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Published by Susan Henry, 2018-01-19 07:48:34

The Second Doctor Sourcebook

The Second Doctor Sourcebook

THE second doctor sourcebook

B running the adventure and, with a few tweaks and a bit of re-skinning, you
can easily mould diverse plot elements into a single
This adventure has two overarching themes that cohesive adventure.
sometimes seem to scrape against each other. The
first is space opera or, perhaps more accurately,
the space western. Many Old Western American
elements are present, a rough frontier, bandits,
prospectors, valuable ore, hidden camps, a femme
fatale, and even a cavalry, all re-filtered through the
lens of space opera. While the Doctor has certainly
seen his share of space adventures, this is the first
that really embraces the space opera genre and does
so without a single non-human alien in sight.

Conflicting with the space opera is the second Further Adventures
theme, which is realistic space travel (which was
constantly in the news during this period). Rather • Milo Clancey and Dom Issigri were prospectors
than swooping in and out of sectors at the speed of back when the space frontier was practically
plot, the V41 spends most of the adventure plodding lawless. This is a great setting for space opera
along, taking several hours to get from point A to adventure, especially with far-flung colonies just
point B, usually just after its quarry has left. It is this getting their start with little support from home.
element that allows the Doctor and his companions When an enemy threatens one of these small
to take part, as they can’t rely on the cavalry to outposts, the colonists only have the recently-
arrive in time. arrived characters to rely on for protection.

While The Space Pirates is a good model for • Argonite is running out. Drastic measures are
incorporating space opera into your adventures, taken and the Earth government begins to
it is also a cautionary tale. The Doctor and his fracture between the needy developed worlds of
companions are almost superfluous to the plot and the inner territory and the newly-rich but less
it would be very easy to edit them out altogether. populated and protected frontier worlds. The
When running this scenario, you should be careful to Earth government decides to nationalise the
ensure that the player characters are the ones who argonite mines and the frontier worlds respond by
shine, rather than the supporting cast. Still, if your hiring the Judoon to protect them. The characters
players are the swashbuckling type, then this is just arrive on a luxury liner that is intercepted by a
the type of adventure for them. Judoon cruiser. As it turns out, there is argonite
on board, but the crew denies any knowledge of
Cowboys and Pirates smuggling. The penalty for smuggling is death;
can the characters sort this out before the Judoon
Besides space opera, this adventure borrows wipe out everyone on the ship?
heavily from both the high seas piracy and American
western genres. As a result, The Space Pirates is a • Earth prospectors discover a new source of
lesson in taking tropes from one genre and putting argonite on an alien world that is seemingly
them into another. While we’ve covered the western uninhabited. Unfortunately this turns out not
tropes above, the high seas piracy tropes are vessels to be the case as the excavation team soon
with valuable cargo floating in space, isolated from discovers a vault that contains several sleeping
any aid. The pirates seize these vessels to melt them Cybermen. The characters arrive after some
down and fence them later. They also disguise their team members disappear and must convince
efforts by pinning the blame on someone else (i.e. the miners of their innocence while imploring
‘raising their flag’). Finally, the pirate ship is fast, them to heed the threat of awakened Cybermen.
allowing it to stay one step ahead of government
ships.

When looking for inspiration, don’t be afraid to see
what other genres have to offer. Doctor Who has a
long history of adapting adventures from other genres

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Maurice Caven Milo Clancey

Awareness 3 Presence 5

Coordination 3 Resolve 5

Ingenuity 5 Strength 3

chapter eleven: the space pirates Skills Awareness 3 Presence 4

Athletics 3, Convince 5, Fighting 4, Marksman 4, Coordination 3 Resolve 4
Subterfuge 4, Survival 4, Technology 3, Transport 3
Ingenuity 4 Strength 3
Traits
Skills
Adversary (Major): As a space pirate, Caven has
the Space Corps coming after him. Athletics 2, Convince 3, Fighting 2, Marksman 3,
Menacing: Caven gets a +2 bonus on attempts Subterfuge 3, Survival 5, Technology 4,
to get people to do what he wants. Characters Transport 5
he has menaced also get a +2 to resist attempts
by others to act against him. Traits

