TIMELORDS
An
NPC class for the
future,
present & past
by
Lewis
Pulsipher
Chronal Powers | - | - | - | Reversible Powers |
Dragon 65 | - | - | - | Dragon |
Timelords are the elite military order
of a mutated human
race. Most members of this race do not
differ from normal
humans (except that very few are able
to cast spells), but a few
have mutated enough to be able, with proper
training, to manipulate
Time.
An annual competition among 16-year-olds of at
least 15 intelligence determines which
young men and women
will enter the Order of Timelords. They
become Time initiates
after 2 years of intensive training and
stimulation of the gland
which enables Timelords to alter time.
Only members of the
mutated race possess this gland, so Timelords
are exclusively
NPCs.
Timelords attack and save using the thief
tables. Timelords
can use any weapon, just as a fighter,
but gain weapon proficiency
as a thief. Timelords may use any magic
item usable by
all classes, plus all rings, potions,
and any item which affects
time (such as a Staff
of Withering). A Timelord may not wear
metal armor while using his powers, because
any large mass of
metal near his skin prevents him from
calling on his chronal
energy. Timelords may use wooden shields
at any time, and
metal shields subject to the above stipulation.
Timelords’ hit
dice are 6-sided.
As a Timelord advances in experience levels,
he experiments
and gains powers. His chronal energy also
increases, as shown
in the accompanying table. Each use of
a time-altering power
costs 1 chronal energy point per power
level of the ability
being employed; the power level also indicates
the minimum
experience level of Timelord able to use
the power. Timelords
do not need to memorize powers.
An unwilling TARGET of a Timelord power
is allowed a saving
throw vs. wands. The time manipulations
are not spells and
consequently are unaffected by anti-magic
spells or devices,
though a Ring
of Protection, for example, would affect the
saving throw.
1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM =
3. ABILITY SCORE MINIMUMS
STRENGTH =
INTELLIGENCE =
WISDOM =
DEXTERITY =
CONSTITUTION =
CHARISMA =
COMELINESS =
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE
= human(mutant)
5. MULTI-CLASS POSSIBILITIES =
6. HIT DIE TYPE = d6
7. MAXIMUM NUMBER OF HIT DICE =
8. SPELL ABILITY =
9. ARMOR PERMITTED = no metal armor
10. SHIELD PERMITTED = wooden only
11. WEAPONS PERMITTED = any
12. OIL PERMITTED =
13. POISON PERMITTED =
14. ALIGNMENT =
15. STARTING MONEY =
16. WEAPON PROFICIENCIES = as thief
17. NON-PROFICIENCY PENALTY =
18. NON-WEAPON PROFICIENCIES =
19. STARTING AGE =
20. COMBAT = thief
21. SAVING THROWS = thief
22. MAGIC ITEMS =
XP | Level | 6-sided Dice for HP | Title | Chronal points for energy |
0 — 2,000 | 1 | 1 | Timeinitiate | 1 |
2,001 — 4,000 | 2 | 2 | Timeleader | 3 |
4,001 — 8,000 | 3 | 3 | Timechief | 6 |
8,001 — 16,000 | 4 | 4 | Timecommander | 10 |
16,001 — 32,000 | 5 | 5 | Timemaster | 15 |
32,001 — 50,000 | 6 | 6 | Timelord | 21 |
50,001 — 100,000 | 7 | 7 | Timephilosopher | 28 |
100,001 — 250,000 | 8 | 8 | Chronos | 36 |
250,001 — 400,000 | 9 | 9 | Chronos, 2nd | 45 |
400,001 — 550,000 | 10 | 10 | Chronos, 3rd | 55 |
550,001 — 700,000 | 11 | 10+1 | Chronos, 4th | 66 |
<check table>
150,000 experience points per level for
each additional
level beyond the 11th.
Timelords gain 1 h.p. per level, and additional
chronal
energy points equal to the new level number,
for each
level after the 11th.
Level One (usable by any Timelords)
Hasten
Individual — Range 6” (self possible), duration 11-30
(d20 + 10) melee & rounds. Recipient
moves 50% faster, including
the gain of 3 attacks per 2 rounds if
this or a better ability
is not already possessed. This effect
does not age the recipient.
Slow Individual
— Range 6”, duration 3 turns. 1 creature
of size S or M may be affected. Victim
moves at 1/2 SPEED
and attacks every other melee round.
Move Self Forward in Time —
The Timelord disappears, then
reappears some number of rounds later
in the same place. He
may use other powers while in “limbo,“
or change weapons, but
he must return in the same place. Whatever
he is carrying, even
another person, goes along with him. He
must specify how
many rounds forward he will move when
he goes; the maximum
is 2 rounds per experience level of the
Timelord. (A favorite
Timelord tactic is to move forward in
Time so as to reappear
while the hapless adventurers are “looking
for treasure,” thinking
the Timelord has teleported away.)
Move Object Forward in Time
— Range 6”, maximum duration
1 turn per level of the Timelord. A non-living
object not
near any living thing — for example, not
someone’s armor
— moves forward in Time. Maximum volume
is 1 cubic foot
per level of the Timelord.
See Past of a Place — The Timelord
can see a period of Time
from the past of the place he occupies
— a room, for example,
but not an entire dungeon at once. The
length of this period of
viewing is 10% of the maximum distance
into the past the
Timelord is able to reach, which is 5
days per level. For instance,
a 3rd-level Timelord can see as far as
15 days into the
past and can view a time period of 1½
days duration, starting
anywhere from 1½ days to 15 days
prior to the present time. The
Timelord may choose to view the past at
an accelerated rate, up
to 24 times normal speed (at which rate
a day’s events would be
shown in an hour of actual time). At the
DM’s discretion, the
Timelord may fail to notice details —
or perhaps even important
facts — depending on how rapidly the scenes
of past events are
racing through his view.
