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Escaping the Master, the Doctor and Patterson ran • Ace may have been away from Perivale for a
into Ace and her gang. They decided to try to get to while but she is still known by her reputation.
a safer part of the planet, as the whole place was
unstable and prone to earthquakes. The constant Patterson remarks on her police record, most
probably acquired after burning down Gabriel
fighting between the Cheetah People was tearing Chase (see Ghost Light). He tells her she ought
to at least phone her mother (which still only
the planet apart due to the link they shared with it.
costs 10 pence) although Ace never does.
Unfortunately, the group were separated when a
Despite getting over some of her issues with
new arrival to the planet (a milkman!) roused the her mother recently (see Curse of Fenric) she
Cheetah People to the hunt. Ace came across an still isn’t ready to see her again, and even the
injured Cheetah woman called Karra and earned Doctor doesn’t push her to do so.
her trust by helping her. However, this connection
infected her with the power of the planet and she
began to change. The Doctor worked out that the • The Doctor proves less than enthusiastic about
Cheetah People could use their teleportation power Patterson’s “might makes right” attitude and is
to go ‘home’ and as Ace was still human her home obviously scornful of his philosophy of survival
of the fittest. However, he chooses not to argue.
was Earth. The Master overheard this revelation
He does prove that the application of minimal
and used Midge, who had killed one of the Cheetah force is more useful than greater force by
People and become feral, to take him to Earth.
While Ace was worried that to use her new powers knocking Patterson out with no more than a
finger to his forehead.
might make her lose herself, she agreed to take the
Doctor and her friends home.
• We see little of the TARDIS again. The Master
tries to pick the lock with a wire, but has little
On Earth, the planet continued to influence Midge, success. When Ace brings the Doctor and her
Ace and the Master. Deciding that if he must become
an animal, he would hunt the Doctor, the Master friends ‘home’ they appear not just on Earth but
at the TARDIS. It seems to Ace the blue box is
used Midge to recruit a gang from the local boys. now more of a home than Perivale.
He used this gang to challenge the Doctor, but when
this failed he transported both of them back to the
feral planet. As they fought each other the planet
tore itself apart, and only the Doctor’s insistence on
holding onto his humanity saved him. He returned
to Earth, leaving the Master to his fate as the planet
shattered. The Doctor found Ace, who had learned
to control her nature although she might never be
quite the same again. She was pleased that a part of
Karra and the joy of the hunt would always remain
in her, somewhere.
Continuity
• The Doctor makes good use of his pocket watch,
which seems to provide the sort of data he once
might have gleaned from his Sonic Screwdriver.
The watch looks ordinary from the outside, but
instead of a clock face sports an LED screen on
the inside.
• While the Doctor used to have enough money
for a round of drinks (see Battlefield) he has
apparently run out. Luckily Ace has a lot of ‘luck’
at a slot machine in the local pub and managed
to gather some funds. Given the look she gets
from the Doctor and her excuse “they are all
fixed anyway”, it is highly possible she knows
how to cheat them rather than win legitimately.
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Survival B Running the Adventure to the one the Doctor and Romana come across in
Warrior’s Gate in The Fourth Doctor Sourcebook).
In this adventure, the Doctor and Ace simply
discover the Cheetah People have taken some While you might run this adventure without the
of Ace’s friends so they travel to the planet and Cheetah People, you can just as easily run it without
get them back. The complication arises when the the Master. The Cheetah People are an interesting
Master becomes involved. So, ideally this adventure trap as the infection of the planet is deeply seductive.
needs something other than the ‘monster’ to Who hasn’t fancied jacking it all in at some point and
give it the twist it needs to become an adventure. living a simpler life? However, the Cheetah People
While you could use the Master, it is better if the are not hippies; they live in a world of blood, death
characters are brought to the feral planet by an old and hunger. It is powerful and dangerous but there
adversary. What makes this interesting is that the is deep joy and passion there too.
old adversary needs the character’s help, having
recognised that as they always beat him, they might There is something worth saving in the Cheetah
be able to find a way out. People, even if it might never be tamed. If the planet
is tearing itself apart, what can the characters do to
The core of the adventure is that an old enemy has preserve this unique species?
