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The_Specialist's page

56 posts. Alias of Johnny_Panic.


Full Name

THE SPECIALIST

Race

Gallifreyan

Classes/Levels

AC 15/FF14/T11 CMB 16 | F+5 R+5 W+2 | HP 21/21| Init+1 |

Gender

Image

Size

6'

About The_Specialist

Time LORD NAME "THE SPECIALIST"
Her TARDIS

Agent of the Celestial_Intervention_Agency

"the story changes, the ending stays the same"

Race: Gallifreyan
Role Timelord [Academy-Drop out]

"Your a Specialist?"
"Yes"
"In what"
"Not what, in When"

Personailty
Smart-reckless-head strong
The Specialist is smart even by timelord standards, called gifted from a young age, she/he did well in all her/his studies, but with smart came headstrong and frustration with how slow the system is, sometimes coming over as arrogance. A TL college drop-out she ended up at the CIA. Doing what she loves, fixing problems with time if at times brutally.

Statistics
Hit Points: 13
Stamina Points 21 + (0*3)
Resolve: 5/5

Offense
Melee: - +3 To Hit
Ranged: - +4 To Hit

Range:
-:Mind Thrust[DC15 Will save][At will](1d6 damage maximum DMG Type-NL) Range 100'

Defense
Armour Class: 15
Will Save (Good): +4
Reflex Save (Good): +4
Fortitude (Bad): +2

Attributes [14 point spend]
Strength: 10 10
Dexterity: 12 10[+2points]
Constitution: 12 10[+2race]
Intelligence: 20 10[+2race][+8points]
Wisdom: 12 10[+2points]
Charisma: 10 10[-2race][+2points]

Proficiencies:
Basic Melee Weapons, Small Arms

Skill Points 18 + (5*3) = [ 33]- (maximum 6 ranks each to start)

Skills
Acrobatics (Dex) +1 - Dex +1 - Skill Points 0 - Armour Check Penalty 0
Athletics (Str) +1 - Str +0 - Skill Points 1 - Armour Check Penalty 0
Bluff (Cha) +5 - Cha +0 - Skill Points +2 - Class Skill +3
Computers (Int): Trained Only +10 - Int +5 - Skill Points 2 - Class Skill +3
Culture (Int): Trained Only +10 - Int +5 - Skill Points 2 Class Skill +3
Diplomacy (Cha) +5 - Cha +1 - Skill Points 2 - Class Skill +3
Disguise (Cha) +5 - Cha +1 - Skill Points 2 Class Skill +3
Engineering (Int): Trained Only +10 - Int +5 - Skill Points 2 Class Skill +3
Intimidate (Cha) +5 - Cha +0 - Skill Points +5
Life Science (Int): Trained Only +10 - Int +5 - Skill Points 2 - Class Skill +3
Medicine (Int): Trained Only +6 - Int +5 - Skill Points 1
Mysticism (Wis): Trained Only +2 - Wis +1 - Skill Points 1
Perception (Wis) +5 - Wis +1 - Skill Points 1 - Class Skill +3
Physical Sciences (Int): Trained Only +10 - Int +5 - Skill Points 2 Class Skill +3
Piloting (Int) [TARDIS] +10 - Int +5 - Skill Points 2 Class Skill +3
Profession (TimeLord): Trained Only +10 Int5 Skill Points 2 Class Skill +3
Sense Motive (Wis) +5 - Wis +1 - Skill Points 1 - Class Skill +3
Sleight of Hand (Dex) Trained Only +2 - Dex +1 - Skill Points 1 - Armour Check Penalty 0
Stealth (Dex) +1 - Dex +1 - Skill Points 0 - Armour Check Penalty 0
Survival (Wis) +1 - Wis +1 - Skill Points 0 Class Skill +0
Temporal Science (Int) +12 - Int +5 - Skill Points 2 Class Skill +3 +2feat

Feats
Psychic Adept x2
Prerequisite(s): Int 14
You can use latent mental powers to affect the world around you in minor ways. You state your intended effect, within your chosen theme. Your GM will determine if it’s possible and the effect. Generally, these effects will be similar to zero-level spells, with a DC of 10 + your Int or Cha bonus.