equipment Adversary (major): Throughout this adventure
Milo is suspected of being a space pirate.
Blast Armour (6), Thermite Gun 4/L/L Argumentative: Milo is a free spirit and doesn’t
take kindly to being ordered around.
Tech Level: 6 Story Points: 6 Brave: Milo gets a +2 bonus to any Resolve roll
when he needs to show courage.
Space Pirate Charming: Milo can be quite charming in his
own way and gets +2 to rolls in social situations.
Awareness 3 Presence 2 Eccentric: Milo is the last of a dying breed and
has many quirks.
Coordination 3 Resolve 2 Technically Adept: Milo gets +2 on Technology
rolls to fix broken devices and using gadgets.
Ingenuity 1 Strength 3
equipment
Skills
Cutter Rifle: Blast Settings - Quarter (S/S/S),
Athletics 2, Fighting 2, Marksman 2, Subterfuge 3, Half (2/5/7), Three-Quarter (3/7/10), Full
Survival 2, Transport 2 (4/L/L)

Traits Tech Level: 6 Story Points: 6

None

equipment

Thermite Gun 4/L/L

Tech Level: 6 Story Points: 2

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The War Games

‘You asked me to justify my actions, I am doing so. dematerialised, taking them to Central Control. They
Let me show you the Ice Warriors, cruel Martian discovered that they were on an alien world, and that
invaders, they tried to conquer the Earth too. So did the aliens were bringing in batches of hypnotised
the Cybermen, half creature, half machine. But worst soldiers from Earth’s history and making them fight.
of all were the Daleks, a pitiless race of conquerors The aliens were being plagued by the Resistance, a
exterminating all who came up against them. All group of soldiers from various zones that had resisted
these evils I have fought while you have done nothing their conditioning. Infiltrating the base, they learned
but observe. True, I am guilty of interference, just as that the conditioning could be reversed, and found
you are guilty of failing to use your great powers to files on the soldiers whose conditioning had failed
help those in need!’ and which of them were known to have joined the
resistance. While attending a lecture on the mental
B Synopsis conditioning programme, one of the alien leaders,
the War Chief, seemed to recognise the Doctor, so
War Lord’s Planet, Unspecified time he and Zoe fled.

The time travellers arrived in what appeared to be a Meanwhile, Jamie had fallen in with a band of
European battlefield during World War I. They met a resistance fighters. They were attacked by a force
nurse, Lady Jennifer Buckingham, who drove them arriving in a SIDRAT, but defeated them and boarded
to the British headquarters in her ambulance after a the travel capsule to gain access to Central Control.
rescue from German soldiers mounted by Lt. Jeremy The War Chief was waiting for them with a group of
Carstairs. They were taken to General Smythe, who guards, and they attacked and captured the rebels as
immediately court-martials them and sentences the they disembarked from the SIDRAT.
Doctor to execution. Unbeknownst to them Smythe The Doctor and Zoe staged a rescue, and Zoe and the
was an alien with an ability to hypnotise people and a resistance travelled back to the war zones to recruit
strange communications device in his office. an army. Jamie, Carstairs and the Doctor stole the
The Doctor’s firing squad was interrupted by a sniper mental processing equipment and, narrowly escaping
attack, and Lady Buckingham and Carstairs helped from the War Chief, they seized a SIDRAT along with
the time travellers escape. Smythe ordered the the circuits needed to control its travel.The aliens’
British forces to attack the escapees, and the Doctor leader, the War Lord, arrived in Central Control and
tried to evade them by driving the ambulance through sought the advice of his advisors, the Security Chief
a strange thick mist, where they found themselves and the War Chief. The two advisors obviously had
confronting a Roman legion. Fleeing back the way a rivalry, but the War Lord took command and sent
they came, the Doctor reasoned that must be a force- a strike force after the Doctor, capturing him and
field barrier separating the different time periods. The
fugitives broke into the British HQ, where the Doctor bringing him back to Central Control.
discovered a map divided into separate zones, each
corresponding to a different Earth war. The time
travellers left the British HQ but were captured
by German soldiers who took them to their
leader, Captain von Weich, who was also an
alien masquerading as a human leader.

