Doctor Who Solitaire Story Game - Rules
Doctor Who Solitaire Story Game - Rules
Doctor Who Solitaire Story Game - Rules
Doctor Who 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 game has four booklets.
The Event booklet has sections divided into encounters with both friends and foes (paragraphs that start with e
or some f and g also), the Adventure booklet details all the incredible locations that the TARDIS can travel to
(with paragraphs that begin with a), the Enemy booklet describes the various villains and aliens that oppose the
Doctor (with paragraphs that begin with v), and this rules booklet (that has paragraphs that begin with r).
How to Play
Doctor Who is an adventure game played in Turns. A standard Turn
starts with you selecting an Action (r306), such as Exploring, Planning or
Investigating. Depending on the Action selected, you are referred to a
chart, where you roll 2D6. The roll will either tell you what has happened
or refer you to an event section, which you then resolve.
After each Action, roll 2D6 on the Encounter Matrix (r307) to see if an
encounter has occurred and then 1D6 for the type of encounter. If you do
have an encounter, then see the Adventure Booklet and roll 1D6 again
and this will indicate an event found in the Event or Enemy booklets.
Some events have keywords like Danger or Temporal which are used to modify other encounters. Some events
may lead to fighting, described in the combat rules. You may also have additional Characters join you as Allies.
These additional Characters are especially useful in fights, although some may have knowledge or abilities useful
in certain events. Some Characters become Companions who join your adventures in the TARDIS.
Generally in an Adventure, you will try to Defeat an Enemy (see r304). This is done by gaining Plot events to find
out what has been happening and then reveal the Enemy. Once you know the identity of the Enemy you must try
to discover their Goal. You must then try to Defeat them by gaining enough Defeat Modifiers (DM) until you are
ready to Oppose the Enemy by having a DM equal to the Goal. Your DM can never fall below 0 in an Adventure
and 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 losing to the Enemy will mean you lose Luck points or worse...
To start the game, go to the Adventure prologue A400.
Characters
Each Character in the game has a Brains, Brawn and Bravery value. These are called Qualities and are rated
numerically, with higher numbers being better and a (human) average of 5. Characters also have Traits (always in
italics) such as Science or Thief which are skills and abilities that might be useful (or not) throughout the game.
When a Character joins you, note his (or her) Qualities and Traits 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.
If you encounter a Character and it is not clear whether they are male or female (some abilities and events might
need this information and it is fun in story terms), simply roll 1D6: 1-3: Male; 4-6: Female.
R304. Enemies
Although you will encounter many Characters on your travels, you will
also encounter Enemies both old and new. These all have paragraphs
that begin with V in the Enemy booklet. All Enemies also have a positive
or negative Defeat Modifier (DM) that indicates how hard they are to
Defeat (Daleks are much tougher than a Werewolf!).
You may attempt to Defeat an Enemy as an Action, but unless you are
very lucky, you will be attacked, captured or killed unless you have first
found a little bit about their plans and Goals.
Once you roll for an Enemy event, 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 have an Enemy encounter.
Each Enemy will have a number of Goals listed. When the Enemy has been revealed, if you then have to roll for a
Plot event then instead roll for a Goal event on the Enemy. If you have a DM of +3 or greater, you may also
reduce your DM by -3 to reveal the Goal at the end of any Enemy encounter. Knowing the Enemy Goal affects the
type of encounters on the Encounter Table (r307). If you have already had a Goal event and you are required to
roll for a Plot or Goal event then instead gain a +1 DM.
The difference between a Goal event and a Plot event is that the conditions for gaining bonuses from Plot events
exist only for that event. The conditions for gaining bonuses from a Goal event are usually more difficult and last
for the rest of the Adventure. This means you have some time to find help, do some planning or some research.
When trying to gain conditions for fulfilling either Plot or Goal events a Trait can come from anyone in your group.
A Quality requirement indicates the total Quality your group needs.
When you have a DM equal to or greater than the Goal number, you can now Oppose the Enemy. The effects of
this are detailed in Enemy events and 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 r307. If you ever have excess DM (above that required to Oppose) you may
use them as a bonus (losing them after a single use) in Opposed Quality rolls in Enemy encounters.
When you Defeat an Enemy you gain Luck points equal to their Goal, minus their Defeat Modifier. This means that
a negative modifier (like the Daleks have -2DM) will earn you more Luck points.
