Here's some of my own thoughts on the Time Lord elite of the race of Temporals. A bit of history and then the kits. Here Presented are the Time Lords of AD+D: Genesis Part One Description: This is not one kit but several whose origins lie in the efforts of transplanted humans to adapt and master the Plane of Time. Complete mastery eluded them as Time masters both mortal and immortal but these efforts did eventually create a race which could at least hold it's own in the environment. The emerging Temporals sound found themselves isolated from the Prime Material world from whence they came as all efforts of planar travel ended fatally for the would-be voyagers. The surviving sages came to realise that Temporal bodies had become adapted to the randomness of time and that the pressure of a one-way TimeStream caused sudden shock, dubbed the Time Bend. The few survivors however developed amazing powers of body and mind that even magic could not explain. The answer came with the attempted invasion of th illithid, those known as the Mind Flayers. Not adapted to the Time Plane, the invaders succombbed after bloody losses to both sides. From lore of the invaders and examination, the stories became a formal art of psionics the powers of the mind. The first subject of the new science was it's creator, the mage Rathlon the first of what would be eventually known as the Time Lords. His traumatic experience led to the new disciplines and the first of the Time Carriages. Such was the stage set for the great triumphs and the greatest tragedies. The prototype kits follow in next message. Chaotic Evil means never having to say you're sorry. --- RatMail v1.0 * Origin: The MouseHole BBS (107/844) Kearny, Nj Date: 03-09Ä91 (23:06) Number: 21267 / 21283 To: ALL Refer#: NONE From: FRANK LAZAR Read: (N/A) Subj: TIME LORD KITS Status: PUBLIC MESSAGE Conf: AD&D (31) Read Type: GENERAL Time Lord Description: The elite class of Temporal society those who have mastered the vagaries of the Plane of Time by will and intuition. Minimum require- ments are a 11 in Intelligence, Wisdom, and Constitution and a 16 in at least one of the above 3 attributes. Also, most are of at least non-chaotic alignments. Chaotic characters seldom have the self-control neccesary for the mastery required. Also due to the alien enviroment of the Plane of time, Rangers may not be members, nor are there Time Lord Paladins. Fighter members of this kit are generally known as Time Masters, Thieves as Time Scouts, Wizards as ChronoMages, However in formal language, all refer and are referred to collectively as Time Lords including the clerics which are the fewest among them. Of special mention are the Chronoscist, the Psionicist who hold the fullest mastery of time and oversee the training of Temporal Initiates who take the test of Time Mastery and the construction of Time Carriages. Role: In campaigns mostly centered on the Prime Material plane, Time Lords are generally NPC's who associate with the party for reasons most kept to themselves. In a more ranging series of adventures, they are the avenue of travel to frontiers not even known to the hardiest spelljammer. Secondary Skills: Required, none. Recommended, Scribe. Weapon Proficiencies: No special requirements Non-Weapon Proficiencies: Bonus Ancient History, Read/Write Recommended, Ancient Languages, Navigation, Astrology, (events of great import are often written "in the stars"), Ancient Languages. Slot costs are as for main class. i.e. Fighters pay 3 slots for Astrology. Equipment: up to DM's option, Time Lords may be sent by the Council Rces: Only Temporals may be members of these rather exclusive Academies. Chaotic Evil means never having to say you're sorry. --- RatMail v1.0 * Origin: The MouseHole BBS (107/844) Kearny, Nj