The time travellers and Lady Buckingham
escaped and decided to go to a black triangle
marked on the centre of the map. On the way,
they find themselves in the American
Civil War zone, where they discovered
a travelling capsule, a SIDRAT,
transporting Confederate soldiers
to the battlefield. The Doctor and
Zoe snuck aboard the SIDRAT as it

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chapter eleven: the war games The War Chief took the Doctor to his office. He A cruder version of the TARDIS, a SIDRAT, is used
confirmed that he was also a Time Lord, and they extensively in this adventure. The Doctor seems
spoke of the Doctor’s theft of a TARDIS. He explained much more proficient piloting SIDRATs than his own
that the purpose of the war games was to create an TARDIS.
army to conquer the galaxy. The soldiers would be
made to fight until only the best survived to form The Time Lords return Jamie and Zoe to their own
the army. The Doctor was furious that the War Chief time periods, with all of their adventures with the
had given technology to the aliens, but the War Chief Doctor except their first erased from memory (this
argued that he wanted to bring peace to the galaxy, a means Zoe would remember Jamie, but Jamie
peace that he intended to rule over by overthrowing would not remember meeting Zoe). They also
the War Lord once the war was won. He invited the ‘dematerialise’ the War Lord and his planet. There
Doctor to join him. seems to be limits to the Time Lords’ powers,
however, as the removal of the War Lord’s planet
The War Lord arrived and forced the Doctor to prove from the time stream does not affect the events that
his loyalty by capturing the Resistance, which he did. took place in the War Zones.
Still, the Security Chief wasn’t convinced and got
evidence that the two Time Lords were conspiring. The Doctor dons disguises again in this story, first
The War Chief was arrested, but the Doctor freed the as an alien student (along with Zoe) and later as a
Resistance leaders and they rescued the War Chief, soldier in a gas mask.
who killed the Security Chief in the process.
B running the adventure
The War Chief stopped the games while the Doctor,
unsure of how he could get all of the soldiers home, At its core, The War Games is a mystery. While it
sent a message to Gallifrey. The War Chief tried to appears that the characters are in one location,
escape, but was killed by the War Lord, who was there are subtle hints that things aren’t what they
subsequently seized by the Resistance. The time seem. Enigmatic leaders making strange decisions,
travellers and Carstairs escaped Central Control in anachronistic technology, and enveloping mists
a SIDRAT. make for interesting clues. Once the characters
have started noticing these things anachronistic
The Time Lords arrived and forced the Doctor to soldiers show up, some of them not acknowledging
return to Gallifrey, where they held two trials. The their circumstances. Once the mystery is revealed
first was for the War Lord and his race, who were the characters have to work against the aliens and
found to be guilty. The War Lord and his guards were the adventure becomes more of a standard action-
erased from history and his planet sealed from the adventure.
rest of the universe forever.

The second was for the Doctor for violating the Time Hard Choices
Lords’ policy of non-interference. After a spirited
defence, the Doctor was found guilty. Jamie and If the players don’t have the Story Points to
Zoe were returned to their own times with only the spend for a dramatic deus ex machina ending
memories of their first adventures with the Doctor. like calling down the wrath of the Time Lords
The Doctor was sentenced to exile on Earth after of Gallifrey, then the Gamemaster can offer to
being forced to regenerate. strike a deal. Give the players a hard choice –
“I’ll give you the extra Story Points you need…
Continuity but then something awful will happen to your
character”. Or “You can save the planet… but
The Doctor is revealed as a Time Lord for the first at the cost of one of your companion’s lives.”
time and as a renegade amongst his people, for Or “you can change history… but you’ll be
which he is forced to stand trial. Another renegade erased from the timeline, and no-one will
Time Lord, known to the aliens as ‘the War Chief’, ever remember your character”. The player
is responsible for granting them time technology. characters should always be able to pull out
Gallifrey is also seen for the first time, although it is a victory against all the odds, but sometimes,
not named as such. The Time Lords have a policy of they should pay a heavy price for that victory.
strict non-interference; they relax this policy for the
Doctor after his help in The Three Doctors.

