Races Gallefreyans Sheboggan (outcast) 167 Points Sheboggans are Gallefreyans that took to the wilds and left the cities to reject the other Gallefreyansı position of non-interference. 20 IQ + 2 10 DX + 1 30 HT + 3 (Two hearts) 10 Telepathy *2 25 Extended Lifespan x5 10 Temperature tolerance 10 Respiratory bypass 1 Area Knowledge: Gallifrey @ IQ 10 Telepathic awareness of time 5 Rapid Healing 16 Strong will +4 10 Hard to kill +2 10 Recovery Gallefreyan (not time lord) 166 Points rudimentrary psionics (esp/telepathy) Gallefreyans living in cities are the working class citizen. Not able to pass whatever test they have, these people have not become Time Lords. 20 IQ + 2 10 DX + 1 30 HT + 3 (Two hearts) 25 Extended Lifespan x5 10 Temperature tolerance 10 Respiratory bypass 10 Telepathic awareness of time 5 Rapid Healing 16 Strong will +4 10 Hard to kill +2 10 Recovery 15 Telepathy power * 3 -10 Sense of Duty: to the Time Lords (-10) 1 Area Knowledge: Gallifrey ME 1 Telesend MH 1 Telereceive MH 1 Mind Shield MH 1 History: Galactic MVH Appropriate Gallefreyan skills: Astrogation MA Computer Operation/TL 16 ME Electronics/TL 16 MA Electronics: Force Field/TL 16 MA Physics/TL 16 MH Time Lord 345 Points 30 IQ + 3 10 DX + 1 ** 30 HT + 3 (Two hearts) 25 Extended Lifespan x5 10 Temperature tolerance 10 Respiratory bypass 10 Telepathic awareness of time 5 Rapid Healing ** 16 Strong will +4 10 Hard to kill +2 ** 10 Recovery ** 1 Area Knowledge: Gallifrey ME 20 Telepathy power * 4 20 Time Resistance 150 Regenerations 12 -5 Reputation: Time Lord -2 (many, but not everyone, will recognize the stoic Time Lords, good yet stagnant pompus high techies) ** Optional advantages 1 Astrogation MA 1 Computer Operation/TL 16 ME 2 Electronics/TL 16 MH 2 Mind Shield MH 2 Physics/TL 16 MH 2 Telesend MH 2 Telereceive MH 4 Temporal Physics MVH 2 Temporal Electronics/TL 16 MH 1 Temporal Operation MA Appropriate to a Renegade/researcher/CIA member 15/30 Curious 30/60 eididic memory var Lower Tech Level skills 5 Telepathic Link to TARDIS 300 Uncertain Background var Duty: Time Lords/CIA -20 Monitored: Time Lords -10 Sense of Duty: All Good Creatures 4 Death Trance MVH 2 Sleep MH 1 TARDIS ops MA 2 Telecontrol MH Appropriate to an Old fuddy duddy Gallefreyan Time Lord 300 Uncertain Background 30/60 Eididic memory -10 Code of behavior: gallefreyan -10 Sense of Duty: Gallefrey 1 Diplomacy MH 1 Politics MA Time Lords Time Lords are the elite inhabitants of the planet Gallifrey (the rest, including Shobogans, being known simply as Gallifreyans, who might as well not exist as far as the Time Lords are concerned). There is no such thing as a Time Lord sex drive - they are infertile, and reproduce by genetic engineering. Gallifrey is a planet near the centre of the Milky Way which was civilised eons before life developed on Earth. When Time Lords speak of Gallifrey they are generally referring to the Citadel and the other parts inhabited by Time Lords, not the vast areas of wilderness elsewhere on the planet. Most Time Lords - with the exception of a few individuals including the Doctor, other renegades, and Rassilon - are rational to the point of emotionlessness. Time Lord society is moribund; bound by tradition, but above all crushed into impotence by the enormity of responsibility their powers have conferred upon them. They have a strict code of non-interference with the future, but it is a code they are quite willing to breach if they foresee another race on the verge of discovering time technology. The technological supremacy of the Time Lords rests on two pillars: force field skills, which have enabled the Time Lords to harness the power of black holes; and the realisation that, through the application of vast computing power including artificial intelligences and biochemical processors, it is possible to create physical structures mathematically. Used together, possibly with some residual ESP, these techniques allow the Time Lords to make universes. This is not done lightly: in fact, the Time