The first two editions of
TimeLords used a custom d20-based system designed by
Greg Porter. The emphasis is on realism over speed and playability.
Attributes Regardless of which subgame of
TimeLords played, characters have from 10-11
Primary Attributes: •
Strength •
Constitution •
Intelligence •
Dexterity •
Willpower •
Bravado •
Appearance •
Perception •
Stamina •
Power: used for mental powers (optional) •
Matrix Lag: number of seconds of stun and inability to act after using the Matrix for a "jump". This attribute can be lowered, but never to less than 1. Attributes are scored between 1-20, with 8-11 considered an average human score. Each 3 points roughly doubles an attribute, so a character with a strength of 13 could lift double that of one with a strength of 10. Scores under 5 are considered feeble, while scores of 15 or higher are considered the upper levels of human ability.
Primary Game: Generating Yourself To assist players in generating a character based on themselves, the game suggests a number of tests for the players to conduct. •
Strength is tested by holding progressively heavier weights at arm's length for a full 5 seconds. •
Constitution is based on how frequently the player gets sick, and how quickly they recover from injury or illness. •
Intelligence is based on IQ score, SAT or ACT score, or QCA score for full time students. •
Dexterity uses physical tests such as juggling and balance. •
Bravado and
Appearance are discussed and voted on by other players. Someone judged to have a "good poker face" or the ability to talk their way out of speeding tickets would have a higher Bravado. •
Matrix Lag is based on a d20 roll. It gradually lowers over the course of the game as the character gets used to using a matrix. •
Power is based on a d20 roll only. It is meant to reflect a player's mental ability for psionics, magic, or telepathic powers, and is rarely used. Some alternate universes might have these abilities.
Skills Skills rate each character's relative ability to do things, such as fire a gun or drive a car. Each skill is related to an attribute, for example "firearms" is based on Dexterity, and "computer" based on Intelligence. A high attribute score would gain the character a bonus in a related skill, and makes learning a new skill easier. To determine the success or failure of an action, the character's skill level is modified by any factors that would make the action more or less difficult, then this is run through the
Universal Modifier Chart. A simple d20 roll is then made to determine success. In the Primary Game, players go through an extensive list of possible skills with the game master, and rate themselves and each other on a 1-20 scale. A beginner might have a range of 2-5, while a skill used professionally might rate 16 or higher. The game also encourages the creation of new skills, to cover relevant experience players may have that is not included in the manual. In the Secondary Game, characters purchase skills in a points based system.
The Universal Modifier Chart This chart is the games system for overcoming one of the perceived flaws in a linearly progressive skill based game system. In a standard system, any modifier to a die roll has a greater effect on a lower skill level than a higher one. For example, a -1 modifier to a skill of 15 reduces that skill by about 7%, where a skill of 5 is reduced by 20%. To overcome this, any roll to determine the success of an action would first have the modifiers referenced on the Universal Modifier Chart, which would alter the penalty (or bonus) to the skill accordingly. For skills in the median range, 8-12, the UMC does not make much difference in rolls needed. Use of the chart is considered optional, as it slows down play in an already complex system.
Combat The first two editions used one of the most complex combat systems of any RPG, with a goal of simulating real life as closely as possible. To shoot a firearm, for example, a character's "firearm" skill is modified by the accuracy of the weapon, the distance to the target, size of the target, and other conditions such as weather or terrain. These modifiers are run through the UMC, and a roll made to determine if the attack scored a hit. To determine damage from an attack, the body is divided into 26 areas, each with its own damage points, and separate tables for determining damage to each area. Damage is further divided based on the type of weapon used, and the type of damage it could cause (blunt, crushing, burning, edged, etc.); then modified based on armor worn, again divided based on how the armor countered different damage types. Still more tables are used to find continuing damage from bleeding, recovery times, unconsciousness, temporary and permanent disabilities, or possibly death. This resulted in nearly half of the book being devoted to combat tables, and correspondingly long and complex combat. A simple one on one confrontation might take an hour or more. A simplified version of the combat rules, using only 6 body areas, and correspondingly fewer tables, is also given, and does cut down on some of the complexity. The goal, as stated by the game's designer, was to create as realistic a combat system as possible, and avoid the "shot in the foot" paradox of some other game systems. This happens in some games when a character low on
hit points could be killed by shooting them in the foot, something that would almost never happen in real life. Characters in
TimeLords rarely die from a single attack, instead they suffer traumas that might lead to death if left untreated.
Advancement To keep the game more focused on realism, characters do not gain
experience points or levels like many RPGs. A character's attributes or skills may increase based on how often and how well they were used during the game. Practicing a skill or actively working on an ability can also cause it to increase. For example, spending a few hours a day at a firing range may increase the "firearms" skill, but not as quickly as using that skill in combat situations. Skill advancement also requires that characters push the boundaries of their skill - driving a car in normal traffic every day for 10 years does not automatically make someone an expert driver, as they would never learn advanced techniques that racing drivers would learn. ==
TimeLords 3rd Edition ==