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War Chief alliance. They would overthrow the War Lord and
lead the army themselves. While the Doctor played
The War Chief is the second Time Lord that the Doctor along, the War Chief’s betrayal was exposed and the
meets in his adventures, following the Monk. Like War Lord had him executed.
the Monk, the War Chief is a renegade Time Lord. He
has chosen to throw his lot in with the War Lord and While it appears that the War Chief is dead, it is
his army, as he hopes that by working clandestinely entirely possible that he simply regenerated and
he can escape the notice of the High Council. escaped in the closest SIDRAT. Gamemasters
deciding to use this possibility should give the
The War Chief is an opportunist and, once the Doctor War Chief a new appearance. Rules for randomly
had discovered his involvement with the War Lord, generating a new appearance can be found in the
realised the potential threat to his scheme. He Time Traveller’s Companion.
tried to salvage his plans by offering the Doctor an

War Chief

Awareness 4 Presence 4

Coordination 4 Resolve 5

Ingenuity 7 Strength 4

skills

Athletics 1, Convince 3, Craft 3, Fighting 2,
Knowledge 5, Marksman 1, Medicine 1, Science 3,
Subterfuge 5, Survival 4, Technology 6, Transport 3

Traits Time Lord: The War Chief is from Gallifrey and
managed to keep his affiliation with the War
Boffin: The War Chief can create gadgets through Lords secret from other Time Lords.
the fine art of ‘jiggery-pokery’. Time Traveller: The War Chief is not only familiar
Charming: The War Chief gets a +2 bonus on Charm with the Tech Level of Gallifrey, but also of most
rolls. other time periods.
Epicurean Tastes: The War Chief gets a +2 bonus Voice of Authority: The War Chief gets a +2 bonus
when judging the quality of a luxury item or to to Presence and Convince rolls to get others to
impress others with their impeccable taste. trust him.
Feel the Turn of the Universe: The War Chief has an Vortex: The Vortex trait adds +2 to any roll
innate ability to sense when something is amiss or that involves piloting a time travel or vortex
temporally not right. He senses something wrong manipulating device. The War Chief primarily
with an Awareness or Ingenuity roll with a +2 bonus uses this trait to steer his own TARDIS as well as
– the more successful, the more likely he is to know SIDRATs.
what is wrong and how to start to fix it. Wanted Renegade: The War Chief is wanted by
Indomitable: The War Chief gets a +4 bonus on rolls the Time Lords. He gains 6 story points if the
to resist being mentally controlled. Time Lords appear in the adventure.
Quick Reflexes: The War Chief always goes first in
the Action Round phase. Tech Level: 10 Story Points: 8
Selfish: The War Chief is always looking out for
himself and willing to shift allegiances as it suits him.
Technically Adept: The War Chief gains a +2 bonus
to any Technology roll to fix a broken or faulty device,
and to use complex gadgets or equipment. The
bonus also applies to any gadget-creating jiggery-
pokery.

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Did the war games take place at all? SIDRAT

At the conclusion of the War Lord’s trial, the Time A SIDRAT is a rudimentary time travel capsule created
Lords sentence him to dematerialisation ‘as if by the War Chief for the use of the War Lord’s race.
[he] never existed.’ While this could simply mean It looks like a green box on the outside with a door
disintegration and perhaps a hypnotic suggestion to that slides forward. It is quite primitive compared
the War Lord’s race to forget him, it could also mean to a TARDIS and although it is bigger on the inside
that the Time Lords rewrote the timeline so that the than the outside, it is not nearly as vast as a TARDIS
War Lord never menaced Earth. In this case the events interior. The exterior of a SIDRAT actually looks like
are completely erased from history. Soldiers that died the exterior of the “default” TARDIS exterior.
in the war games return to life, and anyone the Doctor
encountered before wouldn’t remember him. SIDRATs are piloted remotely from a central
control room and have only minor interior controls
chapter eleven: the war games (door, atmosphere, etc.) of their own, which can be
overridden. They are dimensionally transcendental in
a limited, finite fashion, but their interior dimensions
can be changed at whim within those parameters
by the remote operator. This dimensional flexibility,
along with remote capability, comes at a price,
however, speeding up the already shortened lifespan
of the individual units.

