Post by Manah on Nov 8, 2016 17:12:11 GMT -5
THE TRAVELER
Driven, Hedonistic Time Lord and Fearless, Adventurous Explorer
Driven, Hedonistic Time Lord and Fearless, Adventurous Explorer
QUOTE: "If there is something I haven't seen, if there is some knowledge I haven't learned, a meal I haven't tasted, an art I haven't mastered... then wouldn't it be a shame if I was gone forever? ...Still... 'tis a far too exciting road to walk it alone. I want you... to walk it with me. Come! Adventure awaits. Danger... epic monsters... treasures of immeasurable worth! It'll be fun!"
Age: Currently looks 19, true age is 231, current incarnation has lived for 116 years.
Other aliases: Tristen, Trevor (As a male incarnation), The Third Traveler
Occupation: Explorer, Seeker of knowledge, love, power, wealth, adventure and treasure; Adventurer
Height: 5'5"
Weight: 128 lbs
Eye color: Brown
Hair color: Blond
Species: Gallifreyan (Time Lord)
ABILITIES
Int: 13
Str: 6
Agl: 7
Spd: 6
Dur: 7
HEALTH: 7 P.L: 1
ENERGY: 41(i) P.L: 3
REGEN: 30 P.L: 1
ACTIONS
Mastery of Kung Fu: 8
(Int.bonus and Wpn.modifier)
-Efficient
-Shaolin Kung Fu
-Taijutsu
-Firearms
-Precise shots/strikes
-Acrobatic fighting
-Feint/Outsmart opponents
-Fighting larger/multiple opponents
-Using powers in combat
-Options: Catch projectiles, Balance, Blind fighting, Multiple opponents, Can substitute Mastery for Strength to break things
Acrobatics: 6
(Agl.bonus)
Telepathy: 6
(Int.bonus)
-Read minds
-Project thoughts/Control others
-Illusions
-Create links with others
-Empathy
-Psychometry
-Telepathic communications
-Repair minds
-Telepathic suggestions (as a lesser mind control; if she beats target's mental defense, the Traveler can have them make a few, non life-threatening actions of her choice. For example, she could command a guard to "leave his post and not look over there for two minutes".)
Ninjutsu: 6
(Int.bonus)
-Efficient
-As Mastery of Elements (Water, Wind and Electricity) and Magical Healing
-Create/Manipulate (Can't use Water Release to breathe underwater)
-Force Blast: Water (Normal and Stun damage, 2x damage when target is in/on/underwater), Wind (2x damage or Area Effect 5 [may increase with stones]), Electricity (2x damage, May do Normal or Stun damage) elements.
-Water specialty (Gains 1 free stone from GP when using Water, and loses 1 when using Earth. All Water effects are Efficient, and will improve to Super-Efficient if the 'Efficient' option is bought on the action. However, Earth, if acquired, will never be Efficient regardless of options bought.)
-Yin/Yang Release (Yin Release [Can create objects and materials as per Create/Manipulate Matter; and/or create automatons/lifeless creatures as per the Summoning action], Yang Release [Animate Objects and materials, or to actually make automatons/lifeless creatures alive], As Mutant Healing (Heals up to 2x AN white stones per day); May use to 'Regrow organs/Limbs' onto self or others; Yin-Yang Release [Can create beings of 20 creation stones per stone spent, up to AN. The created beings are permanent, although there is a limit as to how many she can create per day, equal to AN.])
-Accumulate Energy for greater effect
Genjutsu: 7
-Efficient
-As Create Illusions, but enhanced: the illusions may affect up to one sense (sight, hearing, smell, touch, and taste, in that order) per stone played, with a difficulty equal to stones played as usual to "see through" the deception. In other words, if a person falls for it, the illusion could seem very real while being nothing more than a fake for anyone who saw through it. An illusion still cannot harm a person nor affect its environment.
-May be used for the opposite as well, hiding a real object from the senses of people around.
