***Ancient Knowledge.*** Your people have been studying time and its mysteries for so long that you have gained an innate understanding of the its flow and the events that mark its passing. You gain proficiency in History. ***Temporal Awareness.*** You have an innate connection to time, and gain advantage in all perception checks related to magic or artifacts that affect the flow of time. ***Binary Vascular System.*** Time Lords have two hearts, and the greater blood flow has lead to the ability to keep going for longer. Your long rests are 4 hours long, unless you a recovering from regeneration, in which case the strain of the process negates this trait for the duration of your recovery. ***Languages.*** You can speak, read, and write Common and Gallifreyan, the ancient language of your people, along with three other languages of your choice. The spoken form of Gallifreyan contains many words and verb tenses reflective of the Time Lords' unique perception of the passage of time, rendering it incredibly difficult for non-Time Lords to learn, while the written form is an elegant and mathematically exacting collection of symbols; each arranged counter-clockwise around a circle in a manner similar to the face of a clock and visually reminiscent of the star charts of astronomers. ***Regeneration.*** The most unique strength of the Time Lords is their ability to regenerate. Like a lizard losing its tail to avoid danger, Time Lords will abandon a mortally wounded body for another, giving them a chance to escape or defeat whatever nearly killed them. When your Time Lord dies they will begin the regeneration process, jumpstarting their mortally wounded body with energy as they prepare to change faces. Once your character has begun regenerating, roll one hit dice to heal and do not subtract that dice from your total. You are now conscious, and once the current combat has ended you will complete the regeneration process and switch to the the next face in succession. Once this occurs, you will fall unconscious again but will automatically be stabilized. Additionally, you gain two stacks of exhaustion upon falling unconscious again. You may not use this ability again until one full week has passed since it was last used, but you will be otherwise recovered once your exhaustion has dissipated fully. \pagebreakNum ## Preparing Regenerations ### Creating a Time Lord Time Lords are more complex to create than the characters of a normal race, thanks primarily to their most iconic trait, Regeneration. In an effort to be considerate to your fellow players and the DM, it is highly recommended that, when making a Time Lord, you also prepare several regenerations in advance. This will save a lot of time while playing and ensure that each of your character's faces is as fun to play as the last. To make this process more approachable, several pages of suggestions have been included to help design your Time Lord's faces. However, so long as you follow the general format, you may go about creating new regenerations in whatever manner you and your DM deem to be most suitable. ### Consistent Complications When playing a Time Lord, before creating any of the faces of your character, it is important to consider what will not change between regenerations. While creating a new face for your Time Lord, think about what traits are at the core of your character. Do you believe in any kind of code? Perhaps you try to help others with all the knowledge your heritage affords you. Or, perhaps you leverage that advantage for your personal gain, thriving on the belief that your lengthy lifespan marks you as more significant than those shorter lived. Additionally, how does your character feel about Regeneration? Do they thrive on the change it brings to their long life, or fear the inevitability inherent in the ability? Whatever the case, such beliefs should never change as a result of the regenerative process. Only the things that would normally prompt a character to grow and change should effect such vital characteristics. \columnbreak ### A New Face Perhaps the simplest part of crafting a regeneration is deciding their appearance. Every single one of a Time Lord's faces is meant to be distinct from each other, with every visual aspect of their character being potentially different. Additionally, their chosen outfit style is likely to change as well, so be sure to work with your DM to explain how your character discovers their new clothing. All of the following must be re-considered when creating a new face for your Time Lord: *Sex, Apparent Age, Facial Structure, Height, Weight, Physical Build, Hair Style and Color, Eye Color, and Skin Color.* Changes can be as stark or as minimal as you like, so long as the new face is visually distinct from those that have preceded it and does not stray from possible human features. Consider experimenting with traits you may not normally use. ***Sex.*** While some Time Lords tend to stick to one biological sex across the majority of their regenerations, there are a variety of exceptions to this rule. To decide the sex of your new face, you may either pick a desired result or you may roll a d20 or d8: *When rolling a d20, a 1-10 results in a male face, while a 11-20 results in a female one.