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All Of Time And Space 9: The Ninth Doctor, designed by Simon Cogan & Markus Fries

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Published by Susan Henry, 2020-02-18 04:24:27

All Of Time And Space 9: The Ninth Doctor

All Of Time And Space 9: The Ninth Doctor, designed by Simon Cogan & Markus Fries

Welcome to the Doctor Who Solitaire Story Game...

“Did I mention? It also travels in time.”

(The Ninth Doctor – ‘Rose’)

In this AOTAS Expansion, DWSSG2e goes back in time to when Dr Who returned to uor screens in 2005. Players can now recreate the
era of the Ninth Doctor. Outwitting Slitheen in London? Taking part in a deadly game show? Want to know about 'Bad Wolf'? Put on
your leather jacket and dive into new adventures...

How to Use this Expansion

To play as the Ninth Doctor, apply the following rules:
 You start with either Rose Tyler as a Companion and 4 Luck points, or Captain Jack Harkness as a Companion and 2 Luck points,

or both Rose and Jack as Companions and no Luck points. Roll 1D6 for one starting Gadget: 1-2: e183; 3-4: e184; 5-6: e182.

 If you encounter The Master as the Villain, use v081 instead.

 You start your Adventure in t009 and any time you are directed to e001 in the Core game, go to t009 instead.

Starting Characters

The Ninth Doctor

The ninth incarnation of the Doctor was very different from his earlier regenerations.
A survivor of the terrible Time War, this regeneration was practical and straightforward
and dressed in a battered leather jacket. He still retained his love of life ,however, and
greeted friends and foes with a cheeky grin.

“I'm a Time Lord. I'm the last of the Time Lords. They're all gone.”

Brains 12, Brawn 6, Bravery 8 (Aware, Charisma, Demolitions, History, Running, Science,
Thief, Tracking)
Abilities: Inspirational, Loner, Vengeful.

Rose Tyler

After leaving school with little educational achievement, nineteen-year-old Rose was
destined to live her life as a retail worker. Then the Doctor blew up her workplace to
remove an Auton threat. Rose joined the Doctor as the first Companion after the Great
Time War and enjoyed a life full of dangers and adventures.

Brains 5, Brawn 5, Bravery 6 (Aware, Charisma, Computers, Running)
“Better with two.”

Personality (optional – see r016): Loyal, Jealous.

Friends: Jackie Tyler (e508), Mickey Smith (e510).

Captain Jack Harkness
A time-travelling con artist from the 51st century, Captain Jack Harkness crossed paths
with the Doctor on several occasions. He even waited more than a century once, just to
meet the Doctor again. Keen on keeping his past a secret, he often attracted adventure
everywhere he went – and fate had something special for him in store.

“I don’t know what’s happening here, but believe me, I had nothing to do with it.”

Brains 7, Brawn 7, Bravery 6 (Aware, Charisma, Computers, History, Marksman, Pilot,
Running, Thief)

Personality (optional – see r016): Appealing, Headstrong.

t009. The TARDIS

You stand at the console of the TARDIS as it flies through the twisting miasma of the Time
Vortex. A gentle hum fills the air as the glass pillar of lights rises and falls.

To set the controls for a particular destination see t009a or let the TARDIS materialise
wherever she wants and see t009b. Before you arrive at a destination roll 2D6 – if the result
is 8+ then see t009c for a Vortex event. If you have no event, you may try to repair the
TARDIS if it is Damaged (see e009).

You can to return to the TARDIS during an Adventure – see e001d in the Event Booklet.

Special Rules for the Ninth Doctor’s TARDIS:

 You may spend 2 Luck point to add +1 after making a TARDIS Roll.

t009a. Setting the Controls

You may go to a particular destination (see the Adventure Booklet for the Vortex number required) or go to a more general
destination and see the table below for required Vortex roll. If successful, roll an additional D6 to find your specific destination in the
Adventure Booklet or this expansion (adding +1 if you have already had 6 Adventures). All TARDIS rolls are made with a -1 penalty if
the TARDIS is Damaged. If you fail the TARDIS roll to reach your destination, see t009b. If you roll a 2, see also e008.

Destination Vortex 1 2 34 5 6 7+

Modern Earth 7+ a118 a029 a119 a118 a126 a117 a0121

Recent Earth History 8+ a003 a120 a023 a031 a033 a037 a045

Older Earth History 8+ a124 a005 a018 a025 a028 a124 a020

The Future 8+ a125 a014 a021 a006 a038 a125 a007

Somewhere Exotic 9+ a010 a024 a027 a030 a122 a042 a043

A Holiday Destination 10+ a125 a013 a020 a022 a023 a125 a035

A spaceship or station 9+ a123 a015 a012 a004 a123 a012 a019

t009b. Random Destination

You let the TARDIS land randomly, or you fail to set the controls correctly so you don’t land where intended. Roll a D6 twice (after
every 6 Adventures cumulatively add +1 to the vertical die roll):

D6 1 2 3 4 5 6

1 a118 a119 a126 a123 a019 a036

2 a004 a005 a124 a120 a009 a012

3 a013 a014 a015 a016 a125 a020

4 a121 a009 a016 a022 a023 a024

5 a025 a027 a028 a029 a030 a031

6 a032 a033 a035 a037 a038 a040

7 a007 a010 a122 a017 a021 a043

8+ a039 a041 a041 a042 a044 a045

t009c. Vortex Event

Something has interrupted your flight through the Vortex. Roll 2D6 and go to the event: 2: e282; 3: e500; 4: e014; 5: e013; 6: e009;
7: e007; 8: e008; 9: e010; 10: e015; 11: e011; 12: e460.

v081. The War Master

You have encountered your oldest foe – the Master. During the Great Time War, the
Master’s allegiances were fickle and changing. One minute he fought with the Time Lords
against the Daleks, the next he worked as an agent of the Daleks to undermine the Time
Lords, all the time trying to gain a personal advantage and advance his schemes.
But unbeknownst to you, the Master – Brains 13, Brawn 4, Bravery 9 (Aware, Charisma,
Computers, Domination, Engineering, Gloating, Marksman, Science, TARDIS, Thief) –
survived the Time War, and he is now trying to manipulate the timeline in his favour again.
(DM 0. Goals: 1-2: v081a; 3-4: e277; 5-6: e240).

