero' on the basis of your background. (This is based on some new optional rules; if you have nothing in a mundane ability then all actions that rely on that mundane ability are at a -1 to -3 penalty on the choice of the GM; you can have 'zero' in a skill, meaning no penalty and no bonus; special abilties are now divided into quirky abilities and mundane abilities; quirky abilities are either impossible without the ability or have no 'no-skill' penalty) Exchange any two points of ability for one point of another ability, or any two 'zeros' for any one other zero. Choose as many points of mundane ability as it says on your template. It takes one point to go from penalty to zero, and one for each point of mundane ability thereafter. You can have up to three points of each mundane ability, and they must make sense in terms of your background. Choose as many points of quirky ability as it says on your template. You do not have to spend a point 'to go to zero'. You are unlikely to be able to get up to three :). Add enough "Cheat Death" to take your total ability for tests to see if you die up to five. This is the list of quirks: Strength: Cheat Death, Iron Constitution, Pain Resistence, Quick Recovery, Regenerative Powers, Special Immunity Move: None Determination: Hypnotism, Indendent Spirit, Indomitable Will, Strong Passion Control: Bench-Thumping, Fast Reactions, Sense of Balance Knowledge: Detective Powers, MacGuffin, Photographic Memory, TARDIS Awareness: Acute Hearing, Intuition, Keen Sight, Precision, Resourceful Pockets, Sensitive Nose, Serendipity, Striking Appearance And this is the generic template: Generic Template ________________________________ _ _ _ _ Name .................... _ _ Species .........Humanoid _ _ Apparent Age ............ _ _ _ _ Equipment _____________________ _ _ ................................ _ _ ................................ _ _ ................................ ________________________________ ................................ Wounds _________________________ ................................ [] [] [] [] [] [] [] [] ................................ [] [] [] [] [] [] [] [] Strength _____3 Size _________3 Knowledge ____3 Determination 3 ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... Weight _______4 ............... ............... ............... Awareness ____3 Control ______3 ............... ............... ............... ............... ............... ............... ............... Move _________3 ............... ............... ............... Running 1 ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... ............... At first, add: 5 points of abilities Add five zeroes appropriate to the background (that I haven't designed yet). (Then follow the main instructions, adding 10 mundane abilities and 2 quirky abilities) This should give you someone about the same as a TV companion. For example: Sarah Jane Smith Add abilities to Control (4), Knowledge (4), Determination (5) and Awareness (4). (Ian Marsh & PDE give her Weight 3 and Size 4) Add five zeroes appropriate to 20th century Britain. Driving, Swimming, First Aid, History, Law, Bureaucracy (Ian Marsh & PDE don't do this, but give her Driving 1, Running 1 & Swimming 0) Add ten points of mundane abilities. Escapology x2 (1), Stealth x2 (1), Driving (1), Bureacracy x2 (1), First Aid (1), Con x2 (1) (Ian Marsh & PDE give her exactly the same) Add two quirks. Resourceful Handbag and Striking Appearance. (Ian Marsh & PDE also give her Serendipity) The Doctors are of course, absurdly skilled. The fourth has 10 extra ability points (cf 5), 48 points of mundane skills (cf 5+10) and, most irritatingly, 20 points of quirks (cf 2). The Brigadier is a typical 'competent' companion. He runs at 6 extra ability points (cf 5), 22 points of mundane skills (cf 5+10) and 5 points of quirks (cf 2). And, of course, Sarah has 6 extra ability points (cf 5), 13 in mundane abilities (cf 15) and 3 quirks (cf 2).