TEXT:  
   
   
   
   
   
   
  The Time Lord Companion 
  Express Edition 
  Third Edition – Revised and Expanded 
  ©2002 Steven J. Ege.  All rights reserved. 
  
  Introduction
  This, the third edition of this booklet, was designed as a set of rules to allow published adventures from FASA 
  Corporation's Doctor Who Role Playing Game to be used in the Time Lord environment. To do this, the GM controlled 
  characters and pre-generated Player Characters (PC's for short) need to be converted over to the Time Lord game 
  system. This booklet provides the rules, tables, and guidelines to do this. Included in the booklet are statistics for the 
  Eighth Doctor, presented in May 1996 in a made-for-TV movie shown simultaneously in the United States and the United 
  Kingdom. 
  The third edition streamlines the rules and corrects the vast majority of errors in the Second Edition. This edition replaces 
  all previous editions. For sake of brevity, the character creation rules created by Ian Marsh and Allen Shock do not appear 
  in this document. They are available on the Internet at the website address at the end of this document. The first edition of 
  this document originally had their rules included with these, but were removed when the Second Edition was published. 
  Doctor Who Role-Playing Game ©1986 FASA Corporation. All rights reserved.  
  Doctor Who: Time Lord ©1991 Ian Marsh & Peter Darvill-Evans. All rights reserved.  
  "Doctor Who" television series ©1963, 1991 British Broadcasting Corporation. All rights reserved. 
  My thanks go to Mr. Marsh and Mr. Shock for their publication of their rules on the Internet. Both articles are ©1997 and 
  are the property of their respective authors.
  Part I: Converting Characters
  Attributes
  The Doctor Who RPG attributes are created using a point scale from 1 to 30, with 1 being the worst and 30 the maximum. 
  After this number is generated a performance level represented by a Roman numeral masks it. To convert these statistics, 
  find the Time Lord rating for each Doctor Who Performance level (Table 1A). Write this number down next to the 
  appropriate Time Lord attribute (Table 1B). If the converted skill level is higher than the "racial maximum" or lower than 
  the "racial minimum" (see Table 2B in part II) reduce the score to the "racial maximum" or raise the score to the "racial 
  minimum". 
  Table 1A: Attribute Performance Levels 
  Table 1B: Attribute Comparison Chart 
  Table 1C: Action Point Levels
  Table 1A                        Table 1B                                                                        Table 1C 
  Time Lord
  Doctor Who
  Time Lord
  Doctor Who
  Time Lord
  Level
  Rating
  Strength (STR)
  Strength (STR)
  Action Points
  Move (MOV)
  I
  1
  Dexterity (DEX)
  Control (CTR)
  1
  0
  II
  2
  Charisma (CHA)
  Weight (WGT)
  2-5
  1
  III
  3
  Mentality (MNT)
  Knowledge (KNO)
  6-8
  2
  IV
  4
  Intuition (INT)
  Determination (DET)
  9-12
  3
  V
  6
  (Mentality + Intuition)/3
  Awareness (AWR)
  13-14
  4
  VI
  8
  See Below
  Size (SIZ)
  VII
  10
  See Table 1C
  Move (MOV)
  Example: John is converting The Professor to Time Lord (The Professor is the main PC in the Doctor Who RPG module 
  The Lords of Destiny) and needs to convert the DEX attribute to Time Lord. Looking at Table 1A and the Attribute 
  Performance Level of the Professor's DEX, John sees that The Professor has a skill level of IV. Looking at table 1A and 
  reading across the IV column, John finds the equivalent Time Lord rating, which is a 4. John then looks at Table 1B and 
  reads the chart until he finds Dexterity on the Doctor Who column. Reading across he notes that Dexterity is equivalent to 
  Time Lord's Control ability. John writes down a 4 on the Time Lord character sheet on the Control portion of the sheet. 
  Awareness and Size have no Doctor Who RPG equivalent. Awareness is determined for Doctor Who Role Playing Game 
  characters by finding the Time Lord Ratings for Mentality and Intuition, converting them as defined in Table 1A, then 
  dividing the entire result by 3. Size is selected depending upon the character being converted. The average Time Lord or 
  humanoid will be either Size 3 or Size 4. The Game Master on a case-by-case basis may determine exceptions to the 
  
  Size restrictions. Remember that if the score is higher than the racial maximum or lower than the racial minimum you must 
  raise or lower the score to the minimum or maximum as appropriate. 
   
