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D20 DOCTOR WHO

Version 1.0

 

COMPANION AND VILLIAN CLASSES

 

ANCIENT TO INDUSTRIAL ERAS 

(AND EQUIVALENT FOR NON-EARTHLINGS)

Choose from fighter, barbarian, ranger, cleric, or rouge (sorcerer and wizard classes can be included for NPCs, e.g. Morgaine from Battlefield) from the Dungeons and Dragons Third Edition Rules, which can be accessed at the D20 System Reference Document at:

http://www.wizards.com/D20/article.asp?x=srd35

 

MODERN AND POST MODERN ERA

Choose from any class from the D20 Modern Rules, available at the D20 Modern System Reference Document at:

http://www.wizards.com/D20/article.asp?x=msrd

 

NEAR FUTURE AND FAR FUTURE ERAS (INCLUDING INTERSTELLAR AND INTERGALACTIC ALIEN SPECIES)

Choose from any class from the D20 Star Wars Rules (best to check with your Game Lord before rolling up a Jedi, though), or from the Netbook of Science Fiction available for free at:

http://www.dcrouzet.net/nboscifi/downloadpage.htm

 

 

TIME LORD CLASS

(FOR PC AND NPC TIME LORDS)

 

Time Lord

Prestige class (May be used as a Core Class for full “blooded” Gallifreyans)

 

Lvl

Base Atk Bonus

Fort Save

Ref Save

Will Save

Special

Armor Bonus

1st

0

0

0

2

Manipulation power (minor)

+2

2nd

+1

0

0

3

Time sense

+3

3rd

+1

1

1

3

Manipulation power (minor)

+3

4th

+2

1

1

4

Slow metabolism

+4

5th

+2

1

1

4

Manipulation power (major)

+4

6th

+3

2

2

5

Accelerate metabolism

+5

7th

+3

2

2

5

Manipulation power (major)

+5

8th

+4

2

2

6

Timeless body

+6

9th

+4

3

3

6

Manipulation power (greater)

+6

10th

+5

3

3

7

Transcendent self

+7

 

Requirements

To qualify to become a Time Lord, a charac­ter must fulfill all the following criteria:

Knowledge [Time]: 10 ranks (Full “blooded” Gallifreyans may begin with this as a bonus.

Special: Must be approved by the council of Elder Time Lords before training can begin. The initial training takes about six months. Thereafter a Time Lord can train himself through study.

Class Skills

The Time Lord’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Intuit time (Wis), Knowledge [arcana, history, mathematics, time] (Int), Profession (Wis), Scry (Int), Speak Language (-), and Spellcraft (Int).

Skill Points at Each Level: 2 + INT modifier.

Class Features

All of the following are class features of the Time Lord prestige class:

Hit-Die: d4 (four).

Weapon and Armor Proficiency: Time Lords do not get any additional weapon or armor proficiencies.

Time Sense (Ex): Time Lords are so in tune with time that they can keep track of it exactly.   This innate sense gives them a +2 to Intuit Time checks for each level of the Time Lord class.  (If they did not have this skill, they can now use it untrained.)

Slow Metabolism (Ex): At 4th level, a Time Lord can slow his own metabolism at will. This has the following effects:

• Poison takes 4× the normal time to take effect.

• Bleeding wounds and similar circumstances in which hit-points are lost each round, or minutes, etc., take 4× the normal time to take effect (1 hp lost every 4 rounds instead of every round for instance).  This ability automatically activates subconsciously if the character is below 0 hit points.

• The character can hold his breath 4 times longer as normally.

• This ability cancels any spell (like Haste) that would accelerate the character.

While Slow Metabolism is in effect, the Time Lord acts as if under the effect of a Slow spell.

Accelerate Metabolism (Ex): At 6th level, a Time Lord can accelerate his own metabolism at will. This has the following effects:

• The character gains a +2 circumstances bonus on his initiative.

• The character gains a +1 circumstance dodge bonus to his AC.