Lords balk at using this power. There is only one universe, which is finite, and is drained of energy every time a new universe is created. It probably goes without saying that Gallifrey and Time Lord society are at TL 16 development. Such devices as infinity rooms (UT 117) would be considered good proof of this. Therefore, any TL-based skills for Time Lords would have TL 16 as their base line. Age is not really a problem for a mature Gallifreyan. He or she may be 200 to 400 years old but will appear to be the eqivalent of a human between the ages of 20 to 40 years old. Humans A wealth of knowlege already exists about the contemporary and historical human races. Pirate, king, savage, lawyer, blacksmith, pilot - any type of human you can think of can be picked up by travellers in time and space. Future humans Unless from the near future, a rough background world must be made for each future human made. Tech Level, additudes, government, job are all important. Aliens Some aliens can look just like humans (Trakenite: Nyssa, Trion: Turlough), others look radically different (Sontarans, Draconains, Ice Warriors). You are encouraged to purchase GURPS Aliens to create unique and interesting aliens. To be serious about playing an alien character from an alien world, you need to define that world in terms that affect the character on his travels. Robots It is not encouraged that you play a robot character. --------------------------------------- Items The Key to Time This artifact should not get into the hands of player characters. The reasons are obvious, considering what would happen. The Time Scoop A powerful time travel device that can pull people out of any time period except from beyond the Temporal Barrier, bringing him to Gallifrey. It can return those people back to the times from which they were pulled, but not to any other time. Some special features are: it can pull people out of hyperspace, out of the Temporal Vortex, out of a TARDIS in flight, and even one or more past versions of the same individual to Gallifrey. It can not bring people out of a time loop or alternate time line. This artifact is difficult to access ever since its location was rediscovered by the Time Lords after the Lord President was assassinated and the evil Barousa tried to become Lord President for eternity. Its location is kept under guard. The Doctor's TARDIS key Over the years, accessability to the TARDIS has changed due to the Doctor's medling with the locking mechanism. Originally, the locking mechanism had a nasty trap that involved 21 different key holes and, if messed with without using the right key, the lock would melt and the TARDIS would be inaccessable - for ever. That mechanism was replaced. The Doctor's Ring At one point, the Doctor had a ring that he said had "special properties". He used it to control a being under the TARDIS's control once, and he also used it once to repair the TARDIS's lock after it had been damaged. It can also control the TARDIS remotely, preventing it from taking off. Influx booster stabalizer Manipulates hyperspace fields. Used for work on hyperspace engines, force fields, and security fields. Laser Cutter Does 1d damage. Cuts through 1-cm thick steel plate in 5 minutes. Weapons Type and DMG: A damage of type ³imp² causes special damage - see Damage Types and Bonus Damage, B.74. A number in parenthesis following damage is a damage divisor: effective DR is divided by that number against the attack. RoF: Lasers with RoF 4+ use the laser autofire rules. Blaster Blasters are high-energy beam weapons that fire a bolt of charged particles carried on a low-powered beam. The particle-beam effect does impaling damage which includes a surface explosion effect, so targets may experience knockback (see B.106). Blasters do produce some recoil, so they can't be fired successively without penalty, like lasers. However, the recoil only gives a -1to subsequent unaimed shots. Pistol: Type: Imp Damage: 6d SS:10 Acc:6 Wt:2 RoF: 3 Shots:20/C ST:5 Cost: 2000 TL:9 