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Published by Susan Henry, 2018-01-17 07:58:03

1 - Player's Guide

1 - Player's Guide

basic rule

Attribute + Skill (+Trait) + Two Six Sided Dice = Result

(Try to match or beat the difficulty of the task)

player name levels of success

character name ROLL RESULT DID YOU SUCCEED? DAMAGE
9+ above Fantastic! Yes AND good things happen. x1.5
EXTENDED ACTION SUMMARY 4-8 above Good Yes. x1
0-3 above Success Yes, BUT it’s not all good. x1/2
1. Establish the Scene 1-3 below Failure No, BUT it’s not all bad. x1/2
Where is everyone and what is the environment like? 4-8 below Bad No. x1
9+ below Disastrous! No AND bad things happen. x1.5
2. Establish Intent
What is everyone (including the NPCs) planning to do? USING STORY POINTS

3. Take Actions Story Use Cost (SP)
Everyone gets their action (including the NPCs), in order
of what they’re planning on doing: “I dunno… I’m stumped…” The Gamemaster gives you a subtle clue or some event occurs that 1
nudges you in the right direction.
a) Talkers – any people who are just going to speak?
Now’s their time to talk. “We only get one shot at this.” Buy extra dice to add to your roll before you make it. The first SP 1
spent earns 2 extra dice, each additional SP after that earns a single die.
b) Runners – people who are just moving? Here’s
when they go! “That was close, nearly didn’t make it!” Bump your Level of Success of Failure up by one for 1/Level
each SP spent. Levels of Failure can only be bumped up to an ordinary Success.
c) Doers – non-combat actions. Need to fix
something, now’s the time to act! “It was just a scratch.” Restore half (round up) of your Attribute levels that have been lost due to 1
injury or losing a conflict.
d) Fighters – combat actions go last.
“Like this, Doctor?” After being instructed, use a skill you don’t have for a single scene ignoring 1
Remember, actions directed at another character can be unskilled penalties and roll using your Attribute + the Skill rating of the person who instructs
resisted as they occur. you. You may not score higher than a Success on this roll.

4. Do it All Again “What’s that you’re building?” Build a Gadget or use an existing Gadget’s Story Points to use it Variable
If the conflict isn’t resolved, go back to Step 2 and decide in non-standard ways.
what everyone is going to do next.
“Hang on, I have an idea!” Make a minor change to the plot or story for your temporary 1
advantage. Gamemaster approval required.

“You can do it, I know you can.” Donate some of your Story Points to another character in some Variable
manner, from a dramatic and rousing speech, to a word of encouragement or even a kiss.

“Doing something remarkable.” Do the impossible, like create a beneficial paradox, bring Variable
someone back to life or reboot the universe. Gamemaster approval required.

doctor who roleplaying game

2-Dis 119 (The) Blinovitch Limitation Effect 125 (Example) Complications 79
51st Century ‘Squareness Gun’ 119 (Journey) Blue Character Sheet 245 Compress 114
Boffin (Extended) Conflict 80
A (The) Boneless 30 (Losing a) Conflict 83
Boys and Their Toys 152 (The) Conflict 193
Acting Simultaneously 83 Bulky 110 (Extended) Conflict Summary 83
Brave 117 Conflict: Contested Rolls 77
Action! 194 By the Book Constructing a Campaign Story Arc 200
31 Convince 59
(Making More than One) Action in a Round 81 40 Cooperation 76
Coordination 24
Action Rounds 80 Cowardly 41
Craft 59
Additional Limbs 165 Crashes 92
Creating a New Character 20
The Adventure 195 C Curiouser and Curiouser 179
Cybermen 146
Adversary 39 Campaigns 200 Cyborg 50