• The character speed is increased by 10 feet.

• This ability cancels any spell (like Slow) that would slow the character.

Accelerating one's metabolism is tiring though. The Time Lord can maintain it only for a number of rounds equal to 1d6 + his Constitution modifier. Thereafter he must wait at least 20 minutes before doing it again.

Timeless Body (Su): After achieving 8th level, a Time Lord no longer suffers ability penalties for aging and cannot be magically aged. (any penalties he may have already suffered remain in place.) Bonuses still accrue, and the Time Lord dies of old age when his time is up.

Transcendent Self (Su): At 10th level, a Time Lord has tuned her body with time energy to the point that she becomes a magical creature. She is forevermore treated as an outsider (extraplanar creature) rather than as a humanoid. For instance, Charm person does not affect her. Additionally, the Time Lord definitively ceases to age, and thus becomes immortal unless dying of damage, poison, etc. However, as an outsider, a 10th level Time Lord is subject to spells that repel enchanted creatures such as Protection from Evil.

Manipulation Power (Su): At 1st, 3rd, 5th, 7th, and 9th levels, Time Lords can learn a power of time manipulation of their choice. At 1st and 3rd levels this can only be a minor power; at 5th and 7th levels it can be either a minor or major power; and at 9th level either a minor, major, or greater, power. Each power is usable once per day; in selecting the same power more than once, a Time Lord could use the same ability more times during a single day.

Time Manipulation powers are supernatural abilities that are mentally activated, and require no components, motion, or XP cost.  The ones below are just  a few suggestions.  As a general guideline, Minor powers  should be based on 1st-3rd level spells, Major powers on 4th-6th level spells, and Greater powers on 7th-9th level spells.

 Some examples are:

Bypass Entropy (minor)

The Time Lord can interact with a present item as if it was in a different state of degradation due to the passage of time.   This can be viewed as roughly equivalent to either Age Item or Restore Prime Condition spells, but with five time the usual limits on target weight, target volume, or damage caused.

The Time Lord must touch the item being affected, and as soon as he does not touch it anymore, the item reverts to its present state. For example, lets suppose that the Time Lord is in front of a door that he cannot open nor break. He could touch it and call a time when the door will be totally rotten, and then easily break through. Then, once the Time Lord leaves, the bits on the floor revert to their present hardness, yet the door remains destroyed. This power will work well on a wooden door, but also on an iron door that could rust. It could be impos­sible however, against a magical stone door.

The reverse also works fine: the Time Lord could touch a rotten ladder and call a time when it was solid enough to keep it from breaking while he climbs it. Maintaining another state of entropy is a matter of concentration, and the Time Lord can only perform simple actions when doing it. The Time Lord can maintain this power up to a maximum duration of 1 minute × his concentration check (he cannot take 10 or 20 in this case). Disturbing the Time Lord prematurely ends his perception unless he succeeds a Concentration roll at DC=15 (or more as relevant to the circum­stances). Also, getting into a fight with an item (such as a rusted sword for instance) thus altered requires to make a Concentration check at DC=15 for the whole combat duration.

Foresight (minor)

The Time Lord is granted an intuitive pre­monition of danger in relation to himself. This power has a total duration of one hour per Time Lord Level, during which the character receives instantaneous warnings of impending danger or harm. As such, the Time Lord cannot be surprised or caught flat-footed; he gets a general idea of what simple actions he might take to best protect him or herself (duck, jump right, close the eyes, etc.); and gains a +2 insight bonus to attacks, AC and to Reflex saves. This insight bonus is however lost whenever the Time Lord would lose a Dexterity bonus to AC.

Perceptions of the Past (minor)

The Time Lord can see and hear what hap­pened in the past of where he currently is, as if he had been there at the time. Note that magically enhanced senses do not work as such to see and hear in the past; the perception occurs only on a normal basis.