Range 1/2 Dam: - Max: 300 Rifle: Type: Imp Damage: 12d SS:14 Acc:13 Wt:10 RoF: 3 Shots:12/C ST:6 Cost: 3000 TL:9 Range 1/2 Dam: 300 Max: 800 Cyberman Blaster rifle: 14d damage(UT49) At various times, Cybermen have been said to have X-ray lasers, flame throwers, and thermal lances. Electric Blaster The Electric blaster is something I made up based on GURPSı electrolaser. I recommend all alien races have a version of the electroblaster because of its rather effective stun setting. How it works An electroblaster fires a low-powered coherent gamma ray beam to ionize a path through the air and armor, followed by a high electrical charge that follows that path to the target. The ³graser² breaks apart armor to allow the electricity to pass through. In the world this was made in, this combination of low powered graser and electricity is more deadly than either a regular graser or electric bolt alone. Limitations It works at half range in a vacum and is -2 to hit in humid environments, or -6 in rain or fog. Armor protects unless it is metal; metal does not protect, and adds +2 to hit if the target is made of or has 20 lbs. or more metal in it. Effects There is a flash at gunpoint and a flash where the bolt hits. An electroblaster can fire a ³stun² or ³kill² bolt. If set on ³stun,² roll damage normally, but inflict no physical damage. Instead, the target must make a HT roll, minus half the damage that got past its DR (round up). Failure means the target is incapacitated for 20-HT minutes, and at -2 DX for another 20-HT minutes after. On ³kill² the effects are the same, except that the target actuallly takes the rolled damage, and (if an organic being) failing the HT roll not only incapacitates the target but stops his heart. He will die in HT/3 minutes unless given CPR (a successful First Aid-4 or Physician roll). Stats Damage: 6d+1(2) SS: 9 Acc: 12 Wt: 5 RoF: 2 Shots:500/C TL: 12 Cost: 450 Range 1/2 Dam: 250 Max range: 750 Dalek gun It was said once that Dalek guns scramble people's insides. I suggest that you use the stats for a disruptor. or: Blaster rifle: 14d damage(UT49) Disruptor These weapons are actually microwave-frequency lasers. Also known as "scramblers", they cause the cells of living tissue to explode. They do impaling damage, but any damage which gets through armor is tripled rather than doubled! Nonliving targets take half damage thrather than tripling, except for electronic equipment 9including robots) which takes full (not tripled) damage. Armor protects normally, except that metal armor (any kind) and reflec both have PD 8. Metal reflects microwaves! Any radiation-resistant vacc suit coating will also give this PD 8 vs. disruptors. The armor will spark madly, but the wearer will probably be unharmed. Type: Imp/special Damage: 2d+6 SS: 13 Acc: 10 Wt. 9 RoF: 3 Shots: 20/C TL:9 Range: 1/2D: 500 Max: 1000 Gallefreyan Staser Galefreyan Stasers - laser effect Based on how much damage it would take to instantly kill any one unarmored foe, I created the Gallefreyan Staser: a weapon easily capable of taking out a Time Lord in one carefully aimed burst. This thing works on Type: Imp. Damage: 4d(5) SS: 12 Acc: 10 Wt. 9 RoF: 8* Shots: 12/C TL: 14 Ice warrior gun (8) Disruptor pistols that do 6d (UT51) Lasers [Standard human blaster] Note the Damage from a Burst Exception for lasers on B.120. You might think lasers have low damage until you understand this! Lasers - type - damage - SS - Acc - Wt - RoF - Shots - TL - cost Hvy. Laser Pistol - imp - 2d - 9 - 8 - 3 - 4 - 12/clip - 8 - 1500 Range 1/2 Dam: 300 Max range: 800 High tech Hvy. Laser Pistol - imp - 3d+1 - 9 - 8 - 3 - 4 - 24/clip - 10 - 750 Range 1/2 Dam: 360 Max range: 960 Military Laser Carbine - imp - 1d+2 - 10 - 12 - 7 - 8 - 200/Dclip - 8 - 3000 Range 1/2 Dam: 750 Max range: 1200 High Tech Laser Carbine - imp - 2d+1 - 10 - 12 - 7 - 8 - 400/Dclip - 10 - 1500 Range 1/2 Dam: 900 Max range: 1640 Laser Rifle - imp - 3d+1 - 12 - 15 - 9 - 8 - 280/Dclip - 8 - 2000 Range 1/2 Dam: 1800 Max range: 2400 High Tech Laser