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Doctor Who Solitaire Story Game: The End of Time, designed by Simon Cogan

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Published by Susan Henry, 2018-01-17 09:47:36

Doctor Who Solitaire Story Game: The End of Time

Doctor Who Solitaire Story Game: The End of Time, designed by Simon Cogan

Welcome to the Doctor Who Solitaire Story Game...

“We will sing to you, Doctor. The universe will sing you to your sleep. This song is ending. But the story never
ends.”
(Ood Sigma – ‘The End of Time’)
The Doctor Who Solitaire Story Game comes right up to date in this latest expansion that allows players to
recreate the final year of the tenth Doctor. From snowy Victorian London or the baking hot deserts of San Helios,
to foiling the plans of the Cybermen and a confrontation with Rassilon himself, it could be the End of Time...

How to Use this Expansion

You may either just add the Adventure locations to the basic game as
shown below and play normally, or alternatively play the tenth Doctor in
his final set of adventures. If you choose this option then there are a
number of changes to the basic rules when playing the tenth Doctor:
 You start gain no ‘first Adventure’ bonuses of meeting Companions or

gaining +1DM as detailed in the Adventure booklet.
 When you meet a Character who can become a Companion you

have -2 to any Companion Charisma roll. If you meet a Character
who will automatically become your Companion, you gain 1 less
Luck Point and that Character only becomes an Ally for the Adventure
(although counts as a TARDIS Character).
 You begin with both a sonic screwdriver (e183) and psychic paper (e184).
 Roll 1D6 for your starting Adventure: 1-2: xa01; 3-4: xa02; 5-6: xa04.

The Tenth Doctor

The Tenth Doctor generally displays a light-hearted, talkative and cheeky
manner, but combines this with a somewhat egocentric sense of
relentlessness when facing his enemies. He sometimes uses the cheerful,
energetic façade to mask inner emotions and has a tendency to babble,
mixing apparent nonsense with vital information, sometimes acting
erratically to put his enemies off guard. He can also be rude on occasion
and is not always aware of it. The tenth Doctor is, despite constant
interaction with others, a lonely person deep down.
“I think a Time Lord lives too long.”
Brains 12, Brawn 6, Bravery 9 (Aware, Charisma, Domination, Engineering, Marksman, Pilot, Running, Tracking)

New Adventures

Xa01 – May substitute for an Adventure in ‘Modern Earth History’ in e001a.
Xa02 – May substitute for an Adventure in ‘Post Modern Era Earth’ in e001a.
Xa03 – May substitute for an Adventure in ‘Somewhere Wild and Exotic’ in e001a.
Xa04 – May substitute for an Adventure in ‘The Future’ in e001a.
Xa05 – May substitute for an Adventure in ‘Somewhere Wild and Exotic’ in e001a.
Xa06 – May substitute for an Adventure in ‘Post Modern Era Earth’ in e001a.

XA01. Earth – 1851 (9; Victorian Era)

(Holiday) You have landed in Victorian London on Christmas Eve. White, powdery snow falls gently from the
skies as you explore a busy market square. Everyone is preparing for the festivities and a choir sings lovely carols
in the streets. What could possibly spoil the moment...?
Special: If you have no Companions and have History, gain 1 Luck point. The first time you roll for a Character
encounter see xe01 instead.
Enemy (D6): 1: xv01; 2: v514; 3: v502; 4: v507; 5: v543; 6: v544.
Character (D6): 1: xe02; 2: e269; 3: e130; 4: e048; 5: e105; 6: e052
Event 1 (D6): 1: e076; 2: e037; 3: e151; 4: e079; 5: xe03; 6: e002
Event 2 (D6): 1: e223; 2: e253; 3: e034; 4: e276. 5: e278; 6: e002
Plot (D6): 1: e157; 2: xe04; 3: xe16; 4: e133; 5: e137; 6: e150
Location (D6): 1: e093; 2: e258; 3: e236; 4: xe17; 5: e144; 6: e028

XA02. Earth – 2010 (8; Post Modern Era)

(Holiday) You have landed in London on a cool April night. Red buses, black taxis and other traffic flows freely
down the streets as people enjoy the Easter holidays. It seems like any other night in the city, but in the shadows,
someone or something is planning...
Special: The first time you roll for a Character encounter see instead xe07. If you can make an Engineering 9 roll
as an Action then you may Investigate here.
Enemy (D6): 1: xv01; 2: xv04; 3: v535; 4: v523; 5: v500; 6: v503
Character (D6): 1: e050; 2: e031; 3: e023; 4: e022; 5: xe15; 6: xe14
Event 1 (D6): 1: e076; 2: e223; 3: e080; 4: e034; 5: e035; 6: e002
Event 2 (D6): 1: e290; 2: xe11; 3: e177; 4: e278; 5: e115; 6: e002
Plot (D6): 1: e288; 2: e260; 3: e166; 4: e235; 5: e210; 6: e150
Location (D6): 1: e091; 2: e255; 3: e252; 4: xe08; 5: xe08; 6: xe06

XA03. San Helios – 2010 (10; Post Modern Era)