Time Lord Councillor

Alien Commander

Awareness 4 Presence 5

Awareness 3 Presence 4 Coordination 3 Resolve 6

Coordination 3 Resolve 5 Ingenuity 9 Strength 2

Ingenuity 4 Strength 3 Skills

Skills Convince 5, Knowledge 5, Medicine 3, Science 3,
Technology 3, Transport 3
Athletics 2, Convince 4, Fighting 2, Knowledge 3,
Marksman 4, Subterfuge 4, Technology 3 Traits

Traits By the Book: Time Lord Councillors are
notoriously bound by the Laws of Gallifrey.
Menacing: An Alien Commander’s words carry Feel the Turn of the Universe: Time Lord
weight. They get a +2 bonus to get people to do Councillors can sense when something is wrong.
what they want and a +2 to resist attempts by Time Lord
others to act against them. Time Lord, Experienced: All Time Lord
Military Rank: An Alien Commander of a Councillors have regenerated at least once.
particular army has the highest rank of that army. Time Traveller (All TLs): Time Lord Councillors
Voice of Authority: Alien Commanders get a +2 have at least a passing familiarity with all TLs.
on Presence and Convince rolls to get others to Voice of Authority: Time Lord Councillors
follow their orders. always have the final word and gain a +2 bonus
on Presence and Convince rolls.
equipment: Hypnotic Spectacles, era-appropriate Vortex

sidearm Story Points: 10

Tech Level: 7 Story Points: 6

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Traits: Bigger on the Inside (Special), Force Field Further Adventures
(Major), Transmit, Vortex, Restriction (Lack of
Interior Controls, Limited Lifespan*) • Perhaps the War Chief didn’t die, but simply
  regenerated (if the War Lord was erased from
*Every use of a SIDRAT to travel through the vortex history, then he may not have died at all). He still
requires a permanent expenditure of 1 Story Point. has ambitions for a peaceful galaxy under his
When all of these are gone, the TTC stops functioning. rule. The characters could come across multiple
Cost: 6 Story Points War Chief schemes in this regard, although he’s
probably adopted a new sobriquet.

• The Resistance members crossed time zones and
some of the older members may have picked up
newer equipment, especially if the Time Lords
were a bit sloppy (and, again, history wasn’t
erased). A Roman soldier bringing back a rifle or
machine gun could wreak havoc with history.

• It’s also possible that the Time Lords were a bit
sloppy with where they dropped off the soldiers.
In addition to unexplained deaths (for those that
died in the games), a Resistance member or
even a soldier that accidentally wandered across
zones may end up being sent home at the wrong
time, creating all sorts of complications.

The War Lord Lady Jennifer Buckingham

Awareness 4 Presence 6 Awareness 3 Presence 4

Coordination 3 Resolve 5 Coordination 3 Resolve 4

Ingenuity 5 Strength 3 Ingenuity 2 Strength 2

Skills Skills

Athletics 2, Convince 5, Fighting 3, Knowledge 3, Athletics 3, Convince 3, Marksman 2,
Marksman 4, Subterfuge 4, Technology 3 Medicine 4, Transport 3

Traits Traits

Menacing: The War Lord gets a +2 bonus to get Brave: Lady Jennifer gets a +2 on Resolve rolls
people to do what he wants and a +2 to resist that require courage.
attempts by others to act against them. Charming: Lady Jennifer is sociable and gets a
Military Rank: The War Lord is the ranking +2 on rolls where charm would apply.
officer of his people. Empathic: Lady Jennifer gets a +2 bonus on rolls
Voice of Authority: The War Lord gets a +2 on to empathise or ‘read’ another person.
Presence and Convince rolls to get others to Healer: Lady Jennifer gets a +2 bonus on
follow his orders. Medicine rolls when trying to reduce Injury
levels.
Tech Level: 7 Story Points: 10
Tech Level: 4 Story Points: 6