FÅ«injutsu: 6
(Int.bonus)
-As Hammerspace
-Can be used to seal creatures, objects, chakra, etc. within other objects, creatures, etc.
Technology/Vehicle operations: 9
(Int.bonus for Technology)
-Efficient
-Boffin (using other pieces of already existing equipment, the Traveler can make temporary technological devices with various purposes. For example, with a toaster, a fork and some help of her Sonic Screwdriver, she could make a temporary holographic projector in working condition but with limited capabilities.)
-Gadgets (can substitute for Close/Ranged combat to use a gadget which cannot cause harm but still requires a "hit" to work)
-Time travel devices
-TARDIS
-Any vehicle (although the Traveler cannot use more than half this action's AN stones in this action to drive a vehicle for the first time)
Inventing: 8
(Int.bonus)
-By using the Tardis, the Traveler effectively needs no time to work on an invention, so she can make very complicated creations in effectively no time. Of course, without the Tardis, she needs more time, but even then, due to her knowledge of technology, superior mind and her tools (such as the Sonic Screwdriver!), she can invent new gadgets in 1/10th of the normal required time. Also, all technologies she works on are considered to be "Existing technology that you know" for her.
General Knowledge: 8
(Int.bonus)
-Efficient
-Time and its particularities
-Most sciences
-The Galaxy and beyond
-History
-Alien species
-Spacial/temporal anomalies
-Gallifrey Lore and culture
-Artefacts/Treasures/Powers/Myths
Medical Healing: 6
-Perform sophisticated medical diagnoses by touching someone's ear
Concentration: 4
(Int.bonus)
Treasure Hunter: 6
(Agl.bonus)
-Efficient
-As Thieving
-Stealth
-Search room/area
-Escape artist
-Spot ambushes/traps
-Pickpocket
-Infiltration/Exfiltration
Perform: 7
(Agl.bonus)
-Efficient
-Singing
-Dancing
-Calligraphy
-Violin
-Piano
-Poetry
-Drawing
-Note: The Traveler has also the ability to shatter windows with her voice, if she puts at least 5 stones in this action for this specific purpose.
Chakra: 6
-Usable as Iron Will
-Inner Power (As Accumulate Energy from M.o.M)
-Leadership
-Iron Fist
Social Skills: 6
-Beautiful
-Persuade
-Charm/Seduce
-Humor/Sarcasm
-Intimidate
-Playful
MODIFIERS
Power Level 1
Immortal
-Unless victim of an "Accident", Time Lords live basically forever, although they do seem to get very old, very slowly. It does happen, however, that truly ancient Time Lords will "die of old age", then regenerate in a younger, stronger body.
Binary Vascular System
-Time Lords have two hearts. Aside from the obvious "If I lose one, I have the other" advantage, their body will also eventually regenerate a lost heart in time, usually a week. Additionally, once in a while, a Time Lord can use their hearts to pump blood faster into their system, making them go in "overdrive". Such a state grants +1 to all Physical Abilities, to Reflexive Dodge, to Energy Battery, and adds 3 to the Traveler's energy Regeneration per panel, for up to basic Durability in panels (4 in this case). After going into overdrive, they are exhausted for 3 panels (-1 to all actions).
Respiratory Bypass System
-While the Traveler requires air to breathe, she needs less of it and less often. If really necessary, she can hold her breath for a very long time. In game terms, she may spend stones in her Durability to hold her breath for up to 5 minutes/stone spent. She may even hold for a little longer (2 minutes) if she activates "Overdrive" prior to using this ability.
Healing Trance
-As Healing Factor; the Traveler can make herself go into a state of coma-like trance that allows her to heal much faster than normal. At her discretion, the Traveler can also slow her heart rate and respiration so much she appears dead to just about anyone, including gifted doctors (one would need to put at least 6 stones in Medical Healing to discover she is still alive).
