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Welcome to the Doctor Who Solitaire Story Game...

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.

R301. Your Character


You begin play as the Doctor Last of the Time Lords and the only
survivor of the terrible Time War.
You have Brains 10, Brawn 4 and a Bravery of 7. You may also add 5
points to your 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 Traits from the list below (although other Traits do
exist). You may not choose a Trait twice. You can increase your Traits
(and purchase new ones) later in the game by spending Luck points.
Traits available to choose are: Aware; Charisma; Computers; Demolitions; Domination; Engineering; Gloating;
History; Marksman; Medicine; Music; Pilot; Poison; Running; Science; TARDIS; Thief; Tracking, UNIT.
You also start the game with 4 Luck points. These are used when you want to re-roll a dice after a failed Quality or
Trait roll (or a roll that is linked to either such as combat), or if you want to reroll an Action result. Simply cross
off a 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 though! If you are required to roll 2D6, then spending 1 Luck point will roll all
the dice again. Luck points are gained through events, gaining a Companion and Defeating Enemies.

R302. Trait and Quality Rolls


You often have to make a roll based on a Trait or Quality- such as a Charisma roll, a History roll, or a Brains roll.
If the roll is Quality based Brains, Brawn or Bravery - then to succeed you must usually roll 2D6 and roll equal or
less than the Quality. Some events give penalties or bonuses to the Quality before the roll is made. 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 Trait based, such as Charisma, or History, the event or reference will give a number. Roll 2D6 and
count all the matching Traits that your group has. If the total of the roll and Traits equals or exceeds the number
given then you have succeeded. Sometimes an event will only allow you to add your personal Traits as the Doctor.

R303. TARDIS Characters


When you gain Companions (often by you making a Companion Charisma roll other Characters cannot make
this roll or add Charisma to it), they become a TARDIS Character, and join you in your adventures. TARDIS
Characters - yourself and any Companions with you - are more difficult to kill in certain events or in combat.
If you have a Companion, then at the end of each Adventure you roll1D6. 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. You may never have more than 2 Companions at any one time and if you do gain more then you must
reduce the total back to 2 at the end of the Adventure by rolling randomly to see which Companion(s) (excluding
any you have gained in the current Adventure) leave.
If you ever gain a Companion but want that Character to remain an Ally (thus avoiding any treasured Companions
leaving as above) then you may do so at the cost of 1D3 Luck points at the end of the Adventure.
Companions often have Friends family members or other people they know well, such as Rose Tyler knowing
Mickey Smith. If you land at an Adventure location where your Companion is Native (same era and adventure
location) you may contact them and have them join you by making a successful Move (r306e) roll.
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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

R306. Actions in Adventures


In an Adventure, at the start of each Turn you select an Action. 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 (like Relax) cannot be chosen in all Adventures. Each Action has separate rules:
Actions:
Defeating Enemies

Move

Rescue Prisoners

Escaping Capture

Plan

Rest to heal wounds

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).

R306a. Defeating Enemies


This action is only allowed if you know the identity of the Enemy in the Adventure and their Goal. You roll 2D6
and add any Defeat Modifiers (DM) you have, with -2 if Turn 1-4, and -1 if Turn 5-8:
2-3: You are killed in your attempt to Defeat the Enemy the game is over.
4:

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:

You have failed to defeat the Enemy lose 1 Luck point

7:

You have failed to defeat the Enemy take a -1DM and roll immediately for an Enemy event

8-9: You have failed to Defeat the Enemy.


10: An unknown factor has emerged - see e111.
11: An opportunity arises - have an Enemy encounter or roll 1D6: 1-2: e092; 3-4: e126; 5-6: e128.
12: Confrontation Gain a +1DM and roll for an Enemy event.
13+: You encounter the Enemy and can now Oppose even if you do not have enough DM.