Rifle - imp - 5d+1 - 12 - 15 - 9 - 8 - 560/Dclip - 10 - 1000 Range 1/2 Dam: 2160 Max range: 2880 Particle (blaster) weapons A particle weapon is a high-energy beam weapon that fires a bolt of charged particles carreid on a low-power laser beam. There is a surface explosion effect, so a target may experience knockback. Hvy. Blaster Pistol Type: Imp. Damage: 9d SS: 12 Acc: 8 Wt: 4.5 RoF: 3 Shots: 16/C St: 8 Rcl: (-1) TL: 9 Cost: 2500 Range 1/2 Dam: 300 Max range: 450 Plasma Rifle This is a short-range, brutal, wide-area energy weapon. You could say that the contemporary counterpart is the shotgun. Unsealed (non-environmental) armour protects with 1/2 DR. For every 10 points of damage inflicted (before DR), 1 point of the armour's DR is melted away. If 20% of an armour's DR is taken out, it is no longer a sealed armour (if it was one before). Plasma Rifle Damage: 8dX2(2 special) SS: 5 Acc: 16 Wt: 12 RoF: 1 Shots: 70/D TL: 9 Cost: 5200 Range 1/2 Dam: 80 Max range: 250 The Masterıs TCE (Tissue Compression Eliminator) The Masterıs Tissue Compression Eliminator (TCE) This looks like a black rod about four cm in diameter and 25 cm long(about 1/4 in. by 7 in long). If it kills a person, it shrinks the victim to 1/6 his original height and weight. Iım guessing that the Master uses a form of transmat that penetrates deep into anything, like gamma rays do. So I have a divisor for the DR of the target. You may wish to allow an additional dodge roll for this nasty thing. TCE Type: Imp. Damage: 12d(5) SS: 12 Acc: 3 Wt: 3 RoF: 1 Shots: 5/D Range Max: 10 Mindrippers This weapon is an advanced neural disruptor that brutally interrogates the targetıs mind and nervous system. It instantly makes an electronic copy of the subjectıs mind and causes irreparable damage to the subjectıs mind. The subject gets a HT-5 roll at +1 per 10 points of DR protecting the brain. If the HT roll succeeded, the subject is unharmed, but has a mild headache. If the HT roll just succeeded (made by 0 or 1 piont) heıs also mentally stunned. But if the HT roll fails, the subjectıs brain and nervoussystem are ripped apart, permenantly reducing DX and IQ to 1 and leaving the victim a mindless vegetable - and storing an electronic copy of the subject in the weaponıs memory. A mindrippers is useful because it simultaneously kills and captures an opponent. A mindripper beam is silent, invisible, and unaffected by atmosphere but does require a line of sight to operate. It doesnıt work through a force screen. Mindripper Rifle: SS: 12 Acc: 14 Wt: 10 ROF: 1 Shots: 50/C TL: 14 Cost: 50,000 Max range: 50 Sontaran weapon Disruptors that do 6d (UT51) Stun Rays This is a generic stunner that one would use to capture, rather than kill, your opponent. Stunners hit with a microwave beam that scrambles your mind. If a character really really has to, he can resist stun at HT -10. Stunner Acc: 12 Wt: 4 RoF: 1 Shots: 100/C TL: 9 Cost: 300 Range 1/2 Dam: 400 Max range: 1000 Tanglers Tanglers are short, stubby two-handed weapons that resemble 20th century riot guns. They fire egg-sized capusles that release a number of strong, sticky strands to wrap worund and completely immobalize a target. The Guns (Tangler) skill is used to fire them. Recoil is high; -4 to skill for each successive shot. The victim may try one contest of strength per minute to break the strands; togeather, the strands have ST 20. Alternatively, if the victim is fully clothed, an Escape-3 roll (one try every 10 minutes) will let him wriggle out of his clothes and escape. Any failed attempt to break free or wriggle out, though, results in the strands constricting, causing 1 point of damage. If one is hit by multiple tangler rounds, each additional shot adds 5 to the ST of the strands, and -1 to any Escape attempt. Neither the PD nor DR of armor protects against being hit by tangler strands, as they simply wrap around it as well as the person wearing it. However, and armor with DR 2+ protects totally against the constriction damage. Force fields will turn