If you have encountered any Allies, roll 1D6 – on a 1-2, one of them is working for the
Master, lose 1 Luck point. The former Ally gains Minion and will be encountered with the
Master in subsequent Enemy events.

Choose from the options below:

Fight: The Master has a Laser Screwdriver which he will use at the start of each combat round. Roll 1D6 and on a 5-6, a random Victim
is killed. If there is not a Victim in your group, instead add +2 to the Master’s roll for that round. If you have the greater Brawn
the Master will try to evade – at the end of each round roll 1D6 - on a roll of 5-6 he has escaped. If you win a fight against the
Master gain +1DM or if you can Oppose he is instead Defeated.

Evade: You must make successful Running 7 rolls. If you fail, choose another option (with a -1 penalty to any Brains roll).

Hide: (Only possible as your first chosen option). Make Thief 8 rolls. If you fail, or choose not to hide, choose another option.

Follow: (Only possible after a successful Hide). Make a Follow Action next Turn: 2-5: Discovered: choose another option with -1 to the
roll; 6-7: Lose quarry – event ends; 8-9: e082; 10+: e144.

Surrender: Roll 1D6: 1-3: e061; 4-6: e062. Also roll for a Goal event as the Master cannot resist gloating over his plans.

Talk: Roll 1D6: on a 5+, you must choose another option. You try to bluff your way past - make an opposed Brains roll (with -1 for
each previous attempt at this option). If you succeed, gain +1DM or roll for a Goal event. If you fail, take a -1DM penalty and
choose another option.

Confront: (Only possible if you can Oppose and the Doctor is present). Make an opposed Brains roll (with a -1 penalty unless you
have Gloating, -1 for each Temporal event in this Adventure). If you succeed, you Defeat the Master (roll 1D6 and on a 1-3, he
becomes your Nemesis – see r013). If you fail, take a -1DM penalty and choose another option.

If you Defeat the Master, see v081b.

v081a. The Heavenly Paradigm

(Goal 6; Meddling) (Temporal) The Master is attempting to gain control of the Heavenly Paradigm – a device that can alter timelines. If
you have Brains 25 and 2 Aware, gain +2DM. For each additional temporal event you have, take a -1DM penalty. If you do not Defeat
the Master in this Adventure, in addition to the results of losing the Adventure, roll 1D6 for each Companion. On a result of 1-2, the
Heavenly Paradigm causes the Companion to be never born in this timeline – remove them from your Character Sheet and lose 1D3
Luck points.

v081b. Laser Screwdriver

(Gadget) Larger and more imposing than a standard Sonic Screwdriver, the Master’s Laser
Screwdriver was built by him from scratch. Its isomorphic controls ensure that only he can
use it, but you may be able to override them. If you make a successful Engineering 10 roll
as an Action inside the TARDIS, you have unlocked the Screwdriver and can use it. This
Screwdriver has all the standard abilities of a Sonic Screwdriver (e183), but will also supply
Laser if used by a Marksman Character.

v082. The Gelth

You have encountered the Gelth – gaseous and ethereal alien creatures from another
dimension (DM: 2. Goals: 1-2: v082b; 3-4: e204; 5-6: v084b). You are unsure about their
intentions: they could be friendly or hostile. Roll 1D6 (with -1 if Turn 1-4 and +1 if Turn 9+)
to find the type of Gelth encountered:

1-2: You have encountered 1D6 corpses animated by Gelth within them. They are each
Brains 2, Brawn 7, Bravery 7 (Troop). You may try to evade (needing Running 7 rolls to
escape), hide (needing Thief 7 rolls before choosing other options; If you fail, initial
Running rolls are Running 8) or fight them. If you win a fight, gain a +1 DM.

3-4: You have encountered the pure blue forms of the Gelth. There are 1D3 here, each Brains 10, Brawn 0, Bravery 5. Make a Brains
roll, reduced by 2 for each Gelth. If you succeed, the Gelth leave – gain a +1 DM. If you fail, they trick you into trying to
perform a séance so that they can attain material form – see v082a below.

5-6: You have encountered 1D6+1 malignant Gelth wraiths, intent on domination. Each is Brains 7, Brawn 0, Bravery 7 ( Troop). Make a
Bravery roll for each Human Character in your group, reducing Bravery by 1 if there are at least 3 Gelth here or by 2 if there are
at least 5 Gelth. If the Character is a Screamer, also reduce the roll by 1. If they fail, then they run from the encounter. If they fail
by 3-4 then they gain Madman, are -1 to all Qualities until the end of the Adventure and run from the encounter. If they fail by
5 or more then they instantly die of fear! Any Character who makes the Bravery roll manages to withstand the instinct to run
and can face the Gelth to hear them gloat over their plans – roll for a Goal event.

You can now fight them using Bravery rather than Brawn (gain a +1DM if you win or if you can Oppose, they are Defeated),
evade them (Running 9 rolls to succeed) or try to outwit them by making a Brains roll, with your Brains reduced by 1 for each
Gelth here. If you succeed, the Gelth leave, gain a +1DM (or if you can Oppose then you have Defeated them). If you fail, the
Gelth attack you.

If a non-Machine Character from your group is killed during an encounter with the Gelth (except corpses - see result 1-2), a Gelth will
possess the body and fight against you in subsequent rounds. Each will be Brains 2, Brawn 7, Bravery 7 (Troop). You may never
surrender to the Gelth.

If you have any Character with Aware 2 you may sacrifice that Character to end an encounter with the Gelth (except against corpses)
and gain a +2DM or Defeat them if you can Oppose.

If you can Oppose, as an Action you may also try to trap the Gelth in gas pipes before igniting them. For this you need to have
2 Science, 25 Brains and 25 Bravery. Any Character without Running who contributes to this total must roll 1D6 and on a 1-2 (1-3 if a
Victim) they are killed in the explosion.

v082a. The Séance
You try to perform a séance to help the Gelth fully materialise. This counts as an Action.
The flickering blue shapes of the ethereal Gelth surround you – If you have less than 20
Bravery, take a -1DM penalty. Roll 1D6: 1-4: No effect; 5: Gain a +1DM; 6: e290.