  Doctor Who RPG Action Points do not use Table 1A in conversion to Time Lord's Move. Instead, convert the Action Points 
  to Time Lord Move using Table 1C and record the result on the Time Lord Character Sheet. In Time Lord, the maximum 
  possible Move for Humans and Gallifreyans is 4. 
   
  Doctor Who Role-Playing Game Endurance is not used in this conversion. 
   
  Special Abilities 
  In Time Lord, special abilities are based off of a controlling ability and modify the controlling ability by the special ability's 
  score. The Doctor Who RPG skill system is identical to the system used for character statistics, and as a result, the 
  Doctor Who Role-Playing Game skills can be converted using Table 1A. After each conversion, divide the result by two to 
  reflect the inherently lower scores of the Time Lord system. Multiple Doctor Who Role Playing Game skills are based off 
  of the same Time Lord Special Ability. Should this occur, find the highest score of the Doctor Who Role Playing Game 
  skills that use that Time Lord special attribute and using that score, divide by two and record the score on the Time Lord 
  character sheet. 
   
  After converting the skills in the Doctor Who RPG over to Time Lord, find each skill on Table 1D and match it up with its 
  equivalent Time Lord special ability. Write down that special ability and its level on the Time Lord Character sheet. Any 
  Doctor Who RPG skill that lists one or more Time Lord Special abilities as an equivalent will allow the player to select any 
  one of the special abilities in the list for that skill. The choice of Special Ability to use is entirely dependant on the weapon 
  in the case of weapon skills or what type of art in the case of some artistic skills. 
   
  Environmental Suit Operation is the only Doctor Who skill that does not have a Time Lord equivalent. As a result, use the 
  Environmental Suit Operation skill from the Doctor Who Role Playing Game and base it off of the Time Lord Knowledge 
  Attribute. The listing will read as below: 
   
  Environmental Suit Operation [Knowledge] 
  This is essential for any character who can be expected to perform tasks in hostile environments, including extreme heat 
  and cold, poisonous atmospheres, vacuum, and underwater. Instruction is given in the suit's functions and in emergency 
  repairs, and guided practice is given in which trainees are expected to perform normal work. 
   
  Table 1D: Doctor Who Skills List 
  Skills 
  Time Lord Special Ability 
  Controlling Attribute
  Administration 
  Bureaucracy 
  Awareness 
  Armed Combat, Contact Weapons 
  Blunt Weapons or Edged Weapons 
  Control 
  Armed Combat, Ranged Weapons 
  Archery or Marksmanship or Thrown Weapons 
  Control 
  Artistic Expression 
  Artist or Musicianship or Singing or Ventriloquism
  Awareness 
  Carousing 
  Gambling 
  Awareness 
  Climbing 
  Mountaineering 
  Control 
  Construction 
  Engineering 
  Knowledge 
  Earth Sciences 
   
   
       Geology 
  Science 
  Knowledge 
       Hydrology 
  Science 
  Knowledge 
       Meterology 
  Science 
  Knowledge 
  Engineering 
   
   
       Cartography 
  Engineering 
  Knowledge 
       Chemical 
  Engineering 
  Knowledge 
       Civil 
  Engineering 
  Knowledge 
       Electrical 
  Electronics 
  Knowledge 
       Mechanical 
  Mechanics 
  Knowledge 
       Metallurgy 
  Engineering 
  Knowledge 
  Environmental Suit Operation 
  Environmental Suit Operation (see above) 
  Knowledge 
  Gambling 
  Gambling 
  Awareness 
  Gaming 
  Gambling 
  Awareness 
  Leadership 
  Command 
  Determination 
  