"Clara: What is it? The Doctor: TARDIS telepathic interface. You're now in mental contact with the TARDIS, so don't think anything rude."
Telepathy [Mind-to-mind][TARDIS Telepathy circuits.]
- You can communicate with others psychically in minor ways [Telepathy (Su) 100'], or use your mental energy for direct mental assaults as Mind Thrust[At will](1d6 damage maximum).

"Because that's how I see the universe. Every waking second, I can see what is, what was, what could be, what must not. That's the burden of a Time Lord..."
― The Doctor (Doctor Who)
Precognition/Postcognition [Time Sense] [Driven By GM Plot as needed]
- You can see into the future or past of an object or location a very short period of time, or see slightly further when the impressions are very powerful. This might give you an Initiative or AC bonus for the first round of combat, or determine who was responsible for some recent event. As clairvoyant-sense but in time not space. [At will DM says what is seen]

RACE
Abilities: +2 Str, +2 Int, +2 Con, -2 Cha (2 RP)
The time-lords' two hearts keep blood pumping to the brain for faster processing and throughout the durable body built for withstanding the ravages of time. However, their racial arrogance means they are usually set in their ways, making them unable to listen to reason, especially when angry.
Type: Humanoid (0 RP)
Size: Medium (0 RP)
Speed: 30’. (0 RP)

Eternal (0 RP) Gallifreyan lifespan is much longer than human, at least 1200 years for a healthy specimen. Additionally, Time Lords can naturally Regenerate (see below) twelve times, but this is still as painful and as terrifying as dying. Rarely, a Time Lord can barter with the higher powers of Gallifrey and receive an additional twelve Regenerations.

Psychic: (2 RP) [3/day]
All Timelords are inherently psychic to some extent. This can manifest in numerous ways, not all of which the PC controls.
The Game Master can decide to impart information or make psychic connections or awareness as part of the plot.
Additionally, the Timelord can choose up to 3 of the following powers, which can be used 3/day total:
1: Read Thoughts
2: Empathic Connection
3: Psionic Repair

Regenerate: (4 RP) [2/12]
when a time lord dies he is affected as if by "Reincarnate", however he always reincarnates into another Time Lord whose appearance and physical age changes, to a minimum of 16 years. When this happens, the player and GM work together to design the new version. After regeneration the next 12 hours is an energy period the time lord can use his regeneration energy to heal any cuts, scars or wounds on himself and all around him and can use only a little bit of energy that uses up 1 hour to fix objects this applies to healing.

Automatic Languages:
Time Lords speak their own language of Gallifreyan; in practicality, the TARDIS automatically translates the languages of any humanoid from and to the travelers.

Temporally Aware:
Temporal Science and TARDIS pilot are always class skills for a Timelord.

Skilled: [Tempial Science +2]
A Timelord gains the benefit of the Skill Focus Feat toward the skill of his/her choice.

PERSONAL ITEMS

ARM AI [Inteligent Item]
Linked to her TARDIS this acts as a PDI and also plot-driven AI that hacks stuff and feeds her info as plot needs.
All-Purpose-Accessory

Holo-clothing
Linked to her TARDIS - Takes on the local look so she can blend in.

Catch Frase
On things going wrong...
"What do you expect! I never finished that class"
About weapons
"I have a space-craft that can wipe out planets, why would I carry a.. o that's a lot of teeth, RUN!"
Hacking
"Give me a moment, just about got it"
Telepathy
"Think it, think open the door, and if the TARDIS likes you it will open"
Time Sense
"Stop! this is wrong, this should not be here, it's from 200 years from now"

Backstory
The Specialist was made in her Family Loom. Some of the family say she was crafted with Genetic material from OMAGA.
As a new child of the family, she was raised by the family as a whole. Not having a mother as such, But Time Lady Griller of the counsel and family acted as one. The Special was gifted as a child, she had time Sence and could read minds. Doing well in her studies at the age of 8, she was enrolled in the TimeLord Academy and was doing well until the test of the Untempered_Schism Something she saw in there made her very unhappy with the way things were being run on Gallifrey. From that point on she was marked as a troubled student. She was known for being, a little too brutal when completing tasks, close to the end of her training, she dropped out in digest at the red tape.