Rapid Regeneration
Energy Battery 5
Deep Reserves +7
Genius +7
-As PCPT
-Cannot interact directly with computers
Reflexive Dodge +4
Toughness +3
Flexible Skeleton +2
Energy Defense +4
Mental Defense +10
Genjutsu Defense +5
Targeting +2
Fast-Draw +2
Leaping +1
Minor Immunities
-To most known Poisons, Diseases, Radiations, Electricity [in fact, the damage she takes from Electricity is always Stun damage only], The voice-changing effect of Helium (yup)
Photographic Memory
Feel the Turn of the Universe
-Time Lords have an uncanny ability to perceive the fabric of time, discerning "fixed points" and "points in flux", periods of time which must stay the same and other periods which can be altered. Additionally, Time Lords can sense when something is amiss or unnatural, and what needs to be done to set things right. They are able to know if someone is tampering with time. Finally, they can also see all past, present... and possible future events in time if they concentrate enough. In game terms, this works as Precognitive Flashes with these specific focuses, but the Time Lord can also actively concentrate and focus to try to feel any such "disturbance in time" if they want.
Gallifreyan Fast Reading
-The Traveler can read a book from cover to cover in a second by thumb-flipping the pages before his eyes.
Sense Chakra 5
-As Sense Power
Regeneration
-Time Lords who die in some way or another may regenerate and come back to life. They are able to do that up to 12 times, and the Traveler's current incarnation is her 3rd one, having used up 2 Regenerations.
-Essentially works like Reconstitute Self, although with each regeneration, any (or all) of the following things may change: The Traveler's gender, appearance, height, weight, hair and/or eye color, apparent age, personality quirks, beliefs, habits, etc. The "core" of the Traveler would remain: for example, she will still be adventurous, hedonistic and eager to learn, acquire treasures and artefacts and become stronger... but everything else could change. Additionally, she could shift Ability points here and there [for example, he could lower his Speed by 1 to increase her Agility or something]. Basically, one is never sure exactly what the result of a regeneration is going to be.
-Also, for 1-20 hours after Regeneration has occured, a Time Lord is in a state of excessive energy and hyperactivity, is confused and can go from extremely tired to impossible to hold in place for more than five seconds in the blink of an eye. During that period, their Healing Trance becomes a full Enhanced Healing Factor, and they may even regrow limbs in seconds.
Wealth: 10+
-Gains $10,000,000,000 per issue/month
-Currently has $120,000,000,000
-Updated on 2017/11/11
As necessary; the Tardis can basically generate matter out of thin air, including (and certainly not restricted to) money.
CHALLENGES
-Psychological (-4; moderate hedonism. The Traveler loves life and all the pleasures it has to offer her; she wishes to enjoy all and every of its aspects as often as possible, and for as long as possible, be it good food, enjoyable activities, handsome men, lovely women, funny games, and whatnot.)
-Psychological (-2; afraid of permanent death. The destruction of Gallifrey and her species has left the Traveler with a growing fear as she advances through her regenerations, a fear of being gone and forgotten. Overcoming this possibility is one of her main goals.
-Psychological (-3; moderate ambition and lust for power. While the Traveler is a rather good person, her doubts and hobbies both push her towards increased personal powers in the hope of overcoming his limitations. In time, she has grown to like power, and came to pursue it for its own sake as well.)
-Psychological (-2; adrenalin junkie. Despite her fear of death, the Traveler enjoys nothing more than the rush of adrenalin in her body, and enjoys risky situtations related to adventure, danger and other possible threats. She gets bored in an easy life.)
-Psychological (-1; mild cruelty. Unlike the Doctor, who is a pacifist and who hates using violence or causing harm even when necessary, the Travelers is fine with doing it when necessary, and doesn't lose too much sleep over it even when other options might have been used. She is not evil, but she enjoys to bring the pain to those who deserve it, seeing nothing wrong with fighting fire with fire.)
-Duty (-3; the Traveler, while less of a goody two shoes than the Doctor, still sees it as her responsibility to protect the world and time itself.)
-C.T.S.U.F.U (-2; while not a true blue hero like the Doctor whom she sees as 'way too selfless for his own good', the Traveler is a good girl at heart and will often go out of her way to help people as well.)