What is perceived is perceived at the same pace as it occurred; that is, something that had a 10 minutes duration, takes 10 minutes of present time to observe carefully. Reaching farther in the past is difficult, and requires a successful Scry check at DC=5 + 1/day removed from the present day. Scanning a day to find a specific event to observe takes 5 minutes. Perceiving the past is a matter of concentration, and the Time Lord is unaware of his present surroundings when doing it.

The Time Lord can maintain his perception of the past up to a maximum duration of 5 minutes × his concentration check (you cannot take 10 or 20 in this case). Disturbing the Time Lord prematurely ends his perception unless he succeeds a Concen­tration check at DC=15 (or more as relevant to the circumstances).

Temporal Swap (major)

The Time Lord can take into account the different states in which a certain area or item may be over periods of time, and choose the state that suits his needs the best.

For example, lets suppose that the Time Lord is in front of a door that he cannot open. He can reasonably think that the door is sometimes open, and thus choosing a time when the door was open, will swap this moment with the present time to let him go through. However, if per chance the door is never opened, he won't find any moment of opening to bring to the present. In fact, the less time this door is open, the more difficult it will be for the Time Lord to bring forth such a moment.

This is resolved with a Search roll with a DC appropriate to the number of times the state sought has a chance to occur (based on past events, not an hypothetical future). Divide the percentage chance by 5 to get the DC. For instance, if the above door is open 10% of the time, it means it is closed 90% of the time, thus giving a DC= 18. Otherwise the number of rounds during which the Time Lord must concentrate for this time swap happens, is equal to the DC.

Disturbing the Time Lord prematurely foils his attempt unless he succeeds a Concentration check at DC=15 (or more as relevant to the circumstances). The swapped time remains for a number of rounds equal to 1d12 + the character's Int modifier. The Time Lord can affect an area of up to 30 × 30 × 30 feet.

 

 

Time Zone (major)

The Time Lord can determine a zone of 30 feet diameter around him, in which time will flow at a different pace. This pace can be increased up to 10 times faster or decreased to 10 times slower. So, 1 minute within the zone would equal 1 round outside, or 1 round within the zone would equal 1 minute outside. Any creature or item that enters or leaves the zone is affected by the relevant time. However, if the Time Lord leaves the zone, it cancels it.

This zone can be maintained for a maximum duration of 1 hour of normal time (e.g.: outside). Vision and hearing are affected in that those inside the zone will appear accelerated or slowed according to the different time pace, to those outside the zone.

The edge of the zone appears to be a swirling, amorphous mass of air.  Magical or supernatural effects cannot be cast into or out of the zone (though magical works normally within), and attacks across the edge of the zone are impossible.

Timeline Walk (greater)

The Time Lord can walk along the timeline of an object and emerge at some point in the future where the object is. This walk is tied to the object that he must touch when he departs, and that he will touch likewise when he will emerge. If the object is moved in the meantime, the Time Lord will emerge where the object will be, provided there is sufficient empty space to emerge in.

During his walk the Time Lord is totally outside of reality, and perceives it in a much succinct manner unless he stops and adjusts his "time pace" to that of what is observed in the direct vicinity of the object. The Time Lord can walk forward in time up to a maximum distance of 100 hours, and can remain in this outside reality only for 100 minutes of subjective time.

Note that observing 1 hour of events in 1 minute gives imprecise information at best. It is possible to move forward, then backward, however in the end the Time Lord can only emerge in the future, even if only one minute after having departed. When the Time Lord emerges, it is like if he teleported there.

Inside the Momentum (greater)

The Time Lord (and his equipment) ceases to move within the fourth dimension like everyone else, but stops within a time singularity for a maxi­mum subjective duration of one round/level.  This effect is similar to a Time Stop spell

Alternatively, the Time Lord can use a weaker form of this ability that lasts for ten minutes per level.  In this case, he can only activate spells and effects that target him personally.