R305. Adventures
All Adventures are in the Adventure Booklet and will tell you where the TARDIS has landed such as Earth or
Platform 1 etc, and a date. Dates usually have no direct effects on play. Adventures have categories of encounters
- Enemy, Character, Event (1), Event (2), Location and Plot. Each category has a 1D6 roll to give an encounter.
Each Adventure has its own Encounter matrix. After you have resolved your Action (r306), then roll 2D6 to see if
you have an Encounter this turn. Note that as time (turn number) within the Adventure progresses, the frequency
and types of Encounter changes. Once you successfully Defeat an Enemy, the Adventure is completed.
You must keep track of the turns in an Adventure as certain encounters become modified and other encounters will
be triggered at certain times. All Adventures also have a time limit - always 12 Turns (unless stated otherwise or as
a result of certain events). If you do not Defeat the Enemy before the time limit is reached, then the Enemy has
reached their Goal and defeated you. You must lose Luck points equal to the Enemy Goal value minus their Defeat
Modifier (so you lose more Luck points if you are Defeated by the Daleks than you would if Defeated by a Graske).
If you lose an Adventure and do not have enough Luck points left to cover this loss then roll 1D6:1-2: You are
killed the game is over; 3-4: You regenerate (see r310); 5: A random Companion is killed lose 1D3 Luck
points (if you have no Companion, you regenerate); 6: No further effect.
4
Move
Rescue Prisoners
Escaping Capture
Plan
Exploring
Relax
Seek Information
Investigating
Research
Wait
If you want to rest to heal any wounds then see r310, otherwise you have to choose an Action and roll 2D6
adding any bonuses or modifiers. A Wait Action means just that you are waiting for the Enemy to make their
next move do not roll on any table below but roll for an encounter (r307), adding +1 to the 2D6 roll.
When you start an Adventure, first roll 2D6 for a possible encounter and on a result of 8+ see r307 (Turn 0).
Your Companion has been killed. Randomly determine which Companion and lose 2 Luck points. If you
have no Companion, you are killed and the game is over
5:
You have failed to defeat the Enemy and have been captured see e060.
6:
7:
You have failed to defeat the Enemy take a -1DM and roll immediately for an Enemy event
R306c. Exploring
You decide to explore the area and see what you can discover. This Action may only be chosen if you have not
yet had an Enemy event. Roll 2D6 and add +1 (max 3) for each Tracking. If you roll natural doubles, in addition
to any result below, your group becomes randomly split afterwards (see r306e).
2:
3-4:
5:
6-7:
8:
9-10: You either discover clues that need Investigating see r306d 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 something vital see e082.
R306d. Investigate
You do some investigating to try and find out more. This Action may only be chosen if indicated by an event or if
you know the Enemy but not the Goal. Roll 2D6, and add +1 for each Aware (and +1 for each History if in Earth
Victorian Era or earlier) to a maximum +3. If you roll natural doubles, also see e002 before result below.
2-3: You have been led into a trap and are captured e059
4-5: You may encounter some trouble and encounter Enemies - roll for an Enemy event.
6:
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:
R306e. Move
If you wish your Characters to split up (sometimes it happens without your
control), then each group may choose a separate Action (r306), and
each has a separate event. If you then want to regroup together, this
must be a Move Action. Roll 2D6 and add any Tracking Traits you might
have (and any other modifier). If the result is 8+, you have joined the
groups together. Each successive Move Action has a +1 bonus.
If you have native Allies or Companions, a Move Action allows you to go
to a Location appearing twice on the Location line of the Adventure. A
Move Action can also return you to a Location previously visited.
A Follow action (sometimes available in Enemy encounters) is a special Move action. Roll 2D6 and add Thief and
Tracking Traits but subtract the number of Characters in your group. The Enemy encounter will explain the result.
6
R306f. Planning
You try to increase your chances of Defeating the Enemy. You may only choose this Action if you have had a Goal
event. Decide what Quality you need to increase or what Trait you wish to gain. These only last until the Adventure
ends. Roll 2D6, adding +1 for each Trait you have already have that matches your desired Trait, or +1 per
Character with the desired Quality of 8 or greater (Max +3 to either roll).
