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Doctor Who Solitaire Story Game: Rules (2nd Ed.), designed by Simon Cogan

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Published by Susan Henry, 2018-01-18 01:48:47

Doctor Who Solitaire Story Game: Rules (2nd Ed.)

Doctor Who Solitaire Story Game: Rules (2nd Ed.), designed by Simon Cogan

Welcome to the Second Edition of the Doctor Who Solitaire Story Game...

This is a paragraph-based solitaire story game. You read various numbered sections one after another, but the sequence of the
paragraphs is determined by rules and tables. Each describes a new situation, or provides rules about the choices and actions you
can make. There are plenty of events and situations, so each game will be a new, fresh experience.

The Core game has four booklets – Rules, Adventures, Enemies and Events.

The Adventure booklet details all the incredible locations that the TARDIS can visit (with paragraphs that begin with ‘a’). The
Enemy booklet describes the various villains and aliens that oppose the Doctor (paragraphs that begin with ‘v’). The Event booklet
then details encounters with friends and foes, goals, plots and events that happen in Adventures (paragraphs that start with ’e’).

This Rules booklet (with paragraphs that start with ‘r’) is divided into 2 sections – the Standard game and then the Advanced rules,
which can be added, either in part or in full, when a player is ready to add them.

How to Play

DWSSG consists of a series of Adventures (see r004). An Adventure is played out as a
series of Turns. A standard Turn starts with you selecting an Action (r006), such as
Exploring, Planning or Investigating. Depending on the Action selected, you are
usually referred to a chart, where you roll 2D6. The roll will either tell you what has
happened, or refer you to an event in the Event booklet, which you then resolve.

After each Action, roll 2D6 on the Encounter Matrix (r007) to see if an encounter has
occurred and then 1D6 for the type of encounter. If you do have an encounter, then
you consult your current Adventure in the Adventure Booklet and roll 1D6 again.
This will indicate an event found in the Event or Enemy Booklets.

Some events have keywords such as Danger or Temporal, which are used to modify other encounters. Some events may lead to
combat (r008). You may also meet Characters who join you as Allies. These additional Characters are useful in fights and have
skills, knowledge or abilities that are useful in certain events and help you Defeat the Enemy. Some Characters can also become
Companions (r003) who join you on your Adventures in the TARDIS.

In an Adventure, you need to Defeat an Enemy (r005). The Enemy is unknown at the start of the Adventure. By taking Actions and
gaining Plot events to find out what has been happening, you will reveal the Enemy. Once you know the identity of the Enemy
you must try to discover their Goal. You then try to Defeat the Enemy usually by gaining a high enough Defeat Modifier (DM)
until you are ready to Oppose the Enemy.

Unless otherwise stated, you will lose an Adventure if you do not Defeat the Enemy within 12 Turns.

Defeating an Enemy will gain you Luck points, which you can use to re-roll dice when you want, such as after a failed Skill or
Quality roll, or keep for use in later Adventures. You may also spend them to increase the abilities of you or your Companions.
You can even gain helpful Gadgets (see r012). Losing an Adventure will mean you lose Luck points – or worse (see r011)...

Once you finish an Adventure, either by Defeating an Enemy or not, you return to the TARDIS and journey onwards.

DWSSG is a ‘sandbox’ rpg-type game where there is no fixed objective or winning condition. The game is (usually) never over
until you stop having fun – unless of course you get exterminated by the Enemies you face and you don’t regenerate!

After reading the Standard Game rules, you should go to the Adventure Prologue in the Adventure booklet to start playing.

Alternatively, at the end of this rules booklet is a detailed example of how an Adventure is played.

Characters

Qualities: Each Character in the game has a Brains, Brawn and Bravery value. These are rated numerically, with higher numbers
being better and a (human) average of 5.

Skills: Characters also have Skills (in italics) such as Science or Thief, which are abilities that might be useful throughout the game.

Keywords: Many Characters have keywords that are used to describe them, such as Machine, Screamer or Victim.

When a Character joins you as an Ally or Companion, note their Qualities, Skills and Keywords as needed. Other Characters
encountered during events need not always be permanently recorded. Unless they join you, these other Characters may simply go
on their way, and "disappear" from the game. All Characters are Human unless otherwise noted. If you encounter a Character and
it is not clear whether they are male or female, simply roll 1D6: 1-3: Male; 4-6: Female.

2

r001. The Doctor

You begin play as the Doctor – a Time Lord of Gallifrey who travels through Time and
Space in the amazing time machine, the TARDIS.

You have starting (base) Brains 10, Brawn 4 and a Bravery of 7. You may also add 5
points to these Qualities, but no more than 3 to any one Quality.

Example: You could add 2 to Brains, 2 to Brawn and 1 to Bravery to have Brains 12,
Brawn 6 and Bravery 8.

You also choose 8 Skills from the list below (although other Skills do exist). You may
choose one Skill (only) twice if you wish. For more information on individual Skills,
and Keywords that might affect play, see r013.

Skills that you are able to choose as the Doctor are:

Aware; Charisma; Computers; Demolitions; Domination; Engineering; Gloating; History; Marksman; Medicine; Music; Pilot; Poison;
Running; Science; TARDIS; Thief; Tracking.

Luck points: You start the game with 5 Luck points. These are used when you want to re-roll dice after a failed Quality or Skill roll
(or a roll that is linked to neither – such as combat), or if you want to reroll an Action result. Simply lose 1 Luck point and roll the
dice again. You may not spend another Luck point if you still do not like the result. Beware using Luck points recklessly – the
universe can be a dangerous place! Your Luck total may never go negative. If you have rolled 2D6 for a Skill or Quality roll, or for
an Action, then 1 Luck point will roll both dice again. Note that you can use Luck points even if you (as the Doctor) are not
involved in the event. Luck points are gained through events, gaining Companions and Defeating Enemies.

r002. Quality and Skill Rolls

You often have to make a roll based on a Quality or Skill- such as a Brains roll, a Charisma roll or a History roll.

If the roll is Quality based – Brains, Brawn or Bravery - then to succeed you must roll equal or less than the Quality on 2D6. Some
events give penalties or bonuses to the Quality before the roll is made. A Quality roll normally uses the Quality of only one person
– not a group total. An opposed Quality roll indicates that you add 1D6 to a Quality and an Enemy does the same. The highest
total wins the encounter. If the result is a tie then it is a stand-off – the encounter ends without any positive/negative result.

If the roll is Skill based, such as Charisma or History, the event or reference will give a number, such as History 9. Roll 2D6 and
count all the matching Skills that your group has. If the total of the roll and Skills equals or exceeds the number given then you
have succeeded. Sometimes an event will only allow you to add your personal Skills as the Doctor. In encounters with Characters
or Enemies, Running and Thief rolls for Evading and Hiding are rolled separately for each Character in your group.

r003. Companions

Companions are those special people who join you in your Adventures aboard the TARDIS – such as Clara, Donna or Bill Potts. As
such, the term ‘TARDIS Character’ is used to define yourself and any Companions. Fortunately, a TARDIS Character is usually more
difficult to kill in certain events or in combat than a normal Ally.

Companions Joining: You encounter Companions in Adventures. Sometimes they jump at the chance to join you automatically
but often the Doctor will have to make a Companion Charisma roll. Other Characters cannot make this roll or add any of their
Charisma to it – although certain Gadgets such as a TARDIS Key might help. Gaining a Companion normally awards Luck points.

Companions Leaving: If you have a Companion, then at the end of each Adventure you must roll 1D6. If you roll less than the
number of Companions with you, then one of them (determined randomly) decides to leave. If this happens roll another 1D6 and
if the result is greater than the number of Companions still with you, gain 1D3 Luck points for a tearful farewell.

Friends: Companions often have friends – family members or other people they know well, such as Clara Oswald knowing Danny
Pink at Coal Hill School. Friends are listed in the Companion’s event paragraph. If you are at an Adventure where the Companion is
Native (this means it is the same era as the Adventure where you gained the Companion) you may contact their Friends and have
them join you by making a successful Move Action (r006). Each Friend (if there is more than one listed) must have a separate
Move Action to be contacted. Companions who leave you as a result of a Companion Leaving roll above may be considered
Friends at the era where they left you.

3

r004. Adventures

Adventures in the Adventure Booklet tell you where the TARDIS has landed, such as Earth or Skaro, a date (having no direct effect
on play) and an Era (which usually does have an effect on the Actions available). Adventures may also have keywords like Holiday,
Wilderness or Museum. Each Adventure has its own Encounter Matrix with different types of encounters - Enemy, Character, Event
(1), Event (2), Location and Plot. Each category then has a 1D6 roll leading to an encounter in the Events or Enemy booklet.

When the TARDIS lands at an Adventure, you immediately roll for a possible ‘landing encounter’ on Turn 0 of the Encounter Table
(r007). If one occurs, resolve that encounter by rolling on the corresponding column of the Encounter table. Once you have
resolved this encounter, all Turns follow the same pattern until you Defeat the Enemy or are yourself beaten.

Turn Sequence: You must choose an Action (r006) for your Characters. If your Characters are separated into different groups,
each group can choose the same or different Actions. After you have resolved all of your Actions, then roll 2D6 on the Encounter
Table (r007) for each group of Characters (unless they are Captured or in the TARDIS) to see if that group has an Encounter.
Repeat this Action/Encounter cycle for each group of Characters each Turn.

You must keep track of the Turns in an Adventure as the chance of different Encounter types changes, certain encounters become
modified and other encounters will be triggered at certain times. Adventures also have a 12 Turn time limit (unless stated
otherwise or as a result of certain events). If you do not Defeat the Enemy in 12 Turns then you have lost the Adventure (see r010).

r005. Enemies

Although you will encounter many Characters on your travels, you will also encounter
Enemies – both old and new. These all have entries that begin with ‘v’ in the Enemy
booklet. All Enemies also have a Defeat Modifier (DM) from 0 to +4 that indicates
how hard they are to Defeat - Daleks with DM of 0 are much tougher than a lot of
others! Each Enemy details several encounter options.

When an Enemy has been revealed, you may attempt to Defeat the Enemy as an
Action. Unless you are very lucky however, you will be attacked, captured or killed
unless you have first found out a little bit about their plans (through Plot events) and
ultimately their Goal.

Once you have had an Enemy established for the Adventure, any further Enemy events in the Adventure will be with the same
Enemy. As soon as an Enemy is revealed, add its DM to your current DM. Note that ‘revealing’ an Enemy means that you just roll
to see what Enemy is here – you do not also have an Enemy encounter.

Plots and Goals: Plot events let you know what mysterious events are happening in the Adventure. They may reveal the Enemy or
you may gain a bonus DM if you currently have a Quality total or certain Skills. If you are instructed to roll for a Plot event once
the Enemy has been revealed, you instead consult the Enemy booklet and roll 1D6 to find the specific Goal listed on the Enemy.

A Goal is what the Enemy is trying to achieve, such as invade the planet, meddle with time or resurrect an ancient evil! Each Enemy
has 3 different potential Goals. Each Goal event has a Goal ‘type’, such as Invasion or Meddling, and a Goal number. The higher
the number, the more dangerous and difficult the Goal is to overcome. If you have a DM of +3 or greater, you may also reduce
your DM by -3 to roll for the Goal at the end of any Enemy encounter. Knowing the Enemy Goal affects the type of encounters on
the Encounter Table (r007). If you know the Goal and are then required to roll for either a Plot or Goal event, instead gain a +1
DM. Having a Goal event also means that you can increase your DM total by having certain Quality totals or Skills. These DM
bonuses are gained as soon as the conditions are met, and are maintained until the end of the Adventure, even if you
subsequently lose them. This means you can find help, or do some planning or research to meet the conditions.

When trying to fulfil conditions for either Plot or Goal events, Skills can come from anyone in your group, and Quality totals can
be the sum of that Quality from all the Characters in your group.

DM and Opposing: Your DM is always 0 at the start of an Adventure (and can never fall below 0). When you have a DM equal to
or greater than the Goal number, you can now Oppose the Enemy - detailed in Enemy events. Normally an Enemy cannot be
Defeated unless you can Oppose. If there are additional ways to Defeat an Enemy, these will be detailed in the Enemy event. Being
able to Oppose also affects the type of Encounters you will get on r007. If your DM is ever greater than you require to Oppose you
may use the excess DM as a bonus for a single use (and thus lose the excess DM) in Opposed Quality rolls in Enemy encounters.

Defeating an Enemy: If you Defeat an Enemy then you gain Luck points equal to: 4 + Goal number – Enemy DM. This means
that Defeating a powerful Enemy like the Daleks (with a DM of 0) will earn you more Luck points than the Defeating Cassandra.
Example: if the Daleks are trying to ‘Harvest Organs’ (Goal 6), then you gain 10 (4+6-0=10) Luck points.

4

r006. Actions in Adventures

Actions are the heart of the game and it is through choosing Actions that you explore the environment, discover what the Enemy
is planning, find help or research and ultimately Defeat the Enemy. Different Actions are available at different times in the
Adventure and some Actions such as Relax or Research cannot be chosen in all Adventures, or have restrictions in different eras.

Each Turn you select an Action and then for most Actions roll 2D6 on the corresponding Action table, adding any bonuses or
modifiers. The exceptions to this are the Escape, Move, Rescue and Rest Actions. See r014 for all the Action tables.