(Wilderness) You have landed on San Helios – a desert planet within the Scorpion Nebula and on the far side of
the universe. Three suns burn high in the sky turning the landscape as a baking hot wind blows across the dunes.
Something is terribly wrong here – San Helios used to be a temperate planet with a population of 100 billion...
Special: Unless at a Location, at the end of each turn see e121. Any Explore and Move Actions have an
additional -1 penalty. If you encounter a Character of unspecified race, roll 1D6 and on a result of 4-6 it will be
an alien – roll another 1D6 and on a 1-3 it also gains Creature.
Enemy (D6): 1: xv02; 2: xv02; 3: v530; 4: v519; 5: v520; 6: v536
Character (D6): 1: xe12; 2: e054; 3: e020; 4: e029; 5: e053; 6: xe14
Event 1 (D6): 1: e078; 2: e051; 3: e095; 4: e151; 5: e219; 6: e002
Event 2 (D6): 1: e027; 2: e256; 3: e160; 4: e198; 5: e205; 6: e002
Plot (D6): 1: e131; 2: e132; 3: e162; 4: e260; 5: e153; 6: e150
Location (D6): 1: e158; 2: e158; 3: e064; 4: xe06; 5: e065; 6: xe17

XA04. Mars – 2059 (10; Near Future Era)

(Wilderness) You have landed on Mars during the twenty first century and man’s pioneering first steps onto a new
world. It’s a historic and momentous occasion and one that is desperately important. The problem is that the
history books record a tragedy where everyone dies...
Special: Your first Event (2) will automatically be e287. If Ice Warriors (v526) are the Enemy take a -1DM
penalty. All Ice Warriors are +1 to Qualities here.
Enemy (D6): 1: v545; 2: v526 3: xv03; 4: xv03; 5: xv01; 6: v512
Character (D6): 1: xe09; 2: e020; 3: e081; 4: e017; 5: e232; 6: e119
Event 1 (D6): 1: e074; 2: e078; 3: e085; 4: e027; 5: e151; 6: e002
Event 2 (D6): 1: e215; 2: xe10; 3: xe11; 4: e035; 5: e145; 6: e002
Plot (D6): 1: xe16; 2: e260; 3: e139; 4: e132; 5: e140; 6: e150
Location (D6): 1: e068; 2: e068; 3: e068; 4: e218; 5: e158; 6: e217

XA05. Ood Sphere – 4226 (10; Twilight Era)

(Wilderness) You have landed on the frozen world of the Ood. In the far distance are vast, snow covered
mountains whilst two moons hang in the clear blue sky. Your breath steams in the freezing air that makes your
skin tingle. But there is something else in the air. Something intangible...
Special: Add one to the number of Ood you encounter and all are +1 to all Qualities. For your first Event (1 or 2)
see e205 instead of rolling below. If you encounter a Character of unspecified race, roll 1D6 and on a result of 6
it will be an alien.
Enemy (D6): 1: xv01; 2: v546; 3: xv03; 4: xv02; 5: v526; 6: v523
Character (D6): 1: e100; 2: e100; 3: e232; 4: e020; 5: e018; 6: xe14
Event 1 (D6): 1: e079; 2: e290; 3: xe03; 4: e085; 5: e151; 6: e002
Event 2 (D6): 1: xe11; 2: e256; 3: e027; 4: xe10; 5: e033; 6: e002
Plot (D6): 1: e235; 2: e260; 3: e132; 4: e141; 5: e148; 6: e150
Location (D6): 1: xe13; 2: xe13; 3: xe13; 4: e297; 5: e217; 6: e064

XA06. Earth – 2010 (8; Post Modern Era)

(Holiday) You have landed on the outskirts of London on Christmas Eve. But everyone is suffering from bad
dreams – dreams of something terrible returning. As Earth rolls onwards into night and people fall asleep, they
shiver, somehow knowing that the dawn would bring only one thing – the final day...
Special: You may see e291 at the start of this Adventure. In this Adventure you have a maximum time limit of 15
turns and each ‘phase’ of the Adventure lasts 5 turns rather than 4.
Enemy (D6): 1: xv04; 2: xv01; 3: v519; 4: v541; 5: v531; 6: v544.
Character (D6): 1: xe14; 2: xe15; 3: xe18; 4: xe19; 5: e122; 6: e248.
Event 1 (D6): 1: e103; 2: e278; 3: e076; 4: e160; 5: e035; 6: e002
Event 2 (D6): 1: xe10; 2: e250; 3: e223; 4: e034; 5: xe20; 6: e002
Plot (D6): 1: xe16; 2: e148; 3: e235; 4: e238; 5: e157; 6: e150.
Location (D6): 1: xe17; 2: e297; 3: e255; 4: e091; 5: e254; 6: xe17

Xv01. Cybermen Marauders

You have encountered invincible Cybermen marauders (DM -2. Goals: 1-
2: xe05; 3-4: e239; 5-6: e228) that have crossed the dimensions to
plunder and invade other worlds. The Cybermen are incredibly strong,
ruthlessly efficient and without fear, emotion or humanity.