* *When rolling a d8, a 1-6 will result in whatever sex your Time Lord is normally, while a 7-8 will result in whatever the opposite sex is.* ***Apparent Age.*** The physical effects of age have no bearing on a Time Lord's capability, and as such, their varied regenerations can vary wildly in how old they look by the standards of other races. Below is a list of different ages that a Time Lord may resemble. Pick or roll for one of the following: | d6 | Apparent Age | | -----------|:-------:| | **1** | Teenager | | **3** | Young Adult | | **4** | Adult | | **5** | Middle-Aged | | **6** | Geriatric | \pagebreakNum ### Curious Quirks One of the most notable parts of regeneration is the fact that, outwardly, a Time Lord can appear to be a completely different person than they were just the day before. Though this may be more noticeable in their entirely new appearance, a Time Lord's personality often goes through just as drastic of a change when they don a new face. While creating a new regeneration for your Time Lord, think about what the important traits you considered previously. Keep them in mind and then alter as many other aspects of your Time Lord's personality as you feel is necessary. Make sure that your new traits mark you as notably different from past incarnations. To assist in this process, here are a selection of example personality traits. Feel free to pick and choose, invent your own, or roll for your choices. You may pick as many options as you'd like, but take care to not over complicate any singular face of your Time Lord. >Pick at least 3 Personality Traits as consistent characteristics, and at least 1 for each regeneration: | d20 | Personality Trait | | -----------|:-------:| | **1** | *“I am always right; arguing with me is a waste of your time and mine.”* | | **2** | *“I’m the best at what I do; and if you think there's someone better I'll thank you to keep it to yourself.”*| | **3** | *“Stay out of my way before you make me do something we'll both regret.”*| | **4** | *“A lot of people think I’m rude; I think those people are dumb and ugly.”*| | **5** | *“Puzzles and mysteries fascinate me, and I often lose myself in the moment when confronted with them.”*| | **6** | *“Meeting new people and being overly-friendly with them is the best thing to do when you're bored.”*| | **7** | *“I always tell the truth, especially if it gets me into trouble.”*| | **8** | *“My temper is akin to an ancient volcano, slow to rise but violently explosive when triggered.”*| | **9** | *"I often find myself irritated by others' inability to keep up with me in conversation, and get frustrated when I have to repeat things."*| | **10** | *"I like to sit and ponder pointless things to take my mind off more serious matters."*| | **11** | *"What's the point of playing it safe if I can regenerate?"*| | **12** | *"It's not paranoia if everyone actually is out to get you, thank you very much."*| | **13** | *"I see regeneration as my dying and a new person being born, and I would almost rather die than regenerate."*| | **14** | *"I will frequently speak using long, convoluted scientific terminology, usually because I can’t remember the actual name for what I’m thinking of and don’t want to admit it."*| | **15** | *"I respond to perilous situations with excessive humor, because my idea of true danger is starkly different than most."*| | **16** | *"I tend to over-complicate problems when simple solutions would work best."*| | **17** | *"I dread the death of my companions and loved ones more than anything else, and will go to unreasonably great lengths to prevent their ends."*| | **18** | *"Violence is for barbarians and fools, and I consider myself above those who resort to it with any frequency."*| | **19** | *"My greatest friends are the books in my library. No person could ever compare."*| | **20** | *"Keeping clean and dry is of paramount importance to me, and I will resist any suggestions that require me to sully myself."*| \pagebreakNum >##### Aged Eccentrics > >Time Lords are infamous for their multitude of unusual quirks, and only ever seem to pick up more as they grow older. > >Pick at least 3 Character Quirks as consistent character traits, and at least 1 for each regeneration: | d20 | Character Quirk | | -----------|:-------:| | **1** | *Prone to singing, whistling or humming quietly* | | **2** | *Speaks in rhyme or some other peculiar way* | | **3** | *Slurs words, lisps, or stutters* | | **4** | *Enunciates overly clearly* | | **5** | *Accidentally mumbles many of their inner thoughts* | | **6** | *Uses flowery speech or overly long words* | | **7** | *Licks things to confirm their alchemical makeup* | | **8** | *Makes frequent 'dad jokes' or puns* | | **9** | *Prone to predictions of doom* | | **10** | *Stares at people awkwardly* | | **11** | *Frequently chews lip* | | **12** | *Prone to wielding common household tools menacingly* | | **13** | *Taps fingers to the tune of their doubled heartbeat* | | **14** | *Decorates their hair or beard with odd trinkets* | | **15** | *Makes minor decisions by consulting a lucky charm* | | **16** | *Taps foot impatiently* | | **17** | *Has a penchant for a particularly quirky article of clothing* | | **18** | *Offers candy or sweets at inopportune moments* | | **19** | *Particularly enjoys strange-looking food* | | **20** | *Curses with silly phrases instead of swearing* | ### Facing the End While they often seem as such to other races, Time Lords are not truly immortal. They have a finite amount of times that they may regenerate, though by the time they've reached their final face, a rare few Time Lords find a way around this limitation... >You may either roll to decide how many faces you will have, or you may take the default option of 12 regenerations: > >*Roll a d8 and add +10 to whatever you have rolled. This number is how many faces your Time Lord has naturally.