R306b. Escaping Capture


You will often get captured by various Enemies and other Characters. To
escape you normally roll 2D6 and add any modifier (it is usually harder
to escape bases for example), and the event will tell you the result of your
escape attempt. Some events or equipment, like a Sonic Screwdriver, will
give you bonuses to Escape rolls.
Characters that are captured do not have to roll for an Encounter each
turn but the capture event may ask you to roll a die to see if anything
nasty has happened to you
5

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:

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.

8:

You meet someone roll for a Character event.

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:

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 a vital place - see e082.

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:

Plan backfires gain a -1 DM penalty.

6-7: You have no success with your plan.


8-9: You make progress if you choose this Action next turn, get a (cumulative) extra +1 bonus.
10+: You succeed in gaining the Trait of your choice or a +4 Quality total. Increasing a Quality in this way
does not add to any Characters personal Quality totals (such as in combat).

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:

Your holiday has become interrupted. You automatically have an


encounter this turn.
Your Companion (with highest Bravery) has become bored. If this Action is chosen again, he or she will
split up (r306e) and must choose another Action. If you have no Companion see result 3-4.
You enjoy yourself and relax. If you choose this Action again next turn, add +1 to the roll.

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:

Serendipity! Gain a Luck point and +1DM.

3:

Accident! Roll for each Character with chosen Trait. On a 1-2, they become Wounded.

4:

Setback! Lose a Luck point.

5-7: Impasse: No result.


8-9: Slow Going. No result, but if you try again next turn, you may add +1 to result (cumulative).
10-11: Making progress. Gain a +1 DM.
12+: A breakthrough. See e083. You may not research further using this Trait in this Adventure.
7

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.

R306j. Seek Information


You decide to try and find out more information. You must have had a Plot or Enemy (but no Goal) event and use
Bureaucrat (any era), Charisma (any era but each 2 Charisma gives +1 to the roll), Thief (any era but on a result
5-6 see e059), History (Modern Era or earlier), or Computers (Post-Modern Era onwards). This Action cannot be
used in a Wilderness Adventure location. Roll 2D6, adding +1 to the roll for each of your chosen Trait (max +3).
You may Seek Information using more than 1 Trait per Adventure, but only one at a time per group. If you roll
natural doubles and there is an Enemy revealed, your encounter this turn will be an Enemy.
2:

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:

You may either roll for a Location event or a Character event.

9:

You discover some important information. Roll for a Plot event.

10: You discover vital information. Gain +1 DM.


11: You hear of an important place see e082.
12+: Discover the Enemy plan roll for a Goal (revealing Enemy if necessary). Gain 1 Luck point.

R307. Encounter Matrix


The table below details the chance (on 2D6) of an event occurring in the different turns in an Adventure. If an
event occurs, then roll 1D6 to see the type and refer to the Adventure to find the specific event.
Turn 0
Event: 8+

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

+3 per Character with 9-10 Brawn

+2 per Character with 6-8 Brawn

+4 per Character with 11+ 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

Example 2: 3 UNIT Soldiers (each Brawn 6) encounter 2 Cybermen


(each Brawn 9) who march towards them, arm lasers firing and
crying delete! 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 soldiers (total Brawn 8) roll a 4 (total
12), the Cyberman a 3 (total Brawn 12). It is a stand-off as the totals
are equal. In the other combat, the soldier rolls a 6 (total Brawn 12)
to attack against a Cyberman who rolls a 1 (total Brawn 10). This
gives a difference of 2, so this Cyberman is assigned 2 Hits.
When rolling for Damage, since the Cyberman is a Machine, the 1D6 roll has a -1 modifier. The D6 rolls
results are 4 and 5. Although the first Hit causes no Damage, the second (very luckily) destroys the Cyberman
since it is also a Troop.
Escape: After a combat round you may attempt to escape the battle by making a Running roll as detailed in the
event. If you dont make the roll, the battle continues. You can attempt to escape after each round. If only some of
your Characters escape, you can either choose to leave them behind or opt not to escape at all.
Routs: You can attempt to frighten your enemy into running away from the combat if you wish. Each time you kill
a Character in the opposing group, after you finish all strikes, make a Bravery roll for each opposing Character or
Enemy. If they fail, they run from the combat. Opposing Machine characters or those with a Brawn of 9 or higher
are never subject to rout, they will always fight to the death.