Roll 1D6 with +1 if the Turn number is 5-8 or +2 if the Turn is 9+. Also
add +2 if you can Oppose:

1-2: Cybershades – see xv01a below

3-5: 1D3 Cybermen - each Brains 4, Brawn 10, Bravery 8 (Laser,
Machine, Troop).

6+: 1D3 +2 Cybermen plus a Cyberleader – Brains 6, Brawn 10, Bravery 7 (Laser, Machine).

Choose from options below:

Fight: Combat occurs as normal. If you later wish to surrender, see below with -1 to the roll. If you later wish to
escape the combat, see option below. If you win a fight against the Cybermen, gain a +1DM or if you can
Oppose them and there is a Cyberleader here then they are instead Defeated.

Surrender: Roll 1D6 adding +2 if the Cyberleader is here: 1-4: The Cybermen attack! 5-6: e061.

Evade: You must make Running 7 rolls to escape. If you fail, or choose not to escape, choose another option.

Hide: You must make Thief 8 rolls before any other option. If you fail, or choose not to hide, you must choose
another option but initial Running rolls have a -1 penalty.

Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose another
option with -1 to the roll; 5-7: Lose quarry – event ends; 8-9: e082; 10+: e147.

Talk: You may try to confuse the Cybermen so you can escape. If you can make a Brains roll, with your Brains
reduced by 2 if a Cyberleader here and by 1 for each previous attempt using this option), then you
succeed – gain a +1DM. If you fail, choose another option – either Surrender or Fight.

Confront: You may only choose this option if there is a Cyberleader here and you can Oppose. If you can make
an opposed Brains and Bravery (add both totals plus 1D6) roll against the Cyberleader then you have
Defeated the Cybermen. If you fail then take a -1DM and choose another option.

xv01a. Cybershades

The Cybershades are a primitive form of Cyberman with the organic
brain of an animal rather than a human. Roll 1D3 for the number of
Cybershades you encounter, each Brains 2, Brawn 8, Bravery 5
(Creature, Machine, Troop). Choose an option below:

Fight: Combat occurs normally. If the total Brawn of the Cybershades is
less than your total Brawn however, then the Cybershade tries to
escape. You may let it flee or pursue it with a Follow action.

Evade: The Cybershades are incredibly fast and you must make Running
9 rolls to escape. If you fail, or choose not to escape, you must
choose another option.

Hide: You must make Thief 9 rolls before any other option. If you fail, or choose not to hide, choose another
option but any initial Running rolls have a -2 penalty.

Follow: This is possible after a successful Hide or if the Cybershade flees and you pursue it. Make a Follow
action: 2-4: Discovered: choose another option with -1 to the roll; 5-8: Lose quarry – event ends; 9-10:
e082; 11+: e147.

Xv02. The Swarm

You have discovered that the deadly Swarm – flying stingray creatures
with a metal exoskeleton – are heading towards you. The Swarm (DM+1;
Goal: 1-2: e221; 3-4: e262; 5-6: e163) are incredibly voracious feeders
that consume the life of entire planets and then, by creating wormholes in
time and space, move onto new planets to find fresh prey to devour.

Roll 1D6 with +1 if the Turn number is 5-8 or +2 if the Turn is 9+:

1-2: Wormhole – xe06. If you can Oppose and have Aware, 2 Science,
Tracking and Brains 25 and Bravery 25 then you can close the
wormhole and confine the Swarm to Defeat them

3-4: See xv02a below. If you have previously encountered xv02a then see result 1-2 above.

5-6: You have encountered 1D3 Swarm creatures - Brains 1, Brawn 10, Bravery 9 (Armour, Creature). Choose
from options below:

Fight: Combat occurs as normal. If you later wish to escape the combat, see the Evade option below with -2
to any Running rolls. If you win a fight against the Swarm, gain a +1DM.

Evade: The Swarm are incredibly fast so you must make Running 10 rolls to escape although if you are at a
Location (except a wormhole) gain +2 to any Running rolls. Screamers must make a Bravery roll or
have -2 to any Running roll. If you fail, or choose not to escape, you must choose to Fight.

Hide: You must make Thief 8 rolls before any other option. If you succeed and can make a Science 9 roll,
then you have a chance to study the species at close range – gain a +1 DM. If you fail, or choose not
to hide, you must choose another option and initial Running rolls have a -2 penalty.

Trap: This option can only be chosen if you are at a Location. If you have at least 15 Bravery (+5 per
creature here), Science and either 2 Marksman, Laser or Demolitions, then gain a +1 DM.

7+: The Swarm is almost upon you. Each Character must make Running 10 rolls to escape. For each Character
that fails, roll 1D6. If the roll is less than or equal to the number of Running rolls that Character has failed
(with a -1 if the Character is a Victim) then they are consumed by the Swarm.

xv02a. Wrecked Bus

(Location) You discover a damaged London bus – clearly having only just
survived the tremendous ravages of passing through a wormhole. If you
can get the bus operational it may prove a safe way of escaping the
Swarm.

If you can find a wormhole (xe06), have Pilot and either 3 Engineering
or make an Engineering 11 roll then you can use the bus to transport all
your Characters through the wormhole safely.