Available Actions:

• Defeat Enemy • Move • Rescue Prisoners

• Escape Capture • Plan • Rest

• Explore • Relax • Seek Help

• Investigate • Research • Seek Information

You may voluntarily split up the Characters you control to make more than 1 group. You may choose which Characters are in the
groups unless otherwise noted. Sometimes this happens beyond your control, as some of your Characters may get captured or
Companions can have a nasty habit of wandering off! Each group of Characters may choose different Actions but you must
choose your Actions for each group before resolving any Actions.

Note that further Actions are detailed in the Advanced section of these Rules, but it is advised that new players get used to the
Actions above rather than becoming swamped with choices.

Defeat Enemy: This is a risky but sometimes necessary Action that usually takes place towards the end of an Adventure. It
represents you actively attempting to stop the Enemy from completing their objective. You may only choose this Action if the
Enemy Goal is known, but do not need to be able to Oppose. Roll 2D6 and add your DM, with -1 unless you can Oppose, and an
additional -2 if it is currently Turn 1-4 or -1 if it is currently Turn 5-8.

Escape Capture: You will often get captured by various Enemies or Events. To Escape
Capture you usually roll 2D6 and add all your Thief Skills and sometimes another
modifier (it is harder to escape if captured inside an enemy base for example). The
Event will then tell you the result of your escape attempt. All your Characters who are
captured together will escape if you succeed – they do not roll individually. Some
events or Gadgets, such as the Sonic Screwdriver, give bonuses to Escape Capture.

Captured Characters do not choose any Actions and do not roll for an Encounter each
Turn, but the Event may ask you to roll to see if anything nasty happens to them…

Explore: This is a standard Action at the start of an Adventure (unless at a Holiday perhaps) when you step out of the TARDIS
and you decide to explore the area and see what you can discover. This Action may only be chosen whilst the Enemy has not
been revealed. Roll 2D6 and add +1 (max 3) for each Tracking. If you roll natural doubles, resolve the result on the Explore table
as normal but immediately afterwards your group becomes randomly split into two smaller groups.

Investigate: This is a good Action for trying to find out more about what is happening. You may only Investigate if indicated by
an Event or if the Enemy but not the Goal has been revealed. Roll 2D6 and add +1 for each Aware (and +1 for each History if in
Victorian Era or earlier), to a maximum of +3. If you roll natural doubles, you must also see e002 in the Event booklet before
resolving the result on the Investigate table.

Move: A Move Action can be used for several different purposes. If you wish your Characters who have been separated to get
back together, this must be a Move Action. Roll 2D6 and add any Tracking Skills you might have (and any other listed modifier).
If the result is 8+, you have joined the groups together. Each successive Move Action has an automatic +1 bonus to the roll. If
both groups decide they wish to attempt to regroup, either group making a successful roll joins the groups together.

If you have native Allies or Companions, a successful Move Action allows you to go to any Location that is listed at least twice
on the Location line of the Adventure. A successful Move Action can also be used to return to a previously visited Location.
Note that the TARDIS is counted as a Location that you can always attempt to return to unless captured.

A Follow Action is a special Move Action that is sometimes available in Enemy events, normally after you have hidden from
them as detailed in the Enemy event. Roll 2D6 adding Thief and Tracking Skills but subtract the number of Characters in your
group. The Enemy event explains the result.

5

Plan: This Action represents you trying to increase your chances of Defeating the
Enemy by gaining boosts to Qualities or obtaining different Skills, perhaps to fulfill
conditions on Goal events. This would be a good Action to choose in the middle of
an Adventure, especially if you are short of Allies. You may only choose this Action if
you know the Enemy Goal.

Decide the Quality you need to increase or the Skill you wish to gain, then roll 2D6 on
the Planning table, adding +1 for each Skill you have already have that matches your
desired Skill, or +1 per Character with the desired Quality of 8 or greater (max +3 to
either roll). Note that Quality boosts and Skills gained by Planning are not added to
any one specific Character and only last until the end of the current Adventure.

Relax: This Action means that you decide to relax and enjoy yourselves by taking in sights, doing some shopping or just kicking
back and taking it easy. Even a Time Lord deserves a day off! This Action may only be chosen at a Holiday or Resort location or if
mentioned in the Adventure, and if you have not had an event with the Danger keyword, a Plot event or an Enemy event. Roll
2D6 on the Relax table adding +1 (not cumulative) if you have a Companion who is Native to this Adventure.

Research: Much like Planning, this Action usually happens in the middle of an Adventure and involves you trying to gain more
information about your Enemy, but using a specific Skill. You must know the Enemy Goal to choose this Action and must choose
a Skill from: Computers, Engineering, History, Medicine, or Science. The Action can only be chosen in the Victorian Era or later for
Engineering, Medicine or Science, the World War Era or earlier for research using History, or Modern Era or later if you choose
Computers. Roll 2D6 on the Research table, adding +1 to the roll per chosen Skill (max +3), and -1 if in a Wilderness.

Rescue: Some Characters, usually nosy Companions, may get captured by Enemies. If you have at least one Character who is not
captured, you can attempt to Rescue the other Characters as an Action. Roll 2D6 and add any Thief Skills plus the Enemy DM if
known. If the result is 9+, then you have rescued the captives. If you roll 4 or less then have an immediate Enemy encounter (if
no Enemy has been revealed, the rescuers are instead captured – see e059). A successful Rescue Action rescues all captured
Characters – even those who are subject to special capture rules or Events. You may try to Rescue a Character in the same Turn
as that Character tries to Escape. Always resolve the Rescue attempt first. If this fails, then attempt the Escape Action.

Rest: It is very likely that some of your Characters are going to get hurt in their Adventures. Falling debris, sprained ankles and
deadly laser beams are all common problems for time-travellers. The Rest Action allows you to heal some Wounds (see r009)
and stop your Characters from dying or regenerating! Characters that Rest do not roll 2D6 for this Action but must roll for an
Encounter normally.

Seek Help: This Action can be used in two ways. Firstly it can be used at any time to
find local medical help when one of your Characters is wounded, and secondly when
you know the Enemy Goal and need to gain help from the local population in
overcoming the Enemy in time for the final confrontation. This can be especially
important when that final showdown could involve some combat or when a Quality
total needs to be high to gain DM from a Goal event. This Action cannot be chosen at
a Wilderness Adventure (unless you are at a Location that has a Character line). Roll
2D6 on the Seek Help table with +1 per native Bureaucrat and +1 per 2 Charisma.

If attempting to find reinforcements, -1 if you are at a Holiday and if on Earth (Modern or Post-Modern eras), add +1 for each
non-Troop UNIT Character (total max +3).

Seek Information: This Action is very similar to the Investigate Action in that you are trying to find out more about what is
happening, but like the Research Action, you are using a specific Skill. You must have had a Plot or Enemy (but no Goal) event to
choose this Action. You may Seek Information using different Skills in an Adventure, but only using one Skill at a time per group
each Turn.

You can choose to use Bureaucrat (any Era), Charisma (any Era but each 2 Charisma gives +1 to the roll), Thief (any Era but on a
roll of 5-6 see e059 in the Event booklet), History (World War Era or earlier), or Computers (Post-Modern Era or later). This Action
cannot be used in a Wilderness Adventure. Roll 2D6, adding +1 to the roll per chosen Skill (max +3). If you roll natural doubles,
your encounter this Turn will be an Enemy event.

6

r007. Encounter Table

The top row of the table below details the chance (on 2D6) of an encounter occurring in the different Turns in an Adventure. If
an encounter occurs, roll 1D6 on that column to see the type. Then refer to the Adventure booklet to find the encounter table
in that Adventure and roll another 1D6 to find the specific encounter.

When the Goal has been revealed, each vertical die roll on the table above is reduced by 1 (or by 2 if you can Oppose) and any
result of less than 1 treated as a 1.

In an Adventure, if you ever encounter a unique Character such as a Companion or named Ally who is already in the Adventure,
then substitute e002.

Turn 0 Turn 1-4 Turn 5-8 Turn 9-12
Encounter: Encounter: Encounter: Encounter:

8+ 7+ 6+ 5+
1 Event (1) Enemy Enemy Enemy

2 Event (1) Event (1) Enemy Enemy

3 Character Event (1) Event (2) Enemy

4 Character Character Event (1) Event (2)

5 Location Character Character Event (2)

6 Location Location Character Character

r008. Combat

When you and your allies must fight Characters or Enemies that you encounter, these combat rules are used. Combat can be
quite common when all other options are exhausted. Be warned, however, that combat in DWSSG can be quite deadly!

Combat Procedure: Combat is fought in rounds and continues until one side escapes, surrenders or is killed. You may try to
Escape, or Surrender at the start of a fight or even in the middle of a fight. At the start of each round of a fight you decide which
of your Characters will face each opposing Character or Enemy that you have encountered.

Fear: It’s not easy to face the deadly aliens that you will encounter and not everyone is as brave as a Time Lord or their trusty
Companions. Before Combat starts, each non-Machine Ally on your side with less than half the Bravery (with -1 to their Bravery
if they are a Screamer) of the opponent with the highest Brawn, cannot engage in combat in any way, and is instead frozen in
fear with Brawn 0 if then attacked. They may try to escape the combat as normal however.

Selecting Opponents: If there more than 2 combatants then each Character in your group is matched against one encountered
opponent in separate battles. If one side has extra Characters, you decide where any extra Characters go in supporting their
comrades. Then for each battle, choose one Character on each side to be the main combatant (usually the one with the highest
Brawn, but sometimes you may wish to protect a TARDIS Character). The maximum number of opponents any one Character can
face in a battle however is 4 unless the extra Characters have Laser or Marksman (as they can fire ‘into’ the combat). Characters
who cannot join in a fight due to excessive numbers on one side and/or a lack of these Skills cannot participate in the battle
until circumstances allow, such as a Character dying. You may however swap out wounded Characters and replace them with
unwounded Characters between combat rounds.

Rounds: In each combat round, the main combatant in each battle is matched against the other. Both roll 1D6 and add their
Brawn. If there are any supporting Characters on either side, or if the main combatant Character on either side is already hurt,
then modify the total as shown below:

-1 if main combatant Character if Stunned +1 per supporting Character with 3-5 Brawn

-2 if main combatant Character is Wounded +2 per supporting Character with 6-8 Brawn

-4 if main combatant Character is Seriously Wounded +3 per supporting Character with 9+ Brawn

Find the difference in the totals between sides and then apply the result in the table below to the main combatant Character on
the side with the lowest total. Then repeat the process for each individual battle.

7

Combat Table: All other Targets
TARDIS Characters Stun
Stun
1 Stun Wound
2 Stun Wound
3 Stun Serious Wound
4 Wound/KO Serious Wound
5 Wound/KO Death
6 Wound/KO Death
7 Serious Wound
8+ Serious Wound

Escape: After each round you may attempt to escape the combat by having each Character make a Running roll as detailed in
the event. If you don’t succeed, or choose not to Escape, the combat continues and a new round begins. If only some of your
Characters escape, you can choose to leave the other Characters behind, or opt not to Escape at all (and assume that Characters
who made their Running roll had second thoughts).

Other Types of Combat: Some Events use different Qualities (Brains or Bravery) to resolve a conflict such as psychic combat. If
this is the case then use the same procedure as outlined above but using the different Quality. Any Wounds inflicted in these
types of combat still affect the Brawn of the losing Character however.

Combat Examples:

Example 1: The Doctor (Brawn 5) and Bill Potts (Brawn 4) get attacked by a Dalek (Brawn 10) as they explore a gloomy corridor.
Since Bill is a Companion and not an Ally, she is not affected by Fear. The Doctor, trying to protect Bill, is chosen as the main
combatant and has a total Brawn of 6 (his 5 +1 for Bill supporting him). He rolls a 4 for a total of 10. The Dalek rolls a 2 so has a
higher total Brawn of 12, a difference of 2 against the Doctor’s 10. This causes a Stun result as the Doctor, the main combatant,
is a TARDIS Character. A Stun result (see r009) means that for the rest of the combat, his Brawn is reduced by 1. In the next
round, therefore the Doctor now only has a total Brawn of 5. Time to run!

Example 2: 3 UNIT Soldiers (each Brawn 6) encounter 2 Cybermen (each Brawn 9)
who march towards them, their arm lasers firing! As there are more Soldiers than
Cybermen, 2 Soldiers are assigned to the first Cyberman and the other soldier to
the second Cyberman. In the first round, the two soldiers (combined Brawn 8) roll a
4 (total 12), the Cyberman a 3 (total 12). It is a stand-off as the totals are equal. In
the other combat, the soldier rolls a 6 (total 12) to attack against a Cyberman who
rolls a 1 (total 10). This gives a difference of 2, so looking at the Combat Table, the
Cyberman should be Stunned and have a Brawn of 8 for the remainder of the
combat. Unfortunately, a Cyberman is a Machine and cannot be Stunned (see r009
for details) so is instead unaffected.

In the next round, the two soldiers in the first battle roll a 1 (for a total of 9), the Cyberman a 6 (total 15). This gives a difference
of 6 against the soldiers, so one of the soldiers takes a Serious Wound (see r009). In the other battle, the soldier rolls a 3 (total 9)
and the Cyberman rolls a 3 (total 12). This gives a difference of 3 and means the soldier takes a Wound (see r009 below).