  Life Sciences 
   
   
       Agriculture 
  Science 
  Knowledge 
       Botany 
  Science 
  Knowledge 
       Ecology 
  Science 
  Knowledge 
       Exobiology 
  Science 
  Knowledge 
       Zoology 
  Science 
  Knowledge 
  Medical Sciences 
   
   
       General Medicine 
  First Aid 
  Knowledge 
       Psychology 
  Medicine 
  Knowledge 
       Pathology 
  Medicine 
  Knowledge 
       Pharmacology 
  Medicine 
  Knowledge 
       Surgery 
  Medicine 
  Knowledge 
       Veterinary Medicine 
  Medicine 
  Knowledge 
  Military Sciences 
   
   
       Ordinance Construction or Repair 
  Explosives 
  Knowledge 
       Small Unit Tactics 
  Science 
  Knowledge 
       Trap Discovery 
  Intuition 
  Knowledge 
       Trap or Ordinance Disarmament 
  Explosives 
  Knowledge 
  Physical Sciences 
   
   
       Chemistry 
  Science 
  Knowledge 
       Computer Science 
  Computing 
  Knowledge 
       Mathematics 
  Mathematics 
  Knowledge 
       Physics 
  Science 
  Knowledge 
  Public Performance 
  Artist or Musicianship or Singing 
  Awareness 
  Security Procedures 
   
   
       Concealment 
  Stealth 
  Control 
       Disguise 
  Disguise 
  Awareness 
       Lockpicking 
  Lockpicking and Safecracking 
  Control 
       Stealth 
  Stealth 
  Control 
       Surveillance 
  Tracking 
  Awareness 
  Social Sciences 
   
   
       Archaeology 
  Science 
  Knowledge 
       Economics 
  Science 
  Knowledge 
       Law 
  Law 
  Knowledge 
       Political Science 
  Science 
  Knowledge 
       History 
  History 
  Knowledge 
  Space Sciences 
   
   
       Astronomy 
  Science 
  Knowledge 
       Astrophysics 
  Science 
  Knowledge 
       Navigation 
  Navigation 
  Knowledge 
  Sports 
   
   
       Boxing 
  Fisticuffs 
  Control 
       Swimming 
  Swimming 
  Move 
       Wrestling 
  Fisticuffs 
  Control 
  Streetwise 
  Con 
  Awareness 
  Technology 
   
   
       Astronautics 
  Astrogation 
  Knowledge 
       Communication Systems 
  Electronics 
  Knowledge 
       Computer Systems 
  Computing 
  Knowledge 
       Cybernetics 
  Cybernetics 
  Knowledge 
       Electronics 
  Electronics 
  Knowledge 
       Force Field Systems 
  Engineering 
  Knowledge 
       TARDIS Systems 
  TARDIS 
  Knowledge 
  
       Transmat Systems 
  Transmat 
  Knowledge 
  Temporal Science 
  Temporal Science 
  Knowledge 
  Trivia 
  History 
  Knowledge 
  Unarmed Combat 
   
   
       Brawling 
  Brawling 
  Control 
       Martial Arts 
  Martial Arts 
  Control 
       Grappling 
  Brawling 
  Control 
  Vehicle Operation 
   
   
       Aircraft 
  Piloting 
  Move 
       Ground Vehicles 
  Driving 
  Move 
       Spacecraft 
  Piloting 
  Move 
       Temporal Vehicles 
  Piloting 
  Move 
       Water Vehicles 
  Sailing 
  Move 
  Verbal Interaction 
   
   
       Haggling 
  Bargaining 
  Awareness 
       Negotiation or Diplomacy 
  Bargaining 
  Awareness 
  Wilderness Survival 
  Wilderness Lore 
  Knowledge 
   
  Central to the Gallifreyan Character are the set of skills listed below. If a particular special ability in the list below does not 
  exist on the converted Doctor Who RPG character's Time Lord character sheet, add the special ability to the sheet and 
  then roll a six sided die. If the result is odd then the skill is level is 1. If the roll is even then the skill level is 2. If one of 
  these "central" special abilities is already on the sheet due to a previous skill conversion, do not change what is already 
  on the sheet. For example, if the Doctor Who RPG skill General Medicine is on a character due to be converted, that 
  conversion will turn General Medicine into First Aid. Since First Aid is a "central" Gallifreyan special ability in Time Lord, it 
  cannot be duplicated or further changed. 
   