Alternatively, if you can Oppose and started this Adventure at another
Adventure Location then you can escape back to the original Location.
Once there if you have 2 Science (or make a Science 10 roll) and have
either Computers or Demolitions then you can close the wormhole and
have Defeated the Swarm.

Xv03. The Flood

You have encountered grotesque zombie creatures with white eyes and
puckered, cracked skin. Most terrifying of all is the water that gushes
from their arms and mouths. This is the advance guard of the Flood (DM
+0; Goals: 1-2: e170; 3-4: e172; 5-6: e214).

You have encountered 1D3 zombies - each Brains 2, Brawn 8, Bravery 5
(Troop) – but add 1 if the Turn number is 5-8, or +2 if the Turn number is
9-12. Also add any Characters that were infected from previous
encounters – see xv03a below.

Choose from options below although any Screamers must make a
successful Bravery roll at the start of the encounter or will choose to
automatically Evade:

Fight: Combat occurs as normal although at the start of the first combat round (only) you may instead try to
electrocute the zombies if you have Brains 20 and Computers. You may kill 1 random zombie for every
Engineering Trait you have in your group. If this kills all the zombies and you can Oppose, then you have
Defeated the Flood. If not, you may roll for a Rout before this combat starts.

At the end of each round, roll 1D6 for each Character in your group (with -1 to the roll if the Character is a
Victim). If the roll is less than the number of zombies encountered then immediately see xv03a below. You
may not choose to surrender. If you later wish to escape the combat, see the Evade option below.

If you win a fight against the Flood zombies (or successfully rout them), gain a +1 DM.

Evade: The zombies can move surprisingly quickly so you must make Running 9 rolls to escape. If you fail, or
choose not to escape, you must choose another option.

Hide: You must make Thief 8 rolls before any other option. If you fail, or choose not to hide, you must choose
another option and any initial Running rolls have a -1 penalty.

Talk: You may either try to convince the zombies to leave you alone by making a Brains roll by at least 3 - with
your Brains reduced by 1 for each zombie and an additional 2 if you can Oppose. If you succeed, the
zombies shuffle away – gain a +1DM. If you fail, the zombies shuffle towards you, their arms raised and
dripping wet – choose to either Fight or Evade.

Cure Virus: (Disease) This option can only be chosen if you can Oppose and you have Brains 25, Bravery 25, 2
Medicine and either 2 Science or 2 Computers. You have Defeated the Flood.

xv03a. Water Virus

(Disease) If the Character is Human, then the Character has been
contaminated with the virus and has joined the ranks of the Flood! They
immediately collapse and removed from the encounter. Reduce their
Brains to 2 and increase Brawn and Bravery by +3. They will fight
against you in any future encounters with the Flood in addition to the
number of zombies that are determined normally. You may kill them but
you will lose 3 Luck points if you kill a Companion.

Characters contaminated by the virus will return to you perfectly healthy
if you Defeat the Flood by other means.

Machine Characters are not affected by the Flood.

Xv04. The Time Lords

You thought that the Time Lords (DM: -3. Goals: 1-2: e204; 3-4: e138; 5-
6: xv04a), your own people, had been trapped for eternity in a Time
Lock. After all, it was you that put them there to end the Last Great Time
War before all of Creation was destroyed. But now they have returned,
rising from the ashes of Gallifrey, and intent on finishing what they
began...

Roll 1D6 and then consult the table below to see what you have
encountered. Add +1 each time you have previously rolled here, +1 if
after Turn 4, another +1 if after Turn 9. If you can Oppose add +2:

1-2: Bad Dreams – See e229, although you have a -2 to the Bravery roll and it affects all Characters with
Qualities of 4 or less. If you have no Allies then see e290.

3-4: Visions and Omens – If you have a Companion then they are visited by a mysterious stranger. If the
Companion can make a Brains roll then you may gain +1DM or 2 Luck points

5-6: Council of War – All Time Lord Enemies gain +2 to Brawn (not cumulative) in this Adventure.

7-8: White Point Star – The Time Lords use a White point Star to aid them - take a -2DM if there is a Minion
here that is a Time Lord or has Engineering and Tracking. At the start of any Confront
Action you may make a Marksman or Laser 8 roll to gain +3 to your Brains total.

9+: Gallifrey Rises – The Council of Time Lords, Lord President Rassilon at the centre, materialise before you!
Rassilon is Brains 12, Brawn 9, Bravery 7 and he is accompanied by 1D3+2 Time Lords
each Brains 11, Brawn 4, Bravery 6 (Minion). Choose from options below:

Talk: You try to bluff your way out of trouble and escape. Make opposed Brains rolls with Rassilon (with -1
to your roll for each previous attempt using this option). If you succeed either gain a +1DM or reveal
the Goal, if you fail then choose to Fight, Evade or Surrender.

Confront: You may only choose this option if you can Oppose and there is a Time Lord in your group. You
attempt to persuade Rassilon that his plan will cause devastation. Make opposed Brains rolls
(adding +1 for each other Time Lord on either side). If you succeed then Rassilon is Defeated –
roll 1D6 and on a 1 see xe20. If you fail take a -1DM and choose to Fight, Evade or Surrender.