Now roll 1D3 and add the amount of Aware Traits that the Characters in your group
possess. This is the number of Gelth wraiths that suddenly appear in addition to the
original blue Gelth. See the event (5-6 result) above to resolve the encounter.

v082b. The Dead Shall Walk

(Goal 6) (Invasion/Resurrection) You realise that the Gelth are attempting to control the bodies of the dead and then use them to
invade by possessing their corpses! Immediately gain a -1DM penalty. If you have 25 Bravery, 2 Aware, 2 Running and either
Demolitions or a Character with Aware 2, gain a +2DM.

v083. Dalek Survivor

You have encountered a lone Dalek (DM +4. Goals: 1-2: e169; 3-4: v083b; 5-6: e178). The
Daleks are the arch enemy of the Time Lords and the race that destroyed your home
planet in the last great Time War. This Dalek looks battered and scarred, but perhaps it is
still dangerous. It is Brains 9, Brawn 11, Bravery 5 (Laser).

Choose from options below:
Fight: Combat occurs normally. If you wish to surrender or escape, see below. If you win a

fight against the Dalek gain a +2DM. If you can oppose it, the Dalek is instead
Defeated.

Evade: You must make Running 8 rolls before combat starts. 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 but take
a -1 penalty to any initial Running rolls.

Follow: This is only possible after a successful Hide. Make a Follow action: 2-5: Discovered: choose another option with -1 to the roll;
6-7: Lose quarry – event ends; 8-9: e158; 10+: e082.

Talk: If you have a female Human Companion, roll 1D6 and on a result of 5-6 see v083a below. If you roll 1-4, or do not have a female
Human Companion, then roll 1D6, adding +1 if you have yet to choose a Defeat Action but -1 for every previous attempt with
this option: 1-4: You are attacked; 5-6: You manage to glean some information from the Dalek that could help you – roll for a
Goal event. If you already know the Goal, you may gain two Luck points rather than gaining +1DM.

Confront: This is only possible if you can Oppose. Make an opposed Brains roll (adding any Gloating). If you succeed, you have
Defeated the Dalek. If you fail, take a -1DM penalty and choose another option.

Trap: This is only possible if you can Oppose. If you have 20 Brains, 20 Bravery and make a successful Engineering 10 roll then you
deactivate the Dalek and Defeat it. If you fail the Engineering roll, you are attacked.

Surrender: Roll 1D6: 1-2: The Dalek is not interested in your surrender and combat occurs; 3-4: The Dalek captures and interrogates
you – see e062; 5-6: If you have a female human Companion, see v083a below, if you do not, see e062.

v083a. Infected Dalek

The Dalek has been infected by DNA from your female companion and smoke begins to
issue from the casing – roll 1D6 for the effect:

1: It enhances the Dalek’s abilities – add +1 to all its Qualities and take a -1DM penalty.

2: It has no effect – choose another option above.

3: It drives the Dalek to self destruct and it is Defeated.

4-5: It slowly begins to mutate the Dalek – reduce its Qualities by 1 and gain a +1DM at
the start of each Turn. When any Quality is reduced to zero, it is destroyed and Defeated.

6: It drives the Dalek insane, but before it dies (and is Defeated), it gives you a glimpse of a future regeneration of yours … or is it your
current one? Gain a Future Memory. You may use a Future Memory once, at any time, to choose from the following options: reveal the
Enemy, gain a +2DM, gain a Skill listed on a Goal event until the end of the Adventure, or reduce the current Turn number by 1D3.

v083b. Calling all Daleks
(Goal 7) (Invasion) You discover that the Dalek Survivor is secretly sending a signal, calling out to all Daleks within range. Gain +2 DM
if you have 2 Aware, 2 Charisma and 20 Brains. If you do not Defeat the Enemy in this Adventure, you have to Set Down Roots (r010)
– with the Daleks (v011) as your next Enemy.

v084. Reapers

(Temporal) You may only have the Reapers as an Enemy if you have already encountered a
Temporal Event or are at a Dimensional Location. If not, roll again for another Enemy.

You have encountered the Reapers – deadly and terrifying creatures that live in the Time
Vortex and feed off disturbances and paradoxes within it. Their bodies are covered in
scales, their tail is a razor sharp scythe, and they fly on huge bat wings with unearthly
shrieks, ready to absorb the life essence of their victims.

You have encountered 1D3 Reapers, each Brains 1, Brawn 10, Bravery 9 (DM +1. Goals: 1-2:
e172; 3-4: e204; 5-6: v084b). Each Reaper you encounter is +1 to all Qualities for each
additional Temporal Event in this Adventure (not including v084 Enemy Events), and +1 in
number for each Victim they consume.

Reapers never capture Characters. If you are ever supposed to be Captured by the Enemy, instead have an Enemy encounter here.

Choose from options below:

Fight: Combat occurs normally, although the Reapers are so terrifying that any Screamers with you must make a Bravery roll or be
frozen in fear for the encounter. Reapers will not attack Machines, as they have no life force. To attack a Time Lord, Reapers
must roll 1D6 and add the number of Reapers present, the number of Temporal Events you have had in this Adventure and the
number of Victims already consumed. If the total is less than the 9, the Time Lord cannot be attacked. If the Reapers are
unable to attack any member of your group, they fly away with a terrifying screech – gain a +1DM. In Combat, Reapers are so
fast that they may dodge your strikes. If a Reaper is hit, roll 1D6; on a 1-3 it does not take any damage. If you win a fight
against the Reapers gain a +2DM, or if you can Oppose then they are instead Defeated.

Evade: The Reapers are incredibly fast and can also track you, so you must make Running 9 rolls before combat starts. 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 fail, choose another option, but any initial Running rolls are made
with a -2 penalty.

Banish: This option can only be chosen if you can Oppose. If you have Brains 25, 3 Aware and Science then you can send the Reapers
back to the Vortex and Defeat them.

If you survive a Reaper encounter and later roll for a Location event (or make a successful Move Action) you may instead see v084a
below unless you are on a spaceship or space station.

v084a. Ancient Defenses

(Location) You have managed to find a very old building or structure that should be able
to keep the Reapers at bay – at least for a while. When you encounter the Reapers again,
roll 1D6 and subtract the number of Reapers you have encountered as well as the number
of times you have used this event. If the result is greater than zero, then the old building
holds and the Reapers cannot get to you. Gain a +1DM.