8

r009. Wounds, Death and Regeneration

Wounds to Characters are caused by combat and many other Events. Most Wounds
can heal with a little help or just over the passage of time (using Rest Actions), but
others caused by radiation or by diseases or poisons, are much harder to overcome.

Stun: If a Character is Stunned, it reduces the Brawn of that Character by 1 for the
remainder of the combat. After the combat ends, the Character’s Brawn returns to
normal. You may only be Stunned once during a combat, further Stuns have no
effect. Machines, such as Cybermen, cannot be Stunned. If they receive a Stun result
from the Combat Table they are unaffected.

Wound: If a Character is Wounded, it reduces their Brawn by 2 until the Wound is healed. If the Brawn of a Character falls to
zero or below by a Wound, they are instead killed. A Character who is Wounded and then takes another Wound is considered
Seriously Wounded instead. A Character who is Wounded and then takes a Serious Wound is killed.

Serious Wound: When a Character takes a Serious Wound, it reduces Brawn by 4 until healed. Other Quality and Skill rolls for
that Character have a -2 penalty and they may not add their Skills to group rolls. If the Brawn of a Character was 4 or less they
are instead killed. If a Character with a Serious Wound takes another Wound or Serious Wound they are killed.

KO: Instead of taking a Wound, you may choose for a TARDIS Character to be knocked out and removed from the combat. At
the end of the combat they recover with no other effects. Roll on the Surrender option if you lost the overall fight to see whether
they wake up captured (or not...). If the Characters or Enemies encountered have no Surrender option then any Characters KO’d
will be killed (or eaten).

Death: If a Companion is killed you lose 1D3 Luck points unless another value is given in the specific Event. If the Doctor is
killed, roll 2D6. If the result is 7+ then you regenerate instead (see below), otherwise you are killed and the game is over!

Poison and Disease: A Character who is affected by a Poison or Disease Event, such as the ‘Crimson Horror’, may or may not be
able to normally heal any effects given by the Poison or Disease. See the Event for the exact details.

Radiation Wounds: Wounds received through radiation, such as absorbed by Jack Harkness on Malcassairo, cannot be healed
normally. They remain Wounds regardless of rest taken, until either an event or item provides a cure, or the Character dies.

Regeneration: If, as the Doctor, you have to regenerate, then you return as a new incarnation of the Doctor at the start of the
next Turn. You have to choose your Qualities and Skills as if starting the game again (see r001) and you begin with 4 Luck points.
Also roll 1D6 for the number of Turns where you are -2 to all Quality and Skill rolls, due to the disorientation of regeneration.

Healing Wounds: You may choose to Rest as an Action to try and heal Wounds. Certain events or Gadgets can also help you
heal. A Character with Medicine may make a Medicine 9 roll as an Action to heal a Wound on a Character (including themselves).
If there is more than one Character with Medicine in your group, they can try separately or combine their Skills. At the end of
each Adventure, all TARDIS Characters heal a Wound level, from Seriously Wounded to Wounded, or Wounded to fully healed.

r010. Ending Adventures

Once you finish an Adventure, either by Defeating an Enemy or not, you return to the TARDIS and journey onwards – see e001.

Winning an Adventure: If you successfully Defeat the Enemy you gain Luck points equal to: 4 + Goal number – Enemy DM.
Any separated or captured Companions are returned to you (with the assumption that they find you or that you rescued them).
You must then check for a Companion Leaving roll (see r003) and can then use any gained Luck points (see r011 below).

Losing an Adventure: If you do not Defeat the Enemy before the 12 Turn time limit is reached, then the Enemy has reached
their Goal first and beaten you. You must lose Luck points equal to: Goal number – Enemy DM. So you would lose more Luck
points if you are Defeated by Daleks than the Sycorax! If you do not have enough Luck points to cover the loss, roll 1D6:

1-2: You are killed – game over; 3-4: You regenerate (see r009); 5: A random Companion is killed – lose 1D3 Luck points (if you
have no Companion, you instead regenerate); 6: No further effect.

Just Visiting: You may leave an Adventure in the TARDIS with no Luck point loss or gain if you have had no Plot events and no
Enemy has been revealed.

Setting Down Roots: There's also nothing to say that you can't stay at the same Adventure when an Adventure ends – you just
choose not to fly away in the TARDIS. Simply start a new Adventure in the same place as the old Adventure. If you do this then
you gain +1 to Move Actions and also Make Friends (see r011 below) at the end of the next Adventure for 1 less Luck point.

9

r011. Using Luck Points after Adventures
At the end of an Adventure you may spend Luck points to increase Qualities, gain or increase Skills or gain Gadgets to help you
in further Adventures. Both you and your Companions can improve Qualities and Skills. You can also turn Allies into Companions
or Friends.
Increasing Qualities: To increase a Quality by 1 point costs Luck points equal to one greater than the desired value of the
Quality. (Example: 7 Luck points to increase a Brawn of 5 to 6).
Increasing Skills: To gain a new Skill costs 6 Luck points. To increase a Skill you already have costs 9 Luck points from 1 to 2 and
12 Luck points from 2 to 3. You may never have more than 3 in any Skill. If at a Museum, you may gain or increase Science or
History for 1 Luck point less than usual.
Increasing Qualities/Skills with a Tutor: If you have a tutor (a TARDIS Character or Friend) who already has the desired Skill at
a higher level or a desired Quality at least 3 greater than the student Character, then the Luck cost for the student Character to
gain or improve that Quality or Skill is reduced by 1.
Gain Gadget: To gain a new Gadget you may spend 5 Luck points to roll once on event e010 in the Event booklet.
A New Companion: You may turn any surviving Ally into a Companion by spending Luck points equal to the number of Skills
they have (with any Skills of 2 costing twice). You may also instantly increase any 1 Quality (your choice) of the Character by 1.
Making Friends: You may turn a surviving Ally into a Friend (who may be encountered at this era) by spending Luck points
equal to half the number of Skills the Ally has (round up). The Ally also gains Aware if they don’t have it. Note that this option is
not possible if you lost the Adventure.

r012. Gadgets and Artefacts
Throughout your Adventures you may acquire various Gadgets and equipment, such
as the famous Sonic Screwdriver or the very useful Psychic Paper. If these have the
keyword ‘Gadget’ then they can be taken with you into further Adventures. Devices
without the Gadget keyword (such as those gained through successful Research
Breakthroughs for example) are lost at the end of the current Adventure.
The Doctor may only carry a maximum of 3 Gadgets between Adventures, however,
and Companions may only carry 1. Excess Gadgets must be discarded. Unless stated,
Gadgets are not unique and you may have duplicates, although you may only use
one at a time. Using two Sonic Screwdrivers at a time isn’t allowed however!
You may also discover various long-lost and powerful Artefacts in your Adventures. Each Artefact is unique. If you discover a
duplicate Artefact then you just ignore the Event.

That’s all you need to start playing – go to the Adventure Prologue in the Adventure Booklet to begin your journey...

Credits:

Game Design: Simon Cogan – although Arnold Hendrick has to take a huge kudos for designing ‘Barbarian Prince’ all those
years ago for Heritage games. Also a big thank you to Michel Albert for his use of the Qualities and Skills (and many photos
too!) in the Unauthorized Doctor Who CCG – this game was written as a result of it!
Second Edition: I’m very grateful to all the fans and supporters of the game that inspired me to write the Second Edition of the
game, including the fantastic gang over at BGG – Dan, Markus, Jake and everyone. The amazing cover is by Laumee Fries.
SC Games is a fan-based group which makes unofficial games purely as a labour of love. All related characters, logos, and indicia of ‘Doctor Who’
are copyright and trademark BBC and used without permission.

10

r013. Skill and Keyword Descriptions

Here is a complete list of all the Skills and Keywords for Characters that are used in the game with a brief description and
example of each. Note that some Skills are only applicable to certain Characters and this is also noted in the descriptions.

Skills

Aware: This represents the ability to notice things or be aware of travelling through Space and Time. A Character might make an
Aware roll to notice something hidden or when choosing to Investigate. It is an important Skill for the Doctor and Companions.

Bureaucrat: This represents knowledge of how a government works, as well as knowing how files are organized. Donna might
be a Bureaucrat at times, while an important leader like Harriet Jones (Prime Minister) might be Bureaucrat 2.

Charisma: This represents appeal, charm and good looks. Almost all incarnations of
the Doctor and most Companions, from Captain Jack to Clara Oswald, possess
Charisma. It is very important in the game for talking to Characters you meet and
convincing Companions to join you.

Computers: This represents the ability to operate, gain information from and
sabotage a computer. Mickey Smith was very useful when in front of a computer! You
might make a Computers roll when Seeking Information as an Action.

Demolitions: This represents the ability to use explosives and detonators, such as
used by Strax the Sontaran. You might make a Demolitions roll to blow up an Enemy
base or to set off an explosion.

Domination: This represents the power of the will. You might make a Domination roll to influence others or to resist being
hypnotized. Other events may let you add your Domination to Bravery rolls. The Doctor sometimes has Domination and can
occasionally use it to hypnotize people. Enemies may also possess this Skill and hypnotize unsuspecting Companions...

Engineering: This Skill is important in everything from starting starship engines, to taking apart machines, to building a device
to capture a dinosaur! The Doctor usually possesses Engineering and it is a very useful Skill.

Gloating: This Skill is usually possessed by villains or nasty Characters - sometimes revealing their secret plans- but the Doctor
has been known to taunt Enemies. Characters with Gloating can gain a bonus when confronting Enemies.

History: This covers Earth History, Galactic History and just about all things ancient. The Doctor often has History. You may be
required to make a History roll to determine the meaning of mysterious runes. History is also important in Seeking Information.

Marksman: This Skill represents the ability to fire ranged weapons or hurl missiles. Characters such as Captain Jack or River
Song would have Marksman. Having Marksman means that you can fire into combat (see r008).

Medicine: This Skill represents the ability to heal wounds, treat infections and
generally know about all things medical. Characters like Martha Jones or Rory
Williams will have Medicine.

Music: This represents the ability to sing, play a musical instrument or perform in
front of an audience. Characters like Tallulah and Abigail most certainly had Music
and the Akhaten culture depended on the singing of the Queen of Years.

Pilot: This Skill represents the ability to drive a vehicle well – from land rovers to
space shuttles. It does not affect flying the TARDIS however. You might make a Pilot
roll to escape a chase or to use a rocket.

Poison: This represents the knowledge needed to both create and destroy toxins. It is usually possessed by Enemies, but could
be useful in dealing with plagues or diseases, such as that almost released by Mrs. Gillyflower.

Running: This is a hugely useful Skill, as the Doctor’s Adventures always involve a heck of a lot of Running! It is used to evade
Enemies and is almost mandatory for the Doctor and his Companions. Unless otherwise noted, Running rolls are always made
separately for each Character in your group.

Science: This is another hugely useful Skill that covers all areas of chemistry, temporal physics and alien biology. It can be used
to help Research Actions and you may have a Science roll to understand how stop various Goals. The Doctor nearly always has
Science as a Skill, as do Allies such as UNIT’s Osgood.

11

TARDIS: This Skill represents the ability to fly the TARDIS through the Space-Time
Vortex, avoiding any nasty collisions or jumping time-tracks. River Song would
naturally have the TARDIS Skill, but even though the Doctor has occasionally let
others, including a reluctant Donna, attempt to pilot the TARDIS, only Time Lords can
choose this Skill.

Thief: This is a very useful Skill and is used to hide from nasty Enemies in an
encounter or to escape their clutches once captured. Sarah Jane Smith and Captain
Jack Harkness have Thief. Donna Noble certainly used Thief to sneak around the
Sontaran command ship. Unless otherwise noted, Thief rolls are always made
separately for each Character in your group – certainly in Hide encounter options.

Tracking: This Skill represents the ability to follow a trail or find your way about in the Wilderness. It is useful when Exploring or
Moving as Actions. Madame Vastra would definitely have Tracking!

Keywords

Armour: This represents a tough hide on a Character that makes it difficult for the Character to be killed as it is harder to cause
Damage. An Ice Warrior has Armour. Neither the Doctor nor Companions may gain Armour. In the Advanced rules, a Character
or Enemy with Armour takes less damage in combat (see r018).

Icon: Characters with this keyword are important historical figures such as Charles Dickens, William Shakespeare or Queen
Victoria. Usually you will gain 1 Luck point for meeting an Icon. If an Icon becomes your Ally and is then killed in the Adventure
you must lose Luck points equal to the number of Skills they possess.

Laser: This can represent in-built weaponry, such as possessed by K9 or a Dalek, or the ability to produce a laser beam from one
of the Doctor’s jury-rigged devices. In the Advanced rules, being hit by a Laser causes more Damage in combat (see r018).

Machine: This is a keyword for certain Characters, such as Cybermen, and encounters. A Machine Character cannot be Stunned
in combat (see r009) and in the Advanced rules, a Machine Character or Enemy takes less damage in combat (see r018).

Madman: This is a keyword for certain Characters. You might acquire this Keyword temporarily in an event, but cannot choose it.
A Character you control with Madman must make a successful Bravery roll to choose an Action or otherwise do nothing. If the
roll is a 12, the Character attacks another one of your Characters present (random selection) for 1 round. If a Character has
Madman and is instructed to gain it again then insanity claims the Character and they are killed.