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A 95 Designing Second Doctor Adventures 43 Gravitron 73
(The) Abominable Snowman 97 Doctor Who? 8 (The) Great Intelligence 36-37
Continuity 97 (The) Doctor’s Companions 9 (Solicitor) Grey
Further Adventures 97 Dulcian Gulliver 63
(A) Lesson from the Weather 97 Does Dulkis seem Familiar? 126 133
Running the Adventure 95 Dominator Navigator 126
Synopsis 44 Dominator Probationer 124 H 14
Absent Characters 43 (The) Dominators 124 (Zoe) Heriot 60
Adventure Length and Pacing 49 Continuity 121 (The) Highlanders 61
Adventure Structure 50 Dominators 122 Continuity 62
(The) Alien Invasion 49 Dulcians 123 Further Adventures 62
(The) Base Under Seige 50 Further Adventures 125 Highlanders and Aliens 61
(The) Historical 51 Quarks 126 Running the Advenutre 60
Hooked 51 Running the Adventure 125 Synopsis 74
Insatiable Curiosity 156 Synopsis 122 Hobson 93
Alien Commander 102 121 (Captain) Hopper 87
AmmonIum Sulphide Phial 46 Human Factor
Arms Control 68
Atlantean Priest E
84
B 59 (Daniel) Eldred 148 I
(Captain) Blade (human duplicate) 84
(Security Chief) Bragen 107 Electronic Science Fiction 47 Ice Lord 41
(Samantha) Briggs 157
(Security Chief Donald) Bruce Emergency Unit 129 Ice Warriors 40-41, 146
(Lady Jennifer) Buckingham 44
152 Enemies 26 (The) Ice Warriors 100
C 139
Campaign Arcs or Lack Thereof (The) Enemy of the World 104 Continuity 101
(Maurice) Caven 82
Cerebration Mentor 81 Continuity 105 (The) Danger of Fanaticism 102
Chameleon 81
index Chameleon Armbands 99 Further Adventures 106 Further Adventures 102
Chameleon Miniaturisation Device 145
Chapter Eight 52 (The) Name is Smith, Doctor John Smith... 106 Running the Adventure 101
Chapter Eleven 42
Chapter Five 111 Running the Adventure 105 Synopsis 100
Chapter Four
Chapter Nine 5 Synopsis 104 Why doesn’t anyone recognise the
Chapter One 85
Chapter Seven 69 Evil Must be Fought 44 Ice Warriors 102
Chapter Six 127
Chapter Ten 25 (The) Evil of the Daleks 86 Why would a lack of plants diminish
Chapter Three 16
Chapter Two 54 Continuity 86 Carbon Dioxide? 101
Character Statistics 152
(Milo) Clancey 103 Did the Daleks Trap the Right Doctor? 88 International Electromatics 136
Clent 44
Cliff-hanger endings 133 (The) Factors 87 Introduction 4
(The) Controller 84
(Detective Inspector) Crossland 126 Further Adventures 88 (The) Invasion 136
Cully 32
Cyber-Controller 33 Mirrored Time Travel 88 Continuity 137
Cyber Planner 28
(Model 2) Cyberman 29 Running the Adventure 87 Further Adventures 139
(Model 3) Cyberman 30
(Model 4) Cyberman 33 Synopsis 86 How can this adventure take place
(Partial) Cyberman 31
Cybermat 26, 136 Time Corridor 88 before 1986? 138
Cybermen
35 What are the Dalek and Human Factors? 87 Planet 14 138
D 34
Dalek 35-36 Running the Adventure 138
(Black) Dalek 34
(Emperor) Dalek 87 F Synopsis 136
(Humanised) Dalek 34
Dalek Factor 68 (The) Faceless Ones 80
Daleks 54
Damon 129 Chameleon Fun 83 J
Dating the Future (Ben) Jackson
Death of the Author Chameleons 82 9-10