Whilst at this Location, you can try to convince a Victim Ally with Bravery 8 or higher to
sacrifice themselves to the Reapers. Make a Charisma 12 roll (add +5 to the roll if the
Victim is a Friend or related to a Companion). If successful, you Defeat the Reapers.

v084b. A Wound in Time

(Goal 6) (Meddling) (Temporal) You discover that there is a tear in the fabric of the Space/Time continuum. The Reapers are using the
tear to travel in and out of the Time Vortex, feasting freely on the local inhabitants. If you have Brains 25 and 2 Aware, gain a +2DM.
For each additional Temporal event you have here, gain a -1DM penalty.

v085. The Empty Child

You try to keep a low profile on the the streets, you suddenly see an eerie small boy with a
gas mask that covers his face. He steps towards you with his arm outstretched and pleads,
“Are you my Mummy?” It is the Empty Child – Brains 2, Brawn 3, Bravery 5 (DM 2. Goals: 1-
2: v085b; 3-4: e172; 5-6: e214).

The Empty Child will be accompanied by other gas mask-wearing zombies – each Brains 2,
Brawn 6, Bravery 5 (Troop). The number of zombies will be equal to the current Turn
number minus 2.

Choose from options below:

Fight: Combat occurs as normal. If any of your Characters are wounded in the combat then see v085a below. You may not choose to
Surrender. If you later wish to escape the combat, see option below. If you win a fight against the Empty Child, gain a +1 DM.
If you kill the Empty Child, he is Defeated, but you must lose 3 Luck points.

Evade: The zombies do not move that quickly, so you must make Running 7 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 but take
a -1 penalty to any initial Running rolls.

Talk: You try to convince the Empty Child to ‘go to his room’ and leave you alone. Make a Brains roll, with your Brains reduced by 2
for the Empty Child and by 1 for each previous attempt with this option. If you succeed, the Empty Child leaves sadly – gain a
+1DM. If you fail, the zombies shuffle towards you, their arms raised and you are attacked.

Reach Humanity: This is only possible if you can Oppose. You try to reach whatever remains of the Empty Child’s humanity and force
the contaminating genetic material from his system. Make a Charisma 15 roll, adding +2 if you have encountered Nanogenes
(e523) here and +5 if you have a female Human Ally or female Companion native to this era with you. If you succeed then
there is a joyful reunion between mother and son and everyone lives! You have Defeated the Empty Child – gain an extra
2 Luck points. If you fail, take a -1DM penalty and you are attacked.

Cure Plague: (Disease) This option can only be chosen if you can Oppose and you have Brains 25, Bravery 20, 2 Medicine and either
2 Science or Poison. You have Defeated the Empty Child.

v085a. Gasmask Plague

(Disease) If the Character is Human, then they have been contaminated with the plague
and have joined the ranks with the Empty Child. They immediately collapse and are
removed from the encounter. Reduce their Brains to 2, increase Brawn by +3 and they lose
all Traits. They will fight against you in any future encounters with the Empty Child 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.

If you Defeat the Empty Child without killing him, any Characters contaminated by the
plague who are still alive will return to you perfectly healthy.

v085b. Chula Virus

(Goal 6) (Capture/Invasion) (Disease) You discover that the whole area has been contaminated by a strange virus that passes on
physical injuries as a type of plague. You have to keep it from spreading and hopefully you will be able to safe the victims in time.
Immediately take a -1DM penalty. If any of your Characters are wounded in this Adventure, see v085a. If you encounter Nanogenes
(e523) gain +1 DM. If you can make a Medicine 10 roll gain a +1DM. If you do not Defeat the Enemy in this Adventure, lose an
additional 1 Luck point if you have any Allies.

a118. Earth – 2005 (7; Post Modern Era)

London: bustling with tourists, shoppers, businessmen and sometimes aliens. The weather forecast looks promising and
black taxi cabs and red buses drive along the packed roads. Everyone and everything looks so ordinary, but you cannot
stop feeling very suspicious...

Special: Any Human Characters without Aware are -1 to all Qualities here.

Enemy: 1: v035 2: v001 3: v003 4: v004 5: v013 6: v014

Character: 1: e041 2: e508 3: e510 4: e244 5: e025 6: e513

Event 1: 1: e151 2: e080 3: e075 4: e103 5: e076 6: e002

Event 2: 1: e035 2: e034 3: e160 4: e038 5: e223 6: e002

Plot: 1: e516 2: e161 3: e210 4: e166 5: e157 6: e522

Location: 1: e091 2: e091 3: e255 4: e255 5: e252 6: e252

a119. Earth – 2012 (7; Post Modern Era)

(Museum) You have landed in the middle of a top secret underground museum in the heart of the Utah desert. The
chambers are huge and filled with all manner of alien artefacts in large glass display cases. Security is bound to be high
– especially considering what’s here...

Special: You may roll twice to see what you find each time you roll on e070. A Character with Science may Relax here as
an Action and gains 1 Luck point on a Relax roll of 8+.

Enemy: 1: v010 2: v083 3: v001 4: v037 5: v003 6: v023

Character: 1: e509 2: e509 3: e018 4: e511 5: e513 6: e023

Event 1: 1: e096 2: e036 3: e120 4: e089 5: e034 6: e002

Event 2: 1: e151 2: e097 3: e035 4: e033 5: e069 6: e002

Plot: 1: e132 2: e142 3: e159 4: e522 5: e519 6: e210

Location: 1: e070 2: e070 3: e070 4: e158 5: e094 6: e102

a120. Earth – 1941 (8; World War Era)

You have landed somewhere in London during the Second World War, right in the middle of an air raid. During
nighttime all lights are kept extinguished; just a few lonely searchlights illuminate the clouded sky. In the distance you
can hear the familiar sound of a siren, warning about the dangers above London.

Special: If you roll an Event 1, see e139 (Red Alert) and each of your Allies must make a successful Bravery roll before
resolving the event or separate from you and be frozen for the next Turn unless you lose 1 Luck point.