  Non-replaceable Gallifreyan Special Abilities*  
  Strength: Cheat Death, Iron Constitution, Regenerative Powers  
  Control: Bench Thumping, Sleight of Hand, Stealth  
  Move: Running  
  Knowledge: Electronics, First Aid, MacGuffin, Medicine, Pseudoscience, Science, TARDIS  
  Determination: Indomitable Will  
  Awareness: Striking Appearance  
  *This list is reprinted later in the Character Generation section. 
   
  Miscellaneous Items 
  Weapons and Armor in the Doctor Who RPG are very specific in terms of their damage or absorption potential. In the 
  game, weapons are broken down into contact weapons and ranged weapons. Defining what skill will provide the bonus for 
  which weapon will make a further distinction. However, other than this, little distinction is given as to the nature of 
  weapons. The Time Lord system breaks down handheld weapons a bit differently, sorting them by hard weapons, soft 
  weapons, blunt weapons or edged weapons. Firearms get their own chart. Where the rules are simpler is in the attributes 
  used for weapons. Only the Control attribute is used for ability tests, as the weapon skills are concentrated there. The 
  weapons lists are very close to each other. As a result, it is simpler to use Time Lord's complete rules for Weapons and 
  Armor. The only thing recommended is to use the Safe Combat rules at the end of the main rulebook. 
   
  Recovery and Healing in the Time Lord rules provide for three levels of injury, slightly wounded (little more than a graze), 
  seriously wounded (needing medical help), and dead. The rules state that the First Aid skill can only be used once per 
  character per injury. So any character should fear death, even a Gallifreyan! The Doctor Who RPG healing system is a 
  little more complex than this. Since this booklet concerns converting Doctor Who RPG characters over to Time Lord, use 
  the rules provided in Time Lord. However, the rules provided in Time Lord do not apparently provide for the Gallifreyan 
  ability to regenerate. This seems to be a glaring oversight on the part of the authors until it is remembered that the original 
  rule book had no provision for creating Gallifreyan characters. Part II of this document however provides a usable set of 
  rules for Time Lord regeneration along with character creation rules. 
   
   
   
  
  Part II: Character and Creature Creation 
   
  Overview  
  The impetus for the second edition of this work was the downloading of two documents on Time Lord character creation 
  from the Internet. The first document, written by Ian Marsh, one of the designers of Time Lord is a clarification of the 
  companion creation rules presented in Time Lord. The second, written by Allen Shock, is a far better character creation 
  system than what I was able to come up with before. Each of these systems can be found in the appendices, but these 
  systems are too good not to use. To those who look carefully, portions of each character creation system will be seen in 
  this work, especially Mr. Shock's character generation system, which provides for the creation of Gallifreyan PC's that Mr. 
  Marsh's lacks. Mr. Marsh's starting equipment and experience systems were found to be very useful and were 
  incorporated into this work. 
   
  Characters  
  Players create characters by purchasing abilities, special abilities, and equipment (if desired). If the character to be 
  created is a companion, that character receives a total of 170 points to spend as desired. If the character is a Gallifreyan, 
  then that character receives 235 points to spend as desired. The abilities are purchased according to Table 2A below; 
  with Abilities being purchased first, Special Abilities second, and equipment last. 
   