Alien 49 Changing Your Mind? 82 D 150
Dalek Antibodies 149
Alien Appearance 49 Chapter Eight: All of Time and Space is Dalek Mutants 149
Dalek Psychology 150
Alien Character Names 65 Waiting. Don’t Even Argue 203 Dalek Sleeper Agent 148
Dalek Travel Machine 147
Alien (Special Good Trait) 165 Chapter Five: All the Strange, Daleks
Damage 76
Alien Senses 166 Strange Creatures 143 Dark Secret 41
Datapad 119
Alien Appearance 172 Chapter Four: Time and Time Again 121 Dealing with the Players 187
Delete 115
Aliens as Player Characters 164 Chapter One: The Trip of a Lifetime 6 Dependency 42
Difficulty 72
Amnesia 39 Chapter Seven: History is a Burden, Dimension Modification 115
Disable 115
Angel Physiology 162 Stories can Make us Fly! 191 Distinctive 42
Do it all Again... 83
Animal Friendship 30 Chapter Six: It’s a Rollercoaster with You 173 (The) Doctor 12
(The) Doctor Character Sheet 232
(The) Antagonist 193 Chapter Three: I Can Fight Monsters, I Can’t (The) Doctor and Companions 19
(The) Doctor and New Companions 19
Appearance 65 Fight Physics 69 Doctor-Lite Adventures 202
(The) Doctor’s Companions 12
Appendix: Journal of Impossible Things 231 Chapter Two: Old-fashioned Heroes from (The) Doctor’s Enemies 12
(The) Doctor’s Universe 11
Archaeologist Character Sheet 249 Old-fashioned Storybooks 17 Don’t Be Awkward 177
Don’t Cheat 175
Index Areas of Expertise 58 Character Creation Example 27 Don’t Hog It! 177
Drowning 92
Argumentative 39 Character Creation Example - Skills 64 Duck and Cover 91
Dying or Leaving the TARDIS 97
Armour 166 Character Creation Example - Traits 57

