The rules for the Time Lord game are lite on character creation, but that doesn't mean it can't be done. The Appendices in the Print and PDF versions give some guidelines but with 7 Doctors, 29 companions and more NPCs, putting together a new character is not very difficult. Let's see how this game fares in recreating two characters we have already seen; Jenny Everywhere and my witch Larina.
Jenny Everywhere
Again, I am having Jenny stand in for our Time Lord character. The Time Lord RPG is thin on character creation and even thinner on creating new Time Lords and Gallifreyians. Jenny makes a good stand-in. Again I am making the claim here that this Jenny is Gallifreyian/Human, raised mostly as a human. I am also going to speculate that there are other Gallifreyian/Humans out there, this may explain Henry DeTamble of "The Time Traveler's Wife" (It can't be a coincidence that Henry was born in 1963.)
As always, I must include her license:
"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."
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Jenny Everywhere |
JENNY EVERYWHEREApparent age: Mid-20s
Species: Gallifreyan/Human
Equipment: Scarf, Cool Goggles, bike messenger bag
Strength: 3, Cheat Death 2, Iron Constitution 2, Regenerative Powers 3
Control: 4, Escapology 1, Blunt Weapons 2, Brawling 2, Edged Weapons 2, Marksmanship 2, Sleight of Hand 2, Stealth 1
Size: 3
Weight: 3
Move: 3, Running 1
Knowledge: 5, Computing 1, First Aid 1, MacGuffin 2, Pseudoscience 3, Science 3, TARDIS 1, Temporal Science 2
Determination: 5
Awareness: 4, Bureaucracy 1, Resourceful Pockets 2, Serendipity 1, Striking Appearance 1
Attack: 4, 6, 6, 6, 6
Basic Defense: 3
I am unsure if this is the same Jenny from the FASA game. This one feels a little different, but I can't explain why. I mean they could be different and yet aware of each other all the same.
Larina "Nix" Nichols
As with the FASA game (and every game I try her out in), I go outside the strict rules for character creation. Based on what I did for the FASA game, this is Larina after she had been in contact with one of the blue crystals from Metebelis 3. This was the start of her adventures. The Larina for the FASA Who game was a Welsh girl. Since this game takes place in 1991, I will use a version of her that I was using in back in the 1990s, an American foreign exchange student living in Scotland at the time.
Edited to add: OR if this takes place in 1996 this is an older (25 years old) Larina back in the US. In my timeline for her, this would be right after her divorce.
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Larina "Nix" Nichols |
LARINA NICHOLSApparent age: Early/Mid-20s
Species: Human
Equipment: Small knife, tarot cards,
Strength: 3, Cheat Death 1,
Control: 3, Edged Weapons 1, Stealth 2
Size: 3
Weight: 3
Move: 3, Running 1
Knowledge: 4, First Aid 2, History 2, Occultism 4, Science 1
Determination: 5, Independent Spirit 1, Psychic Shield 2, Telekinesis 1, Telepathy 1
Awareness: 4, Striking Appearance 2
Attack: 3, 4
Basic Defense: 3
Ok. I do like these builds much more than I thought I would when I picked this one back up. Jenny is a very flexible character and any differences between this version of her and others is honestly part of her character design. That is, there are supposed to be differences.
For Larina, well, her job is to stick as close to the Rules-As-Written as I can and yet still get the character I want. My concept of her is a "witch", writ large, and maybe even stereotypically. How can I make that work in a game where so far everything has a scientific explanation. Though I will point out that this game has an "Occultism" ability and it says this:
Occultism [Knowledge]
A character with Occultism knows about the white and black magic practices of witches, druids and the like. The ability also implies a familiarity with superstitions and old sayings.
So there is a solid hook here, AND I will point out that no other characters (companions, NPCs, or monsters) have this skill on their sheets.
The real question now becomes, are these two traveling together? I like the idea of the Doctor being involved, particularly Sylvester McCoy's Seventh Doctor. That is if I go with 1991, when the rules were in print. I could very easily go with 1996, the year that the game was released on the Internet, AND when the Paul McGann Doctor Who movie came out. That is also the same year that "The Craft" came out so using the logic of the TV series, the Eight Doctor is traveling with a young American witch. I don't hate the idea, certainly.
Yeah...I don't hate this idea at all really. Maybe the bike messenger bag that Jenny has in my build above she gives to the Eighth Doctor for his Big Finish audio dramas. The Eighth Doctor's time is ripe for all sorts of shenanigans to be honest.
I'll have to consider this one more, but I like these builds and would use them to give the Time Lord rules a go.