Enemy: 1: v035 2: v085 3: v081 4: v083 5: v082 6: v014

Character: 1: e023 2: e021 3: e081 4: e050 5: e048 6: e110

Event 1: 1: e035 2: e069 3: e080 4: e523 5: e206 6: e002

Event 2: 1: e128 2: e223 3: e038 4: e523 5: e034 6: e002

Plot: 1: e520 2: e149 3: e157 4: e179 5: e288 6: e117

Location: 1: e091 2: e255 3: e158 4: e028 5: e259 6: e199

a121. Earth – 1987 (8; Modern Era)

(Dimensional) You have materialized in suburban London in autumn. Fallen leaves are everywhere. It is a grey Saturday
afternoon and clouds gather overhead. Nothing really seems to be happening and the parks are quiet and deserted. But
you can feel something strange in the air…

Special: Each turn, before you choose an Action, roll 1D6 and add +1 if the Turn number is 5-8, and +2 if the Turn
number is 9+. If the result of the roll is 6+, see e101.

Enemy: 1: v082 2: v029 3: v036 4: v013 5: v084 6: v021

Character: 1: e022 2: e041 3: e512 4: e150 5: e050 6: e269

Event 1: 1: e270 2: e151 3: e103 4: e112 5: e205 6: e002

Event 2: 1: e135 2: e287 3: e115 4: e223 5: e229 6: e002

Plot: 1: e176 2: e157 3: e521 4: e279 5: e235 6: e238

Location: 1: e259 2: e259 3: e073 4: e028 5: e236 6: e259

a122. Skull Moon – 5891 (9; Twilight Era)

The TARDIS has landed on the ravaged and war-torn world of Nixvyce, known as the Skull Moon throughout the galaxy.
An alien army has invaded and dominated the population, massacring all who resist. The red, misty landscape is a
terrifying vista of ruins and the macabre debris of countless, desperate battles. Is there anyone still alive for you to help?

Special: If you have an encounter on Turn 0, see instead e292. If Daleks are the Enemy, take a -1DM penalty when
revealed. Add +1 to the number of Daleks, Machines or Troops in encounters.

Enemy: 1: v011 2: v083 3: v085 4: v014 5: v081 6: v031

Character: 1: e018 2: e081 3: e032 4: e048 5: e119 6: e125

Event 1: 1: e080 2: e112 3: e115 4: e126 5: e128 6: e002

Event 2: 1: e035 2: e069 3: e078 4: e111 5: e092 6: e002

Plot: 1: e132 2: e139 3: e153 4: e159 5: e179 6: e299

Location: 1: e067 2: e082 3: e094 4: e144 5: e526 6: e526

a123. Platform One – 5,000,000,000 (10; Dark Night Era)

You have landed on Platform 1, a huge and luxurious space station that orbits the Earth as the great and the good
gather to watch the end of the world – Earth is about to be destroyed by the Sun expanding to form a red giant star. But
perhaps danger is even closer...

Special: Human Allies or TARDIS Characters are +1 to Bravery here. Encountered Characters of unspecified race are alien.

Enemy: 1: v020 2: v002 3: v081 4: v033 5: v003 6: v026

Character: 1: e074 2: e026 3: e266 4: e098 5: e511 6: e053

Event 1: 1: e152 2: e080 3: e151 4: e160 5: e034 6: e002

Event 2: 1: e033 2: e267 3: e296 4: e089 5: e215 6: e002

Plot: 1: e154 2: e148 3: e155 4: e140 5: e522 6: e150

Location: 1: e055 2: e055 3: e102 4: e070 5: e097 6: e517

a124. Earth – 1869 (9; Victorian Era)

You have landed in Cardiff during the Victorian Age. Cobbled streets are lit by the soft glow of gas lamps, revealing a
fresh blanket of snow. It is already dark and the air is chilly. People hurry through the city seeking warm places. Time for
some real history lessons without teachers...

Special: Because of the low temperature, all Machine Enemies or Characters are -1 to all Qualities here.

Enemy: 1: v014 2: v082 3: v008 4: v005 5: v084 6: v013

Character: 1: e511 2: e514 3: e207 4: e050 5: e052 6: e130

Event 1: 1: e076 2: e151 3: e124 4: e080 5: e223 6: e002

Event 2: 1: e229 2: e208 3: e205 4: e107 5: e135 6: e002

Plot: 1: e157 2: e137 3: e176 4: e132 5: e518 6: e101

Location: 1: e093 2: e028 3: e236 4: e236 5: e258 6: e259

a125. Cantin Major – 2,836,000 (9; Far Future Era)

(Holiday) The TARDIS has landed on the planet of Cantin Major, doomed to be destroyed by one of the vast asteroids
darkening its sky. The planet has produced some of the best writers and musicians of the Far Future Era and its people
are enjoying life to the fullest and celebrating death in their own special ways. Wasn't it about time to pay a visit?

Special: Each time you have a Character Event in this Adventure, gain 1 Luck point. All Luck point losses during this
Adventure are +1.From Turn 10 onward lose one Luck point at the start of each Turn (max 3).

Enemy: 1: v040 2: v012 3: v083 4: v033 5: v027 6: v023

Character: 1: e021 2: e511 3: e041 4: e048 5: e032 6: e525

Event 1: 1: e017 2: e213 3: e223 4: e053 5: e080 6: e002

Event 2: 1: e035 2: e101 3: e120 4: e126 5: e515 6: e002

Plot: 1: e522 2: e210 3: e134 4: e141 5: e154 6: e157

Location: 1: e055 2: e065 3: e070 4: e215 5: e253 6: e255

a126. Earth – 1962 (8; Modern Era)

(Holiday) You have landed in the fabulous city of Monaco on the French Riviera. Around you, the rich and glamorous
roar through the streets in luxury sedans. As dusk falls, the city lights up and everywhere around you people start to
enjoy Monaco at night. The lure of incredible hotels and casinos is almost palpable.

Special: Each Character without Charisma makes your group -1 to any Character (not Enemy) Talk options. If the Enemy
Goal is revealed by an Enemy Event, gain +1DM.

Enemy: 1: v010 2: v080 3: v023 4: v082 5: v016 6: v007

Character: 1: e505 2: e018 3: e021 4: e511 5: e110 6: e244

Event 1: 1: e206 2: e035 3: e151 4: e152 5: e213 6: e002

Event 2: 1: e038 2: e145 3: e223 4: e116 5: e034 6: e002

Plot: 1: e524 2: e134 3: e154 4: e179 5: e288 6: e137

Location: 1: e506 2: e506 3: e055 4: e055 5: e144 6: e255

e505. Ian Fleming

(Icon) You have met Ian Fleming, the famous author and creator of super spy James Bond.