Fight: Combat occurs normally although all Human Characters must make a successful Bravery roll or be -2
to all Qualities for the rest of the encounter. You may later Evade or Surrender with a -1 to the roll. If
you win a fight against the Time Lords gain a +1DM or Defeat them if you can Oppose.

Evade: You must make Running 8 rolls (any non-Time Lord must only make Running 5 rolls) to escape the
combat. If you fail, or choose not to escape, you must choose another option.

Hide: You must make Thief 9 rolls (any non-Time Lord must only make Thief 5 rolls) before any other option.
If you fail, or choose not to hide, choose another option but initial Running rolls have a -1 penalty.

Surrender: Roll 1D6: 1-2: You are attacked – see the Fight option; 3-6: e061 although you may roll for a
Goal event as Rassilon cannot resist gloating over his plans.

xv04a. The End of Time

(Goal 6) (Apocalypse) Temporal. You discover that the Time Lords wish
to ascend to a higher level of consciousness and destroy Time entirely. If
Time Lord or Machine Characters (only) in your group have Brains 25,
Brawn 25, Bravery 25, Engineering, Gloating and Tracking then gain a
+2DM. For every Temporal event in this Adventure (including this Goal)
all Time Lords are +1 to all Qualities. If you fail to Defeat the Time Lords
in this Adventure the game is over.

xe01. Jackson Lake

You have encountered Jackson Lake – teacher and gentleman – together with
his friend, the feisty, loyal Rosita. Roll 1D6 and if the result is 4-6 immediately
see xe03 for Jackson and then return here. Jackson is Brains 6, Brawn 5,
Bravery 6 (Charisma, Engineering, Marksman, Running, Thief) while Rosita is
Brains 4, Brawn 5, Bravery 6 (Charisma, Running, Thief, Tracking). Both join
as Allies for the Adventure (but Jackson counts as a TARDIS Character).

Make a Brains roll for Jackson and if he succeeds then he knows something
useful - roll for a Plot event.

xe02. Miss Hartigan

You have encountered Mercy Hartigan – a cold, twisted and embittered
woman who is a willing ally to any dark forces. Hartigan is Brains 7,
Brawn 4, Bravery 8 (Minion). Take an immediate -1DM penalty. If there
is already an Enemy here, refer to that event to see what is with
Hartigan, but then return here and choose an option below:

Talk: Make an Opposed Brains roll with your Brains reduced by 1 for
each male TARDIS Character (including yourself). If there is an
Enemy here also reduce your Brains by -2. If you fail, take a -1DM
and choose another option. If you succeed either gain a +1DM or
if there is an Enemy here, you may roll for a Goal event.

Evade: You may always Evade Hartigan if she is alone, otherwise refer to the Enemy event Evade section.

Surrender: If Hartigan is alone see e061, otherwise refer to Enemy event Surrender section. Also roll 1D6 and if
the result is 3-6 then roll for a Goal event as Hartigan cannot resist gloating over her plans.

Fight: You may only choose this option if there is an Enemy here and then combat occurs as normal (see Enemy event).
You may later Evade, or Surrender with -1 to the roll.

Each further Enemy encounter, roll 1D6, with +1 if the Turn number is 9+: 1: Encounter Hartigan alone; 2-3: Encounter
Enemy alone; 4-6: Encounter Enemy and Hartigan. She reduces any Brains roll made in Enemy encounters by -2.

xe03. Altered Personality

You have encountered someone behaving oddly. Immediately roll for a Character event then return here to roll 1D6:

1: You are insanely attacked. If the Character event has Evade or Surrender options then see those otherwise you may
escape the encounter with Running 8 rolls;

2-3: See e135 although only the Character encountered must make the Bravery roll;

4-5: The Character is in a fugue state – their mind wandering. Each turn roll 1D6: 1: They may take no Action this turn;
2-4: They act normally; 5-6: One of their Traits (randomly chosen) is to be replaced by Madman.

6: As result 4-5 above, but the Character believes they are the Doctor! They gain +1 to all Qualities, Aware and either
Science or History. If you have Medicine and the Character survives the Adventure gain 1 Luck point.

xe04. Child Labour

(Plot) You discover that several children have gone missing lately – could the Enemy be using them as forced, slave
labour? If you have 15 Brawn, Aware, Thief and Tracking gain a +1DM. If you are captured by the Enemy roll on e269
as a fellow prisoner. If you have any child Character and are captured by the Enemy then that Character may not
escape with you but must be rescued.

xe05. Revive Cyber King

(Goal 4) (Invasion/Resurrection) You have discovered that the Cybermen
wish to resurrect the Cyber-King - a Dreadnought ship that is used for invasion
of other worlds. If you have 25 Bravery, Engineering, Pilot and 3 Science
gain a +2DM.

When you next roll for an Enemy encounter, roll 2D6 before that encounter is
resolved. If you roll lower than the current Turn number then the Cyber-King
has been revived. All future encounters are now with the Cyberking. Roll 1D6
for each Character adding +1 if they are a TARDIS Character, +1 if they
have Running, but -1 if they are a Victim. If the result is 1-3 they are killed.

