Also called Chronarchs
Simple learned abilities do not require a roll, they just happen, according to GM discretion, of course.
Points of proficinecy refer to the amount of which one is skilled in a particular ability. Mechanically, they refer to the number of D6 rolled.
Willpower may not be spent to enhance powers.
Ability to regerate one's cells after death or severe injury.
Ability to tolerate difficult or lethal environments (i.e. extreme temperatures, extreme natural forces, vaccuums, etc.)
|Mental Information Transference||
Ability to communicate one's thoughts, experiences or (limited) knowledge to another sentient being.
Ability to extract thoughts, experiences or (limited) knowledge from another sentient being.
Ability to disassociate from time and gain knowledge that would otherwise be impossible to gain at that point. Commonly called clairvoyence.
Merits allow you to re-roll your lowest die when attempting to perform a related task or skill.
Weaknesses require you to re-roll your highest die when attempting to perform a related task.
Time Lords, as a species, do not have uniform weaknesses. Please choose 4 skills that represent the unique failures of your character. There must be at least one flaw from each category. Broad skills that usually require a specific area cannot have a specific area in this case. For example, if you choose "performance", your character's weakness is in all areas of performance.