  Table 2A: Ability Point Cost Chart 
  Level Cost Notes 
  1 
  1 
    
  2 
  4 
    
  3 
  9 
  Maximum level for Special Abilities 
  4 
  16   
  5 
  25   
  6 
  36 Maximum level for human Abilities* 
  7 
  49 Maximum level for Gallifreyan Knowledge and Determination
  8 
  64   
  9 
  81   
  10 
  100   
  *See Table 2B: Ability Maximums Chart 
  Table 2B shows the minimum and maximum values for Humans and Gallifreyans. 
  Table 2B: Ability Maximums Chart 
  Ability 
  Minimum 
  Maximum* Notes 
  Strength 
  2 
  5 
  2 = child, 5 = strongman 
  Control 
  1 
  6 
  2 = klutz, 6 = daredevil acrobat 
  Size 
  2 
  5 
  2 = a giant, 5 = a child or dwarf 
  Weight 
  3 
  4 
  3 = small adult, 4 = large adult 
  Move 
  1 
  4 
  1 = crippled, 4 = sprinter 
  Knowledge 
  2 
  6 
  2 = primitive, 6 = genius 
  Determination 
  1 
  6 
  1 = subservient, 6 = obsessive 
  Awareness 
  1 
  6 
  1 = not in tune with surroundings 
    
   
   
        6 = sensitive to surroundings 
  *The maximums for Gallifreyan characters are identical to humans except  
  for the Knowledge and Determination attributes, which can reach a level of 7.
   
  Restrictions  
  PC's can only purchase the Cheat Death special ability if they have Strength of 4 or less, and the total Ability (Strength + 
  Cheat Death) cannot exceed 5. 
   
  There are certain Special Abilities (Regenerative Powers, for example) that the GM may not wish humans to have. The 
  GM has the final say on which Abilities can be purchased. This same restriction can also apply to Gallifreyans as well. 
  
  Equipment 
  Characters start with a set of clothing and nothing else.  To acquire equipment, characters purchase them in a manner 
  similar to abilities.  Characters can also spend points to purchase status, such as rank within an organization such as 
  UNIT.  These organizations may also require that the character purchase other items like passes. 
  The following is the list of equipment costs with examples: 
  1-point ability: Common everyday items.  Examples: Golden star of mathematical excellence, Bag of Jelly Babies, 
  Penknife. 
  2-point ability: A useful item of some worth.  Examples: Hunting knife, Binoculars, Radio.
  3-point ability: An item of notable worth or a low position of authority.  Examples: Melee weapons such as a sword, 
  Projectile weapons like a bow, rank of sergeant. 
  4-point ability: A valuable item or a position of moderate responsibility.  Examples: Security pass for UNIT, reliable 
  guns, rank of captain. 
  5-point ability: An exceptionally valuable item or a position of power.  Examples: Item like the sonic screwdriver, national 
  head of UNIT, presidency.
  Unused Abilities 
  A character need not be generated using all his abilities; some may be held unspent to gain an appropriate skill when the 
  player needs.  This helps reflect an inherent talent for a subject that the character has never tackled before. 
  Experience 
  Time Lord characters should advance their skills only slowly as gaining even one point in ability represents a great leap in 
  skill.  To this end, at the end of each adventure, a player may make one roll of the dice to increase one of his character's 
  special abilities by one point.  If the player chooses not to roll the dice at the end of one adventure, it increases his chance
  of learning at the end of a subsequent adventure. 
  The basic object is to beat the difference between the number of adventures a character has one without making an 
  experience roll and the desired total ability.  After a player makes an experience roll, regardless of whether it succeeds or 
  fails, the number of adventures resets to 0.Each time a character successfully makes an experience roll, the difficulty to 
  make the next roll increases by 1.This penalty is cumulative. 
  Example: Patrick has Knowledge 4 and wishes to learn Cybernetics 1 after a close call with the Cybermen in his first 
  adventure.  He must beat a difference of 4 to learn the ability (desired total ability is 5).  If he waited until the end of his
  second adventure, he would need to beat a difference of 3. 
  At all times, the GM decides when an adventure concludes and experience rolls can be made. One special ability of the 
  player's choice may be improved or acquired in this manner.  Common abilities may never be increased in this manner.  If 
  the experience roll is for an ability, which is not appropriate to the adventure, the GM should increase the difficulty of 
  succeeding at the experience roll. 
  Gallifreyan Regeneration 
  In the Time Lord game, Regenerative Powers is probably the most important Time Lord ability for Time Lords.  The rules, 
  although providing for the ability of regeneration, do not provide a satisfactory resolution to the success of the 
  Regenerative Powers test. 
  After regeneration, the Gallifreyan character will be somewhat weak from the regeneration process. Roll the dice and find 
  the difference on Table 2C below and reduce the common abilities of the Time Lord character by the amount shown on 
  the table. This decrease is temporary. Beat a difference of 3 once per adventure to restore the abilities to their normal 
  levels. If the roll is failed, decrease the difference by one each adventure until the roll is made. 
  