Continuity 81

Further Adventures 83 K

Package Holidays 83 Kaftan 94

Running the Adventure 81 (The) Karkus 133

Synopsis 80 (Gia) Kelly 148

Factor Arch 87 Kemel 89

(Astrid) Ferrier 107 (Giles) Kent 106

(Lt. Algernon) Ffinch 63 Keep the true villain concealed for a session or two 43

Fish People 65-66 Keeping it real 53

For once, I was actually able to steer the TARDIS! 19 khrisong 98

Fury from the Deep 112 (Eric) Klieg 93

Companions out of Time 116 Kroton 144

Continuity 114 (The) Krotons 141

Further Adventures 116 Continuity 142

Running the Adventure 114 Further Adventures 143

Seaweed Creature 115 Krotons 143

Synopsis 112 Running the Adventure 142

Shapeshifting Krotons? 143

G Synopsis 141
(New) Gadgets
500 Year Diary 23 What Really Happened in the Past? 143
Bigger on the Inside 23
Recorder 23 L 129
Sonic Screwdriver Mark1 24 (The) Land of Fiction 59
Stattenheim Remote Control 24 Lesterson
TARDIS Chest 24 (Brigadier Alistair Gordon) Lethbridge-Stewart 140
Time Vector Generator 24 (Colonel Alistair Gordon) Lethbridge-Stewart 110
Gond 24 Liquid Plastic
144 (The) Lost Adventures 72
43

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M 77 R 135 (Captain) Trask 63
Macra Influencing Engine 75 Rapunzel 134 (Anne) Travers 110
(The) Macra Terror 76 Redcoat (Edward) Travers
Continuity 78 Rebel 59 (Professor Edward) Travers 98
Further Adventures 77 Recurring Locations 47 Tricky Space Travel 110
Historical Note: Holiday Camps 76-77 Robotic Servants 37-38 Trust the Computer
Macra 76 Running Post-trial Second Doctor Adventures 20 47
Running the Adventure 75 U 48
Synopsis 44 S 107 (The) Underwater Menace
Making friends 130 (Ramón) Salamander 48 An Alien Twist 64
Master Brain 89 Science Wizards Continuity 67
(Theodore) Maxtible 12 Seaweed Creature 115 Fish People 65
(Jamie) McCrimmon 63 Seaweed Thrall 115 Further Adventures 65
(Laird Colin) McLaren 62 (The) Second Doctor Nothing in the world can stop me now! 67
(Kirsty) McLaren 78 (The) Second Doctor and Companions 9 Synopsis 66
Medok 134 Second Doctor Themes 6 Running the Adventure 64
Medusa 48 (Designing) Second Doctor Adventures 44 Upgrade 2.1 65
(The) Megalomaniac 48 (The) Second Doctor’s Adventures 43 53
Mind Control 128 (The) Seeds of Death 53 V
(The) Mind Robber 129 Continuity 146 (Tobias) Vaughn 140
Continuity 132 Further Adventures 147
Did this Adventure Really Happen? 131 Panic! 148 W 155
Fictional Constructs 132 Running the Adventure 148 War Chief 153
Further Adventures 130 Synopsis 147 (The) War Games 154
Master Brain 129 Servo Robot 146 Continuity 156
Running the Adventure 128 SIDRAT 120 Did the War Games take place at all ? 157
Synopsis 131 Songsten 156 Further Adventures 154
White Robots 132 (The) Sonic Scredriver can do what? 98 Hard Choices 154
Who Created the Master Brain? 135 Space Opera 24 Running the Adventure 156
(The) Minotaur 18 Space Pirate 19 SIDR AT 153
Modern Day Investigators 70 (The) Space Pirates 152 Synopsis 155
(The) Moonbase 71 Continuity 149 War Chief 157
Continuity 74 Cowboys and Pirates 150 (The) War Lord
Further Adventures 73 Further Adventures 151 (Edward) Waterfield 89
(The) Rewrite 71 Running the Adventure 151 (Victoria) Waterfield 13
Running the Adventure 70 Synopsis 151 (Isobel) Watkins 139
Synopsis 72 Storr 149 (Professor) Watkins 139
Where are these Cybermen from? 74 103 (The) Web of Fear 108
Moonbase Crew Continuity 109
128 T 40 Further Adventures 109
47 Talk About an Achilles’ Heel... 15 Running the Adventure 109
N 72 (The Second Doctor’s) TARDIS 45 Synopsis 108
Name Change! 17 (Unreliable) TARDIS 68 (The Wheel in Space 117
Natures Rage 17 (King) Thous 18 Another Mystery of the Wheel 120
Neurotrope X 17 Time Agents 156 Continuity 118
New Companions 53 Time Lord Councillor 79 Further Adventures 120
New Characters (The) Time Scanner 94 (A) Missing Broadcast? 119
New Time Lord 79 Toberman 94 Running the Adventure 119
Now is then; does it matter? 18 Toberman, Augmented 90 Synopsis 117
46 (The) Tomb of the Cybermen 91 (A) Two-pronged Attack? 119
O Continuity 93 Where are the Superpowers in the Future? 46
(Police Chief) Ola 94 Further Adventures 92 White Robot 131
Other Groups 62 (The) Matter of Telos 91 Who is the Doctor?
Overpopulation and Resource Management 79 Running the Adventure 90 Why are earlier Cybermen more advanced 6
Synopsis 91 than laterCybermen?
P 7 (The) Tomb 92 (A) World Government 27
(Professor) Parry 103 (A) Worthy Successor 17 (Polly) Wright 45
Perkins Tools of the Trade 131 11
(The) Pilot 43 Toy Soldier 20 Y
Playing the Second Doctor 55 (New) Traits 20 (Mark I) Yeti 38
(Elric) Penley 56 Biochemical Genius 20 (Mark II) Yeti 39
Plot adventures as multi-parters 57 Devotion 20 Yeti Command Unit 39
(The) Power of the Daleks 56 Epicurean Tastes 21 Yeti Control Sphere 39
Continuity 55 Healer 21 Yeti Control Unit 39
(The) Other Tenth Planet? 58 Linguist 21
Running the Advenutre Menacing 21 Z 67
Synopsis 125 Military Rank 22 (Professor) Zaroff
What is Produced on Vulcan? 59 Random Regenerator 22
Slow 22
Time Lord Engineer 22
Q Uncreative 23
Quark Wanted Renegade
(Deputy Governor) Quinn