2-4: Dead end you may not plan further with this Trait/Quality
5:
R306g. Relax
You decide to relax and enjoy yourselves. This Action may only be
chosen at a Holiday location or if mentioned in the Adventure, and if you
have not had a Plot or Enemy event. Add +1 (not cumulative) if you have
a Companion that is Native to this Adventure. Roll 2D6:
2:
Holiday Nightmare! Lose 1 Luck point, and may not choose this
Action further.
3-4: You become bored and cannot choose this Action here again.
5:
6:
7:
8+: Have a great time. You may choose to eat (e073), some entertainment (e080), or tour (e129).
R306h. Research
You decide to research the situation. You must have had a Goal event to choose this Action. Choose Computers,
Engineering, History Medicine, or Science. The Action can be chosen in the Victorian Era or later for Engineering,
Medicine or Science, the Present Era or later if Computers, and Modern Era or earlier with a Temporal event (or
Enemy) for History. Roll 2D6, with +1 to the roll for each of your chosen Trait (max +3), -1 if in a Wilderness:
2:
3:
Accident! Roll for each Character with chosen Trait. On a 1-2, they become Wounded.
4:
R306i. Rescue
Some Characters - Allies or nosy Companions - may get captured by Enemies. If you have at least one Character
that is not captured, you can attempt to rescue the other Characters as an Action. Roll 2D6 and add any Thief
modifier (plus any Enemy DM). If the result is 9+, then you have rescued the captives. If you roll 4 or less then have
an Enemy encounter. If no Enemy has been revealed, the rescuers are instead captured see e059.
You have been led into a trap and are captured e059
3:
You may encounter some trouble and encounter Enemies - roll for Enemy event.
4:
Your sources dry up you may not Seek Information using this Trait again in this adventure.
5-6: Your clues turn out to be false and you discover nothing.
7:
You discover nothing this turn, but may seek further next turn, adding +1 to the result.
8:
9:
Turn 1-4
Event: 7+
Turn 5-8
Event: 6+
Turn 9-12
Event: 5+
Event (1)
Enemy
Enemy
Enemy
Event (1)
Event (1)
Enemy
Enemy
Character
Event (1)
Event (2)
Enemy
Character
Character
Event (1)
Event (2)
Location
Character
Character
Event (2)
Location
Location
Character
Character
If you encounter a Companion or named (unique) Ally that is already in the Adventure, then substitute e002.
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 0 or less treated as a 1.
8
R308. Combat
When you and your allies must "fight" characters encountered, these combat rules are used. Sadly combat in
Doctor Who can be quite common when all other options are exhausted. Be warned however that combat in this
game can be quite deadly!
Combat Procedure: Combat is fought in rounds and continues until one side escapes, surrenders or is killed. At
the start of each round, you decide which of your Characters will face each opposing Character encountered.
Fear: Before Combat starts, each non Machine Ally musts check for fear. Any Character with less than half the
Bravery (with -1 to their Bravery if they are a Screamer) than the opponent with the highest Brawn, cannot engage
in combat in any way, and are instead frozen in fear with Brawn 0 if then attacked. They may try to escape as
normal however.
Selecting Opponents: Each Character in your group is matched against one encountered opponent or Enemy.
If one side has extra Characters, you decide which combats the extra Characters join to support those Characters
or Enemies. The maximum number of opponents any one Character can face however is 4 unless the extra
Characters have Laser or Marksman (as they can fire into the combat).
Strikes: When facing multiple opponents, a Character can strike at only one each round, but can select which
one to strike against. If two or more Characters both face an opponent, choose one Character to be the main
combatant (usually the one with the highest Brawn, but sometimes you may wish to protect your TARDIS
Characters) and add modifiers depending on the Brawn of the supporting Characters as shown below. To resolve
a strike, take the total Brawn of both sides and add 1D6.
+1 per Character with 3-5 Brawn
Find the difference in total between sides. This is the number of Hits that is scored on the side with the lowest total.
Note that if a 6 is rolled, that side always scores 1 Hit regardless if their total is less than the opposing side.
Similarly, if a 1 is rolled then that side scores no Hits, regardless if their total is higher than their opponent.
Assign Hits: If you have a choice to where you assign the Hits, you may choose where they are assigned
although a Victim must be chosen first and only 1 Hit can be assigned per Character before another Character
must be assigned a Hit (a Protective Character may take that Hit though). If you have more Hits than Characters
then excess Hits must be divided as equally as possible between Characters.