Minion: This Keyword will usually have a Character or species in parentheses attached to it. This means they are the Minion of
that Character or of all Characters of that species. A Minion is usually subservient to an Enemy, but can sometimes rebel…

Screamer: This Keyword describes faint-hearted Characters and is used in events and encounters. An Auton may freeze a
Screamer for example. Some Companions or a Character like Tallulah will be a Screamer. A Companion may lose this Keyword if
you spend 3 Luck points – 1 at the end of each Adventure over 3 Adventures.

Troop: This Keyword is given to Characters such as UNIT, soldiers and mercenaries in
certain encounters and events. In the Advanced rules (r016), Troop Characters gain
combat bonuses

UNIT: This Keyword refers to that top secret organization that fights alien invasions
and is currently led by Kate Lethbridge-Stewart, daughter of one of the Doctor’s
oldest friends. The Doctor used to be a member and Martha Jones also joined UNIT.
If either the Doctor or a Companion chooses this Keyword they gain Kate Lethbridge-
Stewart (e293) as a powerful Friend in Post Modern Earth Adventures.

Victim: This Keyword refers to some Characters who have the unfortunate tendency to die in an Adventure, such as Astrid Peth
aboard the Titanic. These Characters will always be the first chosen in many random selections. Once gained, this Keyword
cannot be removed unless by a specific event or if the Doctor regenerates.

Youth: This refers to Characters who are very young, such as Ashildir when the Doctor first encountered her, or the group of
orphans led by Kitty at the London Frost Fair. Some events or encounters give special rules for Characters with Youth.

12

r014. Action Tables
Relax: If at a Holiday or Resort location, with no Danger, Enemy or Plot Event yet - roll 2D6 (+1 if native Companion).

2 Holiday Nightmare! Lose 1 Luck point, and you may not Relax again this Adventure.
3-4 You become bored and may not Relax again this Adventure.
5 Holiday interrupted – you automatically have an Encounter this Turn.
6 Your Companion (with highest Bravery) has become bored. If this Action is chosen again, he or she

will split up and must choose another Action. If you have no Companion – see result 3-4.
7 You enjoy yourself and relax – add +1 to the roll if you Relax again next Turn.
8+ Have a great time - choose one: eat (e073), take a tour (e129), or see entertainment (e080).

Explore: If the Enemy has not yet been revealed - roll 2D6 with +1 per Tracking (max +3). If you roll doubles, your group splits
up afterwards

2 You encounter an Enemy – roll for an Enemy event.
3-4 You become hopelessly lost – see e078 immediately.
5 Companion in Trouble – see e002.
6-7 You discover nothing unusual – no further effect.
8 You meet someone – roll for a Character event.
9-10 You discover clues – you may Investigate next turn OR if you can make a successful Move Action next
Turn, roll for a Location event.
11 You discover something important –roll for a Plot event.
12+ You discover something vital – see e082.

Investigate: If the Enemy has been revealed but you do not know the Goal yet - roll 2D6 with +1 per Aware and, if on Earth in
the World War Era or earlier, +1 per History (max +3). On doubles, see e002.

2-3 You have been led into a trap and are captured – e059.
4-5 You run into trouble and encounter Enemies - roll for an Enemy event.
6 Your clues turn out to be false and you discover nothing.
7 You discover nothing but may Investigate further next turn, adding +1
to the result (cumulative).
8 You discover a Location that could be important – roll for a Location
event (if you are already at a Location then instead roll for a Plot event).
9-10 You discover some important information – roll for a Plot event.
11 You discover vital information – gain +1 DM.
12+ You discover somewhere vital -see e082.

Seek Information: You must have had a Plot or Enemy Event, but not know the Goal and not be at a Wilderness Adventure.
Choose Bureaucrat (any Era), Charisma (any Era but need 2 Charisma per +1), Thief (any Era but result 5-6 means you must see
e059 instead), History (World War Era or earlier) or Computers (Post Modern Era or later). Roll 2D6 with +1 for each chosen Skill
(max +3). On doubles, your encounter this Turn will be an Enemy Event.

2 You have been led into a trap and are captured – e059.
3 You run into some trouble and encounter Enemies - roll for an Enemy event.
4 Your sources dry up – you may not Seek Information using this Skill again in this Adventure.
5-6 Your clues turn out to be false and you discover nothing.
7 You discover nothing but may add +1 to the die roll if you Seek Information next Turn (cumulative).
8 You may choose to roll for a Location or Character Event.
9 Discover important information –roll for a Plot Event.
10 Discover vital information - gain +1 DM.
11 You hear of an important place - see e082.
12+ Discover the enemy plan – roll for a Goal Event and gain 1 Luck point.

13

Seek Help: Cannot be chosen at a Wilderness (unless at a Location with a Character line). Choose to Seek Medical Help or
Reinforcements (if you also know the Goal). Roll 2D6 with +1 per native Bureaucrat, +1 per 2 Charisma. -1 if you are at a Holiday
and, if Seeking Reinforcements on Earth (Modern or Post-Modern Eras), +1 for each non-Troop UNIT Character (total max +3).

2-4 Authorities turn against you and you are arrested – see e059.
5-6 Your request for help is denied – no further effect.
7-8 Authorities need more convincing – add +1 to roll (cumulative) if you Seek Help again next Turn.
9-10 Medical: You find a physician who Heals a Wound on any of your Characters (r009).

Reinforcements:

Earth (to Renaissance Era): 1D3+2 militia - Brains 2, Brawn 6, Bravery 5 (Running, Tracking, Troop).

Earth (Victorian/World War Era): 1D3 Police – Brains 3, Brawn 6, Bravery 5 (Marksman, Tracking, Troop).

Earth (Modern/Post Modern Era): 1D3+1 UNIT Troops – Brains 4, Brawn 6, Bravery 6 (Marksman,
Running, Troop, UNIT).

Spaceship/station: 1D3+1 Security guards - Brains 3, Brawn 6, Bravery 6 (Marksman, Running, Troop).

Other: 1D3+1 Soldiers – Brains 3, Brawn 6, Bravery 6 (Marksman, Running, Tracking, Troop).
11+ Medical: As above and can also heal radiation Wounds if in Near Future Era or later.

Reinforcements: see above replacing 1D3 with 1D6. You may not Seek Help again in this Adventure.

Plan: You must know the Goal. Choose a Skill or Quality. Roll 2D6 with +1 per chosen Skill or per Character that has chosen
Quality at 8 or higher (max +3).

2-4 Dead end - you may not Plan with this Skill/Quality again this Adventure.
5 Plan backfires – take a -1 DM penalty.
6-7 You have no success with your plan.
8-9 You make progress - +1 to die roll if you choose Plan next turn (cumulative).
10+ You succeed in gaining the chosen Skill or a +4 Quality total until the end of the Adventure.

Research: You must know the Goal and be in Victorian Era or later to Research Engineering, Medicine, or Science, Modern Era or
later for Computers, and World War Era or earlier for History. Roll 2D6 adding +1 per chosen Skill (max +3), and -1 if Wilderness.

2 Serendipity - gain 1 Luck point and +1 DM.
3 Accident - roll 1D6 for each Character with chosen Skill - on a 1-2, they
take a Wound.
4 Setback - lose 1 Luck point.
5-7 Impasse - no result.
8-9 Slow going - +1 to roll if you choose Research next turn (cumulative).
10-11 Making progress - gain +1 DM.
12+ Breakthrough – see e083. You may not Research again using this Skill in
this Adventure.

Defeat Enemy: If you know the Goal. Roll 2D6, add your DM, with -2 if Turn 1-4 or -1 if Turn 5-8 and -1 unless you can Oppose.

2-4 You are killed in your attempt to Defeat the Enemy - although you could possibly regenerate (r009).
5 Your Companion has been killed. Randomly determine which Companion and lose 2 Luck points. If
you have no Companion, you are killed instead (but may regenerate – see r009).
6 You have failed to defeat the Enemy and have been captured – see e060.
7 You have failed to defeat the Enemy – lose 1 Luck point.
8 You have failed to defeat the Enemy – take a -1DM and roll immediately for an Enemy event.
9-10 You have failed to Defeat the Enemy.
11 An unknown factor has emerged - see e111.
12 An opportunity arises - have an Enemy encounter OR roll 1D6: 1-2: e092; 3-4: e126; 5-6: e128.
13+ Confrontation – Gain +1DM, roll for an Enemy event. You may now Oppose (even if not enough DM).

14

Sample Character Sheet

The Doctor: Brains: ______ Brawn: ______ Bravery: ______
Skills:
Wounds: ______
Gadgets: Luck: ______

Companions: Brains Brawn Bravery Skills Wounds

Allies:

Scaling: _____ Current DM: _____ Goal: ______
Turn Record:

15

Advanced Rules

r015. Scaling the Adventures

This is an optional set of rules that makes initial Adventures easier (when you have fewer Skills, Companions and Gadgets) than
later Adventures when you have used your Luck to gain more Skills and gained some Companions. You may also use it to play
‘seasons’ of Adventures that build to exciting finales.

At the start of an Adventure, add the number of Companions to the number of
Adventures you have completed and consult the table below. The Luck column
shows the modifier to the total Luck points gained at the end of the Adventure.
Reroll an Enemy that you encounter with a lower DM than indicated:

Total Effect Luck Min DM of Enemy
0-3 None +1 2
4-6 Roll once on Scale Table 01
7-9 Roll twice on Scale Table -1 0
10+ Roll three times on Scale Table -2 0

Adventure Scale Table

Roll 2D6 as many times as instructed and apply all results including duplicated rolls:

2 Countdown There are 2 fewer Turns before the Adventure is over and you have been Defeated.

3 TARDIS Malfunction Immediately see e008 before you land.

4 Enemy Plan Advanced Add 5 to any Quality total required on the Goal event when revealed.

5 Enemy Support When rolling for numbers of Minions in enemy encounters, add +1 to the roll.

6 Enemy Strength All Enemies (except Minions) are +1 to all Qualities.

7 Deadly Enemy Take a -1DM when the Enemy is revealed.

8 Master Plan Add +1 to the Goal number when revealed (but do not add it when calculating Luck gain).

9 Suspicion All Charisma rolls made when encountering Characters have a -2 penalty.

10 Dangerous Situation Reduce the vertical die roll by 1 on the Encounter Table.

11 Gadget Destroyed Randomly select a Gadget to be lost at the end of the next Adventure.

12 Bad Luck Immediately lose 3 Luck points.

Seasons of Adventures

Each ‘season’ contains 10 Adventures. When you reach your 10th Adventure of the season, in addition to any Scaling from the
table above you must roll 1D6 on the table below a number of times equal to the season you are currently on (rerolling any
duplicate results) and apply it to the Adventure season ‘finale’. If you survive the finale Adventure, you progress to the next
season and the number of Adventures played (for Scaling calculations) is reduced back to zero. Any Gadgets remain with you
although you may discard Gadgets to gain 1 Luck point per Gadget discarded.

Each successive season you play, however, allows an increasing negative DM allowance. On your second season you are allowed
to have a total of -1DM if required. In your third season, a -2DM is allowable etc.

Season Finale Table

1-2 Old Enemy – choose an Enemy encountered previously in season (with a DM of -1 or -2) to be the Enemy. If
none, roll 1D6 for Enemy: 1: v011; 2: v012; 3: v013; 4: v014; 5: v023; 6: v031.

3 The stakes are high – Add +1 to the Goal number when revealed (but do not add it when calculating Luck gain).
4 A random Companion leaves at the end of the Adventure – see e115. If none, you must regenerate (r009).
5 The Adventure is on an epic scale – see e116 immediately (negative DM allowable).
6 The Adventure will automatically have a Climax event – see r019.

16

r016. Companion Personalities

The brave and the bold (or the ordinary shop girl or temp from Chiswick) who travel
with the Doctor are much more than just a set of Qualities and Skills.

These rules make Companions slightly more varied and interesting. When you gain a
new Companion who has no listed Personalities, roll once on the table below and
then see the descriptions of the personalities and the modifiers they cause.

At the end of an Adventure you may use 3 Luck points to buy a new Personality type
of your choice, or pay 2 Luck points to lose one. A Companion may never have more
than 3 Personality types.

1-2 3-4 5-6
1 Brash Protective Untrustworthy
2 Dedicated Headstrong Jealous
3 Compassionate Resourceful Independent
4 Moral Code Quick Thinking Indolent
5 Appealing Curious Adventurous
6 Determined Awestruck Natural Leader

Adventurous: This Companion has a spirit of adventure. Each time you land at an Adventure where they are not native and have
not previously visited, gain a Luck point.

Appealing: This Companion is very good-looking and charming and gains an extra Charisma Skill when Talking to Characters
(not Enemies) of the opposite sex.

Awestruck: This Companion is a little overawed by their travels in the TARDIS. Whilst they are at an Adventure Location where
they are not native, they are -1 to all Qualities.

Best of Friends: A Companion may only gain this Personality when they have completed 6 Adventures with you. When this
Companion is with you, you gain +1 to all Qualities.

Brash: Each time this Character is present when there is a Charisma roll they must make a Brains roll. If they fail, then the
Charisma roll is made with a -1 penalty.

Compassionate: This Companion will not leave other Characters in danger by running away. Lose 1 Luck point for each Victim
who is killed. If using the Advanced combat rules, a Companion who is Compassionate must offer mercy (see r018).