The only way to Defeat the Cyber-King is to be able to Oppose and have 25 Bravery, Engineering, Pilot and 3 Science.

xe06. Wormhole

(Temporal) (Location) You have encountered a freak wormhole - a shimmering vortex of energy that is a dangerous tear
in the space/time continuum. What could be on the other side?

To use the portal requires you to create a device that will shield you from the energies of the wormhole. You must
have Science and make an Engineering 10 roll as an Action to create the device. Roll 2D6 for each Character
that step through the wormhole. On a roll of 2 (or 3 if that Character is a Victim) the device malfunctions and the
Character is killed. Roll on e001b to find your destination. Gain a Luck point for each TARDIS Character that uses
the wormhole. You may use the wormhole to return to the original location and must find it again as an Action
with a Tracking 8 roll.

If you encounter an Enemy in either Adventure location then that Enemy will be encountered in the other Adventure
location regardless of any Enemy roll. Your current Turn number, DM and all other modifiers remain consistent
between the two Adventure locations.

xe07. Lady Christina

You have encountered Lady Christina – a bored aristocrat who has turned to
stealing for adventure. She is Brains: 7 Brawn: 5 Bravery: 8 (Aware,
Charisma, History, Pilot, Running, Thief 2). Personality (optional): Natural
Leader. Christina jumps at the chance of joining you as a Companion in the
TARDIS so gain 1 Luck Point. Make a Brains roll for Christina with a +1
bonus. If she succeeds then she may know something that can help you – roll
for a Plot event.

If Christina is at a Museum and she can make a Thief 10 roll then she gains a
Luck point. If she fails the roll by 4 or more then she is captured – see e059.
She is also a thrill seeker so if she faces a Danger alone then she gains +1 to
all Qualities. She is also a fugitive and has -2 to Talk rolls with any Troops.

xe08. International Gallery

(Museum) (Location) You have discovered the impressive International
gallery that houses many rare and precious artefacts lined up in glass
display cases – roll 1D6 to find what you have discovered: 1: e139; 2:
e050; 3: e198; 4: e132; 5: xe07; 6: Nothing unusual.

A TARDIS Character with History may Relax here and gain 1 Luck point
with a roll of 8+. If the Goal is e233 then the Goal number becomes 4.
You may Seek Information here using History and gain +1 to the roll.

xe09. Captain Adelaide Brooke

You have met Captain Adelaide Brooke, a tough, experienced but fair
pioneer of Earth’s first explorations into space. Gain a Luck point. Adelaide is
Brains 6, Brawn 6, Bravery 8 (Aware, Bureaucrat, Computers, Marksman,
Running, Victim). Roll on e020 to see the team she commands then choose an
option below:

Talk: Make a Charisma roll. If there are soldiers here you have -1 to the
roll. Add +2 if an Enemy here.

2-5: You are considered a security risk and locked up – see e059 with
+1 to the roll.

6-8: Captain Brooke questions you further - roll again adding with any Charisma bonuses from yourself only.
9+: Adelaide and her team join as Allies. Roll 1D6: On a result of 1-5, roll for a Plot event.

Evade: Roll 1D6: On a 1 the team ignores you anyway, event ends. On any other result Captain Brooke decides
she wants to question you. You must make Running 8 rolls to escape or choose the Talk option.

xe10. The Sound of Drums

Events have spiralled out of your control and you cannot help any further - you must leave everyone here to their fate. If
you have Madman, then something snaps inside you and the sound of drums start in your head. You have gone insane
and become like the Master – the game is over. If you do not have Madman, you may either decide to leave or fight on.

If you leave by returning to the TARDIS then you lose the Adventure, lose an extra 1 point for each Victim here and any
Companions with you suffer a -2 to any further Companion Leaving rolls. Roll 1D6 and on a result of 5-6 see e290.

If you decide to fight on, lose Charisma, add +1 to all Qualities, gain Gloating, Madman and any Companions with you
suffer a -1 to any further Companion Leaving rolls. Roll 1D6 and on a result of 4-6 see e290.

xe11. A Cry for Help

This event is postponed until the very end of the Adventure. You receive a cry for help – either in the shape of a ghostly
figure, or a message on your psychic paper, or perhaps one of your old companions needs you. You must steer the
TARDIS (e001a) to get the required total below, adding +1 for each Aware you (personally) have. Each time you fail to
reach the desired Adventure location, lose 1 Luck point. When you do arrive at the desired Adventure then this event
counts as a Plot event. Roll 1D6:

1: An Ood materialises in front of you to call you to the Ood Sphere. See e001a (9+) and if you succeed roll 1D6: 1-3:
a445; 4-6: xa05. When you reach the Adventure Location see e100 as your first Character event or xe13 as your
first Location event (with +2 to any communicate or audience roll).

2: The Face of Boe sends you a mysterious message for your help. See e001a (9+) and if you succeed roll 1D6: 1-2:
a402; 3-4: a415; 5-6: a438. When you reach the Adventure Location see e044 as your first Character event.

3: The Shadow Proclamation requests your presence. See e001a (8+) and, if you succeed, see e282. Add +3 to any
Talk rolls here (but with -1 for each Adventure visited between having this event and successfully arriving at the
Shadow Proclamation).