He is Brains 7, Brawn 5, Bravery 7 (Charisma, History, Marksman, Pilot, Thief, Tracking). You
try to strike up a conversation and see if he has noticed anything useful. Gain a Luck point
and make a Charisma roll with any Charisma from female Characters counting double:

2-5: Fleming is too busy writing to talk with you.
6-8: He listens to you and you have a long conversation – roll for a Plot event. He then

leaves – back to his writing.
9+: He finds you fascinating and joins as an Ally for the Adventure – roll for a Plot

Event. If ever captured by an Enemy that has a Surrender option, automatically
roll for a Goal event.

e506. Casino

(Location) You have found a fantastic and luxurious casino. Men in dinner jackets mix with
beautiful women in long evening gowns sipping cocktails and champagne. Only
Characters with Charisma may enter the casino. Gain +1 to Relax actions in the casino.
Each turn in the casino you may gamble by making Charisma 8 rolls to get into a game.
Roll 2D6 for each Character who succeeds. For each 7, 11 or double (except double 1),
Gain 1 Luck point. Any other result loses a Luck point (lose an additional Luck point if you
roll double 1). Whilst you are gambling, roll 2D6 for your encounter rather than on r007:

2-7: No further encounter; 8-9: Character; 10-11: Plot; 12: Enemy.

e507. Timeline Erasure

(Temporal) Something is going terribly wrong and it is messing with the foundations of
time itself. Due to the evil plans of your Enemy, or perhaps even by some natural and
terrifying phenomenon, the timelines are being rewritten almost before your eyes.

At the end of each turn, roll 2D6 with a -1 for each other Temporal event you have
encountered in this Adventure. If the result is less than the current Turn number then one
non-Time Lord Character in your group vanishes from existence. You may choose which
Character, although Victims must be chosen first. Lose 2 Luck points for any Companion
killed in this way.

e508. Jackie Tyler

You have encountered Jackie Tyler, the long-suffering mother of Rose Tyler. A single
mother after the death of Rose’s father, Jackie cares deeply about her daughter Rose.

Jackie is Brains 3, Brawn 3, Bravery 4 (Charisma, Running, Screamer). Jackie will join you as
an Ally (although she counts as a TARDIS Character). Make a Brains roll for her. If
successful she knows something that might help you – roll for a Plot event. If Rose is ever
captured and Jackie isn’t then she gains +2 to Bravery until they are reunited.

The first time you meet Jackie, if you have already had a Danger Event or an Enemy
encounter in this Adventure, she slaps you hard across the face for putting Rose at risk.
Gain a Luck point for your surprise and the look on Rose’s face!

If Jackie is ever captured and Rose is not, you must choose a Rescue action (r306) on your next turn. If Jackie is ever killed, lose 2 Luck
points and Rose Tyler will never travel with you in the TARDIS again.

e509.Diana Goddard

You have encountered Diana Goddard, CEO of GeoComTex since her quick and effective
takeover from multi-millionaire computer mogul Henry Van Statten. Under her lean and
powerful leadership, GeoComTex has become a respectable and well-known company.

Diana Goddard is Brains 10, Brawn 4, Bravery 6 (Bureaucrat, Computers 2, History,
Medicine, Science, Thief).

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

1-2: Personal aide: Brains 7, Brawn 4, Bravery 6 (Aware, Bureaucrat, Charisma, Computers,
History, Minion)

3: Engineer: Brains 5, Brawn 5, Bravery 5 (Engineering, Science, Victim)

4-5: Security: Roll 1D6+1 for number, each Brains 3, Brawn 7, Bravery 7 (Marksman, Minion, Running, Troop)

6: Roll twice (only once).

Talk: Make a Charisma roll. If there is an Enemy here, add +1 to roll. If you have had e070 here, -3 to the roll:
2-5: You are attacked if they have greater total Brawn. If they do not, 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 they have greater Brawn they will attack and if
they do not they will evade you.
10+: Goddard and her staff join you as Ally. Make a Brains roll for Goddard and if she succeeds, roll for a Plot event. You also
do not have to make Thief rolls on e070.

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: on a result of 6, roll for a Plot event as Goddard cannot resist taunting you with
information that could prove useful to you.

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

Hide: You must make Thief 8 rolls before any option. If you fail, choose another option with -1 to Running rolls.

If Goddard does not join you as an Ally, roll 1D6: on a result of 6, she becomes a Minion of the Enemy. Take a -1DM penalty and
before each Enemy encounter roll 1D6 with +1 to the roll if the Turn number is 9+: 1-2: Encounter Goddard; 3-4: Encounter Enemy; 5-
6: Encounter Enemy and Goddard. She reduces all Brains rolls made in Enemy encounters by -1, if she is present.

e510. Mickey Smith

You have encountered Mickey Smith – Rose Tyler’s sometime boyfriend that she left
behind when she went travelling with the Doctor.

He is Brains 4, Brawn 5, Bravery 4 (Computers, Pilot, Running). Mickey joins you as an Ally
(but counts as a TARDIS Character) and may know something – if he makes a successful
Brains roll then roll for a Plot event. If Rose is captured and Mickey isn’t then he gains +1
to Bravery until she is freed.

If you encounter Mickey again when he is already your Ally, roll 1D6. On a 5-6, Mickey
becomes a Companion – gain a Luck point. He is now Brains 5, Brawn 5, Bravery 6 (Aware,
Computers, Pilot, Running, Tracking).

If Mickey ever travels with you to any Dimensional Earth Adventure roll 1D6. On a result of 1-2 see e135 and e115. If Mickey is ever
killed, lose 2 Luck points and if Rose is with you roll 1D6 – on a result of 1-3 she will leave you.

e511. Adam Mitchell

You have encountered Adam, a young and capable technician, who is very keen on new
knowledge – no matter the price.