-Obsession (-3; learn any skill, ability, power, piece of knowledge, secret she can... acquire any treasure and artefact she can, if at all possible.)
-Haunted past (-2; the loss of Gallifrey and all of her species - with a couple of exceptions.)
-Minority (-1; pansexual. The Traveler doesn't mind the gender of her relationships as long as they are enjoyable to look at, have a pleasant personality and are mostly honorable/good)
-Deadly enemies (-5; various. Just like the Doctor, the Traveler has made quite a few enemies over the years, and some also hate her just because of racial enmities, like the Daleks. If the Master was still alive, the Traveler would oppose him just as much as the Doctor would.)
-Special vulnerabilities (-3; rare diseases, poisons and radiations; eating a single tablet of aspirin could kill the Traveler.)
EQUIPMENT
-Outfit: White shirt, Black jeans, White tennis and a pair of sunglasses
-Long coat (usually grey in color. Not unlike the TARDIS, the Traveler's coat's pockets can hold many more (and larger) objects than one would suspect.)
-Sonic Screwdriver (this little Gallifreyan technological wonder serves many, many purposes. Using the Sonic Screwdriver requires a Technology AN of 7 at least. It grants +3 to any attempt to open a lock, mechanical or electronic, and +2 to Repair attempts. It may be used to fire small to very powerful waves of sonic energy (and receives a +1 on any such use; basically, it acts as a Force Blast that deals only Stun damage VS living beings or Normal damage against non-living matter, up to a 12 stones attack, tops). The Sonic Screwdriver is an excellent scanning device, allowing the Traveler to scan for nearly any type of radiation, energy signature or specific matter. It can be used as a flashlight, a welding tool, to detect/intercept/send signals and communications, remotely operating the TARDIS, burning, cutting or igniting substances, amplifying or augmenting sounds, disabling alien disguises, healing cuts and wounds (it adds +2 to Medical Healing uses), etc. Its various modes could be used as a regular weapon of +1 to +3, although the Traveler pretty much never uses it to cause harm.)
-Psychic Paper (this handy little device looks like a simple white paper card until shown to someone in certain situations. Indeed, the card seems to show a viewer what that person expects to see, or what the person holding it wants it to show. For example, if the Traveler shows it to someone after stating that she works in a certain building, and that someone asked an employee card to prove it, he will look at the paper and "see" it as an employee card. If the Traveler says to someone, "Hey, have you seen this man?" while showing the card and thinking about a given man, the person will see said man on it. While it is very useful, it doesn't work on people with a Mental Defense of 9 or more.)
-TARDIS (Time And Relative Dimensions In Space; one of the most advanced time travelling machines ever known, the TARDIS is arguably the best means of transportation, bar none. It basically can bring its passengers anywhere, anywhen, up to (although it is much more difficult) other dimensions which are relatively close to the one it is in [GM's call]. Additionally, it is MUCH bigger on the inside than the outside. The Traveler's TARDIS, unlike the Doctor's, still has a functional Chameleon Circuit, meaning it can appear like whatever is approrpriate to the Time Lord. Using the TARDIS for anything requires a Technology AN of 5, and actually using it for transportation requires Technology 8. Its major systems and uses are listed below:)
- Time/Space Travel: As Teleportation 11 (Interstellar distances, Time travel, Limited Dimensional travel [GM's call]). Can also move about with Flight 11.
- Architectural Configuration Circuitry: The TARDIS' interior layout and design is very easy to alter/manipulate. With only a little technical know-how (and the Traveler's permission), one can add/remove/alter rooms in the TARDIS, with few limits. For example, the Traveler could create an entire room with a swimming pool in it with but the press of a few buttons. Additionally, the Traveler can generate any kind of existing object/matter with few limits using the TARDIS. Unexisting stuff, however, will have to be invented first.