4: You receive a mysterious message from Professor River Song. See e001a (9+) and if you succeed roll 1D6: 1-2:
a444; 3-4: a419; 5-6: a430. When you reach the Adventure Location see e295 as your first Character event.

5: A ghostly, and yet familiar, figure dressed in Time Lord robes makes brief mind contact. See e001a (11+) and, if you
succeed, see a450. When you reach the Adventure Location see g361 as your first Character event.

6: Someone you thought long since dead... Roll for a random Adventure Location (e001b) and when you reach there
see e127 as your first Character event.

xe12. Tritovores

You have encountered 1D3 Tritovores – humanoid fly creatures that only
communicate with clicks. Each Tritovore is Brains 5, Brawn 5, Bravery 6
(Creature, Engineering, Marksman, Pilot, Victim). You may attack them or
choose an option below:

Talk: You may not add any bonuses for Charisma. If there is an Enemy
here, add +2 to roll.

2-5: You are attacked. If you wish to surrender or try to escape the
fight, see below.

6-7: The Tritovores ignore you
8-9: The Tritovores try to communicate. If one makes a successful Brains roll, roll for a Plot event.
10+: The Tritovores join you as Allies. If one makes a Brains roll, roll for a Plot event.

Evade: Roll 1D6: 1-3: The Tritovores ignore you anyway; 4-6: Make Running 8 rolls, or choose another option.

Surrender: Roll 1D6: 1: The Tritovores attack you anyway; 2-5: e059; 6: e061

xe13. City of the Ood

(Location) You have discovered an enormous and incredible Ood city carved
from the rock and ice. If the Ood have become Minions of the Enemy here,
take a -1DM and roll 1D6: 1-2: Enemy encounter; 3-4: e100; 5-6: e061.

If the Ood are not Minions of the Enemy, then you encounter a group of 1D3
Ood each Brains 2, Brawn 5, Bravery 1 (Aware, Creature, Minion). You may
leave now or try to communicate with the Ood. If you try to communicate, roll
2D6 and add any Aware and Music Traits:

2-4: The Ood eyes glow red and they attack. You may not surrender
but may evade the combat with Running 7 rolls.

5-7: The Ood ignore you.
8-9: The Ood become your Allies for the Adventure.
10+: The Ood take you before their council – see xe13a below.

xe13a. Audience with Ood Elders

You are brought before the Ood Elders and council. Roll 1D6 adding any Aware Traits you (only) have:

1-2: Unfortunately the Ood Elders have red eyes and you are immediately seized and imprisoned – see e058 with a -1
to the roll. The Ood will become Minions of the Enemy.

3: The Ood council listens politely and maybe able to offer some advice. Roll 1D6 and if the result is 2+, then roll for a
Plot event. You are then escorted from the city.

4-5: The council listens with interest and offers some advice – roll for a Plot event. You are also free to explore the Ood
city. Gain a +1 to Planning or Research Actions here. If any Character in your group has both Science and History,
they may spend a turn exploring Ood culture and gain 1 Luck point.

6: The Council decides to help. Roll for a Plot event and gain 1D3 Ood (see above for Qualities and Traits) as Allies.

7+: The Council are troubled by bad dreams. Roll 1D6:

1-2: see e290;

3-6: They have a disturbing prophecy of the future. If the Enemy has been revealed then roll 1D6: 1-3: take a -1DM;
4-6: gain a +1DM. If the Enemy has not been revealed then cancel this Adventure and roll 1D6 for a new
Adventure location: 1-2: a441; 3-4: a450; 5-6: xa06. When you get to that location and have an Enemy event,
roll 1D6: 1-2: v523; 3-4: xv04; 5: v511; 6: v541.

xe14. Vinvocci Scavenger Team

You have encountered a Vinvocci undercover salvage team. Roll 1D3 for the
number you have encountered each Brains 7, Brawn 4, Bravery 5
(Computers, Engineering, Medicine, Pilot, Running, Thief).

Make a Charisma roll:

2-5: The Vinvocci are far too nervous to get involved and scurry away.
6-8: The Vinvocci give you some help then leave before they get into

trouble. Roll 1D6: 1-2: e069; 3-4: Plot event; 5: e215; 6: xe17.
9+: The Vinvocci reluctantly join you as Allies – roll as above for any extra

help they can give you. The Vinvocci will automatically try to evade
any encounters with Enemies unless they make a Bravery roll.
Vinvocci are not affected by sunstroke (e121).

xe15. Joshua Naismith

You have encountered the multi millionaire and ruthless businessman Joshua
Naismith together with his spoilt daughter Abigail. Naismith is Brains 6,
Brawn 5, Bravery 6 (Aware, Bureaucrat, Computers, Gloating, Madman)
and Abigail is Brains 5 Brawn 4, Bravery 5 (Charisma, Gloating).

Roll 1D6 to see who is with Naismith then choose an option below:

1-2: See xe14 instead then return here.

3: 1D3 servants each Brains 4, Brawn 4, Bravery 4 (Minion, Running,
Victim)

4-5: 1D6 elite troops each Brains 3, Brawn 7, Bravery 7 (Marksman, Minion, Running, Troop)

6: Roll twice.