Adam is Brains 8, Brawn 5, Bravery 8 (Charisma, Computers 2, Engineering, Running, Thief)
and joins you as an Ally. If he makes a successful Brains roll (add +1 if Post Modern Era or
later) roll for a Plot event. If you wish he becomes a Companion automatically. If he joins
you as a Companion he will leave you at the end of his fifth Adventure. If you meet Adam
again while he is your Companion he leaves you immediately – Adam has violated your
trust in a dangerous way. Lose 2 Luck points.

Personality (optional – see r016): Indolent, Untrustworthy.

e512. Pete Tyler

You have encountered Peter Alan Tyler, madly in love with Jackie Tyler and the father of
Rose Tyler. He tragically died in a road accident in November 1987 at the age of 33,
when Rose was still a small baby and less than a year old.

Pete is Brains 6, Brawn 5, Bravery 8 (Aware, Pilot, Running, Victim). Gain a Luck point if
Rose is here. Make a Charisma roll with +4 if Rose Tyler is here, +2 if Jackie Tyler is here:

2-7: Pete knows nothing and walks away from you with a shrug.
8-9: Pete may know something useful – if he makes a Brains roll (with a +1 bonus), then

roll for a Plot event.
10+: Pete joins as an Ally – gain a Luck point and if he makes a successful Brains roll (with

+1 bonus), roll for a Plot event. If Rose Tyler is with you, she may spend a turn with
Pete as an Action to gain 2 Luck.

e513. Toshiko Sato

You have met Toshiko Sato – a young and very clever Japanese scientist who works for
the British government. Her curiosity is as big as her scientific knowledge and might lead
her into trouble sooner or later.

She is Brains 7, Brawn 4, Bravery 4 (Aware, Medicine, Science, Screamer). She joins you as
an Ally. If you wish you can make a Companion Charisma 11 roll and if successful Tosh
becomes a Companion – gain a Luck point. Make a Brains roll for Toshiko with a +1
bonus. If she succeeds, she knows something that could help you – roll for a Plot event.

As long as she and Jack Harkness are in the same group of Characters, Toshiko is Brains
and Bravery +1 and loses Screamer.

e514. Gwyneth

You have met Gwyneth, a loyal and determined orphaned maid who works for a local
employer. Orphaned at an early age, she has been in service all her life, and yet can
sometimes have strange visions and prescient knowledge of far-away events.

She is Brains 5, Brawn 4, Bravery 8 (Aware 2, Charisma, Tracking, Victim). She joins you as
an Ally. If you wish you can make a Companion Charisma 11 roll and, if successful,
Gwyneth becomes a Companion – gain a Luck point. Make a Brains roll for Gwyneth with a
+2 bonus. If she succeeds, she knows something that could help you – roll for a Plot event.
If you roll a 11+ see instead e290.

e515.Doomsday Games

A random Character in your group has been caught in a teleport beam and become
embroiled in deadly games. Roll 1D6:
1-2: The Character is entered in a deadly quiz. Make a Brains rolls for the Character. If the

Character has either Aware, Science or History add +1 to the roll. If successful, they
may try to escape – roll 1D6: on a result of 5-6 they escape and the encounter ends.
If they fail to escape or the initial Brains roll, immediately repeat the Brains roll. If they
make 3 consecutive Brains rolls without escaping then they have won the game and
are released – gain 1 Luck point. otherwise their exit is blocked. If they fail 3 Brains
rolls then they must fight the robot host – Brains 8, Brawn 10, Bravery 9 (Laser,
Machine). They may escape the host with a successful Running 10 rolls
3-4: The Character has become trapped with two killer robots intent on dismemberment – all for the sake of fashion! Make a
Charisma roll: 2-7: They decide it is not worth trying to improve your fashion style and release you; 8+: You must fight the
robots, each Brains 5, Brawn 8, Bravery 5 (Machine). You may escape with a Running 9 roll.

5-6: The Character has become trapped in a reality show. Each Turn the Character may try to escape by making a Thief 9 roll. If
successful, they make a Charisma 9 roll to persuade another contestant to join them – she is Brains 5, Brawn 3, Bravery 7
(Charisma, Computers, History, Screamer, Victim). If she can make a successful Brains roll, roll for a Plot event. If the Character
fails the initial Thief roll, make a Charisma 6 roll. If failed, the Character is killed; If this was a Companion, lose 3 Luck points. The
difficulty of the Charisma roll increases by 1 for each previous failed Thief roll.

e516. Explosion

(Plot) You hear about a recent explosion that ripped apart a department store right in the
middle of London in a huge and terrifying blaze. As quickly as you can you get to the
street where the explosion happened.

Substract 1 from any Surrender rolls made in Enemy encounters during this Adventure.If
you have Demolitions or 2 Running, then gain a +1DM. If any of your Characters are
currently at e252, any without Running are killed.

e517. Shuttle Crash

(Plot) You discover that a shuttle carrying an alien ambassador to Platform 1 crashed into the shuttle bay, killing all aboard.
If you have 2 Computers or Pilot, gain a +1DM. You may now Investigate in this Adventure. All Bureaucrats are 1 to Bravery during this
Adventure. If you encounter e026, gain +1 to Talk rolls. Roll a D6 for each of your Allies: on a result of 1-2 the Ally knew someone on
the shuttle. The Ally gains Bravery +2 and Victim for the rest of the Adventure.

e518. Haunting

(Plot) (Temporal) The locals tell of a wailing ghost that is said to be haunting a nearby location. Allies are -1 to Bravery for the rest of
the Adventure and you may now Investigate in this Adventure. If you have 3 Aware, or a Character with Aware 2, or a Time Detector
(e192), gain a +1DM.

e519. Secure Exhibit

(Plot) You learn of a new exhibit that is covered in security systems – it’s bound to be important! If you make a successful Move
Action and can either make a Thief 9 roll or an Engineering 9 roll then gain +1DM and also roll 1D6 – if the result is 1-2 then see e159.
If you fail the Thief or the Engineering roll then see e096.

e520. Refugees

(Plot) You have heared about a group of refugee children hiding in London without being
noticed, scraping a meager existence and scavenging food from shelters and empty
households. They might know something interesting about what is happening in the dark
corners of the city.