159

DEFENDING THE EARTH: THE UNIT SOURCEBOOK

Front and centre, soldier! You’re part of UNIT now, the Unified Intelligence Taskforce.
We are the Earth’s best defence against the myriad alien forces who would try to
subjugate and conquer our planet. It’s not an easy job, and even those recruited for
their scientific knowledge can find themselves on the front lines of combat against
almost unstoppable foes. We will protect humanity from extraterrestrial terrors or die
trying.

Defending the Earth is a 160 page full colour sourcebook for the Doctor Who:
Adventures in Time and Space roleplaying game. Within, you’ll will find:

• The history of UNIT
• Rules for creating UNIT characters, including new Traits and Areas of Expertise
• Expanded firearms and combat rules, including mass combat and skirmish rules
• Details on major UNIT personnel, including the legendary Brigadier Lethbridge-

Stewart
• Two new adventures

and more…

CB71104 $34.99

the time traveller’s companion

Time flies when you’re having fun, but flying through time can present a whole host of
problems. Whether accidentally creating paradoxes, upsetting the course of history
or trying to Put Things Right, you’re going to need to know your way around the
Vortex. You need a guide…a companion.

This 240 page hard cover supplement for Doctor Who: Adventures in Time and Space
gives more information on Time Lords, temporal mechanics and time machines,
including:

• Gallifreyan culture, history and law
• New options for creating and playing Time Lord characters
• More on the physics of Time, temporal phenomena and Time Travel
• Detailed information on the TARDIS, and rules for creating your own
• Secrets of the Time Lords...

CB71103 $39.99

www.cubicle7.co.uk


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