 

FEATS AND SKILLS

 

Feats and Skills available to a character are dependent on his class and origin:

Ancient to Pre-industrial Societies:

http://www.wizards.com/D20/article.asp?x=srd35

Modern and Post-Modern Societies:

http://www.wizards.com/D20/article.asp?x=msrd

Interstellar and Intergalactic Societies:

http://www.dcrouzet.net/nboscifi/downloadpage.htm

or D20 Star Wars Rules (be warned that D20 Star Wars is not truly D20)

 

Feats and Skills added due to experience may come from any setting after the character has gotten his “feet wet” with time traveling (good examples are Jamie Mc Crimmon and Fitz Kriener).

 

 

RACES

 

Death Comes to Time, Lungbarrow and The Infinity Doctors opens up the possibility of non-Gallifreyan Time Lords. Yet throughout most of the Doctor Who series (TV, Books, Comics and Audio) Companions and non-Gallifreyan Time Lords are almost exclusively Human or Humanoid. One consistent feature of Doctor Who, especially summed up in the revelation of the Doctor’s half-Human heritage, is that its focus is on humanity and humanity’s future as a dominant player in the Cosmos.

 

The races presented in many Space Opera RPGs, such as Star Wars, Star Trek, Babylon 5, Traveller and others would be adaptable, provided that a D20DW Game Master can obtain the D20 stats for them. An excellent source for D20 Space Opera archetype races can be found in the Netbook of Science Fiction at:

http://www.dcrouzet.net/nboscifi/downloadpage.htm

 

EQUIPMENT

 

PCs’ equipment should be obtained from the same sources as their Classes came from using those starting wealth rules included therein. The Time Lords’ and Companions’ journeys across the Time/Space Continuum make any further wealth rules rather inadequate. After the gold or credits have been spent to initially equip the character that should be the end of any further need to track wealth.  Besides who needs to worry about clothes and food when traveling in a TARDIS TT capsule.

 

Time Lords should each begin with a TARDIS TTC (type of which is determined by the GM) and all standard equipment contained therein:

Unending supply of food and drink in the Galley,

Clothes suitable for all times and places in the Wardrobe Room,

Sonic Toolkit in the Reference Room,

Completely equipped multi-purpose Laboratory,

And Personal Deflector Shields and Stasers in the Armory, found only in Type 80+ War TARDISes.

 

 

ALIEN WORLD GENERATION

 

World Generators can be found in the D20 Star Wars Rules, the T20 Traveller Rules and the last section of the Notebook of Science Fiction at:

http://www.dcrouzet.net/nboscifi/downloadpage.htm

 

 

ALIENS

 

All aliens listed are as per the base creature. By adding class and levels (e.g., Soldier 5+ for Black Dalek or Cyber Leader, or Noble 1+ for Ice Lord) you will be able to create greater challenges as the Time Lords and their Companions increase in level.

 

AUTONS

 

 

 

 

 

 

[Temp] Score

[Temp] Mod

 

 

 

 

 

 

 

 

 

Score

Modifier

 

 

 

 

 

Total

STR

20

+5

 

 

 

WOUNDS

20

Strength

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

DEX

11

+0

 

 

 

DEFENSE

18

Dexterity

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

CON

20

+5

 

 

 

 

 

 

 

 

 

Constitution

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

INT

11

+0

 

 

 

SPEED

10

Intelligence

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

WIS

11

+0

 

 

 

Base Attack

+5

Wisdom

 

Bonus

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

CHA

11

+0

 

 

 

FORCE POINTS

 

Charisma

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Saving Throws

Total

 

Base Save

Ability Mod

Misc Mod

 

 

 

FORTITUDE

+5

=

 

+

+5

+

 

 

 

 

 

[Constitution]

 

 

 

 

 

 

 

 

Total

 

Base Save

Ability Mod

Misc Mod

 

 

 

REFLEX

 

+0

=

 

+

+0

+

 

 

 

 

 

[Dexterity]

 

 

 

 

 

 

 

 

 

Total

 