got into trouble, and brings the characters into the
same trouble so they can figure the way out. In this Perivale
case the trouble is the Cheetah People, but it could
just as easily be a disease or a prison planet, maybe This suburb of London lies on the A40 road on the
even a Time Storm of some form. Wherever they north-west of the city. The A40 eventually becomes
are stuck, time is running out, as the infection will a motorway and forms the main arterial road to
eventually destroy them, or the place they are held is High Wycombe, Oxford and Birmingham. Other than
too unstable to last for long (a very similar situation that, Perivale has little to recommend it. There are
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few shops and businesses and the area is mainly together. While there is a lot of petty crime,
residential, although it isn’t very far from Wembley most residents look out for each other and
Stadium. It is little wonder Ace wasn’t that sad to know their neighbours quite well.
leave. Sarah Jane Smith lives not too far away in the
nearby borough of Ealing. The Feral Planet
Key Locations in Perivale The planet of the Cheetah People is a bleak but
seductive place. Most of the land is dry rocky desert
• The High Street: Perivale high street is hardly a and tundra, but several areas are covered in thick
bustling metropolis, but it does have a few shops forest. The open ground makes for good hunting,
of interest. A newsagent and general store run and the forest gives the prey somewhere to hide
by Harvey and Len stocks most essentials with to make the chase more interesting. A pale red
the rest of the street offering a few charity and moon presides over the planet and has a powerful
book shops. The Drayton Court hotel next door influence on its inhabitants. Once there was a
to the newsagents has a pub on the ground civilisation here, but all of its people have fallen
floor, which was Ace’s favourite watering hole. to the feral power that has long since turned them
into animals. The Cheetah People make their home
• Horsenden Hill: The nearest open space in here, languishing together wherever there is food
Perivale is Horsenden Hill, a wide field with until hunger drives them to hunt. Some stay close
a good view over the west of the city. It is to the few lakes and rivers whose waters have a
popular in summer and also offers a children’s healing effect, but also advance the feral infection
playground. There are light woods around the the planet offers its inhabitants.
top of the hill, and it is another popular hangout
for bored teenagers. Key Locations on the Feral Planet
• The Estate: Ace and most of her gang were • Cheetah People’s Camp: a few of the Cheetah
brought up on a large tower block estate in People have a make-shift camp made of about
Perivale. The area is very run down, but a sense ten primitive huts. The huts are made from furs
of community holds most of the inhabitants draped over a skeleton of branches, but provide
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solid shelter. A central area between the hunts overgrown stone walls covered in runic designs.
serves as a campfire or a place to play with the The people believed they could tame the planet,
Cheetah People’s victims. The Master makes even engineering the Kitlings. They were wrong
his home here, and may have actually been and gradually succumbed to the animal power
responsible for constructing the place to make of the place to become the Cheetah People.
the planet more comfortable.
• Ruins: Once the planet was inhabited by a Prey and Old Acquaintances
civilisation and the ruins of their homes and There are several bystanders and friends of Ace
structures are dotted around the landscape. who are brought to the feral planet by the Cheetah
All that remains of these places are a few People or Kitlings as fodder for the hunt. They
The Power of the Hunt
Survival If your characters find themselves on the planet Athletics, as well as the temporary Minor Bad
of the Cheetah People, its power will eventually Trait Obsession – Must Hunt and Feed. They
infect them. Even the Master was not immune in also gain the ability to teleport to whatever
the end. However, this infection is not some viral they consider their home at the cost of 1 Story
disease; it is seductive, desirable even. When Point. If they commit no more acts of violence
the power takes hold of you there is a surge they may attempt another Resolve check to
of confidence and energy. Everything seems regain themselves, otherwise they can only
simpler; you just hunt, kill and eat. There are no do so if someone tries to talk them down.
worries about who you might upset or how much
trouble you might be in at work. You become • Stage 2 – If the character lets go too often or
primal, animal and dangerous. Anyone who fails too many Resolve checks, they advance
spends time on the planet is potentially infected, to stage 2. Here the eyes become permanently
but you have to give in to it initially. The more yellow and cat-like and they grow fangs. They
you act like a predator than prey, the more the also gain +2 Coordination, +2 Athletics and +2
power takes hold of you. Any act of violence will Fighting, and their Obsession Trait not only
push you towards your baser instincts. We have becomes Major Bad but also permanent (note
broken the infection down into three stages. that these bonuses do not stack with those
from Stage 1). If they ever have the option to
The first level of infection is easy to acquire and do something animalistic (howl at the moon,
not too difficult to control if you have a strong tear apart their enemies, feed when they are
will. When the power takes hold the eyes become hungry) they must make a Resolve check
yellow and cat-like, and a powerful hunger and against a Difficulty of 16 each time to maintain
desire to hunt begins to take over. It is up to the their composure.
