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Character Concepts.

Posted by The GuardianFor group 0
The Guardian
GM, 14 posts
Tue 26 Nov 2013
at 02:51
  • msg #52

Re: Character Concepts

Stan & Trav, where do you want to pick up?  We kind of dropped out in the middle of a pivotal conversation a week ago.  I think (wave, presto) I would like to edit Sgt. Patel back out of the story and keep Amanda around, at least at first.

So we can either pick up in the TARDIS with Trav baring her soul, or later on when you land.

I'm working on getting the scene set up for Smoke Alarm and Willvr's character; hopefully when everyone has characters set up, we can hit the ground running.
Smoke Alarm
player, 16 posts
Build High For Happiness!
Tue 26 Nov 2013
at 03:00
  • msg #53

Re: Character Concepts

I'm looking forward to it! I'm eager to play Smoke Alarm again.

Do we need any background information? I think Smoke would be one of the refugees, or at least among them. It suits her background and current situation well.
The Guardian
GM, 15 posts
Tue 26 Nov 2013
at 03:14
  • msg #54

Re: Character Concepts

My plan is that Smoke Alarm and Yet-To-Be-Named-Character will both start on the same spaceship, at a point when it's in considerable trouble.  I'll set out the in-character details of their situation at that point.

Smoke Alarm, I imagine per your background, has been illicitly sneaking onto spaceships and catching rides across the galaxy for a while when things get rolling.
Smoke Alarm
player, 17 posts
Build High For Happiness!
Tue 26 Nov 2013
at 03:19
  • msg #55

Re: Character Concepts

Okay, sounds good.
The Traveller
player, 16 posts
Renegade Time Lord
Tue 26 Nov 2013
at 04:55
  • msg #56

Re: Character Concepts

Gary, I suggest creating seperate IC and OOC threads. Once you establish your IC thread, I'll post in Trav's last RPGnet post from the archive, and we can start from their. How does that sound?

Amanda is a charming NPC, and I don't think it would hurt to keep one NPC around ;)
willvr
player, 7 posts
Wed 27 Nov 2013
at 02:27
  • msg #57

Re: Character Concepts

Okay; I'll need a name but can sort that out later.

Draconian Samurai type; so uses his sword first and foremost. Unlike the typical warrior; has a great respect for science and knowledge; and is somewhat of a student of politics/races from his time period. Maybe even something of a diplomat; though hard with his race.

As for what makes him different - that's harder. A lot of my characters only come together once they're played. (especially freeform, which, as I don't have the book myself, is how I'm constructing this one.)
Smoke Alarm
player, 18 posts
Build High For Happiness!
Wed 27 Nov 2013
at 03:00
  • msg #58

Re: Character Concepts

Name: Here's some examples of known Draconians, mostly in the expanded universe:
http://tardis.wikia.com/wiki/C...ndividual_Draconians

You've already got some things that might make him different from a typical Draconian warrior, with his intellectual interests and diplomacy.

To get along with Traveller, and especially Smoke Alarm, and meeting NPCs he would have to be more tolerant of and patient with females than Draconians are known for. (Though perhaps not completely, leaving something to spark off.) So he could also be rather softer on the Draconian codes of conduct and honour. Or at least willing to learn, especially if he's a diplomat. Maybe he is something of an outcast or at least on the fringes of Draconian society for holding more moderate views.
This message was last edited by the player at 03:08, Wed 27 Nov 2013.
The Guardian
GM, 16 posts
Wed 27 Nov 2013
at 03:06
  • msg #59

Re: Character Concepts

Some ideas about reshuffling the character:

One suggestion I have related to the tolerance issue, that pops out at me from what you describe is that he might be a sort of consul-at-large for the Draconian Imperial Court (which would automatically make him a noble, incidentally).  Rules-wise this would translate as an Obligation, a "Bad Trait" (disadvantage) giving you 1 or 2 build points, depending on how seriously he treated it.

I would see putting some Expertise areas on him, for Convince (a Leadership expertise), Fighting (Swordsmanship) and Knowledge (Galactic Politics).  Although the last of those would be for your home time period it would be generally applicable as you got the lay of the land in different times and places.

For Good Traits (advantages), I'm thinking that good ones would be Tough (decreases injuries that you take), Brave (helps with Presence and Resolve rolls), and Voice of Authority (helps with Convince rolls).

Don't worry about pinning things down absolutely.  DWAITAS characters are pretty broadly drawn as it is, but if you have a good idea further down the line we can work it in.
This message was last edited by the GM at 03:09, Wed 27 Nov 2013.
willvr
player, 8 posts
Thu 28 Nov 2013
at 01:21
  • msg #60

Re: Character Concepts

... I've always wanted to play a noble. He'd take any obligation very seriously; otherwise, why pretend to have an obligation at all?