See Past of a Person — This is similar
to See Past of a Place,
but a Timelord must touch the person or
being in question. That
person or being need not be alive at the
Time.
Suspend
Animation — This is similar to the psionic discipline
of the same name. The Timelord may suspend
himself for a
maximum of 1 week per experience level.
Level Three (usable by Timelords of 3rd level or higher)
Hasten Group — This is similar to
Hasten Individual, but from
2-16 creatures may be affected, any or
all within a range of 1”.
SPEED
Individual — Range 6” (self possible), duration 10-30
(d20 + 10) rounds. Recipient moves 100%
faster, including the
gain of 2 attacks per melee round if such
an ability is not
already possessed. When the duration expires,
the recipient is
exhausted for an identical length of Time,
but (as with the
Hasten powers) is not aged.
Slow Monster—
This is similar to Slow Individual, but affects
a creature of any size.
Slow Group — This is similar to
Slow Individual except that
2-12 creatures of size S or M are affected.
Move Own Group Forward in Time
— A maximum of one
creature per experience level of the Timelord,
if within a 10-foot
radius of him, may be moved forward in
time. The maximum
interval is two rounds per level of Timelord.
Only those willing
to go may be affected.
See Possible Future of a Place —
The Timelord can see a
possible future of the place he occupies
— a room, for example,
but not a castle
or a country. The maximum “distance” he may
see into the future is a number of days
equal to his experience
level minus 2. The maximum period of Time
he may view is
1/12 of his maximum “distance,” and this
viewing may be accelerated
as with See Past. The DM must select some
fairly
likely (or not-so-unlikely) event to show
to the Timelord. Since
the future is a matter of probability,
not certainty, it is not
necessary for this event to take place
when its time comes.
Age
Non-living Matter — Any matter or substance which is
not presently alive can be aged by use
of this power. The weight
limit is 10 pounds per level of the Timelord,
and the maximum
amount of aging is 10 years per level
of the Timelord. The
Timelord must be within 1” of the object
of the power. For
example, a <Wizards>’s
robes (including all the material components
stored therein) might be aged to destruction.
Move Single Enemy Forward in Time
— Range 1”, maximum
interval 1 round per Timelord level. The
victim reappears at
the appointed time, unaware of what has
happened to him.
Level Five (usable by Timelords
of 5th level or higher)
SPEED Group
— This is similar to SPEED Individual, but
2-16
beings of size S or M can be affected.
Slow Group of Monsters — This is
similar to Slow Monster,
but 2-16 beings of any size can be affected.
Move Enemy Group Forward in Time
— Range 1”. All enemies
within 10 feet of the target point are
affected. The maximum
number which may be affected is equal
to the Timelord’s
level (and remember that all get saving
throws); the maximum
interval forward is one round per level
of the Timelord.
See Possible Future of a Person
— This is similar to See
Possible
Future of a Place, but the Timelord must touch the
person (who must be alive) and the maximum
interval forward
is a number of days equal to the Timelord’s
level minus four.
Age
Non-human Living Matter — Range 1”. The Timelord
can age any creature which is not vulnerable
to a Charm Person
spell, with a maximum aging of 2½
years per level of the Timelord.
Victims are matured physically but not
mentally by such
aging.
Level Seven (usable by Timelords of 7th level or higher)
Move Spell Forward in Time
— The Timelord may move a
spell CAST by someone in his party, and
which has a physical
manifestation (such as a wall
of stone or a fireball) that he
has
seen before. The spell gets a save as
though it were a
<Wizard>
of the spell’s level. The maximum interval a spell
can be sent forward is 1 round per level
of Timelord, divided
by the level of the spell (round down
to the nearest round).
Partial Time
Stop — This works like the ninth-level
magicuser
spell Time
Stop, but only one creature is affected and a
saving throw is allowed.
Age Humanoid
— Range 1”. This power ages anyone subject
to a Charm
Person spell, up to a maximum of 2½ years per level
of the Timelord level. This effect may
be counteracted by a
longevity potion.
Alter Past — Range 2”. The Timelord
is able to attempt to
alter some action which occurred in the
immediately preceding
round. Usually this will amount to someone
rolling a saving
throw again, or re-rolling an attack or
damage die. The DM
must ensure that this is a limited power.
When the power is used
in an attempt to adversely affect an opponent,
that character or
creature is allowed a save.
Temporal
Stasis — Range 1”. This has the same effect as the
ninth-level <Wizard>
spell of the same name.
Level Eight (usable by Timelords of 8th level or higher)
Time Stop
— This is similar to THE <WIZARD>
of the
same name, but a saving throw is allowed.
Superage
— Range 1”. By aging the target at a fantastic rate,
this power has the same effect as a disintegrate
spell. However,
it can be reversed by another Timelord.
Level Ten (usable by Timelords of 10th level or higher)
Time Stop Group — This has the effect
of THE <WIZARD>
Time
Stop spell, but a save is allowed. All affected creatures
must be within 1” of the Timelord, and
the maximum number
which may be affected is equal to the
Timelord’s level.
Reversible
powers
Only the 4 aging powers (Age
Non-living Matter, Age
Non-human
Living Matter, Age Human, and Superage)
can be
reversed by a Timelord. The experience
level needed to perform
the reversed form is one higher than that
needed for the
non-reversed form. Reversal can affect
only a Timelord-caused
change so that, for example, the reverse
of Age Human cannot
counteract the effect of a Staff
of Withering.
Timelords have been conceived primarily
as “monsters,” not
as a non-player aid to adventurers, though
on occasion they
might prove helpful. Timelords should
not be very powerful, but
they can be puzzling and surprising to
an adventuring party.
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1. Papers & Paychecks