R309. Wounds and Death


Wounds to Characters are caused by combat and other events. If these Characters are Wounded their Brawn is
reduced by 2 for each Wound until the Wound is healed. A Character that receives a Wound that takes their
Brawn to zero or less is killed. Minions and Troops can never take Wounds but are simply killed.
KO Instead of becoming Wounded, you may choose for a TARDIS Character to be knocked out and removed
from the fight. At the end of the fight, 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 encountered have no Surrender
option then any Characters KOd will be killed (or eaten).
Death: If a Companion is killed you must 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 or greater, then he regenerates instead (see below), otherwise he is
killed and the game is over!
Healing Wounds: You may choose to Rest as an Action to try and heal your Wounds. Certain events or
Equipment can also help you heal. A Character with Medicine may make a Medicine 9 roll to heal a Wound on a
Character. If there is more than one Character with Medicine in your group, they may either try separately or
combine their Traits. Characters with Medicine may try to heal themselves. At the end of each Adventure, all
TARDIS Characters heal a Wound.
Radiation Wounds: Wounds received through radiation 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 lose all Luck points, and then return as a new
incarnation of the Doctor. You have to choose your Qualities and Traits as if starting the game again see r301.
Also roll 1D6+1. For this amount of turns you are -2 to all Quality and Trait rolls.
Disease: A Character that is affected by a Disease event may or may not be able to heal any effects given by the
Disease. See the event for the exact details.

10

R310. Equipment and Artefacts


Throughout your Adventures you may acquire various gadgets and
pieces of equipment, such as the famous sonic screwdriver or the very
useful psychic paper. Some of these with the keyword Equipment
can be taken with you into further Adventures. Gadgets or devices
without this keyword are lost at the end of the current Adventure.
The Doctor may only carry a maximum of 3 pieces of Equipment
between Adventures however, and Companions may only carry 1.
Excess Equipment must be discarded.
Unless otherwise stated, Equipment is not unique and you may have duplicates although may only use one at a
time. Using two sonic screwdrivers at a time isnt allowed!
You may also discover various long-lost and powerful Artefacts in your Adventures. Each Artefact is unique and if
you discover a duplicate then just ignore the event.

R311. Using Luck Points after Adventures


At the end of an Adventure you may spend Luck points to increase Qualities, gain or increase Traits or gain
Equipment, to help you in further Adventures. You can also turn Allies into Companions or Friends. Both you and
your Companions can improve Qualities and Traits.
Increasing Qualities: To increase a Quality by 1 point costs Luck points equal to the current value of the
Quality. (Example: 5 Luck points to increase a Bravery of 5 to a 6).
Museums: If at a Museum, you may gain or increase Science or History for 1 Luck point less than usual.
Tutors: If you have a tutor (another TARDIS Character or Friend) that already has a desired Trait at a higher level
(or a Quality at least 3 greater), then for another Character to gain that Quality or Trait costs 1 Luck point less.
Increasing Traits: To gain a Trait costs 4 Luck points. To increase a Trait you have costs 7 Luck points from 1 to
2 and 10 Luck points from 2 to 3. You may never have more than 3 in any Trait.
Gain Equipment: To gain some equipment you may spend 3 Luck points to roll once on event e010.
A New Companion: You may turn your Ally into a Companion by spending Luck points equal to the number of
Traits the Ally has. You may instantly increase a Quality of the Character (your choice) by 1.
Making Friends: You may turn a surviving Ally into a Friend (encountered at exact Adventure) by spending Luck
points equal to half the number of Traits the Ally has (round up). The Ally also gains Aware if they dont have it.

