kaijubot
2nd Incarnation

Kicking Evil Very Hard in the Face
Posts: 12
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Post by kaijubot on Aug 16, 2011 14:49:22 GMT
I'm prepping my first DW campaign with the idea that the PCs are a "sleeper cell" of young (15-25yrs, first lifetime) Time Lords hidden on earth via Chameleon Arch.
So should the home tech level for them by 5 (modern day Earth) or 10 (Time Lord)? Part of the fun of the game, I'm hoping, will be the PCs lack of familiarity with Gallifreyan tech, so I'm tempted to lean towards 5, just not certain.
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Post by Craig Oxbrow on Aug 16, 2011 18:45:28 GMT
I'd say 5 for now, as they don't know Time Lord science. If they know but don't realise they do, then maybe 10.
Or, given how little use tech levels get, you could give them both, so they're familiar with levels 5 and 10, less so with 4 and 9, and so on.
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Post by da professor on Aug 17, 2011 8:42:47 GMT
I'd give them Tech level 5, because if they basically grew up on late20th/early21st century Earth, that's all they'd know. A TARDIS might recognise them as Gallifreyan and work for them about as much as the Doctor's works for him, but they wouldn't have a cluehow or why and wouldn't know how to use any of its special features or other timelord tech such as, for example, the sonic screwdriver.
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kaijubot
2nd Incarnation

Kicking Evil Very Hard in the Face
Posts: 12
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Post by kaijubot on Aug 18, 2011 9:16:28 GMT
Thanks for the responses. As I said, I was leaning towards level 5 so I think what I'll do is start them off at level 5 and after a session or two give them Time Traveler (Major: Level 10) as a free trait as memories and familiarity come back to them.
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Rassilon
Administrator
Grand Administrator
Posts: 751
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Post by Rassilon on Aug 20, 2011 11:24:10 GMT
A bit of triva about Level 5: In the series, Earth has twice (AFAIK) been referred to as 'a level 5 planet'.
Once in City Of Death and also in The Eleventh Hour.
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