Curious: This Companion cannot help but go looking for danger. This Companion adds +2 to Investigate as an Action if not with
the Doctor. Using the Advanced rules, a Companion who is Curious gains +1 to Meddle Action rolls (see r020).

Dedicated: A Companion must have Computers, Science, Engineering, or Medicine to have this Personality and must choose one
of them. When doing Research as an Action with the chosen Skill, they gain an extra +1 to the roll if the Doctor is not with them.

Determined: This Companion can be stubborn and has a very strong mind. Whenever the Companion is required to make a
Bravery roll, they gain a Domination Skill for the encounter.

Headstrong: This Companion will not Evade an encounter unless the total Brawn of opposing Characters is at least three times
your own total Brawn.

Independent: This Companion likes nothing better than striking out alone! They gain +2 to an Explore Action if without the
Doctor. Using the Advanced rules, an Independent Companion gains +1 to Conflict Actions (see r020) if without the Doctor.

Indolent: This Companion likes the better things in life and taking it easy. They will always choose to Relax as an Action
whenever possible.

Jealous: This Companion wants to travel alone with you in the TARDIS – three’s a crowd. If there are other Companions with you
then this Companion is -1 to all Qualities.

17

Loyal: A Companion may only gain this Personality after completing 4 Adventures
with you. This Companion wants to stay travelling in the TARDIS with you forever and
is excluded from being randomly selected as a result of a Companion Leaving roll.

Moral Code: This Companion has a strong sense of justice. They have +1 to Bravery
after the Goal is revealed until the end of the Adventure, and +3 to any Quality when
trying to reach a Goal event.

Natural Leader: This Companion has natural leadership qualities. When they are not
with the Doctor they gain +1 if Seeking Help as an Action, and any Allies with them
are +1 to all Qualities.

Protective: Choose another TARDIS Character for this Companion to protect. If that Character should be assigned any Wound
and this Companion is with them, they can take the Wound rather than the protected Character.

Quick Thinking: This Companion knows how to make sharp decisions. Once per turn, you can re-roll a Skill roll that involves
one of their Skills if the Companion makes a Brains roll.

Resourceful: This Companion always seems to be able to do the right thing when it counts. When facing a Goal, Plot or Danger
event requiring one of their Skills, he or she is +1 to all Qualities.

Untrustworthy: This Companion might not always have everyone’s best interests at heart. When they are not with the Doctor
(except when captured) they must make a successful Bravery roll to choose an Action for this Turn.

r017. Abilities

This is a set of rules to make your incarnation of the Doctor a little more quirky with
interesting personalities and behaviours. Abilities can be advantageous or can incur
penalties to various rolls or situations.

When you start the game (or when you regenerate), choose up to 3 Abilities from
the list below, but the total Cost of these Abilities must equal 0 so that ‘good’
Abilities are balanced by disadvantages.

At the end of an Adventure you may use Luck points equal to 4 times the Cost to buy
a new Ability or to lose one you already have (ignoring any ‘-‘ sign). You may also
take an Ability with a negative Cost to gain Luck points equal to twice that Cost.

Appealing (Cost 1): This Ability represents the Doctor’s knack of always managing to charm people. If using the Talk option to
any Character of the opposite sex, the Doctor gains an extra Charisma Skill.

Arrogant (Cost -1): This Ability represents the Doctor’s impatience and irritation of any petty bureaucrats who happen to stand
in the way. Any Talk rolls to Bureaucrat Characters are made at a -1 penalty.

Bench Thumping (Cost 1): This Ability represents the Doctor’s innate love of gadgets and tinkering where sometimes a good
whack can work wonders. Once per Adventure, if you fail an Engineering roll you may immediately roll again.

Escape Artist (Cost 2): The Doctor often named Houdini as one of his friends. This Ability represents the Doctor’s knack of being
able to escape bonds and captivity, even without his sonic screwdriver. Escape rolls are made with a +1 bonus.

Foolish Exterior (Cost 1): This Ability represents the Doctor’s standard tactic of acting the fool so that Enemies believe he is of
no threat. Brains rolls made during Talk options in Enemy encounters when you cannot Oppose gain a +1 bonus.

Garish Clothes (Cost -2): The Doctor’s sartorial elegance means that he doesn’t always blend in with the crowd. Any Hide rolls
are made with a -2 penalty and any Talk rolls with Bureaucrats are made with a -1 penalty.

Hypnosis (Cost 1): The Doctor often uses hypnosis on Enemy Minions. If you have Domination Skill and make a Domination roll
higher than a Human Minion’s Bravery at the start of an encounter with no Enemy present, that Minion becomes an Ally.

Impatient (Cost -2): Some incarnations of the Doctor like to dive straight in and prefer all the running down corridors to careful
thought and preparation. This Ability gives the Doctor a -1 cumulative penalty for successive Planning or Research Actions.

Indiscreet (Cost -1): The Doctor can be amazingly indiscreet at times and say things that people really don’t want to hear. Before
any Charisma rolls, roll 1D6 - on a result of 1-2, your Charisma counts as a penalty, rather than a bonus.

18

Insatiable Curiosity (Cost -1): Many incarnations of the Doctor have found themselves in serious trouble because they couldn’t
resist taking ‘a quick look around’. After any Explore or Investigate Action, subtract 1 from the vertical roll on r007.

Inspirational (Cost 1): This Ability represents the Doctor’s influence over Companions and the ability to always bring out the
best in everyone. Once per Adventure, a Companion or Ally can add +2 to their Bravery for 1 Turn.

Irritable (Cost -1): The Doctor can sometimes be infuriatingly antagonistic with people he doesn’t respect. Any Talk rolls with
Characters without any of Bureaucrat 2, Science and Engineering are made with a -1 penalty.

Literary Quotations (Cost 1): The Doctor is often quoting great works of literature to his Companions or to himself. Once per
Adventure you may add +1 to any Quality of any TARDIS Character for 1 Turn.

Loner (Cost -2): Sometimes the Doctor feels it better to travel alone. Any Companion
Charisma rolls requires you to spend 1 Luck point and then are made with a -2 to the
roll. You may not participate in e103.

Keen Intellect (Cost 1): This Ability represents the Doctor’s razor-sharp wits,
intelligence and cunning. When the Doctor has to make an opposed Brains roll, you
may roll 1D6 twice and take the higher roll.

Master of Disguise (Cost 2): The Doctor can love dressing up in different clothes and
using ‘subtle’ accents to fool the Enemy. You must have Thief for this Ability. You gain
+1 to Hide rolls and may use Thief (with a +1 bonus) rather than Running in Evade
encounter options.

Mastermind (Cost 2): This Ability represents the Doctor’s manipulative skills at being at least one step ahead of the Enemy and
their plans. When the Goal is revealed, gain a Skill or +3 to a Quality listed on the Goal event until the end of the Adventure.

Overconfident (Cost -1): The Doctor’s overconfidence can put both himself and his Companions in danger. If you have this
Ability then any Defeat Enemy Actions are made with a -1 penalty.

Poor TARDIS Pilot (Cost -1 or -2): The Doctor doesn’t always have the ability to
control the TARDIS and has often landed at unintended locations around the
Universe. Apply the Cost of this Ability as a penalty to any TARDIS rolls.

Powers of Observation (Cost 1): The Doctor’s amazing powers of observation could
sometimes rival Sherlock Holmes. You must have Aware for this Ability. Once per
Adventure if you fail an Aware roll then you may roll again.

Protective (Cost -2): The Doctor is always very protective over his Companions. If any
Companion with you is about to be Wounded or Seriously Wounded, you must take
those Wounds instead.

Resourceful Pockets (Cost 1): This Ability represents the Doctor’s incredible jacket pockets that occasionally turn out to be
bigger on the inside too. Once per Adventure you may add +1 to any Skill roll.

Sense Evil (Cost 1): Sometimes the Doctor has an innate ability to sense evil in the atmosphere. If you can make an Aware 8 roll
before any Plot or Enemy events in an Adventure, then you may Investigate as an Action.

Shabby Appearance (Cost -2) This Ability represents another aspect of the Doctor’s dress code and overall appearance. Any
Talk rolls with Bureaucrat or Troop Characters are made with a -1 penalty to the roll.

Swordsman (Cost 1): The best swordsman the Doctor ever knew was a captain in Cleopatra’s guard. If you have History and are
in the Antiquity, Middle Ages or Renaissance eras (or the Sycorax are the Enemy), gain +2 Brawn in Fights.

TARDIS Crew (Cost 1): The Doctor can sometimes gather loyal Companions around him that act as extended family. You may
add +1 to the Companion Leaving roll at the end of an Adventure.

Underestimated (Cost 1): Enemies have often underestimated the Doctor and let him live when it would have been much better
to kill him. If you have this Ability, add +1 to any Surrender roll.

Vengeful (Cost 1): The Doctor believes that the Daleks destroyed his home planet of Gallifrey. In any Dalek encounters the
Doctor is +2 to Qualities, gains Marksman, and will not offer Mercy (see r018).

Venusian Aikido (Cost 2): The Doctor’s mastery of this alien martial art has proved invaluable. In a Fight against non-Machine
Characters, the Doctor may apply his full Brawn separately to two opponents.

19

r018. Optional Combat Rules

Combat is unfortunately sometimes integral to Doctor Who stories - from pitched
battles such as the various Dalek invasions to skirmishes with Silurian troops or
ambushes by deadly Weeping Angels.

This is a set of rules to expand combat and give players a range of interesting options
that mirror the TV episodes. It will make combat a little less deadly and allow options
that make it easier for the Doctor to survive.

A Character can only opt for one tactic below each combat round (or at the end of
each round depending on the tactic chosen.

Aim for the Eyepiece: This tactic can be used to try and find weak spots in the opponent. If a Character with Marksman does
not enter combat directly and is not used to support other Characters, then at the end of the round if they make a successful
Marksman 9 roll, one opponent (your choice) takes a Wound.

Capture: You may attempt to capture an Enemy rather than inflict Damage. You are successful if your total battle roll is at least 6
greater than the Enemy total. If you have a captured Enemy you gain a +2 bonus in any Confront option. Each Turn a captured
Enemy must be guarded by Characters who have twice its total Brawn (it will attack if it makes a successful Brawn roll) or locked
up (this option is not allowed in Wilderness and it will attempt to escape if it makes a successful Brawn roll).

Covering Fire: This tactic can be used to help Characters escape. At the end of a combat round, for each Character with
Marksman who does not attempt to evade the combat, the other Characters gain a +1 to their Running rolls.

Last Minute Plea: This tactic can be used to survive even after you have been attacked. At the end of any combat round you
may spend 1 Luck point to roll again on a Surrender line of an Enemy or Character.

Lure Away: This tactic can be used by a Character with Bravery 8+ to get an opponent to chase them, allowing the rest of the
group to escape combat. Roll 2D6 and subtract the result from the Character’s Brains but add +1 per Charisma Skill they have.
The difference is the number of opponents (your choice) that will follow this Character and continue the combat.

Mercy: A TARDIS Character may offer mercy to an Enemy if it is Seriously Wounded. Gain 1 Luck point and make a Bravery roll
for the Enemy. If the Enemy fails the roll, then it surrenders (see Capture option above). If the Enemy makes the Bravery roll then
it will attack next round as normal. No Machine or Dalek will accept mercy. A Compassionate Companion must offer mercy.

Protection: A Character may protect another so that they are not paired with an opponent. The protecting Character can only
have a maximum of three opponents. This tactic is handy for keeping weaker Companions and Allies out of combat.

Routs: You can try to frighten some Characters or Enemies into running away from the combat. At the end of each combat
round in which you have killed or disabled an opposing combatant, make a Bravery roll for each opposing combatant left. If they
fail, they run from the combat. Opposing Machine characters or those with a Brawn of 9 or higher will never rout.

Self-Sacrifice: This desperate tactic can be used to stop a combat by sacrificing a Victim Character and spending 1 Luck point to
automatically end an Enemy encounter.

Surprise Attack: This tactic can be used if no other encounter option has been previously attempted and you spend one Luck
point. Each Character with Thief gains +2 Brawn for the first round of combat.

Strike as a Unit: This uses a commanding Character to direct an attack. If you have 3 or more Troop Characters and another
Character with Bravery 7+ then keep that Character out of combat to make all the Troop Characters +1 Brawn for the combat.

You Go That Way: You may add +1 to a Running roll to escape combat, but if more than one Character escapes they must be
split into 2 random groups. Roll 1D6 for each Character - 1-3: Group 1; 4-6: Group 2.

In addition to the Tactics above, certain keywords have additional effects during combat:

Armour: Using these rules, a Character or Enemy with Armour takes less damage in combat. After the difference in Brawn totals
and 1D6 have been calculated, if the main combatant on the losing side has Armour then reduce the total difference by 1.

Laser: Using these rules, a Character or Enemy with Laser inflicts more damage in combat. After the difference in Brawn totals
and 1D6 have been calculated, if the main combatant on the winning side has Laser then increase the total difference by 1.

Machine: Using these rules, a Machine Character or Enemy takes less damage in combat. After the difference in Brawn totals
and 1D6 have been calculated, if the main combatant on the losing side is a Machine then reduce the total difference by 1.