  Table 2C: Regeneration Effects Chart 
  Difference STR WGT CON SIZ KNO DET
  AWR
  MOV
  0 
  0 
  -1 
  -1 
  -1 
  -1 
  -1 
  -1 
  0 
  1 
  -1 
  -1 
  -1 
  -1 
  -1 
  -1 
  -1 
  0 
  2 
  -2 
  -1 
  -1 
  -1 
  -1 
  -1 
  -2 
  -1 
  3 
  -2 
  -2 
  -1 
  -1 
  -1 
  -2 
  -2 
  -1 
  4 
  -2 
  -2 
  -2 
  -2 
  -2 
  -2 
  -3 
  -2 
  5 
  -2 
  -2 
  -2 
  -2 
  -3 
  -3 
  -3 
  -2 
   
  Occasionally, a Gallifreyan's skills will disappear and new ones will appear with the change in personality of a Gallifreyan. 
  To achieve this, roll the dice. The difference is the number of skills that disappear to be replaced by new ones. There are 
  certain skills that are central to a Time Lord and cannot disappear from the character's sheet. These skills are listed 
  below. 
   
  The player chooses new skills to replace the old ones. These skills may not appear on the previous version of the 
  Gallifreyan character (the one that just regenerated). If they have appeared on older versions of the same character, they 
  can be used on the new version. Assign the values from the old abilities to the new abilities chosen by the player. 
   
  Non-replaceable Gallifreyan Special Abilities  
  Strength: Cheat Death, Iron Constitution, Regenerative Powers*  
  Control: Bench Thumping, Sleight of Hand, Stealth  
  Move: Running Knowledge: Electronics, First Aid, MacGuffin, Medicine, Pseudoscience, Science, TARDIS  
  Determination: Indomitable Will  
  Awareness: Striking Appearance  
  *Can be replaced with Absorb Form. See below. 
   
  A Gallifreyan may regenerate a maximum of twelve times in this manner. If a thirteenth regeneration is attempted, the 
  Gallifreyan dies. The sole exception to this is the special ability Absorb Form, originally available only to The Master. This 
  ability is available to unscrupulous Gallifreyans only after attaining the twelfth and final regeneration and only if the 
  Gallifreyan can track down The Master, something which should be a VERY high difficulty task. If a Gallifreyan character 
  can manage to persuade The Master to teach him Absorb Form, that character will lose the Regenerative Powers special 
  ability and replace it with Absorb Form at level 1. Once per adventure, the Gallifreyan with Absorb Form must beat a 
  difference of 1 to retain the body he inhabits or else he must attempt a transfer to another body using Absorb Form. 
  Failure of the transfer will kill the character. Also note that the newest incarnation of The Master (in the Doctor Who 
  movie) suffered from this same problem and this rule should apply to all incarnations of this character. 
   
  Creatures Not In The Time Lord Rule Book 
  The GM will create aliens by using the rules presented earlier in this section. Aliens get 200 points by which they can 
  purchase abilities and special abilities. Sometimes (often) the alien will have natural weaponry (claws, spines, etc.). 
  Natural weapons have an equipment cost of 2 points per weapon, compared to 4 for reliable weapons such as blasters 
  (which some aliens have in addition to their natural weapons). Any other weapons cost the amounts given in the 
  Equipment paragraph of the Character Creation rules. Play balance is a must, so these creatures should be play tested 
  before being used in a campaign. 
   