Exactly how do Expertise areas work? I've run into them in a few different games; and the usual is 'one point lower for general things, but one higher than the original for things relating to specialty' but there are different ways.

I like Brave and Voice of Authority especially; but Brave looks pretty good too.

Should have a name soon.
Smoke Alarm
player, 19 posts
Build High For Happiness!
Thu 28 Nov 2013
at 01:34
  • msg #61

Re: Character Concepts

After you put three points in a skill, you may choose an Area of Expertise in that skill, which costs 1 point. When making a skill check in that area, you gain a +2 bonus.

For example, Smoke put 4 points in the Marksman skill, and because that's at least 3, she put 1 point in Area of Expertise: Crossbows. So, if I shoot someone with a ray gun, I roll 2d6 + Coordination + Marksman. If I shoot someone with a crossbow, it's 2d6 + Coordination + Marksman + 2.

The same with Athletics. Smoke has 4 points in Athletics, and put one point in Jumping. Regular Athletics are rolled normally, but if they involve jumping in any way, Smoke gets a +2 bonus.

Areas of Expertise can be anything, but the book gives a list of suggestions. For example, in the Fighting skill, the suggested AoEs are Unarmed Combat, Parry, Block, Sword, Club. So, they're reasonably general.

They are kind of optional, but I've never seen anyone not use them. They give a bit more fine detail to a character's skills where the system is otherwise fairly coarse. So a physicist (Science AoE: Physics) isn't also an expert in biology.

I once typed up all the rules for a tabletop game that never happened, and do you think I can find them now? No, sorry. :(
This message was last edited by the player at 01:38, Thu 28 Nov 2013.
The Guardian
GM, 17 posts
Thu 28 Nov 2013
at 01:44
  • msg #62

Re: Character Concepts

I should add that the requirement to have three points in the skill to take an area of expertise is something I'm considering optional as a GM.  For one thing, most of the published writeups for series companions break it frequently -- none of those are really built "by the book", but the examples of characters with oddball AoEs on skills make pretty consistent sense to me.
The Traveller
player, 17 posts
Renegade Time Lord
Time's Defender
Thu 28 Nov 2013
at 02:27
  • msg #63

Re: Character Concepts

Also, I can muster some pretty damned high Science and Technology skill totals. Although having a Transport (TARDIS) skill would be helpful!
The Guardian
GM, 18 posts
Thu 28 Nov 2013
at 02:50
  • msg #64

Re: Character Concepts

Here is a more refined idea of how I would stat the character up reflecting the comments so far.  Willvr, let me know if you can see any changes you would make based on how the numbers balance.  I'd like the other players to offer any suggestions as well.

Attributes

Awareness 3
Coordination 3
Ingenuity 3
Presence 5
Resolve 4
Strength 4

Attributes: 22 Character Points

Traits

Brave (Minor Good: +2 to Presence / Resolve rolls in situations calling for courage)
Tough (Minor Good: decreases injuries by 2 levels)
Voice of Authority (Minor Good: +2 to appropriate Convince / Presence rolls)

Good Traits: 3 Character Points

Alien Appearance (Major)
Obligation (Major): Noble of Draconia
Code of Conduct (Major)- Uphold Draconian Traditions: While the Draconians have a military history, they have strict rules about etiquette and enforcement, which they enforce mercilessly. (-2)

Bad Traits: -6 Character Points

Special Traits:

Experienced (Cost: 3 Story Points): +2 Character Points, +2 Skill Points

Net Character Points: 24 (base) -21 (Attributes) -3 (Good Traits) +6 (Bad Traits) +2 (Experienced)

Net Skill Points: 18 (base) +2 (Experienced) + 7 (Character Points) = 27

Skills

Athletics 2
Convince 3 (Expertise: Leadership)
Craft 0
Fighting 3 (Expertise: Swordsmanship)
Knowledge 3 (Expertise: Cultures & Politics)
Marksman 3
Medicine 0
Science 3
Subterfuge 1
Survival 1
Technology 3
Transport 2

Skills: 27 points

Possessions:

Family Honor Blade: Adds +4 to Strength when inflicting damage.  This is an heirloom of your house: you have diplomatic sanction to carry it into many situations by virtue of your office, but there are strict customs about letting it be taken from you or handled by those outside the family.

***

Note: I added the special Experienced trait from the rules to give some extra build points reflecting the character's position.  This trait gives you build points but reduces your initial Story Points.

(Story Points are a resource you can spend on important rolls.  The first point you spend on a roll gives you an extra +2d6 and you can spend additional points to a single roll to get +1d6 apiece.  You can gain Story Points through roleplaying over the course of the adventure, or through agreeing to let the GM manipulate events against you.  PCs can also contribute Story Points to each other on actions they're somehow collaborating on.)