Gamemaster when this actually happens, but it
generally occurs when a character has chosen • Stage 3 – If they continue to fail Resolve
to go with their animal instincts (violence, lust, checks, they will eventually lose themselves
anger) rather than take the civilised option completely and move to stage 3. At this point
four or five times. However, anyone who kills they can no longer resist their animal nature
immediately advances to the first stage, as does and will permanently become one of the
anyone who willingly lets go and allows the Cheetah People.
power to take over:
It is up to the Gamemaster to decide which
• Stage 1 – When given the option to behave characters move up to which stages as it really
‘like an animal’, a character at this stage must depends on what they choose to do. However, the
make a Resolve check against a Difficulty of Gamemaster should warn the players when their
12 to remain in control. If they fail their eyes characters are about to push themselves further
change and they gain +1 Coordination and +1 down the path of the Cheetah People.
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are normal people so require little in the way of Midge: Along with Shreela, Stevie and Ange, Midge
statistics. However, those who survive for long will is one of Ace’s old gang. He lives in a flat with his
have at least a Coordination and Resolve of 3 or little sister Squeak and has given up on the idea of
more, and Athletics, Fighting and Survival skills of making anything of himself. The planet brings out
2 or more. his brutal nature and upon killing a Cheetah Person
he loses himself to the power. The Master uses him
to get them home and discards him when he fails to
kill the Doctor.
Shreela: If anyone has any sense among Ace’s
friends it’s Shreela. She is both clever and
pragmatic, understanding that avoiding the Cheetah
People was the best way to stay alive. She manages
not to freak out that she is on an alien planet, instead
focusing on how to stay alive.
The Gamemaster might use different people
depending on the friends they might have in
Perivale. A connection to the characters is vital so
that they matter, whether they become useful allies
or are slaughtered by the Cheetah People as an
object lesson in the danger of the planet.
Sergeant Patterson: The ‘Sarge’ runs the local Stevie: Another of Ace’s friends who was taken to the
martial arts course at the youth club, with the feral planet. Sadly Stevie doesn’t live for long there.
laudable goal of wanting to see the local teenagers Ange: The only member of Ace’s friends to avoid
become strong and disciplined. However, he takes being taken to the planet is Ange, possibly because
it too far, believing weakness simply makes you a she would not have made ‘good prey’. Ange is a
target and might makes right. Sarge insists on passionate activist, but prefers to collect for the
being in charge and is really a bit of a bully. He preys cause (such as stopping fox hunting) and writing
on other’s weakness to point out their flaws so they petitions rather than more active civil disobedience.
can do better, but he secretly enjoys proving himself She suffers from hay fever as well, and is decidedly
stronger, even against a group of teenagers half his apathetic to the recent disappearances.
size. He is also a member of the local neighbourhood Derek: Another survivor who falls in with Shreela
watch, another way he can throw his weight around. and Midge, surviving with them for three weeks. He
He refuses to believe what he cannot understand, lives long enough to return to Earth and actually
insisting the entire experience on the feral planet thanks Ace and the Doctor for getting him home.
was an illusion perpetrated by the Doctor.
Stuart: This jogger is taken to the planet and proves
fit enough to live for a while. When Ace arrives he
nobly distracts a Cheetah Person from attacking
her by making himself the prey. The Cheetah Person
runs him down and kills him.
The Milkman and the Car-Washer: Two more souls
going about their business that are taken to the
planet but are quickly killed.
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Further Adventures Kitlings
• Dying of Peace: The characters come across Awareness 3 Presence 2
a world dying of apathy. The population have
found such peace they no longer do anything. Coordination 4 Resolve 4
Most simply sit down and quietly die, refusing
to eat or drink as they exist in blissful harmony. Ingenuity 3 Strength 1
They need passion and some of their animal
Survival nature back, something the Cheetah People These innocent-looking black cats are closer
might give them if managed properly. But how to vultures than any feline. The Kitlings were
can the characters find a Cheetah Person and, created by the original inhabitants of the feral
more to the point, how do they capture and use planet to find prey for the Cheetah People. They
one? can teleport themselves across space to seek
out prey that might interest the Cheetah People.