Base Save

Ability Mod

Misc Mod

 

 

 

WILL

 

 

+0

=

 

+

+0

+

 

 

 

 

 

[Wisdom]

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

STR Mod

 

Size Mod

 

Misc Mod

 

 

 

 

 

Total

 

Base

 

 

 

 

MELEE

 

 

=

 

+

+5

+

 

+

 

 

Attack Bonus

 

 

 

 

 

 

 

 

 

 

 

 

DEX Mod

 

Size Mod

 

Misc Mod

 

 

 

 

 

Total

 

Base

 

 

 

 

RANGED

 

 

=

 

+

+0

+

 

+

 

 

Attack Bonus

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

WEAPON

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Total Attack Bonus

Damage

Critical

 

Blaster

0

2d10

x3

 

 

Range

Weight

Type

Size

Special Properties

 

100

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

SKILLS

 

 

 

 

 

 

 

 

 

 

MAX RANKS

 

/

 

 

Cross Class

 

 

 

 

 

Key Ability

Ability Mod

 

Ranks

 

Misc Mod

 

Skill Mod

 

Skill Name

 

 

 

 

 

 

Appraise #

 

 

 

INT

0

+

0

+

 

=

+0

 

 

Astrogate

 

 

 

INT

 

+

0

+

 

=

 

 

 

Bluff #

 

 

 

 

CHA

0

+

0

+

 

=

+0

 

 

Climb #

 

 

 

 

STR*

5

+

0

+

 

=

+5

 

 

Computer Use #

 

 

INT

0

+

0

+

 

=

+0

 

 

Craft #

 

INT

0

+

0

+

 

=

+0

 

 

Demolition

 

 

 

INT

 

+

0

+

 

=

 

 

 

Diplomacy #

 

 

 

CHA

0

+

0

+

 

=

+0

 

 

Disable Device

 

 

INT

 

+

0

+

 

=

 

 

 

Disguise #

 

 

 

CHA

0

+

0

+

 

=

+0

 

 

Entertain #

 

CHA

0

+

0

+

 

=

+0

 

 

Escape Artist #

 

 

DEX*

0

+

0

+

 

=

+0

 

 

Forgery #

 

 

 

INT

0

+

0

+

 

=

+0

 

 

Gather Information #

 

CHA

0

+

0

+

 

=

+0

 

 

Handle Animal

 

 

CHA

 

+

0

+

 

=

 

 

 

Hide #

 

 

 

 

DEX*

0

+

0

+

 

=

+0

 

 

Intimidate #

 

 

 

CHA

0

+

0

+

 

=

+0

 

 

Jump #

 

 

 

 

STR*

5

+

0

+

 

=

+5

 

 

Knowledge

Alien Species

INT

 

+

0

+

 

=

 

 

 

Knowledge

Cultures

INT

 

+

0

+

 

=

 

 

 

Knowledge

Law

INT

 

+

0

+

 

=

 

 

 

Knowledge

Systems

INT

 

+

0

+

 

=

 

 

 

Knowledge

Streetwise

INT

 

+

0

+

 

=

 

 

 

Listen #

 

 

 

 

WIS

0

+

0

+

 

=

+0

 

 

Move Silently #

 

 

DEX*

0

+

0

+

 

=

+0

 

 

Pilot #

 

 

 

 

DEX

0

+

+0

+

 

=

+0

 

 

Profession

Bureaucrat

WIS

 

+

0

+

 

=

 

 

 

Profession

Merchant

WIS

 

+

0

+

 

=

 

 

 

Profession

Gambler

WIS

 

+

0

+

 

=

 

 

 

Read/Write Langauge

 

None

 

 

 

Read/Write Langauge

 

None

 

 

 

Repair

 

 

 

 

INT

 

+

0

+

 

=

 

 

 

Ride #

 

 

 

 

DEX

0

+

0

+

 

=

+0

 

 

Search #

 

 

 

INT

0

+

0

+

 

