Monday, April 29, 2013

Whitebox Classes: The Timelord

Every culture on every world throughout time and space have their own myths and legends about the Timelords. Many of these stories hold truths, but as often as not the myths do not tell the whole story. The first species to become "time active" (i.e. be able to move through time and understand its workings) were the people of the planet Gallifrey. Those who use the powers of time, and space, are known as Timelords.

This optional class for your Swords & Wizardry Whitebox games allow you to bring a bit of science fiction (often using the word science loosely) into your games. Don't expect to play the Doctor or the Master, or even many of the other named Timelords of the Who EU, right out of the box. This class assumes someone who has only just recently stolen their own TARDIS, likely inspired by the adventures of the Doctor, and wanted to see the universe as well.

If you don't like the idea of a character who can travel through time and space in your games, then take inspiration from the plight of the Third Doctor and strand them on the game world with a TARDIS that has a burned out dematerialization circuit. The TARDIS can be used as a homebase, and occasionally as a source for tools, but never as a way to find weapons. A Timelord has a 1-6 chance of finding a tool or piece of equipment that they need from their TARDIS.


Level
XP
HD
ST
1
0
1
13
2
3,500
1
12
3
7,000
1+1
11
4
14,000
2
10
5
28,000
2
9
6
56,000
2+1
8
7
112,000
3
7
8
224,000
3
6
9
448,000
3+1
5
10
896,000
4
4

Timelords fight as Thieves.


Timelord Class Abilities
Regeneration: When a Timelord is killed (at zero HP or lower) they do not die, instead they regenerate into a new form. They keep the level they were at when they died, but all of the attribute scores are scrambled. All of the scores have to be changed to a different attribute, once scrambled. The Timelord’s XP is reset to the lowest possible for their level. Regeneration take 1-6 rounds, and interfering with the process will cause the Timelord to be rendered unconscious for 1-8 days.

Saving Throw: Timelords get a +2 to saving throws versus poison, paralysis, or death.

Experience Bonus: The prime attribute for a Timelord is Intelligence. An Intelligence of 15+ grants a bonus of +5% to experience gained.

Benchthumping: A Timelord has the ability to fix a device (technological or arcane) by hitting it, hard and fast, with the flat of their palm. This ability has a 1-6 chance of success. At 5th level, this ability increases to 2-6. On the roll of a 6, the device is broken.

Scientific Knowledge: The Timelord is a master of science and technology. To this end, they have a percentage chance equal to their level plus their Intelligence bonus multiplied by ten to figure out things of a scientific or technical matter. For example a first level Timelord with an Intelligence of 13 would have a 10% of puzzling out some strange scientific matter, while a second level Timelord with an Intelligence of 15 would have a 30% (2 + 1 = 3 x 10 = 30%) of figuring out the same thing. To the Timelord magic is nothing but an unexplained form of science.

TARDIS: All Timelords have access to a type of timeship known as a TARDIS. Those who have gone rogue, i.e. those who have embarked upon a life of adventure, typically have stolen, antique and often malfunctioning ships. In game terms it means that where the Timelord wants to take their TARDIS is rarely under their control, and most often the  referee gets to decide where it goes.