• The Age of Claws: The remaining Cheetah When they find it they bring a Cheetah Person
People are looking for a new planet, but the to where it can begin the hunt. Like the Cheetah
one they find is already occupied. There are People, they can only come home when they
only a few Cheetah People, but they are hunting have found something worth hunting. Usually the
the locals at night. Many of the locals are also Cheetah Person then transports the prey home
becoming Cheetah People themselves. Can the to the feral planet. The Kitlings feed on whatever
characters find the cause of the mysterious parts of the prey the Cheetah People leave.
deaths and disappearances? When they do,
how can they solve the situation? After all, Skills
the Cheetah People are only looking for a new
home, can they change their nature and live in Athletics 5, Fighting 3, Subterfuge 3, Survival 3.
peace or does one side have to die?
Traits
• The Animal Heart: The character’s TARDIS
becomes infected with the power of the Impulsive (Minor Bad): Cat have little
Cheetah People. It becomes more aggressive forethought.
and feral, leading the characters to more Keen Senses (Major Good): +2 to all Awareness
dangerous places. It then begins to hunt time rolls.
itself, tearing through the Vortex consuming Natural Weapons (Minor Good): Small claws
the past and the future alike. As the infection that do Strength damage.
becomes worse, the characters become Obsession (Major Bad): Hunt and feed.
afflicted too. Can they find their way to the Quick Reflexes (Minor Good): Like most cats,
heart of the TARDIS and destroy the infection Kitlings are fast and go first in their Action
before the TARDIS tears time itself apart, or Round unless taken by surprise.
will the characters lose themselves to the Selfish (Minor Bad): Kitlings are as selfish as
animal inside them all? any other cat.
Teleport (Special Good): May teleport
anywhere to find food, but only return home if
they find prey. May also bring a Cheetah Person
to their location for 1 Story Point.
Tiny (Major)
Story Points: 6
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Karra and the Cheetah People
Those who lose themselves to the call of the hunt and the power of the feral planet become Cheetah
People. They are humanoid creatures with furred bodies and dress in the skins of their kills. While they
are a ‘fun-loving species’ their idea of fun is teasing their prey and playing cat and mouse with those they
capture.
Generally the Cheetah People are peaceful and prefer lying around doing nothing to most pursuits.
However they are prone to fighting each other over food or just territory and while they only hunt when they
are hungry, they get hungry quite often. They are creatures of passion and instinct with what a psychologist
might call “poor impulse control”. But they also take joy in the thrill of the hunt and the challenge of
chasing down their prey.
Cheetah People have powerful claws and teeth, but their most powerful gift is the ability to move across
worlds in pursuit of prey. Using the Kitlings they can range across galaxies and instantly transport
themselves and their prey home to the feral planet. However, as the Doctor remarks, they rarely range very
far from their homeworld. We get to know few of the Cheetah People, except for Karra, who befriends Ace.
Karra shows us that beneath the animal instinct the Cheetah People are intelligent and cunning (easily
spotting Ace’s traps) with their own code of honour. Karra dies confronting the Master, and returns to her
previous human form even though her spirit holds on to the longing for the hunt.
At the end of this adventure the feral planet is presumed destroyed, but the Cheetah People live on. They
move to another world and continue the hunt. Perhaps they carry the power with them and their new world
will eventually become just like the feral planet, one day destroying itself in the same way.
Awareness 4 Presence 2
Coordination 5 Resolve 3
Ingenuity 3 Strength 5
Skills
Athletics 4, Craft 2, Fighting 4, Subterfuge 2,
Survival 4.
Traits Selfish (Minor Bad): Cheetah People tend to
think of themselves first.
Alien Appearance (Major Bad) Teleport (Special Good): May teleport instantly
Empathic (Minor Good): +2 bonus on rolls to ‘read’ to the feral planet as long as the Cheetah
another person. Person has found suitable prey.
Impulsive (Minor Bad): Cheetah People are not Tough (Minor Good): Reduce total damage by 2.
known for their forethought.
Keen Senses (Major Good): +2 to all Awareness rolls. tech level: 2 Story Points: 8
Natural Weapons (Minor Good): Close combat
weapons (claws, teeth) that do Strength +2
damage.
Obsession (Major Bad): Hunt when hungry, chase
what runs.
Quick Reflexes (Minor Good): The Cheetah People
are fast and always go first in their Action Round
unless taken by surprise.
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What about the Regeneration?
Unlike the other incarnations of the Doctor, we will not be ending this book detailing the Seventh Doctor’s
regeneration. His adventures do not end here. While we know little of what he has been up to, we will see
him again. After many more adventures, and after parting company with Ace, he is asked to attend the
execution of the Master by the Daleks (who has somehow escaped the Cheetah People’s planet). His old
enemy’s last request is that the Doctor should bear his remains back to Gallifrey. But something goes
wrong and he arrives in San Francisco on the cusp of the year 2000. Stepping out of the TARDIS he is caught
in a street-gang crossfire, and a new regeneration begins.