In fact, she had been recruited into the CIA and was having too much fun working for them. When the CIA is unable to send in a full team, or the mission needs a group more, focused on rectifying problems. They send in The Specialist and her team, a TimeLord with Alien Companions whose skills will be needed to 'fix' things. "the story changes, the ending stays the same" as the CIA moto goes. It this end they gave her a Type 70 Mk V TARDIS to get them where they need to be. But she can't just blow things up, much as she would like to. ALL USE of TARDIS weapons needs to be cleared by CIA control.

Secrets
Call backs to CIA
Her Arm AI is in fact a Time Ring under the control of the CIA, should they wish they can call her back at any moment. Also her TARDIS as a CIA call-back function that does the same.
Looming
She was in fact loomed from Omega's DNA and is part of a plan to craft for him a new body.
Regenerations
She is 392 years old, she fell in love in her 1st Regeneration [Male] but to an Alien [Thri-sex], and was forced to Regeneration as penance. She went to the sisters of Karn to do so, so has met the order.

Took me a while to work out her TARDIS but looking over what the CIA use, and think hers would be more a tool, more in keeping with an Agent of the CIA, and more her style. Where the Doctor TARDIS is a time capsule relic, more a family campervan of a TARDIS that can be reconfigured internally. 'The Specialists' TARDIS is a decommissioned Battleship of a TARDIS, its big lumpy mass of a thing, now empty of its manufactured function for war. Fixed large empty internal spaces, where once 10,000s of troops and vehicles were. Now vast spaces you could spend a lifetime walking. Think of an empty Aircraft carrier with just a crew of 4. A kind of ghost ship of a TARDIS.

Actual body

Type 70 TARDIS [Inteligent Item]
Actual body ---TARDIS Main controls - Main Control -
Internal spaces - Empty Hangers - Hav Blocks -
Personal Living Spaces

THE SPECIALIST's TARDIS is a Type 70MkV TARDIS, grown for the CIA. Hers has been modified to have more internal functional spaces. [See images] Type 70s are considered to be modern if no longer needed now that there is a lull in the time wars. As a WAR TARDIS, the Type 70s have enhanced Telepathic and communication Circuits. This allowed for a pure telepathic mind-lock to replace the key-based locking systems used in earlier models. The circuits also make's possible a more reliable version of the Navigator and voice control program that could even be used for operating the internal lift and other minor functions throughout the interior. With linked Voice and Telepthicly comms to THE TARDIS Control lattice 'Mind'. It also has a working 'Chameleon circuit' unlike some older TARDIS'es, and the crew are able to use it if they do not wish to be seen. It can pause materialization and breakthrough temporal distortion grids [Time walls]. Most of all a Celestial Intervention Agency TARDIS was equipped with weapons systems that included Time Torpedoes. [See Blueprints images below] A decommissioned war TARDIS Its weapons are greatly limited and can only be used under CIA clearance. [GM Controled]

:Has enhanced Telepathic Circuits
:First to have an improved Pause Control that can freeze a TARDIS in mid-rematerialization for up to 2 microspans
:Type 70 features an internal voice-activated lifts made of living metal.
:The sick bay was located on level Gamma Seven
:Unlike a Type 40, a Type 70 can penetrate distortion grids.
:One of the first to carry a pure telepathic mind-lock for the main doors
:Improved voice control [link=navigator]Navigator system
:A military modification of the Type 70 was issued for the CIA that was equipped with weapon systems. The Type V

The Type 70 V CIA Blue Print 1 - The Type 70 V CIA Blue Print 2