Determine Damage: For each assigned Hit roll 1D6: 1-3: No Damage; 4-6: Take Damage. This roll is
modified by -1 if a Machine, -1 if the Character has Armour, -2 if a Dalek, -2 if the target is a TARDIS Character
and +1 if using a Laser.
Damage effects: Characters usually take a Wound when they receive Damage. Minion and Troop Characters
are instead killed when they take Damage. A TARDIS Character may opt to take a Wound or be KOd. Each
Wound reduces the Brawn of a Character by 2. If the resulting Brawn is then 0 or less, that Character is killed.
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.
Combat Examples:
Example 1: The Doctor (Brawn 6) and Rose Tyler (Brawn 5) get
attacked by a Dalek (Brawn 10). The Doctor rolls a 3 to have a total
of 10 (6+1+3). The Dalek rolls a 2 The Dalek has a higher total
Brawn of 12 (10+2), a difference of 2 against the Doctors 10. This
means that the Doctors side is assigned 2 Hits one for the Doctor,
one for Rose. 1D6 is rolled for each with a result of 2 and 3. Both
have avoided being wounded but perhaps its time to run!
9
10
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. The stunning covers are by artist James Beery.
Also a big thank you to Michel Albert for his use of the Qualities and Traits system (and many photos too!) in the
Unauthorized Doctor Who CCG this game was written as a result of it!
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.
11
Armour
This Trait 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.
Aware
This Trait 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 a very important Trait
for the Doctor or 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 and an important leader like Harriet Jones (Prime Minister) might be Bureaucrat 2.
Charisma
This Trait represents appeal, charm and good looks. Most Doctors and
female Companions possess Charisma. It is very important in the game
for talking to Characters you meet. It may be chosen normally.
Computers
This Trait represents the ability to operate, gain information from and
sabotage a computer. You might make a Computers roll when Seeking
Information as an Action. It may be chosen normally.
Creature
A Trait possessed by some alien Characters you might encounter such as Jabe and Slitheen as they have abilities
that are not possessed by humans. Neither the Doctor nor Companions may gain Creature, although there is a
possibility that a Companion might already possess it.
Demolitions
This Trait represents the ability to use explosives and detonators. You might make a Demolitions roll to blow up an
Enemy base or to set off an explosion. The Doctor or a Companion may choose this Trait as normal.
Domination
This Trait 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. A Character with Domination is not affected by psychic paper.
Engineering
This Trait 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 Trait.
Gloating
This Trait 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.
12
History
This Trait 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 as an Action.
Laser
This Trait can represent in-built weaponry (such as K9) or the ability to produce a laser beam from one of the
Doctors fabulous jury-rigged devices. It can be acquired during an Adventure for these purposes but a Doctor or
Companion cannot choose it as a Trait (unless the Companion is a robot perhaps?). Laser makes it easier to cause
Damage in combat.
Machine
This Trait is just a keyword for certain Characters and encounters. It is not a Trait that would require a roll, nor
would a Doctor or Companion need it (although of course K9 is a Machine).
Madman
This Trait is a keyword for certain Characters. You might acquire this Trait temporarily in an event, but a Doctor or
Companion cannot choose it. A Character with Madman must make a Bravery roll to choose an Action or will just
Wait. If the roll is a 12, the Character attacks another Character 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. A
Character may lose Madman by using 3 Luck points at the end of an Adventure if another Character has Aware.
Marksman
This Trait represents the ability to fire ranged weapons or hurl missiles. Characters such as Captain Jack would
have Marksman. The Doctor and Companions may choose it as a Trait.
Medicine
This Trait represents the ability to heal wounds, treat diseases and
generally know about all things medical. Characters like Martha Jones or
Novice Hame will have Medicine. The Doctor and Companions may
choose it as a Trait.
Minion
This Trait will usually have a Character or species in parentheses
attached to it. This means they are Minion of that Character or of all
Characters with that species. This Trait is just a keyword for certain
events and cannot be chosen by the Doctor or Companions. A Minion
Character does not take Wounds.
Music
This Trait represents the ability to sing, play a musical instrument or perform in front of an audience. Tallulah most
certainly had this Trait and the Arcateen culture is based largely on music. This Trait can be chosen by the Doctor
or a Companion as normal.