20

r018. Enemy Battles
Alien forces, such as the Daleks, Cybermen and Sontarans can be masters of warfare
and deadly opponents - from the Dalek assault on the Games Station to the clash
between UNIT and the Sontaran forces at the ATMOS plant or the Cybermen
advancing on the colonists on the Mondasian ship.
These advanced rules add an increased element of danger to the game, as
encounters with an Enemy can get very nasty. If used in conjunction with the combat
rules in r017, it makes combat more detailed but also takes more time to resolve.
Each time you have an Enemy encounter roll an additional 1D6 and add the Enemy
Defeat Modifier (-1 if you can Oppose). If the result is 3 or less then roll 2D6 on the
table below:

2 Hidden Agenda – If you know the Enemy Goal then it is not their real objective. Take a -1DM penalty and
cancel any DM modifiers from any previous Goal event. You must rediscover a new Goal for the Enemy as
normal. If the original Goal is rolled again, re-roll the result.

3 Enemy Stratagem – Any Brains rolls you make in Enemy encounters in this Adventure have a -1 penalty.
4 Battle Plans – Roll on table r018a below.
5 Overwhelming Force – You have to Surrender if it is a possible option in this encounter, or Fight if it is not.
6 Weapons – All Enemies have +1 Brawn for the remainder of the Adventure.
7 Battle Plans – Roll on table r018a below.
8 Reinforcements – When rolling for the number of Enemies encountered, add +1 to the roll.
9 Enemy Plan Advances – Take an immediate -1DM penalty.
10 Battle Plans – Roll on table r018a below.
11 Dispense with Minions – The Enemy decides that any Minions it may have are now no longer necessary

and therefore expendable. If the Enemy has Minions, lose 1 Luck point and never add any Minions in
further Enemy encounters in this Adventure.
12 All-Out Assault – The Enemy attacks a Location. If you are not at a Location, take a -1DM penalty but there
will be no further Enemy encounters this Turn. If you are currently at a Location, any Victims in your group
are instantly killed. Each other Character must roll 1D6 and on a 1-3 they take a Wound.

r018a. Battle Plans
Roll 1D6 with +1 to the roll if you can Oppose:

1 Wanted for Interrogation – Gain +2 to any Surrender rolls in this encounter.
2 Surrounded – You may not choose an Evade option in this encounter.
3 Deadly Force – All Enemies have +1 Brawn for this encounter.
4 Surprised - You may not choose a Hide option. If you choose to Evade as a first option in this encounter

then all Running rolls are made with a -1 penalty.
5 From Both Sides – All Running rolls in this encounter are made with a -1 penalty.
6 Ambushed – You must immediately choose the Fight option for this encounter.
7 Take No Prisoners – You may not choose any Surrender option in this encounter.

21

r019. Adventure Climaxes

Many of the Doctor’s Adventures can end in a nail-biting climax where he and his
Companions often have a life and death struggle against the Enemy when the
clock is ticking…

These advanced rules attempt to emulate these exciting episode endings and give
Adventures an extra slice of danger.

At the end of an Adventure when you have Defeated an Enemy (but before Luck
gain or options detailed in r010), roll 1D6 and add the Enemy Defeat Modifier then
-1 if the Turn number 5-8 or -2 if Turn number 1-4.

If the result is 3 or less, then you have a Climax event – roll 1D6 on the table below:

1 Armageddon Device Although you have Defeated the Enemy, you discover that the terrible device the Enemy was
using to achieve their plans is still operational! Unless you can stop it in time you will have still
lost the Adventure. To stop the device first roll 1D6 to determine the Skill needed:

1-2: Computers; 3-4: Engineering; 5-6: Science.

You must then roll 1D6 three times and each time add the determined Skill total. If the
combined total of the 3 rolls is 15 or greater, then the device has been deactivated and you
have won the Adventure. If not then you must absorb the blast yourself and regenerate to
save the day.

2 The Final Battle Much to your dismay, the Enemy leader (or a single Enemy if no leader) has escaped. You give
pursuit and corner them but they are now desperate and are determined to fight their way
out. Remove any Characters without Running from the battle. You may either let the Enemy
leader escape at the end of any combat round or must defeat them in combat. If you let the
Enemy leader escape you gain no Luck points for Defeating the Enemy (although do gain the
normal points for the Goal) and this particular Enemy becomes your Nemesis – see below.

3 Explosions As you Defeat the Enemy, explosions are set off all around you – time for some more running!
Each Character in your group must make a Running 7 roll (+1 if a TARDIS Character and -1 if a
Victim) or be caught in the explosions and killed. Lose 2 Luck points if a Companion is killed
and 1 Luck point for every 2 Allies killed (round up).

4 Hollow Victory Although you have Defeated the Enemy, it is not without cost and a Victim from your group is
killed. If you have no Victim, you must kill a TARDIS Character instead.

5 The Courage of Friends Sometimes you can only succeed in your struggle against the forces of destruction with help
from your loyal Companions and Allies. If you have a single Companion with Bravery 8+ or
the total Bravery of your Companions and Allies is 20 or greater (you may spend 1 Luck point
to double a Companion’s Bravery for this total), then you Defeat the Enemy and have won the
Adventure. If not, take a -1DM penalty and continue the Adventure.

6 Final Deadly Puzzle The Enemy has presented you with a fiendish dilemma that you must solve to properly Defeat
them. Unless you have total Brains of 25 or any TARDIS Character can make a Brains roll by 4,
then the Adventure has ended in a stalemate – you gain no Luck points from Defeating the
Enemy in this Adventure and the Enemy becomes your Nemesis (see below).

If an Enemy becomes a Nemesis then in any future Adventures with this Enemy you take an additional -1DM when they are
revealed, and you are -1 to all Qualities for that Adventure.

Note that if your Characters are separated when the Adventure is completed (before you roll for a Climax event) only the group
that Defeated the Enemy must face the Climax event (unless the result is ‘Explosions’).

22

r020. Optional Actions

Explore Alien Culture: (Non-Wilderness Alien World) If Enemy not yet been revealed. Roll 2D6 with +1 if your group contains a
Time Lord and +1 for each Character with Brains 7+ (max +3). If you roll doubles your group randomly splits afterwards.

2 You encounter an Enemy – roll for an Enemy event.
3 You become hopelessly lost – see e078.
4-5 Companion in trouble – see e002.
6-7 You discover nothing unusual. Gain +1 to further Explore Actions here if you have 2 Aware.
8 You meet someone – roll for a Character event. If you do not have Aware and the encountered
Character is not Human then you have -1 to any Talk option.
9-10 You either discover clues you can Investigate next Turn if you wish OR make a successful Move
Action next turn to roll for a Location event.
11 You discover something important – roll for a Plot event.
12+ You discover somewhere vital – see e082.

Explore Corridors: (Ship, Station, Resort or Base). If Enemy not yet been revealed. Roll 2D6 with +1 per Computers (max +3). If
you roll doubles your group randomly splits afterwards.

2 You encounter an Enemy – roll for an Enemy event.
3-4 All these corridors look the same – roll 1D6: 1-2: e097; 3-6: e078.
5 Companion in trouble – see e002.
6-7 You discover nothing unusual.
8 You meet someone – roll for a Character event.
9-10 You either discover clues that you can Investigate next Turn if you wish OR you may roll for a
Location event immediately.
11 You discover something important – roll for a Plot event.
12+ You discover somewhere vital – see e082.

Explore History: (Earth World War Era or earlier) If Enemy not yet been revealed. Roll 2D6 and add +1 (max +3) for each History.
If you roll doubles your group becomes randomly split afterwards.

2 You encounter an Enemy – roll for an Enemy event.
3 Companion in trouble – see e002.
4-5 Find trouble – make a History 8 roll or see e059.
6-7 You discover nothing unusual.
8 You meet someone – roll for a Character event.
9-10 You either discover clues that you can Investigate next Turn if you wish
OR make a successful Move Action next turn to roll for a Location event.
11 Add any History to either attempt.
12+ You discover something important – roll for a Plot event.
You discover somewhere vital – see e082.

Explore Wilderness: (Wilderness) If Enemy has not yet been revealed. Roll 2D6 and add +1 (max +3) for each Tracking. If you
roll doubles your group becomes randomly split afterwards.

2 You encounter an Enemy – roll for an Enemy event.
3 Attacked by hostile creature – see e095.
4-5 You become hopelessly lost – see e078.
6 The weather suddenly turns – see e079.
7 You discover nothing unusual.
8 Find secret path or tracks – +1 to an Explore Action next Turn.
9-10 You either discover clues that you can Investigate next Turn if you wish
OR make a successful Move Action next turn to roll for a Location event.
11 You discover somewhere important – roll for a Location event.
12+ You discover somewhere vital – see e082.

23

Challenge: You decide to confront the Enemy directly to discover their plans. May only be chosen if the Enemy has been
revealed and they have a Talk or Confront option. Only Characters with Bravery 8+ may attempt this Action. Roll 2D6 with +1
for any Domination and Gloating, -2 if you do not know the Goal, +1 if you can Oppose (max +3).

2-3 Your challenge has failed - see the Surrender option of Enemy (you must
choose to Fight if none) and take a -1DM.

4 Enemy mocks you - all Allies are -1 to Qualities in this Adventure.
5-6 Your threats are dismissed as empty – you may not attempt another

Challenge Action in this Adventure.
7 Enemy unimpressed – no effect.
8 Enemy digests your words – gain +1 to Challenge next turn.
9 Important information gleaned – roll for a Goal event.
10 Enemy unnerved – gain +1DM.
11 Enemy cowed – gain +1DM and any captured Characters are released.
12+ Enemy deeply worried – reveal Goal and they are -1 to all Qualities.

Conflict: You decide to take the battle to the Enemy and try to sabotage their plans. You must know the Goal, and only
Characters with Bravery 6+ can attempt this Action. Roll 2D6 with +1 per Thief, Tracking and Troop but subtract the number of
Characters attempting the Action. Add +1 to the roll if in an Enemy Base (e144).

2-4 Ambushed – roll for an immediate Enemy encounter with a -1 to any Talk or Surrender options.
5 Failed opportunity - further Conflict Actions have -1 to the roll in this Adventure.
6 Failed opportunity – no result.
7 Opportunity – you may enter the Enemy base (see e144). If you are already inside a base then see

result (8-9) below.
8-9 Opportunity and danger – you must have an automatic Enemy encounter this Turn. If you choose

Conflict as an Action again next Turn, gain +4 to the roll.
10+ Opportunity for conflict – you may either choose to have an Enemy encounter OR choose a Character

with Demolitions, Domination or Poison and see options below:

Demolitions – If you can make a Demolitions 9 roll (with +1 if you have a sonic screwdriver) you can
make 1D6+1 explosive devices. These can be used before a combat round (each with Brawn 10) to
attack an Enemy. If you have at least 5 devices, they can either be exchanged to gain a +2DM OR if
you are in an Enemy Base and can Oppose then you automatically Defeat the Enemy.

Domination – If you can make a Domination 9 roll (with +1 for each Character here with Bravery 9+)
you can take control of any non-Machine Minions that you encounter in your next Enemy encounter.
They will become your Allies until the end of the Adventure.

Poison - If you make a Poison 9 roll (adding any Medicine) then you can make a gas that will disable
any non-Machine Enemy that fails a Bravery roll until the end of the encounter. You may use the gas in
any Enemy encounter any time you have to choose an option (for example you could choose to Talk
and if this fails, use the gas before another option).

Meddle: (Any non-Wilderness). You decide to get yourself directly involved to find out what’s happening. May only be chosen if
no Plot events and the Enemy is not yet revealed. Lose 1 Luck point and roll 2D6 with +1 per Aware, (and History if on Earth in
World War Era or earlier) (max +3). If you roll doubles and a Companion was part of this Action, see e002 before result below.

2-3 Your meddling is not welcomed – see e059.
4 Your meddling attracts the attention of the Enemy – roll for Enemy event.
5-6 Your meddling has no effect.
7-8 You make a nuisance of yourself – have a Character event with -1 to any

Talk or Surrender option.
9 Discover useful information – roll for Plot event.
10 You encounter someone – roll for a Character event.
11 Stumble on the Enemy’s plan – reveal Enemy and roll for a Goal event.
12+ Your meddling attracts the attention of the Enemy – gain a +1DM but

also roll for an Enemy event.

24

Study Earth History: (Earth World War Era or earlier). You decide to study a little of Earth’s rich history. This Action can only be
chosen before you have any Danger, Enemy or Plot events. Roll 2D6 adding +1 per History (max +3).

2-3 Have a really dull time – lose 1 Luck point.
4 Arrested by militia – see e059 with -1 to roll.
5 Boring time – if you have any Companions who are not native or without

History then they wander off and are now separated.
6 Attract attention of local militia – see e050.
7 Have an enjoyable time – no extra effect.
8 Have an absorbing time – gain +1 if you choose to Study next Turn.
9 Have a fascinating time – gain 1 Luck point.
10 Feel at home – gain +1 to Talk rolls with native Characters here until the

end of the Adventure.
11 Discovery – roll 1D6: 1: e268; 2: e141; 3: Character event; 4-6: Plot event.
12+ Learn more about this era – you may spend 2 Luck points to gain History,

but this specialized Skill is only applicable in this era. You may not
increase the specialism of this era further.