=

+0

 

 

Sense Motive #

 

 

WIS

0

+

0

+

 

=

+0

 

 

Slight of Hand

 

 

DEX*

 

+

0

+

 

=

 

 

 

Speak Language

 

 

None

 

 

 

Speak Langauge

 

 

None

 

 

 

Spot #

 

 

 

 

WIS

0

+

0

+

 

=

+0

 

 

Survival #

 

 

 

WIS

0

+

0

+

 

=

+0

 

 

Swim #

 

 

 

 

STR

5

+

0

+

 

=

+5

 

 

Treat Injury #

 

 

 

WIS

0

+

0

+

 

=

+0

 

 

Tumble

 

 

 

 

DEX*

 

+

0

+

 

=

 

 

 

 

NESTENE

STR

20

+5

 

 

 

WOUNDS

20

 

Strength

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

DEX

23

+6

 

 

 

DEFENSE

23

 

Dexterity

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

CON

20

+5

 

 

 

 

 

 

 

 

 

 

Constitution

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

INT

20

+5

 

 

 

SPEED

10

 

Intelligence

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

WIS

12

+1

 

 

 

Base Attack

+5

 

Wisdom

 

Bonus

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

CHA

19

+4

 

 

 

FORCE POINTS

 

 

Charisma

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Saving Throws

Total

 

Base Save

Ability Mod

Misc Mod

 

 

FORTITUDE

+5

=

 

+

+5

+

 

 

 

 

[Constitution]

 

 

 

 

 

 

 

Total

 

Base Save

Ability Mod

Misc Mod

 

 

REFLEX

 

+6

=

 

+

+6

+

 

 

 

 

[Dexterity]

 

 

 

 

 

 

 

 

Total

 

Base Save

Ability Mod

Misc Mod

 

 

WILL

 

 

+1

=

 

+

+1

+

 

 

 

 

[Wisdom]

 

 

 

 

 

 

 

 

 

 

 

 

 

 

STR Mod

 

Size Mod

 

Misc Mod

 

 

 

 

 

Total

 

Base

 

 

 

 

MELEE

 

 

=

 

+

+5

+

 

+

 

 

Attack Bonus

 

 

 

 

 

 

 

 

 

 

 

 

DEX Mod

 

Size Mod

 

Misc Mod

 

 

 

 

 

Total

 

Base

 

 

 

 

RANGED

 

 

=

 

+

+6

+

 

+

 

 

Attack Bonus

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

WEAPON

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Total Attack Bonus

Damage

Critical

 

Tenticles

5

5d10+5

19-20/x2

 

 

Range

Weight

Type

Size

Special Properties

 

 

 

 

 

Reflex to avoid grapple

 

 

SKILLS

 

 

 

 

 

 

 

 

 

 

MAX RANKS

 

/

 

Cross Class

 

 

 

 

 

Key Ability

Ability Mod

 

Ranks

 

Misc Mod

 

Skill Mod

Skill Name

 

 

 

 

 

Appraise #

 

 

 

INT

5

+

0

+

 

=

+5

 

Astrogate

 

 

 

INT

 

+

0

+

 

=

 

 

Bluff #

 

 

 

 

CHA

4

+

0

+

 

=

+4

 

Climb #

 

 

 

 

STR*

5

+

0

+

 

=

+5

 

Computer Use #

 

 

INT

5

+

0

+

 

=

+5

 

Craft #

 

INT

5

+

0

+

 

=

+5

 

Demolition

 

 

 

INT

 

+

0

+

 

=

 

 

Diplomacy #

 

 

 

CHA

4

+

0

+

 

=

+4

 

Disable Device

 

 

INT

 

+

0

+

 

=

 

 

Disguise #

 

 

 

CHA

4

+

0

+

 

=

+4

 

Entertain #

 

CHA

4

+

0

+

 

=

+4

 

Escape Artist #

 

 

DEX*

6

+

0

+

 

=

+6

 