When he wakes up he… Ah, well, that’s another story. One we will let the Eighth Doctor tell.
In the meantime, the Seventh Doctor travels the universe with Ace. Where and when she leaves his company
we do not know. However, Sarah Jane Smith does remark that an old companion of the Doctor’s called
Dorothy runs ‘A Charitable Earth’, a society that has raised millions of pounds for several causes. So one
day she returns home, perhaps a little wiser after fulfilling whatever purpose the Doctor might have been
grooming her for. In the meantime, while we know little of the rest of the journey they take, we do know
what they set out to see…
“There are worlds out there where the sky is burning, where the sea’s asleep and the
rivers dream. People made of smoke and cities made of song. Somewhere there is danger,
somewhere there’s injustice, and somewhere else the tea is getting cold. Come on Ace, we’ve
got work to do.”
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index
A 10, 13 Cyber Agents 27 Gabriel Chase 129
Ace 41 Cybermen 26, 27 Key Locations in Gabriel Chase 129
Adventure Structure 41 Light 130
Alien Invasion D 30 Running the Adventure 128
Ancelyn 123 Dalek Agents 31 Synopsis 127
(The) Ancient One 148 Dalek Controller 28, 30 (Group Captain Ian) Gilmore
Artefacts Daleks 29 Glitterguns 85
(Sample) Artefacts 22 (Imperial) Daleks 31 (Sabalom) Glitz 55
24 (Renegade) Daleks 29 GM hints 9, 12
(Special Weapons) Dalek 104 Going Bump in the Night 48
B 122 De Flores 109 Great Power, Great Responsibility 45
(Brigadier Winifred) Bambera 71 Deadbeat/Kingpin 64 40
Bannermen 68
115 Delta and the Bannermen 65 (The) Greatest Show in the Galaxy 105
Battlefield 118 (The) Cast of Thousands 70 (The) Circus Folk 109
Arthur’s Ship 121 Continuity 67 Continuity 106
Bystanders 120 Further Adventures 65 (The) Dark Circus 109
(The) Church 116 Key Locations in Shangri-La 66 Further Adventures 112
Continuity 123 Running the Adventure 64 (The) Gods of Ragnarok 111
Further Adventures 120 (The) Shangri-La holiday Camp 66 Key Locations at the Psychic Circus 108
Gore Crow Hotel 117 Synopsis 67 (The) Psychic Circus 108
Lake Vortigern 117 Toll Port G715 125 Running the Adventure 107
Running the Adventure 115 Delta, The Chimeron Queen 41 Segonax 107
Synopsis (The) Destroyer 77 Synopsis 105
Belazs 76 (A) Dish Best Served Cold 72 (The) Temple 109
Bellboy 109 (The) Dragon 73 Visitors 110
Billy 77 Gwendoline 132
Britishness 70 Dragonfire 75
(The) Bus Conductor 41 Continuity 75 H 144, 145
(Melanie) Bush 112 Further Adventures 76 Haemovores 24
9, 11 Iceworld 74 (The) Hand of Omega
Key Locations in Iceworld 72 89
C (The) Nosferatu 149 The Happiness Patrol 90
Running the Adventure Continuity 94
(The Chief) Caretaker 60 Synopsis 41 Further Adventures 91
(Kathleen) Dudman Key Locations on Terra Alpha 90
Caretakers 62 46 Running the Adventure 92
E 131 Supporting Cast 89
Chapter Five: The Seventh Doctor’s Adventures 49 Enlightenment through Conflict 32, 33 Synopsis 91
Terra Alpha 96
Chapter Four: Designing Seventh Doctor F 97 (The) Happiness Patrol 97
Fear of the Mundane 110 Helen A 136
Adventures 38 (Redvers) Fenn-Cooper Housemaids
Fenric 40 How To Use This Book 4
Chapter One: The Seventh Doctor and Fifi 44 Husks 136
Flowerchild 79
Companions 5 Following your own Footsteps in Time
Forgetting the TARDIS 21
Chapter Three: Enemies 25 Frozen Mercenaries 21
21
Chapter Two: Tools of the Trade 15 G 22
(New) Gadgets 22
(New) Characters 16 Ace’s Tape Deck 47