Pilot
This Trait 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. The Doctor and
Companions may choose this Trait as normal.
13
Poison
This Trait represents the knowledge needed to both create and destroy toxins. It is usually needed by Villains but
could be useful in dealing with plagues. The Doctor or a Companion may choose to acquire this Trait.
Running
This is a hugely useful Trait as we all know the Doctors 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.
Science
This is another hugely useful Trait 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 Trait and a Companion may also choose it.
Screamer
This Trait is more of a keyword that describes some faint-hearted Characters and is used in some events and
encounters. An Auton may freeze a Screamer for example. Often a Companion or a Character like Tallulah will be
a Screamer. The Doctor or Companions cannot choose to acquire this Trait. A Character may lose this Trait by you
spending 3 Luck points 1 at the end of each Adventure over 3 Adventures.
TARDIS
This Trait represents the ability to fly the TARDIS through the Space-Time Vortex avoiding any nasty collisions or
jumping time-tracks. Although the Doctor has occasionally let others, including a reluctant Donna, attempt to pilot
the TARDIS, only Time Lords can choose this Trait.
Thief
This is a very useful Trait 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. The Doctor and
Companions can choose this Trait as normal.
Tracking
This Trait represents the ability to follow a trail or find your way about in
the wilderness. It is useful when Exploring or Moving as Actions. The
Doctor and Companions can choose this Trait as normal.
Troop
This Trait is just a keyword that some Allies such as soldiers and mercenaries will have for certain encounters and
events. It may not normally be chosen by the Doctor or a Companion. Troops do not take Wounds.
UNIT
This Trait refers to that top secret organization that fights alien invasions. The Doctor used to be a member and
Martha Jones became a UNIT doctor. This is more a keyword for events and encounters and you are unlikely to
make a UNIT roll. The Doctor and Companions may choose this Trait and if they do, they gain Sir Alistair
Lethbridge-Stewart (fe04) as a Friend in Post Modern Earth Adventures.
Victim
This Trait is more of a keyword that refers to some characters that have the unfortunate tendency to die in an
adventure. These Characters will always be the first chosen in many random selections. The Doctor or Companions
may not choose this Trait but some unlucky Companions, such as Astrid, may have it. Once gained, this Trait
cannot be removed unless by a specific event or if the Doctor regenerates.
14
Plan: If a Goal Event has occurred, Choose a Trait or Quality. Roll 2D6. Add 1 for each of chosen Trait, or 1 if
you possess chosen Quality at 8 or higher (max +3).
2-4: You may not Plan with this Trait/Quality again this Adventure.
5: -1 DM.
6-7: No effect.
8-9: Add +1 to die roll if you choose Plan next turn (cumulative).
10+: Gain chosen Trait or increase Quality by 4 until Adventure ends.
Research: If a Goal Event has occurred; you are in Victorian Era or later (for Engineering, Medicine, or Science)
Present Era or later for Computers, and Modern Era or earlier with a Temporal event (or Enemy) for History. Roll
2D6, and add 1 for each of chosen Trait (max +3); -1 if Wilderness.
2: Gain 1 Luck and +1 DM.
3: Roll 1D6 for each character with chosen Trait. On a 1-2, they become Wounded.
4: Setback - lose 1 Luck Point.
5-7: No result.
8-9: Add +1 to die roll if you choose Research next turn (cumulative).
10-11: +1 DM.
12+: e083 (breakthrough). May not Research again using this Trait in this Adventure.
Defeat Enemies: If a Goal Event has occurred, roll 2D6 and add current DM for this Adventure, with -2 to the
roll if Turn 1-4 or -1 to the roll if Turn 5-8.
2-3: Doctor is killed. Game over.
4: Random Companion killed - lose 2 Luck. If no Companion, Doctor is killed - game over.
5: Fail - e060 (captured).
6: Fail - Lose 1 Luck.
7: Fail Take a -1DM and roll for an Enemy Event.
8-9: Fail but no effect.
10: e111 (unknown factor).
11: Opportunity rises. Roll 1D6. 1-2: e092. 3-4: e126. 5-6: e128.
12: Confrontation Gain a +1DM and roll for an Enemy Event.
13+: Enemy Event. You may Oppose even if you do not have enough DM.