Arrogant 30 Character Creation Points 23

Athletics 59 (Put the) Character in Character 175

Atmosphere 186 (Spare) Character Points 59

Attractive 30 (Earning) Character Points with Bad Traits 29

(Which) Attribute or Skill to Use 72 (Blank) Character Sheet 250

Attributes 22, 108 Character Stories 200

(Assigning) Attributes for your character’s (Complementing) Characters 184

Strengths and Weaknesses 26 (The) Characters 8, 18

(Higher) Attributes 27 Characters Roll and Perform Their Actions 81

(Under-buying) Attributes 27 Charming 31

Awareness 23 (Cooperating in a) Chase 101

Chase Summary 101

B Chases 98

Babbling Technobabble! 186 (The) Cheat 188

Background 66 Clairvoyance 50

(The) Basic Rule 70 Clara Character Sheet 233

(The) Basic Story 195 Cliffhangers 199

Basically, You Rule! 190 Clockwork Robots 144

(Building on the) Basics 184 Clumsy 40

(The) Basics 9 Code of Conduct 41

(The) Beginning - The Setup, Investigation 196 (Extreme) Cold/Heat 93

Being in the Hot Seat 182 Combat 88

Bigger on the Inside 114, 134 Combat in Chases 100

Biochemical Genius 30 Complications 78

DE 252

doctor who roleplaying game

E 43 Galifreyan Physiology 131 J 113
Eccentric 119 Game Sessions 9 Jiggery-Pokery
Electronic AI Lockpick 31 (The) Gamemaster 9
Empathic 198 (Who Should be) Gamemaster? K 34
(The) End - Climax and Resolution 119 Gamemastering 181 Keen Senses 87
Engineer’s Mate 119 (Basic) Gamemastering 180 Knockout! 61
Engram Eraser 172 Gamemastering Hints and Tips 182 Knowledge 61
Enslaved 167 Gamemastering the TARDIS 183 (Common) Knowledge
Environmental 159 Gamemaster’s Assistant 142
Eternal War 115 Gender 189 L 85
Entrap 198 Get Involved L (Lethal) 52
Epilogue - Aftermath 110 ‘Good’ Villains 11 Last of My Kind 119
Equipment 67 (The) Good, the Bad and the Ugly 176 Lockpick 34
Equipment and Personal Items 67 Grandfather Paradox 164 Lucky
Example (continued) 13 Group Backgrounds 178
Example of Play 108 Growing as a Person 123 M 179
(Growing from) Experience 189 184 Making a Difference 84
Experience and Gain 50 Guns are Bad 109 Making Losing Exciting 61
Experienced 134 Marksman 87
(Other) Extraordinary Abilities 183 88 Marksman Damage 11
Everyone Has a Role to Play 190 Measurements and Language 62
Everything has it’s Time H Medicine 94
31 (Losing a) Mental Conflict 175
F 75 Hallucinogenic Lipstick 119 Metagaming 187
Face in the Crowd 92 (The) Metagamer 197
Failure Table 32, 51 Healing 96 (The) Middle - Rising Action, Running 35
Falls 51, 167 Military Rank 150
Fast Healing 51 Home Time Period and Technology Levels 66 Missy (The Master) 82
Fear Factor 60 Mitigating Circumstances 119
Feel the Turn of the Universe 86 (Robin) Hood Character Sheet 244 Molecular Nanoscaler 98
Fighting 202 Movement
Fighting Damage 199 Hot Shot 33
Finales 65
(The) Finished Adventure 92 How Do They Fit In? 22
Finishing Touches 167
Fire 236 How to Play a Roleplaying Game 174
Flight 115
(Jenny) Flint Character Sheet 43 How to Use this Book 10
Forcefield 95
Forgetful 32 How Well have you Done? 73
Freeze!
Friends 167 Hypnosis 33, 51
112
G 118 I
Gadget 114
(Owning a) Gadget 117 Imagine You Could Go Anywhere… 7 N
Gadget Story Points 114
Gadget Traits 112 Immortal 52 Name 65
(Bad) Gadget Traits 119
(Good) Gadget Traits Immunity 168 Natural Weapons 168
Gadgets
(Example) Gadgets Impaired Senses 44 Near and Far 128

Impervious 168 Networked 169

Impulsive 44 No Time Lord At All 20

Indomitable 34 Noble 35

The ‘Indomitable’ Human Race 179 (Bringing) Non-player Characters to Life 185

Inexperienced 52

Infection 168 O
Obligation
Ingenuity 24 Obsession 44
One Shot 45
(Multiple) Injuries and Reduced Attributes 97 Open/Close 118
Opening Adventures 115
(Levels of) Injury 85 (Multiple) Opponents 201
Optional Rule: The Drama Die 79
(Other Sources of) Injury 92 Osgood Character Sheet 75
(The) Others 239
Innocuous 115 Outcast 194
45
Insatiable Curiosity 44

Intent 72

Introductory Briefs 196

Investigation and Clues 197

D253 E

doctor who roleplaying game

Outsider 45 (Other) Resources 182 Looking Around 227
Owed Favour 35
Owes Favour 46 Restriction 118 Looking Around the Room 220