Talk: Make a Charisma roll. If an Enemy here, add +1 to roll. If you have had e070 or xe17 here, -3 to the roll:
2-5: You are attacked if they have greater total Brawn. If they do not then they evade you. If you wish to
surrender or try to escape the fight, see below.
6-9: You are allowed to surrender – see 059, but with -1 to the roll, otherwise if he has greater Brawn he will
attack and if he does not he will evade you.
10+: He joins as an Ally. Make a Brains roll for Naismith and if he succeeds, roll for a Plot event. If you later
encounter xe17 however, then you have to roll again here.

Evade: Make Running 8 rolls, or choose another option.

Surrender: Roll 1D6: 1-2: You are attacked anyway if they have greater total Brawn, otherwise see e059; 3-4:
e059; 5-6: e061. If you go to e059 or e061, roll 1D6 first. If the result is a 6, roll for a Plot event as
Naismith cannot resist gloating over his plans.

Fight: Combat occurs as normal. You may later Evade, or Surrender with -1 to the roll.

If Naismith does not become an Ally, roll 1D6 - on a result of 6, he becomes a Minion of the Enemy. Take a -1DM and
each Enemy encounter roll 1D6, with +1 to the roll if the Turn number is 9+: 1-2: Encounter Naismith; 3-4: Encounter
Enemy; 5-6: Encounter Enemy and Naismith. He reduces all Brains rolls made in Enemy encounters by -1.

xe16. Resurrection

(Plot) You discover that someone or something has been resurrected by secret minions, rituals, genetic material, forbidden
technology or possibly just an innocent bystander. If you have 2 Aware then gain a +1DM. If there is currently no Enemy
here then see xe18 instead of your first Enemy encounter. If there is an Enemy here then roll 1D6 and if the result is 1-2
then any Enemies (except Minions) are -2 Qualities for the next 1D3 turns.

xe17. The Immortality Gate

(Location) You have discovered a dormant alien device nicknamed an ‘immortality gate’ for the healing properties it can
bestow. If you can make both an Engineering 10 and a Computers 10 roll (any Vinvocci in your group gain a +1 bonus
to both) then you can repair it. If you fail however, any Characters that have attempted to repair it suffer a Radiation
Wound. Any Character that enters the repaired Gate can heal all wounds (including radiation wounds) and diseases.

If a Madman with Computers 2 is encountered in this Adventure, then the Immortality Gate is reconfigured into a cloning
machine. All future Character encounters are replaced with the 1D6 clones of the Madman Character.

xe18. The Master Reborn

You have encountered someone you thought had been destroyed forever
- your nemesis - the Master. Now completely insane, with the sound of
drums running through his head, the Master is driven by an all-consuming
hunger. He is Brains 12, Brawn 10, Bravery 7 (Aware, Computers,
Domination, Engineering, Gloating, Laser, Madman, Running, Thief).

If the Master kills a Character he is +2 to Qualities until the end of the
turn. If there is an Enemy here, roll 1D6 (adding +2 if xv04) - if result 4+,
the Master becomes a Minion of the Enemy. Choose an option below:

Talk: Make a Charisma roll with a -1 unless you have Gloating, +2 if there is an Enemy here (unless xv04).
2-5: You are brutally attacked – see the Fight option.
6-8: The Master allows you to Surrender or see the Fight option.
9-11: Roll 1D6: 1-2: The Master can’t resist gloating – gain +1DM; 3-4: xe10; 5-6: See e005.
12+: The Master becomes your temporary Ally, see e005, but roll again here at the end of each Turn.

Fight: Combat occurs but if the Master he has less total Brawn than you he will try to Evade. At the end of each
round, roll 1D6. If the result is 2+ then he has escaped. You may choose to Surrender or Evade.

Evade: You must make Running 9 rolls to escape. If you fail, or choose not to escape, choose another option.

Surrender: Roll 1D6: 1-2: The Master attacks you anyway; 3-4: e061; 5-6: e062.

xe19. The Silver Cloak

You have encountered a group of wily old pensioners who keep an eye out for each other and the neighbourhood.
There are 1D3+2 in number each Brains 5, Brawn 2, Bravery 6 (Aware, Charisma, Tracking). If you have met Donna
Noble or roll 5+ on 1D6 then one of them is instead Wilf Mott (see e248), otherwise make a Charisma roll:

2-6: The pensioners give you a wink and a smile before driving off in their bus.
7-9: The pensioners know something that could prove useful – roll for a Plot event.
10+: They become your Allies for 1D3 Turns (if you wish) and know something useful so roll for a Plot event. Whilst

the pensioners are your Allies you gain +2 to any Move Actions but if any die then lose 1 Luck point each.

xe20. The Ultimate Sacrifice

This event occurs at the end of the Adventure. If no Companion, see e290.

One of your Companions has become trapped in a deadly situation and the
only way to save them has to be the sacrifice of your own life. If you save
your Companion then gain 5 Luck points plus 1 Luck point for each previous
Companion that has travelled with you in this incarnation. The saved
Companion becomes Loyal. See r310.

If you decide not to save your Companion you lose 3 Luck points, -1 to your
Bravery, and gain Madman because of the guilt that you feel.


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