Encounter Matrix: Roll 2D6.If you have an encounter roll 1D6 - subtract 1 if you have had a Goal Event this
Adventure. Once you can Oppose then subtract 2.
Turn 0
Event: 9+
Event (1)
Turn1-4
Event: 7+
Enemy
Turn 5-8
Event: 6+
Enemy
Turn 9-12
Event: 5+
Enemy
Event (1)
Event (1)
Enemy
Enemy
Character
Event (1)
Event (2)
Enemy
Character
Character
Event (1)
Event (2)
Location
Character
Character
Event (2)
Location
Location
Character
Character
16
Effect
None
Roll once on Scale Table
Roll twice on Scale Table
Roll three times on Scale Table
Luck
+1
0
-1
-2
Min DM of Enemy
0
-1
-2
-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: 1-2: v511; 3: v514; 4: v518; 5: v523; 6: v541
The stakes are high when rolling for an Enemy Goal, increase Goal number by 1.
A random Companion leaves at the end of the Adventure see e115. If none, you must regenerate
The Adventure is on an epic scale see e116 immediately (negative DM allowable)
The Adventure will automatically have a Climax event see r319 (Appendix 10)
17
1-2
3-4
5-6
Brash
Protective
Untrustworthy
Dedicated
Headstrong
Jealous
Compassionate
Resourceful
Independent
Moral Code
Quick Thinking
Indolent
Appealing
Curious
Adventurous
Determined
Awestruck
Natural Leader
18
Independent This Companion likes nothing better than striking out alone and seeing whats out there! They gain
+2 to an Explore Action 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 want to travel in the TARDIS with just you as company threes a crowd. If there are
other Companions with you then this Companion is -1 to all Qualities
Loyal A Companion may only gain this Personality when they have completed 4 Adventures with you (unless
Rose Tyler or K9). This Companion wants to stay travelling in the TARDIS with you forever and is excluded
from any random selection as a result of a Companion Leaving roll.
Moral Code This Companion has a strong sense of justice. They have +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, 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
a Hit in combat and this Companion is with them, they can be assigned the Hit instead. They may also
take a Wound in an event rather than the protected Character.
Quick Thinking This Companion has knows how to make sharp decisions. Once per turn, you can re-roll a Trait
roll that involves one of their Traits 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 Traits, he or she is +1 to all Qualities.
Untrustworthy This Companion might not always have everyones 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. If they
fail then they are inactive for the turn and do not choose an Action.
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The Doctor:
Brains: ______
Brawn: ______
Bravery:
______
Wounds: ______
Traits:
Luck:
______
Equipment:
Companions:
Brains
Brawn
Bravery
Traits
Wounds
Allies:
Scaling: _____
Turn Record:
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R306k. Conflict
You decide to take the battle to the Enemy and try to sabotage their plans. You must have had a Goal event to
choose this Action and only Characters with Bravery of at least 6 can attempt this Action. Roll 2D6 and add any
Thief, Tracking and Troop Traits but subtract the number of Characters attempting the Action. Add +1 to the roll if
in an Enemy Base (e144). A Companion that is Independent (using the Personality rules) gains +1 to rolls here if
the Doctor is not attempting this Action.
4(or less): Ambushed roll for an immediate Enemy encounter with a -1 to any Talk or Surrender options.
5:
Failed opportunity - gain a -1 penalty for further Conflict Actions in this Adventure.
6:
7:
Opportunity you may enter the Enemy base (see e144) if you wish. If 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
either: Demolitions, Domination, Marksman or Poison:
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 and each will attack
an Enemy with a Brawn of 10. If you have at least 5 devices, they can either be used to
gain a +2DM, or if you are in an Enemy Base and can Oppose then you 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.
Marksman If you make a Marksman 9 roll (with +1 if you have at least 2 Troop) then when you have an
Enemy encounter and have to roll for the number of Enemies encountered, reduce that
number by 1D3. Roll for the 1D3 reduction each time you have a future Enemy encounter.
Poison - If you make a Poison 9 roll (adding any Medicine) then you can make a gas that will temporarily
disable (treat as killed for Rout rolls) any non-Machine Enemy that fails a Bravery roll. You may
use the gas in a future Enemy encounter before you resolve an option (so you could choose a
Talk option and if this then fails, use the gas before choosing another option). Enemies recover at
the end of the encounter unless inside a Base where they will recover after 1D3 Turns.
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