Reverse The Polarity of the Neutron Flow 37 (Lt Sonal) Patel 226

Rigsy Character Sheet 243 (The) Person-shaped Thing 223

P Ripples and Nexus Points 126 (Sgt Shachi) Phadke 225
Pacifism
Page References 179 Robot 54 (The) Pupils 220
Perception Filters 11
Percussive Maintenance Robot Knights 154 Rifleman, Indian Space Forces 225
(Changing your) Personal Goal 137
Personal Goals 35 Rock Star Character Sheet 248 Rising dangers! 222
Personal Story Arcs 109
Phobia 66 Role-play vs Roll-play 59 Second: Coming out of the
Photographic Memory 201
(Losing a) Physical Conflict 46 Roll the Dice 77 gosh-darned walls 226
(Sources of) Physical Injury 36
(Danny) Pink Character Sheet 85 (How a) Roll Works 72 (A) Sit-down and a Nice Cup of Tea 225
Plot Device 86
Possess 234 (The) Rule-monger 188 Soldiers! 224
(Being) Possessed 142
(The) Power Gamer 169 Rules and When to Bend Them 186 (The) TARDIS and the Time Portal 229
Predestination or ‘What’s the Point?’ 95
Precognition 187 Rules are Meant to be Broken 175 (The) Teacher 219
Presence 127
Present is Past 53 Run for your Life! 37 Time Engines 227, 228
Prologue 25
Psi Character Sheet 130 Running Order 100 (The) Unrefined Leading the Blind 221
Psychic 195
Psychic Paper 241 Running the Game 70 (The) Window 221
Psychic Training 53
Punishing Poor Play 120 (Where is the) Rusty the Dalek? 144 Selfish 46
Pursuit! 36
189 Sense of Adventure 178
99
S Sense of Direction 37
S (Stun)
Saibra Character Sheet 85 (The) Setting 193
Scan 240
(Getting) Scared 115 Setting the Scene 80
Science
Scientist Character Sheet 94 (Bringing) the Setting to Life 185
Screamer! 62
Sea Devils 247 Shake it up! 26
(The) Second Part 37
Seeing Eyes 157 Shapeshift 171
Adventure Synopsis 200
Index (The) Anatomy Lesson 217 Sideways in Time 129
Carole 217
Climbing Out 219 Silurians 155
(The) Clockwork Angel 221
Clockwork Teacher 222 Size 170
(The) Columns 228
(The) Computer Alert 220 Skill 115
(The) Computer Screen 223
Cry me a River 221 (Assigning) Skill Points 58
Describing the Room 224
Destination: Engine Room #2 223 Skills 58, 109
Dissection Time 221, 223
Double Dose of Trouble 225 (List of) Skills 59
Elvis 218
Ending the Adventure 226 (Learned) Skills and Instinct 60
(The) Exit Door 221
Q First: Angel Face 229 Skovox Blitzer 158
Quick Reflexes (The) Fixated Angels 224
(The) Quiet One 36 Ideas for and … or but … 226 Slow 118
188 Let’s get out of here! 228
Lieutenant Patel, Onscreen 219, 222 Slow Reflexes 46
226
225 (Losing a) Social Conflict 95

R Sonic Screwdriver 120

Radiation 93 Sontarans 159

Radiation and Time Lords 132 Sontaran Physiology 159

(Example) Reactions 81 Sontaran Technology 159

Reapers 124 Sontaran Trooper 160

Rear View Scanner 120 Special 171

(Making More than One) Reaction in a Round 82 ‘Specials’ 202

Reactions: Resisting the Roll 81 Spider Germs 161

Recurring Themes 178 (Kate) Stewart Character Sheet 238

Regeneration 133 Stormrise 204

Replication 170 Adventure Synopsis 204

Resistance 170 Batterlee 204

Respiratory Bypass System 132 Creatures of the Storm 207

Resolve 25 Defeating the Storm Bats 214

Resourceful Pockets 37 Defeating the Stormhead 214

DE 254

doctor who roleplaying game

Ending the Storm 214 Technically Inept 46 (Madame) Vastra Character Sheet 235
Vehicles 111
Finding the Vector Key 213 Technobabble 186 (Sample) Vehicles 112
Villains Have Story Points Too… 144
Getting the Characters involved 210 Technology 63 Voice of Authority 38
Vortex 57, 172
Ghosts 207 Technology Levels 66, 110 Vortex Manipulator 120

How This Adventure is Organised 204 Telekinesis 54 W 48
Wanted 48
If the Stormhead Wins 216 Telepathic Range 55 Weakness 162
Weeping Angels 117
Initial Problems 212 Telepathy 55 Weld 181
What Do You Need to Play?
Locations 205 Teleport 117, 171 What is Roleplaying? 8
What to do when Players are Absent 189
(The) Memorial Ceremony 211 (The) Teller 153 What Would the Doctor Do? 177
Where Does It Hurt? 86
(An) Ongoing Campaign 216 Terrain Modifiers 99 Who can you Play?
Who is the Doctor? 18
Pacing suggestion 210 Text 10 (Courtney) Woods Character Sheet 7
242
People in Batterlee 205 This May Take Some Time... 76 Y
“You Can’t All Play the Doctor” 19
Recent History 205 (Changing) Time 126 Your First Game 174