Forgery #

 

 

 

INT

5

+

0

+

 

=

+5

 

Gather Information #

 

CHA

4

+

0

+

 

=

+4

 

Handle Animal

 

 

CHA

 

+

0

+

 

=

 

 

Hide #

 

 

 

 

DEX*

6

+

0

+

 

=

+6

 

Intimidate #

 

 

 

CHA

4

+

0

+

 

=

+4

 

Jump #

 

 

 

 

STR*

5

+

0

+

 

=

+5

 

Knowledge

Alien Species

INT

 

+

0

+

 

=

 

 

Knowledge

Cultures

INT

 

+

0

+

 

=

 

 

Knowledge

Law

INT

 

+

0

+

 

=

 

 

Knowledge

Systems

INT

 

+

0

+

 

=

 

 

Knowledge

Streetwise

INT

 

+

0

+

 

=

 

 

Listen #

 

 

 

 

WIS

1

+

0

+

 

=

+1

 

Move Silently #

 

 

DEX*

6

+

0

+

 

=

+6

 

Pilot #

 

 

 

 

DEX

6

+

+0

+

 

=

+6

 

Profession

Bureaucrat

WIS

 

+

0

+

 

=

 

 

Profession

Merchant

WIS

 

+

0

+

 

=

 

 

Profession

Gambler

WIS

 

+

0

+

 

=

 

 

Read/Write Langauge

 

None

 

 

Read/Write Langauge

 

None

 

 

Repair

 

 

 

 

INT

 

+

0

+

 

=

 

 

Ride #

 

 

 

 

DEX

6

+

0

+

 

=

+6

 

Search #

 

 

 

INT

5

+

0

+

 

=

+5

 

Sense Motive #

 

 

WIS

1

+

0

+

 

=

+1

 

Slight of Hand

 

 

DEX*

 

+

0

+

 

=

 

 

Speak Language

 

 

None

 

 

Speak Langauge

 

 

None

 

 

Spot #

 

 

 

 

WIS

1

+

0

+

 

=

+1

 

Survival #

 

 

 

WIS

1

+

0

+

 

=

+1

 

Swim #

 

 

 

 

STR

5

+

0

+

 

=

+5

 

Treat Injury #

 

 

 

WIS

1

+

0

+

 

=

+1

 

Tumble

 

 

 

 

DEX*

 

+

0

+

 

=

 

 

 

 

 

 

+

 

+

 

=

 

 

 

 

 

 

+

 

+

 

=

 

 

 

 

 

 

+

 

+

 

=

 

 

 

 

 

 

+

 

+

 

=

 

 

 

 

 

 

+

 

+

 

=

 

 

 

CYBERMEN

STR

23

+6

 

 

 

WOUNDS

23

 

Strength

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

DEX

14

+2

 

 

 

DEFENSE

21

 

Dexterity

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

CON

23

+6

 

 

 

 

 

 

 

 

 

 

Constitution

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

INT

17

+3

 

 

 

SPEED

10

 

Intelligence

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

WIS

11

+0

 

 

 

Base Attack

+5

 

Wisdom

 

Bonus

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

CHA

15

+2

 

 

 

FORCE POINTS

 

 

Charisma

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Saving Throws

Total

 

Base Save

Ability Mod

Misc Mod

 

 

FORTITUDE

+6

=

 

+

+6

+

 

 

 

 

[Constitution]

 

 

 

 

 

 

 

Total

 

Base Save

Ability Mod

Misc Mod

 

 

REFLEX

 

+2

=

 

+

+2

+

 

 

 

 

[Dexterity]

 

 

 

 

 

 

 

 

Total

 

Base Save

Ability Mod

Misc Mod

 

 

WILL

 

 

+0

=

 

+

+0

+

 

 

 

 

[Wisdom]

 

 

 

 

 

 

 

 

 

 

 

 

 

 

STR Mod

 

Size Mod

 

Misc Mod

 

 

 

 