Study at Museum: (Museum). You decide to study a little at the Museum. This Action may only be chosen before any Danger,
Enemy or Plot events. Roll 2D6 and add either +1 per Science or +1 per History (max +3).

2-3 It’s stiflingly dull – lose either 2 Luck points or your chosen Skill.
4 Nothing to see here – lose 1 Luck point. You may not Study here for the

rest of the Adventure.
5 Alert museum authorities – see e050.
6 Boring – if you have Companions who do not have the chosen Skill then

they wander off and are now separated.
7 Interesting stuff – no extra effect.
8 Absorbing topic – gain +1 if you choose to Study next Turn.
9 Fascinating – gain 1 Luck point.
10 Interesting discovery that might be useful – gain +1DM.
11 Interesting discovery – roll 1D6: 1: e131; 2: e132; 3: e260; 4-6: Plot event
12+ Amazing knowledge – you may increase your chosen Skill for half the

normal Luck point cost (round up) at the end of this Adventure.

Relax at Resort: (Resort). You must not have had any Danger, Enemy or Plot Events yet - roll 2D6 (+1 if native Companion).

2 Holiday Nightmare! Lose 1 Luck point, and may not Relax again this Adventure.
3 You become bored and may not Relax again this Adventure.
4 Your Companion (with highest Bravery) has become bored. If this Action is chosen again, he or she

will become separated and chooses a different Action. If you have no Companion – see result 3 above.
5 Holiday interrupted - automatically have an Encounter this Turn.
6 You enjoy yourself and relax – add +1 to the roll if you Relax again next Turn.
7+ Great time - choose to eat (e073), take a tour (e129), see entertainment (e080) or choose from below:

Spa Treatment: Luxury resorts always have an incredible spa and using it is the ultimate in relaxation.
TARDIS Characters each gain 1 Luck point (2 Luck points if Indolent – see r016). Female Characters
may instead opt to gain Appealing (r016/r017) until the end of the Adventure.
Recreational Pursuits: Work out in a luxury gym, play sports or take part in a fitness regime. Indolent
Characters (r016) may not choose this option. Each Character rolls 1D6. On a ‘1’ they take a Wound.
Each Character not Wounded this way gains 1 Luck point or can gain one of: Marksman, Running or
+1 Brawn until the end of the Adventure.
Casino: A luxurious casino with elegant men and women sipping cocktails and champagne. Only
Characters with Charisma may enter the casino. You may Gamble as an Action here each Turn by
making Charisma 8 rolls to get into a game then roll 2D6 - if you roll a 7 or 11 or any doubles (except
double 1) then win 1 Luck point. Any other result loses 1 Luck point. If you roll a 2, lose 2 Luck points.

25

r021. Prevent Actions

Using the Prevent Action gives players more choice in the later stages of Adventures. This Action helps Defeat an Enemy and it
also gives greater story theme by keying into the different types of Goal that an Enemy is attempting to reach. Since a Dalek
invasion may be prevented in a different way to Silurians attempting to resurrect their species, there are different Prevent Action
tables each with their own special rules and bonuses that correspond to the Goal type.

To take a Prevent Action, you must know the Enemy Goal. Some Goals may have two types (for example, e168 ‘The Dead Shall
Walk’, is both Apocalypse and Resurrection). If a Goal has two types, you may choose to roll on either Prevent Action table.

Prevent Apocalypse: You attempt to prevent a disaster of unimaginable consequence. Roll 2D6 (add +1 if you have 20 Bravery,
+1 per 2 Running, and +1 if you can Oppose) (max +3). If you roll doubles, have an automatic Enemy encounter this Turn after
resolving the prevent Action.

2-4 It’s too late! You lose the Adventure. All TARDIS Characters must make a
Running 8 roll (with -2 if a Victim) to reach the TARDIS or be killed.

5 Is there any way out? See e287 immediately.
6 Events are slipping out of control – take a -1DM.
7 Time is running out – increase the Turn number by 1.
8 No progress – no effect.
9 There could be a way – add +1 to the roll if you choose a Prevent Action

next Turn.
10 Could this be the answer? Gain a +1DM.
11 A way is found – roll 1D6: 1-3: e126; 4-6: e128.
12+ It’s over – if you can Oppose, you have Defeated the Enemy. If you

cannot, instead gain a +2DM.

Prevent Capture: You attempt to prevent the Enemy capturing someone important to their plan. Roll 2D6 and add +1 if you
have 25 Brains, +1 per Tracking, and +1 if you can Oppose (max +3). If you roll doubles, have an automatic Enemy encounter
this Turn after resolving the prevent Action.

2-3 You are captured by the Enemy – see e060.
4 You are captured by the Enemy – see e061.
5 Companion in trouble – see e002.
6 False leads – take a -1DM.
7 Nothing to go on – no effect.
8 Clues – add +1 to the roll if you choose a Prevent Action next Turn.
9 Find a trail – gain a +1DM.
10 Find Enemy base – see e144 (but if you have Thief do not have an Enemy

encounter as stated in event).
11 Release captives – rescue any captured Characters and gain a +1DM.
12+ Bait and lure – Thief Characters are +2 to Qualities for the Adventure. You

may choose to have an Enemy encounter if you can Oppose.

Prevent Experiments: You attempt to prevent the Enemy from completing their horrific experiments. Roll 2D6 and add +1 if
you have 20 Bravery, +1 per Medicine or Science (choose one), and +1 if you can Oppose (max +3). If you roll doubles, in
addition to result below, a Character with chosen the Skill also receives a Wound.

2-3 Accidentally help the Enemy with their experiments – take a -2DM.
4 Blind alley – one Character with the chosen Skill loses that Skill until the end of the Adventure.
5 Interrupted by the Enemy – have an Enemy encounter.
6 Dead End – May not choose further Prevent or Research Actions with this Skill in this Adventure.
7 Fruitless experiments – no effect.
8 Making progress – add +1 to a Prevent Action next Turn.
9 Interesting discovery – gain a +1DM
10-11 Important research – gain +2 to any Research Action with this chosen Skill in this Adventure.
12 Breakthrough – see e083.
13+ Eureka – if you can Oppose, you have Defeated the Enemy. If you cannot, instead gain a +2DM.

26

Prevent Invasion: You attempt to prevent the Enemy completing their invasion plans. Roll 2D6 and add +1 per Bureaucrat, +1
per 3 Troop, +1 per UNIT Character without Troop (Modern or Post Modern Earth only) and +1 if you can Oppose (max +3). If
you roll doubles, in addition to the result below, increase the Brawn of all Enemies (including Minions) by +1 (cumulative).

2-3 Alien spacecraft arrives – see e160.
4 Reinforcements – add +2 to the number of Troops in Enemy encounters.
5-6 Engage the Enemy – have an Enemy encounter.
7 Stalemate – no effect.
8 Tactical maneuvering – add +1 to the roll if you choose a Prevent Action

next Turn.
9 Find tactical error in Enemy plans – gain a +1DM.
10 Opportunity Arises – gain +2 to Seek Help or Conflict Actions for this

Adventure.
11 Find alien transmitter – see e034.
12+ Take a stand – if you can Oppose, have 25 Brawn or 25 Bravery, and

make a Gloating 9 roll, then you Defeat the Enemy. If not, gain a +1DM.

Prevent Meddling: You attempt to prevent the Enemy meddling with time. Roll 2D6 and add +1 per TARDIS, +1 per 2 Aware,
+1 per 2 History (on World War Era Earth or earlier), +1 if you can Oppose and -2 if you have chosen a Meddle Action in this
Adventure (max +3). If you roll doubles, this Action also counts as a Temporal event.

2-3 Your actions have dire consequences – see e287.
4 Temporal disturbance – see e101.
5 You disturb Enemy plans – have an immediate Enemy encounter.
6 The anomaly grows – if facing a Temporal Enemy then that species gains

+1 to all Qualities (cumulative). If not, then take a -1DM penalty.
7 Time passes – no effect.
8 Clues – add +1 to the roll if you choose a Prevent Action next Turn.
9 Sensitive to temporal change – gain a +1DM.
10 Buying time – reduce Turn number by 1D3 Turns.
11 Wonderful Girl – if you are in the TARDIS and make a TARDIS 9 roll then

you automatically Defeat a Temporal Enemy. Otherwise, gain a +1DM.
12+ Lord of Time – if you can Oppose, have 25 Brains, and are either inside

the TARDIS or have 2 Aware, you have Defeated the Enemy. Otherwise,
gain a +1DM.

Prevent Political: You attempt to prevent the Enemy completing their political goal. This Action may not be chosen if you are in
a Wilderness. Roll 2D6 and add +1 per Bureaucrat, +1 per 3 Charisma and +1 if you can Oppose (max +3). If you roll doubles,
any further Prevent Actions have a -1 penalty (cumulative).

2-3 Enrage Enemy – have an Enemy encounter.
4 You are locked up for interfering - see e059.
5 Outmaneuvered – take a -1DM penalty.
6-7 Red tape – a random Bureaucrat Character who took this Action can take

no Action next Turn.
8 Political machinations – add +1 to the roll if you choose a Prevent

Action next Turn.
9 Insider information – gain a +1DM.
10 Discover useful ally – roll for Character event with +2 to any Talk roll.
11 Powers of persuasion – roll for a Seek Help Action with +3 to the roll.
12+ Checkmate – If you can Oppose and have Domination or Gloating then

you have Defeated a Human Enemy. Otherwise gain a +1DM.

27

Prevent Profit: You attempt to prevent the Enemy completing their economic intrigue to gain wealth. Roll 2D6 and add either:
+1 per Bureaucrat and +1 per 3 Troop or +1 per Thief (max +3). Also add +1 if you can Oppose. If you roll doubles and used the
Thief option, see e050 instead of the result below, with -2 to the Talk roll.

2-3 Enemy objective is reached – take a -2DM penalty.
4 Your efforts are mocked - -2 to Seek Help Actions in this Adventure.
5 Enemy investors make contact – take a -1DM penalty.
6 Getting greedy – any Allies with Gloating or Thief lose Charisma for the

rest of the Adventure.
7 No progress – no effect.
8 There could be a way – add +1 to a Prevent Action next Turn.
9 Insider information – gain a +1DM.
10 Persuade Minion – if you can make a Charisma 8 roll then a Minion (your

choice) you encounter in an Enemy encounter will become your Ally.
11 You tighten security – gain +1DM per 3 Troop. If you added Thief to this

roll see e061 instead.
12+ Heist – if you added Troop to this roll then take a -1DM. If you added

Thief and can Oppose, have 20 Bravery and make a Thief 10 roll then you
have Defeated the Enemy. If unsuccessful gain +1DM.

Prevent Quest: You attempt to prevent the Enemy fulfilling their quest. Roll 2D6 and add +1 if you have 25 Bravery, +1 per
Tracking and +1 if you can Oppose (max +3). If you roll doubles, have an automatic Enemy encounter this Turn.

2-3 The Enemy reaches their objective – take a -2DM penalty or lose 2 Luck
points.

4 Enemy makes progress – increase Goal number by 1.
5 The way is blocked – you may not choose a Prevent or Defeat Enemy

Action in this Adventure unless you have Demolitions or 20 Brawn.
6 False leads – take a -1DM.
7 Nothing to go on – no effect.
8 Clues – add +1 to the roll if you choose a Prevent Action next Turn.
9 Find information – gain a +1DM.
10 Discover important place – roll 1D6: 1-3: Location event; 4-6: e082.
11 Lay false clues for the Enemy – choose to increase or decrease the Goal

number by 1.
12+ You reach the Enemy objective first – if you can Oppose and have 2

Computers or 3 Tracking then you have Defeated the Enemy. If not, gain
+2DM.

Prevent Resurrection: You attempt to prevent the Enemy awakening from hibernation. Roll 2D6 and add +1 per History and +1
if you can Oppose (max +3). If you roll doubles, also add +1 to the number of Minions or Troops in future Enemy encounters.

2-3 Awakening – the Enemy has won and you lose the Adventure.
4 Their power grows – all Minions have +1 to Qualities.
5 The time of arising grows near – increase Turn number by 1.
6 You observe a secret ceremony – see e208.
7 Fruitless efforts – no result.
8 Clues – add +1 to the roll if you choose a Prevent Action next Turn.
9 Discover important information – gain a +1DM.
10 Shaking the faith – all Minions are -1 to Qualities.
11 Interfere with plans – choose +1DM or reduce the Turn number by 1.
12+ Discover the vital weakness – if you can Oppose and have 25 Brains, 25

Bravery, and either 2 History or 2 Science, then you have Defeated the
Enemy. If not, gain +2DM.

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Example of Play

Set Up

We start by looking at the Adventure Prologue in the Adventure Booklet. Let’s create the Doctor first - here based on the 10th
Doctor. Checking rule reference r001, we can get these Qualities: Brains: 12, Brawn: 5, Bravery: 9.

We then need to choose 8 Skills: Aware, Charisma, Computers, Engineering, History, Science, Running, Thief.

We also start with a standard 5 Luck points. Rolling a 5 to see what's around the
console results in e184 - Psychic Paper. This gives us +1 to any Talk options when
encountering Characters (not Enemies), but it may not be used on any Machine or
someone with Domination.

Returning to the Adventure Book Prologue, we roll 1D6 to find out where the TARDIS
has landed. A ‘2’ means that we’ve landed in Adventure a003. Checking this in the
Adventure Booklet, we find that the TARDIS has landed on Earth in 1892 in Victorian
London and thick fog covers the cobbled streets like a shroud...