back the tangle strands, causing them to fall harmlessly to the ground. And anyone hit by the charge has an extra Dodge roll to evade the strands before they close. The strands lose thier constricting ability after one day, and then begin to lose ST at 1 per 2 hours. SS: 6 Acc: 8 Wt: 6 RoF: 1 Shots: 5 ST: 8 RCL: -4 TL: 8 Cost: 1,000 Range Max: 20 Yeti web gun Treat as a Tangler. Laser Sights: gives +2 Acc, havles the SS (round up) Cutters The following is a made up rules system for cutting through things. When actively set to chip away at some physical barrier, the following weapons can affect massively high DR objects - by chipping away at the DR itself. Listed is an item and how much DR per minute is chipped away. Human laser gun 1d-2 Alien blaster 1d Diamond power drill 2d Cuting torch 3d Alien heat ray 3d Alien sonic cannon 3d Thermic lance 5d Explosives Damage=12*X*(.25^(R/(2^(1+LOG(X))))) Written another way: ( 1 ) ( R ) 12* X * (---)^( ------------ ) ( 4 ) ( 2^(1+LOG(x) ) Where X is the pounds of TNT equivalent and R is the Range in Yards. Program it into your calculator or make a table and you're ready to go. Multiply all explosive power (not dice of damage) by the rating below: Dalekanium bomb x5.00? 10 Cyberbomb, small x5.00? 10 Does max damage to everything in 100 m PLASTEX TL 9 x4.50 PLASTEX TL 8 x4.00 Nitro-nine x2.00? 7 PETN (Primercord) x1.65 Nitroglycerin x1.50 C-4 or C-3 x1.33 6 Tetryl x1.24 Amatol x1.16 RDX x1.13 TNT x1.00 4 Picric Acid x0.93 Guncotton x0.92 Dynamite (60%) x0.83 Nitrostarch x0.80 Dynamite (40%) x0.65 Black Powder x0.55 Ammonium Nitrate x0.41 Scientific labs Standard Engineering/Mechanic toolkits weigh 150lb (UT.15) Cybernetics lab: 800 lb of stuff (UT.60) Robot lab: 3000 lb of stuff (UT.15) Electronics lab: 1500 lb of stuff (UT.15) Armor Biphase Carbide armour: Take normal medieval armour, double cost, half the weight, and increase the DR by 24. Alien scales: PD 1 DR 5 to PD 2 DR 20. The more DR, the less DX and less move and less cute. Alien armor: PD5 DR 80. Dalek Armor: PD 6 (4 vs lasers) DR 100 Cyberman Armor: PD 6 (6 vs lasers - shiny!)DR 80 Exoskeletons (UT.40). Mirrors the wearerıs movement. Used for heavy-G environments. Offers not that much protection. Light clothing or concealable armour may be worn while in an exoskeleton. $35000 for ST 15, plus $10,000 per +1 ST up to 20, thenstart purchasing at $20,000 per +1 ST. Wt is 10lb per ST point above 15 up to 20, then 20lb per ST point. 1 week/D cell (Rifts people use E cells: 1 year of continus use) Mod: Reflective Surface: gives PD6 or +1PD (whichever is greater) vs. laser beams (but not x-ray or graser beams) and flamers. Advanced tech Force Shield armor: DR: 300 Personal force shields Worn around the belt usually, these field provide PD6 vs. anything. Personal Force Shields can protect against the Master's TCE. Melee Weapons Note: the number in parenthesis under the damage of a weapon is how much you devide the DR of the armour by before subtracting it from the damage done. Melee Weapons - damage - cost - TL -dur Vibro-Blades Damage: +1d(5) Cost: +500 TL: 8 Duration: 2 hours with 1 pound or 1 hour with 2 pounds. extrapolate. Per B cell. Can be turned on & off: take a turn or a Quick Draw to activate. Monomolecular blase Damage: +1d(10) Cost: +1000 TL: 9 Duration: indefinite Monomolecular Twin Spin Chain Sword (look out Daleks!): Type: Swing/Cut Damage: sw+2d+2(10) Cost: 2500 Wt: 8 TL: 10 Chain Saw: Type: Swing/Cut Damage: (sw+2 or 2d+2 - whichever is less) Cost: 160 Wt: 4 TL: 7 Electroshocker: Cost 200 Wt: 1 Tl: 7 A powerful electric jolt. Victum must make a HT-3 roll to avoid being stunned (+1 HT per 10 DR on the location struck); if stunned, the victim remains stunned for as long as the weapon is in contact plus 20-HT seconds before any recovery rolls are allowed. Stunner: Victim roll at HT-5 to avoid being stunned. Stays stunned as long as weapon still touches victim, plus 20-HT seconds after. The initial health roll is at +1 per 10 points of DR. 20 hits per B cell