Friday, 22 March 2024

Character Template: Former Time Agent

Some of the characters I include as pre-gens for convention games are historical or contemporary, which makes it easy to envisage the sorts of roles they'd fall into from other genres, and fits with many of the companions in the TV series. But this is science fiction, and many players will be more keen on playing a character that fits in that mould. One of the pre-gens I have that fills that niche is a former Time Agent, something that also ties us into the modern show. Not, I have to say, that anyone has yet played him like Jack Harkness or Captain John... although that could be the limitations of one-off convention play.

The general theme of this character is to have a mix of action-oriented skills with advanced technical skills; not, perhaps, a real specialist in anything, but an all-round concept that would still work in many SF games. There's also the key advantage that the character has some familiarity with time travel. Their vortex manipulator is of limited use in the sort of stories I'm running as one-offs, but they act as a useful backup if there isn't a Time Lord in the group. And that happens more often than you might think...


Background

A former member of the Time Corps, you were trying to survive on your own, hopping through time using your Vortex manipulator. Recently, you were pulled off course and found yourself in a hotel on Earth in the early 21st century. Discovering a temporal anomaly there had been picking up random people from across time, you teamed up with them to close the rift and defeat an invasion by the Gelth. Unfortunately, that still left the others trapped in the year 2022! Using a TARDIS drawn to the hotel, you decided to join them when they left and you are now travelling together through time and space (note: if nobody else is playing the Time Lord, you have your own time ship… but it’s nowhere near as impressive as a TARDIS.) either to get the others back home, or simply to explore.

Vortex Manipulator

You have a Vortex Manipulator that allows you to travel through space and/or time without a TARDIS, although only over short distances. It takes 24 hours to recharge between uses. On a more mundane level, it can also be used to detect and transmit electromagnetic signals. As an experienced agent, you also have no penalty to use technology of a lower tech level than your own, if you have the relevant skill.

DWAITAS stats

Concept: Former Time Agent

Awareness  4

Coordination  3

Ingenuity  3

Presence  3

Resolve  2

Strength  2


Skills: Athletics-2, Conflict-3, Convince-2, Craft-1, Intuition-2, Knowledge-1, Medicine-1, Subterfuge-2, Technology-3, Transport-2

Distinctions: Vortex Manipulator

Focus: Science            Story Points: 10



There are number of different ways to go with this character in 5E Doctors & Daleks. One could make a reasonable case for quite a few of the character classes, given that he's supposed to be good at both combat and tech skills, and it's a matter of which we choose to emphasise in a system that necessarily gives PCs a narrower focus. But many of the other pre-gens fill the roles that would fit best here, so, in the interests of variety I'll shift the focus here towards the Jack Harkness style charming rogue, and go with a Charmer, largely because nobody else is one. 

As usual, we require a few Hindrances to balance the character out in Savage Worlds, so we'll go with some that reflect a high ego, as that fits with the few Time Agents in the series. We can easily emphasise the technical skills and stealth while still leaving a few points for combat and, going with the 'charming rogue' theme, we can throw in Attractive as well.

While not class-based, BRP's comparatively narrow skills make all-round characters less effective than they are in DWAITAS. We'll take Lawkeeper as the profession, but spend the additional skill points on technical and athletic skills. Although we have to be narrower with the combat skills, the profession helps define what those are likely to be, so we'll stick with that.

It's not too difficult to get a reasonable selection of skills in GURPS due to its more freeform character generation process, but an all-rounder is unlikely to excel in many, so few of them are especially high. The fact that he necessarily has a high TL also affects this. However, we have enough left over to reflect his charm-based skills in some appropriate Advantages.

5E - Former Time Agent

3rd level Herald

STR 8 (-1)

DEX 15 (+3)

CON 12 (+1)

INT 12 (+1)

WIS 13 (+2)

CHA 15 (+3)

Saving Throws: Dex +5, Cha +6

Armour Class: 13          Plot Points: 16

Speed: 30 ft.         Tech Level: 8

Quip Bonus: +5 Motivation: Runaway

Skills: Deception +5, History +3, Insight +6, Perception +4, Persuasion +7

Tools: Computers, Disguise Kit, Vehicles (temporal)

Features: Keen Senses, Emotional Appeal, Expertise, Blend In, Authoritative Voice, Loud Leader

Quips: Emotional Argument, Instant Weapon, Logical Argument, Motivation, Parley, Charming Case, Tug Heartstrings, Demoralising Declaration


Savage Worlds - Former Time Agent

Agility: d6

Smarts: d8

Spirit: d4

Strength: d6

Vigour: d6

 

Skills: Athletics d6, Common Knowledge (51st century Earth) d4, Driving d4, Electronics d8, Fighting d4, Notice d6, Persuasion d6, Piloting d4, Shooting d6, Stealth d8

Hindrances: Arrogant, Thin-Skinned (minor), Vengeful (minor)

Edges: Mr. Fix It, Attractive

Pace: 6                  Parry: 4                Toughness: 5


BRP - Former Time Agent

STR 9

CON 12

SIZ 12

INT 13

POW 12

EDU 14

DEX 13

CHA 13

 

Hit Points: 12

Move: 10   

Fatigue: 21

Base SR: 5

Damage Bonus: 0

 

Skills: Appraise 35%, Brawl 50%, Climb 50%, Computer Use 55%, Disguise 21%, Dodge 55%, Electronics 45%, Fast Talk 35%, Fine Manipulation 25%, Firearms (Laser Pistol) 70%, First Aid 50%, Grapple 55%, Jump 35%, Knowledge (Law) 15%, Listen 45%, Navigate 30%, Persuade 35%, Pilot (small timeship) 56%, Ride Horse 25%, Sleight of Hand 25%, Spot 45%, Stealth 60%


GURPS - Former Time Agent

ST 10

DX 11

IQ 12

HT 10

Speed: 5.25

Move: 5

Thrust: 1d-2

Swing: 1d




Advantages: Acute Vision-1, Alertness +2, Appearance (Attractive), Charisma-1, Fit

Skills: Beam Weapons/TL10 (pistol)-12, Computer Ops-14, Electronics Ops (Communications)/TL10-13, Electronics Ops (Sensors)/TL10-13, Electronic Ops (Temporal)/TL10-11, Fast Talk-12, First Aid/TL10-12, History (World)-12, Karate-11, Mathematics (Applied)/TL10-10, Piloting/TL10 (Aerospace)-13, Running-12, Savoir-Faire (Police)-12, Stealth-13, Swimming-10


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