We’re all set up for the first turn in the Adventure but must first check for a Landing Encounter. Rolling a ‘4’, all is quiet except
for the wheezing, groaning sound of the TARDIS as it materializes...

Turn 1
We’re going to choose to Explore as the first Action, for a result of 7. Checking the table, this means we’ve discovered nothing
and presumably just wandered around the foggy streets of London!

After the Action, we roll 2D6 on the Encounter Matrix and get a 7, so we have an encounter. Rolling another 1D6 gets a 2 that
means we have an Event (1) encounter. A 1D6 roll here gives a 1 - e076. Going to the Events Booklet, e076 is Hired Transport.
So we’ve found a hansom cab! This will give us a few bonuses depending on our chosen Action next turn (Explore or Move),
although if we choose a Move Action, we would have to roll again to see if there was another event (e223). Since we’re in the
Victorian era, there’s no point of rolling a 1D6 to see if we encounter e226.

This means we ride around London in a little style – Allons-y!

Turn 2
Since we have the hansom cab, we get a +1 bonus to our Explore roll this turn. The dice give us a 10 so add the +1 for an 11.
Checking the Explore table, we have discovered something important and roll for a Plot event.

Back to the Adventure Booklet, find the Plot line and roll 1D6. A 3 gives us e176 – Conduit. We certainly haven’t got a total
Brains of 25 yet as the Doctor is alone, but we can make a Brains roll by rolling 2D6 and getting a result equal to or less than our
Brains of 12. The event requires us to make a Brains roll by at least 3, so we need to roll 9 or under. An 8 means a success so we
can either get a +1 DM or reveal the Enemy. DM stands for Defeat Modifier and the more we get of these the better, but we
don’t know who we’re up against yet, so we’ll opt for Revealing the Enemy.

Back to the Adventure Booklet and roll on the Enemy line - a 6 means that it’s v013. In the Enemy book, v013 reveals that the
Enemy is the Krillitanes! Fortunately we only revealed the Enemy rather than encountered them - so I’ve seen them rather than
them see me...

On revealing the Enemy, I add the Enemy DM to my own. The Krillitanes have a DM of 2 but the ‘Special’ line of Adventure a003
automatically gives me a +1DM as this is my first Adventure, so my total DM is 3. There are 3 possible Goals on the Krillitanes
v013 page. A Goal represents the plans of the Krillitanes whilst they are in Victorian London. We don’t know what that is yet....

It’s been a busy turn, but we still need to roll for a possible encounter on the Encounter Matrix (r307). We roll a 9, so we have an
encounter. Another 1D6 rolled vertically (a 5) means it’s a Character.

29

As this is our first Adventure, the other Special rule of a003 comes into play and we
automatically have event e118, which is Caroline Fairfax, the pretty and loyal, but
fiercely independent, daughter of a Victorian politician. Caroline will become a
Companion on a Charisma 9+ roll - we roll a 10 so she joins the Doctor. We get an
extra Luck point too – now a total of 6 Points. Caroline is Brains: 6, Brawn 4, Bravery 7
(Charisma, History, Marksman, Running). We roll to see if she knows anything useful
but a roll of 8 is above her Brains of 6.

It’s the end of Turn 2, so let’s do some storytelling to see what’s happened...

Driving along in the hansom cab, the Doctor noticed something odd in a darkened alley. Persuading the cab driver to stop and
retrace the path, he sees a space/time conduit, and to his horror the Doctor witnesses a Krillitane materialising. Before he can
follow however, he is interrupted by a soft footfall behind him and meets Caroline Fairfax. How is she involved in the mystery?

Turn 3
Now we know the identity of the Enemy, it opens out new Action options for us. We could now try to Investigate or Seek
Information. This is another example of the choices in the game. Looking at the tables for these actions, we get a +2 bonus for
Seeking Information because we have a few of the Skills listed. On the Investigate table we get a +3 bonus - +1 for Aware and
+2 for History as the Adventure is in the Victorian Era. So we’ll choose to Investigate. Rolling 2D6 we get a 4, add the +3 to get a
7. Hmm, some clues to Investigate next Turn...

Rolling for an encounter, we roll an 8 and then roll another 1D6 vertically on the Encounter Matrix to get a 5 - another Character.
Now back to a003 again in the Adventure Booklet and the Character line. A roll of 4 gives e050 so checking the Event Booklet
this is Local Police. There are 2 Policemen and a roll of 7 when talking to them (with 2 Charisma and Psychic Paper) yields a Plot
event before they wander away into the fog. But checking the Enemy rules (r005), if we know who the Enemy is, all Plot events
become Goal events, so these coppers clearly have an idea what the Krillitanes are doing here.

Back to the Krillitane entry in the Enemy Booklet where their Goals are listed we roll a 5 to get e262 - Breeding Ground. The
Goal number is 6, which means that I need a DM of 6 to Oppose. The Krillitanes are using London as a hidden base to expand
their numbers. We certainly don’t have the Qualities or Skills to get that DM bonus listed in e262, but we’ll keep this in mind...

In storytelling terms, this turn has seen Caroline and the Doctor trying to snoop around and find out more about the Krillitanes and
what they’re doing here. We’ve met the Police who knew about some clues. Perhaps a lonely warehouse has been bought up? We
have enough information for us to realise that the Krillitanes are going to start a breeding program here....

Turn 4
We need to try and Defeat the Krillitanes, but at the moment we only have +3DM. We do have some clues to Investigate from
last Turn, but checking r006 we find that we’re no longer allowed that Action as we know their Goal.

So what can we do? We need to bump up our DM which means some Planning or some Research. Checking the tables, Research
seems to be more of a high-tech activity, so let’s try some Planning. We need to choose a Skill or Quality that we need to boost
the DM. Checking back with the Breeding Ground Goal (e262 in the Event Booklet), more Science would be useful, as would
more Brains. We get +1 to either roll (as the Doctor already has Science and more than 8 Brains). We choose Science and roll
2D6+1 to get a 10 so we gain another Science Skill (but only for the remainder of the Adventure).

Time to check for an encounter but a 6 indicates there isn’t one. So in storytelling terms, in this Turn we probably found some kind
of alien device that was a Krillitane oil converter - enough to give the Doctor a clue about their science.

Turn 5
Another Action needed this turn. We’ll stick with Planning, but this time we’ll try for a Brains increase. We roll 2D6 but it’s an 8,
with +1 (for the Doctor’s Brains) a total of 9. Checking the Planning table, it’s good, but not good enough, although we can get
+1 bonus to the roll next Turn.

It’s time to roll for an encounter. Since we’re now on Turn 5, an event occurs on a 6+ roll. We roll 2D6 to get a 2 so everything’s
quiet again. Perhaps the Doctor and Caroline have adjourned to a nearby hostelry to consider what they know?

30

Turn 6
We’ll try another Planning Action this Turn, this time with +2 to the roll. Rolling 2D6
for a 7 though, even with +2 that’s a total of 9 so we’re just short again!

Rolling for an encounter and we get an Enemy event! Once we know who the Enemy
is in an Adventure, we simply return to that Enemy in the Enemy Booklet. In this case
of course it’s the Krillitanes so we see v013! We have to roll 1D6 to see how many of
the evil bat-like aliens we encounter. We roll a 6! Following the instructions in the
event we have to roll again and get another 6 for an Elder! So we’ve met 6 Krillitanes
and an Elder! The next part of the Krillitane event details encounter options.

A Fight would be suicide, but the Talk option might be worth a go, so we try to confuse them and escape. The Doctor has a
Brains score of 12, but has -3 to the total because of the Elder, so we need a 9 or less as we haven’t tried this option before. The
result is a 6 and the Doctor and Caroline escape and gain a +1DM into the bargain! So the total DM is now +4.

Turn 7
It’s back to Planning again, although there’s a last part to the Krillitane event we might want to consider, if we can survive an
encounter with the Krillitanes, and know the Goal, then we can attempt to make a Science 9 roll as an Action to get our hands on
some Krillitane Oil, which gives bonuses to kill them or gain +2DM if we can Oppose...

Here the term ‘Oppose’ is mentioned. What this means is that if we gain a DM equal to the Goal number (checking back to e262
Breeding Ground and it’s 6) we can Oppose. Our DM is still only +4 at the moment though...

Still, we have +1 to Planning and 2 Science, so that Science 9 roll to get some Krillitane Oil looks very tempting... let’s try it!. We
roll 2D6 but only get a lousy 3! Time to use a Luck point to change the die roll! Down to 5 Luck left now and reroll those dice to
get a 5 so even with +3 to the roll we still get no result - drat!

Rolling for an encounter we get a 10 and roll on the Encounter Matrix to get another Enemy (Krillitane) event. We roll 1D6 for
the number and get a 5, roll for the Elder (with +1 for Turn number) and get a 4 so he’s still with them. Time for some fast
talking again, although this time we’ll need to roll 8 or less as the Krillitanes have learnt a bit since last time. Fortunately we roll a
4 and make a quick getaway – and another +1DM to make the total now +5DM.

Turn 8
Things are moving on and we’re no nearer to defeating the Krillitanes. Let’s go try that Special Action to get that Krillitane Oil.
Rolling 2D6 we get a 7 and adding +2 for our 2 Science it’s a 9, so it’s a success. Now we need to get Demolitions next turn...

Rolling for an encounter we get an Event (1) so check the Adventure Booklet and roll 1D6 to get e002: Companion in Trouble.
Caroline could be trouble and after a roll of 4 on e002b, we find she's been captured!

Rolling 1D6 to get a 2, we find we need to see e061 but this will take place next Turn. It means the group has become split. Each
Character (the Doctor and Caroline) will now have an Action and roll for an encounter each turn.

In terms of storytelling it’s clear that, bored with the Doctor’s continual planning and research into the Krillitane Oil, Caroline has
taken it into her own hands to go and see what she can discover - and got caught like a typical companion!

Turn 9
We could try to rescue Caroline, but time is against us. We need to get Demolitions to gain the Oil so another Planning Action is
needed. Sadly there are no bonuses this time as we’re trying to get a Skill we don’t have. Rolling 2D6 to get a 10 means we can
roll 1D6+1 for the amount of Oil we get. The roll is a 2 so with +1 it equals 3 doses.

We now roll for an encounter for the Doctor and get more Krillitanes. Rolling 1D6+1 (since it’s Turn 9) we get a 1, so only 2
Krillitanes this time. We roll again for an Elder but with a roll of 1, there isn’t one. This could give us a chance and we use the Talk
option on the Krillitane event (v013) to confuse the Krillitanes. Since the Elder isn’t here we need to roll 10 or less on 2D6 (Brains
of 12 minus the previous 2 attempts). We roll a 9 and opt for a +1DM so the total DM is now +6. This equals the Goal number,
so now we can Oppose. This means that more options are open to us on Enemy events and we are now in a position to Defeat
the Enemy.

31

Next we have to determine Caroline's fate in e061- Punishment. She doesn’t have any Thief Skills so it’s a straight 2D6 roll. She
gets a 9 and manages to slip away when the Krillitanes aren’t looking. Since she managed to get out though, she has to roll for a
normal encounter, but only rolls a 4 so there is none.
Turn 10
We have some more choices now but we’re getting very close to the end of the Adventure and if we don’t manage to Defeat
them in 3 Turns, the Krillitanes will have won. We need to find Caroline though, so we’ll choose a Move Action for both of us.
This means getting 8+ on 2D6, The Doctor rolls a 7 but Caroline manages a 9 so she rejoins him.
Time for an Encounter and we get an Event (2) and a roll on the Adventure to give e229: Night Terrors. It’s getting scary, but
fortunately Caroline and the Doctor are made of stern stuff (no Qualities of 3 or less) so it won’t affect them.
Turn 11
We’re going to have to try a Defeat Enemy Action. We don’t have enough doses of Krillitane Oil to be able to Defeat them
straight off, so we’re going to hope that it might come in handy in a Fight. Rolling on the Defeat Enemy Action we get a 5
added to our +6DM resulting in 11 which is e111: Unknown Factor. Looking at this, it’s not going to be much help. Only result
3 would work for us so we risk another Luck point (4 left now) and roll the 2D6 again to get another 6. Okay, so we’re going to
have to roll on e111 and we get a 5. We don’t have Brains 25 sadly.
Time to roll for an encounter and we get another Krillitane event. Rolling 1D6+1 for the number of Krillitanes we get 2 Krillitanes
plus an Elder. We can now Oppose though as our DM of +6 is equal to the Goal number. We choose the Talk option, so we need
to make a Brains roll reduced by 6 to Defeat them (-3 for the Elder and -3 for our previous Talk attempts). That’s 6 or less on
2D6. We roll a 7 so we fail and opt to use another Luck point (now only 3 remaining) to roll again.
This time we roll a 4 so we manage to Defeat the Krillitanes and win the Adventure!
They were obviously convinced by our powerful persuasive arguments – or the fact
that we had 3 doses of Krillitane Oil up our sleeves!
It’s the end of the Adventure and we gain 8 Luck points as a reward (4 +the Goal
number of 6 – the DM of 2 for the Krillitanes) taking our new total to 11. And, of
course, we have our new Companion, Caroline Fairfax.
Time to head for the TARDIS!

32


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