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

R312. Appendix 1: Trait Descriptions


Here is a complete list of all the Traits used in the game with a brief description and example of each. Note that
some Traits are only applicable to certain Characters. The Doctor may not normally acquire Screamer for example,
nor may a Human Companion be a Creature. This is also noted in the descriptions.

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

R313. Appendix 2: Reference Sheets


Relax: If at a Holiday location; no Enemy or Plot Event yet - roll 2D6 (+1 if native Companion).
2: Lose 1 Luck, and may not Relax again this Adventure.
3-4: May not Relax again this Adventure.
5: Automatically roll on Encounter matrix this turn
6: If you choose Relax again this Adventure, your companion with the highest Bravery splits up from
you.
7: Add +1 to roll if Relax chosen next turn.
8+: Choose one: eat (e073), take a tour (e129), or see entertainment (e080).
Explore: If no Enemy Event yet, roll 2D6. Add 1 per Tracking (max +3). On doubles, your group splits up
2: Enemy event.
3-4: e078 (lost).
5: Companion in Trouble see e002.
6-7: No effect
8: Character event.
9-10: May Investigate next turn OR if Move gain Location event.
11: Plot event.
12+: e082 (Important Place).
Investigate: If you have had an Enemy Event but no Goal Event yet - roll 2D6. Add 1 per Aware. If on Earth and
Victorian Era or earlier, also add 1 per History (max +3). On doubles: see e002.
2-3: e059 (captured).
4-5: Enemy event.
6: No effect.
7: Add +1 to roll if you choose Investigate next turn.
8: Location event (or Plot if at Location).
9-10: Plot event
11: +1 DM.
12+: e082 (Important Place).
Seek Information: Must have had a Plot or Enemy Event, no Goal Event and not be at a Wilderness location.
Choose Bureaucrat (any era), Charisma (any era but need 2 Charisma per +1), Thief (any era but result 5 means
e059), History (Modern Era or earlier) or Computers (Post Modern Era or later). Roll 2D6 and add 1 for each
chosen Trait (max +3). On doubles (when there is an Enemy) means an automatic Enemy encounter.
2: e059 (captured).
3: Enemy Event.
4: You may not Seek Information using chosen trait again this Adventure.
5-6: No effect.
7: Add +1 to die roll if you choose Seek Information next turn (cumulative).
8: Choose a Location or Character Event.
9: Plot Event.
10: +1 DM.
11: e082 (Important Place).
12+: Goal Event (Enemy Event first if necessary). Gain 1 Luck.
15

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

R314. Appendix 3: Scaling the Adventures


This is an optional set of rules that makes initial Adventures easier (when you have less Traits, Companions and
Equipment) than later Adventures when you have used your Luck to gain more Traits 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 any Enemy with a lower DM than indicated:
Total
0-3
4-6
7-9
10+

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

Adventure Scale Table


Roll 2D6 as many times as instructed and apply all results including duplicated rolls:
2: Countdown There are 2 less 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 Subtract -1DM when the Enemy is revealed (in addition to normal modifier).
8: Master Plan Add +1 to the Goal number when revealed (but do not gain an extra Luck point if Defeat).
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: Equipment Destroyed Randomly select an Equipment to be lost at the end of the next Adventure.
12: Bad Luck Immediately lose 2 Luck points
Seasons of Adventures
Each season contains 10 Adventures. When you reach your 10 th 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 where the number of Adventures played (for Scaling calculation) is
reduced back to zero. Any Equipment remains with you although you may discard each to gain 1 Luck point.
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
3
4
5
6

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

R315. Appendix 4: Companion Personalities


This is an optional set of rules to make Companions slightly more varied
and interesting. When you gain a new Companion, roll once on the
table below and then see the descriptions of the personalities and the
modifiers they cause. If your Companion is one that has been established
from the TV show, see r315b.
At the end of an Adventure you may use 3 Luck points to buy a new
Personality type, or pay 2 Luck points to lose one. A Companion may
never have more than 3 Personality types.