Dalek Discombobulater 69
Cleaner Robots 63 (The) Doctor’s Pocket Watch 18
Time Controller 127
(Chief) Clown 110 Gamemastering the Magician 128
Gavrok 131
(The) Clowns 111 Ghost Hunters
(New) Companions 16 Ghost Light I
Continuity Ikona
Control 134 Further Adventures Introduction 54
Isolation 4
(Captain) Cook 113
46
Criminals 18
Crossing your own Timeline 40
(The) Curse of Fenric 137 J
(Professor Rachel) Jensen
Back, Foul Creature! 146 (Doctor) Judson 88
Justice Not Right 147
Continuity 138
40
Further Adventures 142
Haemovores 144, 145
Key Locations at the Naval Base 141 K
(The) Kandy Man
Key Locations in St Jude’s Church 142 Kane 95
Kangs 78
Maiden’s Point 142 Karra and the Cheetah People 61
Kitlings 157
(The) Naval Base 141 Kracauer 156
79
Running the Adventure 139
St Jude’s Church 141
Synopsis 137
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L Allying with the Daleks 83 Tetraps 55
Coal Hill School 84 Time and the Rani 50
Lakertyans 53 Continuity 81 Continuity 51
Further Adventures 86 Further Adventures 53
(Brigadier) Lethbridge-Stewart (Retired) 121 Key Locations in Coal Hill School 85 Key Locations on Lakertya 52
Ratcliffe’s Builder’s Merchants 85 Lakertya 52
M 39 Running The Adventure 83 Running the Adventure 51
(The) Mad Magician 119 Synopsis 80 Sphere Traps 52
Magic in Doctor Who 114 (The) Rezzies 63 Synopsis 50
Mags 34, 35 Richard 103 (New) Time Lord 18
(The) Master 135 Ringmaster 110 (Bad) Traits 20
(Reverend Ernest) Matthews 144 20
(Commander) Millington 124 S Distrustful 20
Mordred 126 (The) Seventh Doctor Indolent 20
Morgaine of the Fay 110 (The( Seventh Doctor’s Companions 8 Marginalised 20
Morgana Seventh Doctor Themes 9 Prejudice 21
Shadow Proclamation 39 Past Trauma 19
N 104 Silas P 19 (Good) Traits 19
Neo-Nazi Soldier 134 93 Arrogant 19
Nimrod Silver Nemesis 98 Back up 19
Nitro-9 21 Continuity 99 Burn Essence 19
Nord 110 Further Adventures 103 Danger Sense 20
Lady Peinforte’s Tomb 103 Innocent 20
index O 43 Magic and Time Travel 101 Noble 20
(An) Old Enemy 18 Peinforte Manor 102 Positive Outlook 20
Other Groups Running the Adventure 100 Reliable 20
Synopsis 98 Well Mannered 19
P 56 Windsor Castle 101 (New Character) Traits 42
57 (Josiah) Smith 133 (The) Trap is Set
Paradise Towers 61 (Sergeant Mike) Smith 86 118
Continuity 59 Snake Defence System 120 U 43
Further Adventures 58 Soldiers 149 (New) UNIT Ammo
Key Locations in Paradise Towers 57 Something here is Wrong 42 UNIT in the Seventh Doctor’s Era 120
Paradise Towers 56 (Captain) Sorin 143 UNIT Private
Running the Adventure 58 Story Points 48 24
Synopsis 102 47
Where is Paradise Towers? 59 Survival 150 V
(Lady) Peinforte Continuity 151 Validium, the Nemesis 146
Pex 7 (The) Feral Planet 153 Violence is not Enough 124
Playing the Seventh Doctor 46 Further Adventures 156
Primal Fears 94 Key Locations in Perivale 153 W 55
Primitives 19 Key Locations on the Feral Planet 153 (Reverend) Wainwright 68
Prison Warders 43 Perivale 152 Warrior Knights 114
(The) Prisoner 135 (The) Power of the Hunt 154 Webguns 158
(Mrs) Pritchard Prey and Old Acquaintances 154 Weismuller and Hawk 111
Running the Adventure 152 Werewolves
R 71 Synopsis 150 What about the Regeneration? 6
Rachel (Ray) 36, 37 88
(The) Rani T Whizzkid 140
(George) Ratcliffe 87 (The Seventh Doctor’s) TARDIS Who is the Doctor?
Temptation 14 (Allison) Williams
Remembrance of the Daleks 80 41 (The) Women’s Auxiliary Services
76 Totter’s Lane 84
160