Default PCs start with 12 points, but the Experienced trait would reduce it to 9.  s a bonus corresponding to the other PCs' extras I'll give back one of the Story Points, so you start each adventure with 10.
Smoke Alarm
player, 20 posts
Build High For Happiness!
Thu 28 Nov 2013
at 03:34
  • msg #65

Re: Character Concepts

I think the Draconian should also have the Alien trait, for being non-human. That then allows Alien Appearance and other alien traits to be taken. Fortunately, Draconians never got any special powers, strengths, or weaknesses I can recall, keeping it simple and open.

For a thick scaly hide, Tough is a good one, but as an alien, Armour could also apply (reduce injury by 5).

Fear Factor could be fun, if the Draconian shows his face and scares everyone off. :)

I could see the character having Friends, being able to call upon family connections or the Draconian Empire to gain important information. That does depend a lot of time-zone and location though, and the ability to contact them. Similarly, Owed Favour (good) or Owes Favour (bad) could represent political connections and requirements of honour. That depends on character and story, and, like Friends, the situation.

If the Draconian is a particular stickler for his code, he might have Argumentative. That would mean a penalty to hold his tongue at a difficult time.

Would the character also need a Gadget for some kind of disguise? That wouldn't be an issue until we get to modern/historical Earth or the like, so it could be bought later.

Or, you know, ancient Draconia, where we're the freaks instead. :)
This message was last edited by the player at 03:37, Thu 28 Nov 2013.
willvr
player, 9 posts
Thu 28 Nov 2013
at 03:49
  • msg #66

Re: Character Concepts

Historical earth I'll just wear a hood and refused to reveal my face. Worked for Vastra!

Modern earth is actually in this case trickier I think.
The Guardian
GM, 19 posts
Thu 28 Nov 2013
at 04:07
  • msg #67

Re: Character Concepts

Smoke Alarm:
I think the Draconian should also have the Alien trait, for being non-human. That then allows Alien Appearance and other alien traits to be taken. Fortunately, Draconians never got any special powers, strengths, or weaknesses I can recall, keeping it simple and open.

Hmm.  (checks)  The Third Doctor Sourcebook writeup for Draconians didn't have it on there.  Bad Cubicle 7!  I think I assumed it was skipped exactly because Draconians didn't get any special alien abilities, but they seem to have done that with their alien writeups across the board.

And yes, I was assuming that no self-respecting Draconian would normally carry gear to disguise their species.  If & when you all go to a pre-contact human culture, the Traveller can probably whip something up to fix that.  Getting the Draconian to use it is an entirely different question. :)
Smoke Alarm
player, 21 posts
Build High For Happiness!
Thu 28 Nov 2013
at 04:28
  • msg #68

Re: Character Concepts

All the aliens in the Gamemaster's Guide and Aliens and Creatures have the Alien trait. I don't have the 3rd Doctor book yet to check.

Maybe Draconians are actually humans in disguise! :o

Maybe he could just wear a hat. :D
The Traveller
player, 18 posts
Renegade Time Lord
Time's Defender
Thu 28 Nov 2013
at 05:39
  • msg #69

Re: Character Concepts

In reply to The Guardian (msg # 67):

Trav put a big Uncle Sam head onto Amanda to disguise her once.

In the C21st? "Dude, he's cosplaying. Yeah, that's human Godzilla!"
The Guardian
GM, 20 posts
Fri 29 Nov 2013
at 05:25
  • msg #70

Re: Character Concepts

Busy with the holiday for most of today.  Willvr, are you basically OK with that take for your character (as far as you grok the system)?  I'll get the first IC posts up when you say you are.

My plan was to associate characters into different IC threads by general location, unless anyone is greatly opposed to that.
Smoke Alarm
player, 22 posts
Build High For Happiness!
Fri 29 Nov 2013
at 05:54
  • msg #71

Re: Character Concepts

Is that just for our opening story threads? That sounds fine.
willvr
player, 10 posts
Fri 29 Nov 2013
at 09:24
  • msg #72

Re: Character Concepts

Looks fine to me.

I'll probably be getting the rulebook either for Christmas or just afterwards (depending on if I get it as a present or i need to buy it myself.)
The Traveller
player, 19 posts
Renegade Time Lord
Time's Defender
Fri 29 Nov 2013
at 15:26
  • msg #73

Re: Character Concepts

Well, I'm looking forward to it all. And I hope that our US based players have had a great holiday. Let's go - there's always time to travel!
The Traveller
player, 184 posts
Renegade Time Lord
Time's Defender
Mon 27 Jan 2014
at 04:07
  • msg #74

Re: Character Concepts

Am I a bad person for saying that in the current show, Trav is being played by Blake Lively?