 

Total

 

Base

 

 

 

 

MELEE

 

 

=

 

+

+6

+

 

+

 

 

Attack Bonus

 

 

 

 

 

 

 

 

 

 

 

 

DEX Mod

 

Size Mod

 

Misc Mod

 

 

 

 

 

Total

 

Base

 

 

 

 

RANGED

 

 

=

 

+

+2

+

 

+

 

 

Attack Bonus

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

WEAPON

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Total Attack Bonus

Damage

Critical

 

Blaster

2

2d10

x3

 

 

Range

Weight

Type

Size

Special Properties

 

100

 

 

 

Reflex to avoid grapple

 

 

SKILLS

 

 

 

 

 

 

 

 

 

 

MAX RANKS

 

/

 

Cross Class

 

 

 

 

 

Key Ability

Ability Mod

 

Ranks

 

Misc Mod

 

Skill Mod

Skill Name

 

 

 

 

 

Appraise #

 

 

 

INT

3

+

0

+

 

=

+3

 

Astrogate

 

 

 

INT

 

+

0

+

 

=

 

 

Bluff #

 

 

 

 

CHA

2

+

0

+

 

=

+2

 

Climb #

 

 

 

 

STR*

6

+

0

+

 

=

+6

 

Computer Use #

 

 

INT

3

+

0

+

 

=

+3

 

Craft #

 

INT

3

+

0

+

 

=

+3

 

Demolition

 

 

 

INT

3

+

1

+

 

=

+4

 

Diplomacy #

 

 

 

CHA

2

+

0

+

 

=

+2

 

Disable Device

 

 

INT

 

+

0

+

 

=

 

 

Disguise #

 

 

 

CHA

2

+

0

+

 

=

+2

 

Entertain #

 

CHA

2

+

0

+

 

=

+2

 

Escape Artist #

 

 

DEX*

2

+

0

+

 

=

+2

 

Forgery #

 

 

 

INT

3

+

0

+

 

=

+3

 

Gather Information #

 

CHA

2

+

0

+

 

=

+2

 

Handle Animal

 

 

CHA

 

+

0

+

 

=

 

 

Hide #

 

 

 

 

DEX*

2

+

0

+

 

=

+2

 

Intimidate #

 

 

 

CHA

2

+

0

+

 

=

+2

 

Jump #

 

 

 

 

STR*

6

+

0

+

 

=

+6

 

Knowledge

Alien Species

INT

 

+

0

+

 

=

 

 

Knowledge

Cultures

INT

 

+

0

+

 

=

 

 

Knowledge

Law

INT

 

+

0

+

 

=

 

 

Knowledge

Systems

INT

 

+

0

+

 

=

 

 

Knowledge

Streetwise

INT

 

+

0

+

 

=

 

 

Listen #

 

 

 

 

WIS

0

+

0

+

 

=

+0

 

Move Silently #

 

 

DEX*

2

+

0

+

 

=

+2

 

Pilot #

 

 

 

 

DEX

2

+

+0

+

 

=

+2

 

Profession

Bureaucrat

WIS

 

+

0

+

 

=

 

 

Profession

Merchant

WIS

 

+

0

+

 

=

 

 

Profession

Gambler

WIS

 

+

0

+

 

=

 

 

Read/Write Langauge

 

None

 

 

Read/Write Langauge

 

None

 

 

Repair

 

 

 

 

INT

 

+

0

+

 

=

 

 

Ride #

 

 

 

 

DEX

2

+

0

+

 

=

+2

 

Search #

 

 

 

INT

3

+

0

+

 

=

+3

 

Sense Motive #

 

 

WIS

0

+

0

+

 

=

+0

 

Slight of Hand

 

 

DEX*

 

+

0

+

 

=

 

 

Speak Language

 

 

None

 

 

Speak Langauge

 

 

None

 

 

Spot #

 

 

 

 

WIS

0

+

0

+

 

=

+0

 

Survival #