- Chameleon Arch: This system allows a Time Lord to alter their appearance for up to one week. Using it works as Shape Shifting 8, but it hurts a lot to use it, so the Traveler only rarely uses it.
- Cloister Bell: Basically, this is the alarm system of the TARDIS. It will sound when terrible danger threatens either the TARDIS or the Universe itself, and can be deactivated with the press of a few buttons, vocal command or the use of the Sonic Screwdriver so the Traveler can have some silence to investigate and find out what's going on.
- Control Console: The first thing someone sees when entering the TARDIS is often the Control Console: an heaxagonal control console that surrounds a "time rotor". It usually requires no less than sic operators to properly use a TARDIS, although the Traveler has found a way around this by using the device "on the brakes" and running around quite a bit. The time rotor holds the TARDIS' source of power, called the Heart of the TARDIS. Staring directly into it is to be one with the Universe and all time and space, and not even a Time Lord can control such energy for long, or predict what sights and powers come from such an union.
- Energy Manipulation: The TARDIS systems are especially good at manipulating energy. A Tardis is constantly surrounded by a very powerful force field (26 stones of Defense VS Energy and Physical threats; attacks more powerful than this can damage its systems and cause various malfunctions), and it can be used to manipulate Gravity (as a Mastery at AN 11 with Create/Manipulate), use Tractor Beams (as Telekinesis 11) and similar stuff.
- Hostile Actions Displacement System (HADS): This system makes taking violent action inside the TARDIS a difficult task. It basically reduces any such attempts by a -6 sitmod. This specific system, however, has suffered several times in the past of temporary unreliabilty...
- Nesting: As aforementionned, the TARDIS is much bigger on the inside than the outside, and can store vast amounts of matter and objects if necessary. It can literally appear around objects which are then stored inside and then put out as easily as necessary. The exact limits on that storage ability has yet to be discovered.
- Enhanced Database and Tech Support Systems: Adds +6 to all actions related to knowledge, technology, and analysis for anyone who has access to and knows how to use the Tardis' equipment.
- TARDIS key: To operate a TARDIS, one requires a key. In time, however, the somewhat sentient TARDIS will recognize its owner more easily, and will eventually respond to other types of "keys". In the Traveler's case, the TARDIS obeys to both his vocal commands, and/or a snap of his fingers.
- Translation systems: Aboard the TARDIS, everyone seems to speak the same language, even if they never heard someone else's language before. Using the Sonic Screwdriver, the Traveler can use that function outside the TARDIS as well.
______________________________________________________________
STORY: When Gallifrey was erased from the Time Space Continuum, the Doctor and the Master weren't the only ones to have been so far away from the catastrophe that they safely escaped it. A younger Time Lord, known as the Traveler, also made it out alive, and ended up as a fellow orphan across eras and the emptiness of space. Originally being only interested in seeing new places, the Traveler was scarred by this cosmic event, and moved on into becoming one who seeked to live life to the fullest and experience everything she could as fast as possible, in fear that she, too, could be extinguished from reality, if all of Gallifrey had been. In addition, she became drawn to power, knowledge, and artefacts, anything that could possibly give her more power to both avoid having to die and regenerate (which drew her closer to permanent, final death), and to eventually possibly conquer and overcome the possibility of final death. This new path led her to travel anew, this time in search of new experiences, belongings, sources of power and knowledge, and adventure.
Unlike her fellow survivor the Doctor, while a rather kind person, the Traveler is not as honorable, peaceful and troubled by violence. In fact, she believes that the end often justifies the means, as long as it's not too extreme. She doesn't mind using guns or throwing punches, and has in fact trained hard under Shaolin Monks during her past life to learn martial arts and self-control. She can easily kill with her bare hands if the need arise, although she is not foolish to do so without reason. Still, while she considers the Doctor an ally, she is not in favor of what she considers to be 'overdone selflessness', herself believing that a reasonable balance between compassion and self-focus is closer to the way to go.
That being said, just like the Doctor... the Traveler prefers to enjoy life with trusted and enjoyable companions, and she seeks some just the same.