Running this Adventure 210 Time Agent 55 Z 117
Zap
Standard Challenges 207 Time is Not the Boss of Me! 130

(The) Storm 207 Time Lord 56

Storm Bats 208 (The) Time Lord 131

Storm Bats on the Hunt 213 Time Lord (Experienced) 56

(The) Storm Rises 207 Time Lords 12

(The) Stormhead 209 Time Spurs 125

Strange Events 207 Time Travel 122

Understanding the Storm 213 Time Traveller 38

(The) Vector Key 206 Timey -Wimey to the Rescue 123

What is the Stormhead? 216 Tough 38

What Next? 212 Track 116

Who Created the Vector Key? 216 Traits 27

Why Batterlee? 216 (Alien) Traits 165

(The) Story 192 (Bad) Traits 39

Story Point Guidelines 105 (Bad Alien) Traits 172

Story Points 64, 102, 199 (Buying) Traits 28

(Gaining) Story Points 106 (Good) Traits 30

(Increasing) Story Points 109 (Good Alien) Traits 165

(Losing) Story Points 107 (List of) Traits 29

(Maximum) Story Points 108 (Opposing) Traits 29

(Spending) Story Points 102 (Removing Bad) Traits/Buying Good Traits 109

(Using) Story Points 76 (Purchasing) Traits More Than Once 29

Strax Character Sheet 237 (Special) Traits 49

Strength 26 Transmit 116

Stunts: Doing Something Crazy 100 Transport 63

Subterfuge 63 Travelling the Vortex 135, 142

Success Table 74 Two (and Three) Part Stories 199

(The) Success Table Ladder 76

Survival 63 U
Unadventurous
T 12, 134 Unattractive 46
(The) TARDIS 141 UNIT Soldier Character Sheet 47
(The Doctor’s) TARDIS 142 UNIT Squad / Torchwood Team 246
(The) TARDIS as Super-Gadget 136 Unlucky 20
TARDIS History and Model Types 141 Unskilled Attempts 47
(The) TARDIS in the Game 136 72
TARDIS Systems and Abilities 37
Technically Adept V 93
Vacuum

D255 E

Daleks! Cybermen! Sontarans!

The list of threats is endless and no place in the universe
is ever truly safe from danger. But there’s one man who’s
made it his mission to defend the defenceless, help the
helpless, and save everyone he can. The Doctor!
Doctor Who: The Card Game is by internationally renowned
designer Martin Wallace, and has been designed for both
seasoned timetravelling gamers and newly regenerated
players.
In Doctor Who: The Card Game you:
• Defend the universe with the Doctor and his companions.
• Exterminate your opponents with Daleks, Cybermen and

other enemies.
• Control locations through time and space to win.
• Use Jammy Dodgers, Sonic Screwdrivers and other clever

plans to save the day.
The new, second edition of Doctor Who: The Card Game features
the same great game as the first edition, but with loads of new
cards, including the Ninth, Tenth and Twelfth Doctors, companions
such as Clara and Rose, new locations and enemies, and a set of
variant rules for playing with two players!
The game contains everything you need to play: a set of English rules,
132 cards, a set of counters and a player aid card.

1

MARTIN WALLACE www.cubicle7.co.uk

CB72105 $29.99
ISBN: 978-0-85744-241-3

BBC, DOCTOR WHO (word marks, logos and devices), TARDIS, DALEKS, CYBERMAN and K-9 (word marks and devices) are trade marks of the British Broadcasting Corporation and are used under licence. BBC logo © BBC 1996.
Doctor Who logo © BBC 2012. Dalek image © BBC/Terry Nation 1963. Cyberman image © BBC/Kit Pedler/Gerry Davis 1966. K-9 image © BBC/Bob Baker/Dave Martin 1977.


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