You may make a Tracking 9 roll as an Action to find them. Then make a Charisma 8 roll to
convince them that you are on their side and will not inform the authorities. If successful,
gain +1DM or reveal the Enemy. Then roll 1D6 : on a 5-6, see e269.

e521. Personal History

(Plot) (Temporal) If you do not have a Companion native to the Post Modern Era, ignore this event, otherwise you discover that you
are witnessing very important events from this Companion’s childhood right now. If you have 2 Aware, gain a +1DM. If Rose Tyler is
your Companion, she is +1 to all Qualities until the end of the current Adventure, and if you encounter Pete Tyler (e512), he counts as
a Temporal event.

e522. The Bad Wolf Corporation

(Plot) (Temporal) You have discovered a secret place, room, or maybe an entire building
belonging to a shady organization conducting their operations in the shadows – The Bad
Wolf Corporation. Immediately gain +1DM.

You may make a Move Action to find the Controller of this corporate outpost. If successful,
you encounter a strange cybernetic human enslaved to the main computer system.

The Controller is Brains 8, Brawn 2, Bravery 8 (Aware, Computers 2, Science, Victim). Make a
Charisma 10 roll. If you fail, the Controller ignores your presence here – see e120 and take
a -1 DM penalty (-2 if Daleks are here). If you succeed, then the Controller joins you as an
Ally. Roll for a Plot event and gain a +1 DM. If Rose Tyler (or anyone affected by e011) is
here, they are -2 to Qualities until the end of next turn.

e523. Nanogenes

You have encountered bizarre nanogenes – tiny microscopic robots that appear as
glowing yellow sprites dancing through the air. There there are thousands of them and
they seem to be attracted to wounds.

Nanogenes function to repair and heal life forms, so any Character with you that has any
type of Wound (including those caused by radiation or disease) now becomes fully healed
without having to choose an Action. If v085 is the Enemy here, you gain +1DM and you
gain 2 Medicine until the end of your current Adventure.

e524. Secret Operation

(Plot) You learn about a Secret Operation involving several agents from around the world. If you have Marksman and Charisma and
either 25 Brains or a Character can make a successful Brains roll by at least 3, gain +1DM. If you have neither Marksman nor Charisma,
then take a -1DM penalty instead. Any Character with Charisma 2 is -1 Brains due to the strain of the situation.

If you take a Move Action, roll a D6: on a result of 1- 3 a secret agent follows you – Brains 6, Brawn 7, Bravery 7 ( Aware, Marksman,
Running, Tracking). Choose either Fight, Evade (Running 8), Hide (Thief 8), Fight or Talk (Opposed Brains -2). If you fail, choose
another option; if there are no other options left, see e059.

e525. Master Diplomat Michael Tiloxil

(Icon) After his first record 'Stardust' was released in the year 2,835,968 and became
instantly a galaxy wide success, everybody believed he would pursue his musical
ambitions. Instead Michael Tiloxil became one of the most successful diplomats of his era
– no less than 26 peace talks and hundreds of hundreds of various agreements and other
treaties were initiated by Michael Tiloxil. Five years ago he retired under somewhat
mysterious circumstances.

Gain 1 Luck point. He is Brains 10, Brawn 4, Bravery 6 (Aware, Charisma, Music, Pilot, Thief).

You try to get yourself noticed. Make a Charisma roll:

2-5: Michael is busy writing his latest album and recording new music. He has no time for you and you are brushed off very politely.

6-7: You start an interesting conversation with him. He knows some strange stuff going on on this planet – roll for a Plot event.

8+: He is intrigued by the adventure stories you tell him. He joins you as an Ally and also has heard about strange events – roll for a
Plot event. While Michael is your Ally he can automatically provide any Brains totals required in Plot or Goal events.

e526. The Battlefields of Skull Moon

The whole planet is ravaged by war and you have stumbled upon one of the many famous
Battlefields of Nixvyce. Heavy assault fire and artillery devastate the barren landscape. The
air is filled with screams and the sound of engines and explosions. Soldiers, tanks and
mercenaries from all over the galaxy raise the death toll of today’s battle.

Roll 1D6: On a result of 1-3 you have an Enemy encounter instead. If you know the Enemy
already, you may ignore this and continue with the Battlefield encounter.

The Battlefield has a mind of its own – Brains 8 Brawn 8 Bravery 8 – and counts as an
Enemy as long as you are present at this Location.

Choose from the options below, but you may not choose an option twice during the same adventure. If you have not already chosen
all possible options, you may remain here and choose another option from the Battlefields Location as an Action next Turn.

If you have chosen all five options here, during the course of one Adventure, immediately gain 5 Luck points, two rolls on e010 and
choose one result, and your next regeneration will start with 6 Luck points.

Fight: Each member of your group must face the Battlefield individually. A Character may try to escape at the end of any combat
round by making a Running 8 roll (this does not count as choosing the Evade option). If they fail, they must continue to fight.
You may spend 2 Luck points to increase the Running roll by 1.

Evade: Battlefields are a very dangerous business. You must make Running 9 rolls to escape. If your whole group escapes on their first
try, gain a Luck point. If any Characters fail, or choose not to escape, you lose a Luck point and choose another option for
those Characters. If there are no other options left, you choose: lose a Luck point and the Characters try again with a +1 to the
roll for each previous attempt (If successful the Characters gain a Wound) or Allies are killed and Companions are KO’d for the
rest of the Adventure.

Talk: You try to bluff your way out of facing the deadly dangers the Battlefield offers and escape. Make an opposed Brains roll against
the Battlefield. If you succeed, you escape and gain a +1DM. If you fail, choose another option and lose a Luck point. If there
are no other options left, you choose: lose a Luck point and the Characters try again with a +1 to the roll for each previous
attempt (If successful the Characters gain a Wound) or Allies are killed and Companions are KO’d for the rest of the Adventure.

Trap: You try to trick the Battlefield. Make an opposed Brains roll against the Battlefield. If successful, you escape. If not, one of your
Allies is killed (choose a Victim if possible).

Save: There is always someone dying on the Battlefield, but this time you decide to save one soul. Make a Medicine 8 roll. If you
succeed, make a Running 8 roll. If you succeed at both rolls, you get the victim to a shelter – gain a Luck point. If you fail the
Medicine or the Running roll, lose a Luck point, but gain +1 to one future roll at the Battlefields Location.

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‘Doctor Who’ are copyright and trademark BBC and used without permission.


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