Trav on Paparazzi IV - ;)


This message was last edited by the player at 04:08, Mon 27 Jan 2014.
The Traveller
player, 285 posts
Renegade Time Lord
Time's Defender
Mon 19 May 2014
at 04:57
  • msg #75

Re: Character Concepts

Excepts from the Traveller Lore panel at TravCon 10 in Brooklyn, New York -

Series writer Chris Bell talks about The Krayloss, the Travellers most persistent foes from the Classic Trav era

With most of the new TravFans having come in with Rifts:The Shedraya War and and Always Time To Travel, most don't know about Trav's adventures either during classic Doctor Who. Most Americans have had their exposure to classic Trav via the Robotech OVAs. But, we get a lot of requests from fans of Classic Trav about the status of the Krayloss Empire during the Time War.

So, without further ado, here are some capsule descriptions and info on the Traveller's greatest enemies, The Krayloss Empire!

The Krayloss Empire first appears in the Doctor Who story The Time Robbers, which was also the first appearance of the Traveller since her first appearance in The Invasion of Gallifrey, styling what now fandom calls her "Lara Croft" look. While she had her own sonic screwdriver, she didn't have her famous turbo pistols. Those do not appear until The Traveller At The OK Corral.

In the Time Robbers, the 2nd Doctor and his new companion The Traveller investigate historical artifacts disappearing from the time of ancient Greece. It is here that the Doctor, Jamie, Zoe, the Doctor and the Traveller battle baroque soldiers from a steampunk empire that resembles Victoria's england, except that it had it's origins in the Great and Bountiful Human Empire.



The Traveller is shown battling the Krayloss at various points over the years, with most of her encounters with them during her 2nd incarnation. Depicting as an order-obsessed empire that seeks to impose a Victorian ideal of "rationality and glory" across the cosmos, they are ever jealous of the future descendants of Great Britain and the United States, and in later Traveller stories, most especially of the Time Lords, who they regard as "stodgy old fools who should be ruling, not observing." The Krayloss are a statment regarding British and Russian imperialism, although in some Traveller stories, they are sympathetic, such as when the Traveller assists them in resisting the Daleks. But the usual pattern of Krayloss stories was the Krayloss attempting to steal Gallifreyan and other time travelling technology, so as to boot strap themselves into becoming a conquering empire.



Minister Volstarn, the scientific mastermind in service to the Queen of the Krayloss Empire, with whom the Traveller often clashed and debated.

Strangely, we don't see any of the Krayloss during Kate Mulgrew's run as the Marshall during the classic run of Doctor Who. All the we see is a Krayloss Hussar's uniform on a stand when Peter Davidson's Doctor confronts The Marshall in the Home Secretary's office in 1927 in Britain, with The Marshall working to take over a secret British weapons program.

The Krayloss' last appearance in canon was was actually during the 8 minute video (The Marshall's Last Order) released on conjunction with The Night Of The Doctor, when it's revealed that the Marshall is now the Queen of the Krayloss, and uses the Krayloss as her crack troops against the Daleks in the Time War. Captain Tamarin, the last Krayloss Time Hussar, reports to the Marshall in the command center on Gallifrey and reports that the Dalek chronovore virus has been neutralized, at the cost of the entire continuity of the Krayloss culture and it's various chronal empires. He remarks that he is glad to have given service in defending the universe to his queen, and to assist in bring "discipline and order" to the universe. Tamarin remarks that now, the Krayloss exist solely within her timeline, and to be remembered by the great leader who first made them strong as their deadliest enemy and then their greatest queen and general was the most loving thing she could have done. As she dismisses him, the General reports, and remarks that she was more merciful to the Sontarans for refusing to have them involved in the Time War than she was with the Krayloss, and that he admires how ruthlessly she deals with enemies. She dismisses the General, and weeps at her desk. in terms of continuity, this takes place before the scene that was filmed with Christopher Eccleston as part of the RIFTS series and the 7 minute video where Kate Mulgrew's Marshall meets with the War Doctor (The Crime of the Marhsall) and she turns over to him The Moment, and where the The Marshall reveals her plan to enact the Time Lock.

While continuity would seem to indicate that the Krayloss are gone for good, the platoon of knife-armed Krayloss Hussars who help the 11th Doctor defend Christmas from Ruutans has stirred up hopes that the Traveller's steampunk, victoriana foes will reappear in Always Time To Travel


Krayloss Rifleman from the Japanese Traveller Perfect Memory artbook
This message was last edited by the player at 14:59, Mon 19 May 2014.
The Traveller
player, 307 posts
Renegade Time Lord
Time's Defender
Fri 23 May 2014
at 05:48
  • msg #76

Re: Character Concepts

I'm sticking this here for the benefit of newer players who didn't play in the RPGNet threads.

Here is an image of Trav's sonic -



And here is the original TAROT layout that Fortuna showed Phillipe -



The RPGNet thread can be found <a href=http://forum.rpg.net/showthread.php?681939-DWAITAS-Always-Time-To-Travel!/page1>here</a>
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