* \columnbreak ### Final Touches Once you have finished creating a few faces for your Time Lord, there only remains one final detail to decide: what order to play them in. By default, it is recommended to manually select the progression of your character's regenerations, but if you'd like, you may also choose to roll a dice to decide which face your Time Lord changes into upon regenerating. If you decide to choose manually, ask yourself whether you'd like for the different faces of your Time Lord to convey a story. Perhaps your character's different regenerations can reflect the lessons they learn or experiences they have throughout your campaign, displaying the growth and maturation of their character. Or, alternatively, you can simply have them proceed in whatever order is most entertaining to yourself and your player group. Whatever you choose, make sure you have at least a vague plan in mind for how you intend to introduce your new face to the party. It's a whole new you, after all! \pagebreakNum ## Optional Rules: ### A Varied Approach Due to the inherent complexity of Time Lords, there are some features that may not be as simple to implement at your game table when compared to others. Accordingly, they have been included here as optional features of the race for your convenience. If you choose to use them, be aware that they will likely require more effort on your part or the DM's, and should only be added to your game after due consideration. ### A Sliding Scale Though your Time Lord's view on good versus evil is too central of a characteristic to be effected by the regenerative process, the way they believe that balance must be approached is not as certain. When making a new face for your Time Lord, you may alter whether your character is Lawful, Neutral, or Chaotic. You may decide this yourself, or if you'd prefer to leave it up to chance you may roll 1d6 to decide: *Rolling a 1-2 results in a Lawful alignment.* *Rolling a 3-4 results in a Neutral alignment.* *Rolling a 5-6 results in a Chaotic alignment.* ### Weapon Proficiencies Similar to gaining a new taste in attire after changing faces, your Time Lord may also wind up with a new taste in weaponry, gaining the equivalent skill with the new weapon that they had with their previous one. Upon completing your regeneration and changing into your new face, you gain a proficiency in a single weapon type of your choice (i.e. Longsword, Quarterstaff, Shortbow.) If you already have gained a weapon proficiency in this manner, you lose the old proficiency in exchange for the new one. Work with your DM to decide how you come across your new equipment. Perhaps a party member has a spell that can transfigure your old gear, or perhaps the dangerous enemy that caused your regeneration in the first place happened to have a suitable weapon in their treasury. \columnbreak ### Minor Specialties Sometimes, when a Time Lord regenerates, they pick up a small skill or ability as part of the process. This is entirely optional, but it can be a fun final detail to tie everything together for your new face. Pick or roll for one of the following skills: | d10 | Skills | | -----------|:-------:| | **1** | **Plays an instrument.** You gain proficiency in one musical instrument of your choice. | | **2** | **Skilled dancer.** You have advantage on Charisma (Performance) checks made to dance. | | **3** | **Expert cook.** You gain proficiency in cook’s utensils. | | **4** | **Great at solving puzzles.** You have advantage on Intelligence (Investigation) checks made to solve puzzles. | | **5** | **Great at Games.** You gain proficiency in commonly used gaming sets such as chess or cards. | | **6** | **Sings beautifully.** You have advantage on Charisma (Performance) checks made to sing. | | **7** | **Draws beautifully.** You gain proficiency in calligrapher’s or painter's supplies.| | **8** | **Experienced Freerunner.** You have advantage on Dexterity (Acrobatics) checks related to navigating urban terrain. | | **9** | **Great with animals.** You gain proficiency in the Animal Handling skill. | | **10** | **Avid Prankster.** You gain advantage on Charisma (Persuasion) checks related to mischief or light-hearted situations.| Additionally, you can invent your own minor specialties so long as they are equivalently useful or specific to the suggested ones above. You may only have up to 3 Minor Specialties for any single regeneration, and they may not directly effect each other in gameplay. \pagebreakNum \columnbreak