   
   
   
   
   
   
  
  Part III: The Doctor Who Movie 
   
  The Eighth Doctor 
   
  Character:  Eighth Doctor  
  Player:  
  Apparent Age:  Mid 30's  
  Species:  Human/Gallifreyan Hybrid  
  Equipment:  Bag of Jelly Babies, Sonic Screwdriver, Pocket Watch, TARDIS Key 
   
  Abilities and Special Abilities  
  Strength:  4.  Cheat Death 2, Iron Constitution 2, Regenerative Powers 1  
  Control:  4.  Bench Thumping 1, Leaping 1, Sleight of Hand 2, Stealth 2  
  Size:  3  
  Weight:  4  
  Move:  3.  Running 1  
  Knowledge:  7.  Computing 1, Detective Powers 1, Electronics 2, First Aid 1, MacGuffin 2, 
  Medicine 2, Pseudoscience 2, Science 2, TARDIS 2, Temporal Science 2  
  Determination:  6.  Indomitable Will 1, Strong Passion 2 (Grace Holloway)  
  Awareness:  5.  Intuition 1, Striking Appearance 1  
   
  Description:  The eighth Doctor borrows a lot of personality traits from the fourth Doctor with 
  a dash of the sixth Doctor thrown in. Dressed in a dark coat with brown pants and black 
  shoes, this incarnation of the Doctor is of a serious mind when performing a task but when 
  necessary, can affect a disarming personality similar to the fourth incarnation, including the 
  Jelly Babies. 
   
  Unlike the other incarnations, the eighth Doctor is apparently half human. Upon exiting the 
  TARDIS on New Year's Eve of 1999, the seventh Doctor was shot, taken to a hospital to be 
  worked on by doctors and, subsequently, died there. When this incarnation died, a 
  microscopic camera was left within the body. In the morgue, the seventh Doctor's body 
  underwent regeneration.  As the Doctor remarked later, the anesthesia almost inhibited the 
  regeneration  process. The   presence   of   a  Human   ancestor  in  the  Doctor's  biological 
  makeup altered the regeneration process enough to change the Doctor's body from a full 
  Gallifreyan to a Human/Gallifreyan hybrid. In addition, the regeneration process has brought 
  to the surface the Doctor's romantic side. Rather than being protective of his companions, he 
  might become personally involved with them instead of maintaining a protector/charge 
  relationship like his other selves.   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Grace Holloway 
   
  Character:  Grace Holloway  
  Player:  
  Apparent Age:  Mid 30's  
  Species:  Human  
  Equipment:  Medical Kit, Cellular Telephone   
   
  Abilities and Special Abilities  
  Strength:  3.  Cheat Death 2  
  Control:  4.  Dancing 1  
  Size:  3  
  Weight:  3  
  Move:  3.  Running 1, Driving 2  
  Knowledge:  5.  First Aid 2, Medicine 2, Poisons 1, Science 2, Computing 1, Law 1  
  Determination:  3.  Indomitable Will 1  
  Awareness:  5.  Intuition 2, Con 1, Eloquence 1, Musicianship 1 (Piano), Bureaucracy 1  
   
  Description:  Grace Holloway was the surgeon working on the Doctor when he died. A few 
  days later, the Doctor, in his new incarnation, found her and talked with her about the 
  Master.  After seeing the effects of the Master's handiwork on Earth, she agreed to help him 
  on his quest to stop the Master. 
   
  As a surgeon, Grace has very good medical capability and can readily handle herself in just 
  about any situation, no matter how outlandish.  Most of her skills are geared towards medical 
  pursuits as she has spent a lot of time as a surgeon. Most of her other skills were enhanced 
  by her adventures with the doctor.  
   
  Grace normally appears wearing a beige blouse and pants with gray shoes.  She also wears 
  a brown coat.   
    
   
   
   
   
   
   
   
   
   
   
  Part IV: Clarifications To Time Lord Rules 
   
  Appendix 1: Creating Companions 
  Here are the new rules presented by Ian Marsh for creating companions. These rules supersede the rules presented in 
  the Time Lord rulebook. Sections of these rules and the rules in Appendix C were integrated into the character generation 
  system presented in Part II. 
   
  Alternate Character Creation System 
  This is the other character creation system written by Allen Shock from which the character generation system presented 
  in Part II was derived. 
   
  Both available on the Internet at: 
   
  The Doctor Who RPG Home Page and Mailing List 
  
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