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

R315a. Personality Types


Adventurous This Companion has a spirit of adventure. Each time you land on at an Adventure Location 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 Trait 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 that is killed
Curious This Companion cannot help but go looking for danger. Add +2 to Investigate as an Action if the
Companion is not with the Doctor.
Dedicated This 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 this chosen Trait, 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 may gain a Domination Trait.
Headstrong This Companion will not Evade an encounter unless the total Brawn of opposing Characters is at
least three times your own total Brawn.

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.

R315b. Famous Companions


When you encounter these Companions, they automatically have the following Personality types to start:
e003: Jackie Tyler Protective (Rose Tyler)
e004: Mickey Smith Awestruck, Protective (Rose Tyler)
e021: Captain Jack Harkness Appealing, Headstrong
e022: Sarah Jane Smith Curious, Moral Code
e090: Rose Tyler Loyal, Jealous
e106: Martha Jones Compassionate, Resourceful
e109: Donna Noble Brash, Quick Thinking
e110: Tallulah Appealing

e114: Marcus Falco Headstrong

e118: Caroline Fairfax Independent

e193: K9 Dedicated (Science), Loyal

e224: Louisa James Curious

e248: Wilf Mott Compassionate, Protective (Donna


Noble)

e271: Astrid Peth - Adventurous

19

R316. Appendix 5: Optional Combat Rules


This is an optional set of rules to expand combat and give a range of
interesting results that mirror the TV episodes. It will make combat less
deadly and allow options that make it easier for the Doctor to survive.
The tactics below are for you to choose for the Characters in your group.
A Character can only opt for one tactic below each combat round or at
the end of each round.
Aim for the Eyepiece
This tactic can be used to try and find weak spots in the opponents armor. If a Character with Marksman does not
enter combat directly or is used to support other Characters then at the end of the round if they make a successful
Marksman 9 roll (with normal Hit modifiers applicable) then one opponent (your choice) is Wounded.
Capture
Your Characters may attempt to capture an Enemy rather than inflict Damage. This must be stated before combat
rolls are made and is successful if you would have inflicted enough Wounds to reduce the Brawn of the Enemy to
half or less. A captured Enemy (except a Minion or Troop) gives a +2 bonus in any Confront option. A captured
Enemy must be guarded by Characters with at least twice its Brawn (or it will attack if it makes a Brawn roll) or
locked up (not in Wilderness) but it will attempt to escape each Turn and is successful if it makes a Brawn roll.
Covering Fire
This tactic can be used to help Characters escape. At the end of a combat round, if a Character with Marksman
does not attempt to evade the combat, then all other Character gain a +1 to their Running roll. This is cumulative if 2 Characters with Marksman do not attempt to evade, Characters get +2 etc.
Last Minute Plea
This tactic can be used to survive even after you have been attacked. At the end of a 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 to get a Character (with Bravery 8+) to get an opponent to chase them and therefore allow
the rest of the group to escape combat. Roll 2D6 and subtract the result from the Characters Brains adding any
Charisma Traits they have. The difference is the number of opponents (your choice) that will follow this Character.
Mercy
A TARDIS Character may offer mercy to an Enemy if it is Wounded to less than half their initial Brawn. Gain a
Luck point and the Enemy makes a Bravery roll (with -1 Bravery for each Wound). If the Enemy fails the roll, then it
surrenders and is beaten (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 Companion with Compassion must offer mercy.
Protection
A Character may protect another so that are not paired with an opponent as long as the fighting Character has a
maximum of three opponents. This tactic is handy for keeping weaker Companions and allies out of combat.
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
If you have 3 or more Characters with Troop or UNIT and another Character with at 7+ Bravery, keep that
Character out of combat to make the Characters with Troop or UNIT +1 Brawn for the combat.
You Go That Way
You may add +1 to a Running roll to escape combat but any Character that escapes must split into 2 random
groups. Roll 1D6 for each Character - 1-3: Group 1; 4-6: Group 2.
20

Appendix 6: Sample Character Sheet

The Doctor:

Brains: ______

Brawn: ______

Bravery:

______
Wounds: ______

Traits:

Luck:

______

Equipment:
Companions:

Brains

Brawn

Bravery

Traits

Wounds

Allies:

Scaling: _____

Current DM: _____ Goal: ______

Turn Record:

21

R317. Appendix 7: Enemy Battles


These optional rules add an increased element of danger to the game
and encounters with an Enemy can get very nasty.
Each time you roll for an Enemy encounter also roll an additional 1D6
and add the Enemy Defeat Modifier (with an additional -1 if the Enemy is
the Sontarans masters of war). If the result is 1 or less (2 or less if you
can Oppose), then roll 2D6 on the table below.
(Optionally, you may only start using these rules when the Scaling total
from Appendix 3 is at least 4).
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 Brains rolls you make in any Enemy encounters in this Adventure are made at a -1 penalty.
4: Battle Plans Roll on the Tactic table below.
5: Overwhelming Force You have to Surrender if it is a possible option, or Fight if not.
6: Weapons All Enemies have +1 Brawn for the remainder of the Adventure.
7: Battle Plans Roll on the Tactic table 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 the Tactic table below.
11: Dispense with Minions The Enemy decides that any Minions it may have are now no longer necessary and
expendable. If the Enemy has Minions, take a -1DM but you never have Minions in a future
Enemy encounter in this Adventure.
12: All-Out Assault The Enemy attacks a Location. If you are not at a Location take a -1DM but there is no further
encounter this turn. If you are currently at any Location any Victims in your group are instantly
killed. Each other Character must roll as if they have taken a Hit in combat (see r308)

R317a. Battle Tactics


Roll 1D6 adding +1 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 and 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.

22

R317. Appendix 8: Conflict


This is a new Action that allows players more choice when trying to
Defeat an Enemy. Instead of Planning (r306f) or Research (r306h), this is
a more active and dangerous option that allows Characters (especially
Companions who get bored waiting for the Doctor to come up with
something) to try and stop the Enemy plan or gain bonuses for that allimportant showdown.

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:

Failed opportunity no result.

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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R318. Appendix 9: Seek Help


This is a new Action that can be used in two ways. It can be used at any
time to find medical help when one of your Characters is Wounded, or
when you have had a Goal event and you need to gain more help 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.
R306l. Seek Help
You decide to find more help in getting medical attention or finding reinforcements. If trying to find reinforcements
you must have had a Goal event to choose this Action. This Action cannot be chosen at a Wilderness Adventure
(unless at a Location with a Character line). Roll 2D6 and add any Bureaucrat from native Characters and +1 for
every 2 Charisma. If you are at a Holiday Adventure, take -1 from the roll.
If attempting to find reinforcements, also apply the following modifiers: If on an Earth Present or Post-Modern
Adventure, add +1 for each UNIT unless that Character is also a Troop. If you have a total Bravery of at least 20,
add +1 to the roll. If you have had e210, take -1 from the roll. A Companion that is a Natural Leader (using the
Personality rules) gains +1 to rolls here if the Doctor is not attempting this Action.
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: You either find a physician with Medicine who can treat your Characters normally (see r310) or find
reinforcements see options below:
Earth (to Renaissance Era): 1D3+2 militia Brains 2, Brawn 6, Bravery 5 (Running, Tracking, Troop)
Earth (Victorian or Modern Eras): 1D3 Police Brains 3, Brawn 6, Bravery 5 (Marksman, Tracking,
Troop)
Earth (Present or Post Modern Eras): 1D3+1 UNIT Troops each Brains 4, Brawn 6, Bravery 6
(Marksman, Running, Troop, UNIT). If 4+ troops, then one is a UNIT Commander Brains 5, Brawn 6,
Bravery 7 (Bureaucrat, Computers, Marksman, UNIT).
Spaceship or Space Station: 1D3+1 ship security each Brains 3, Brawn 6, Bravery 6 (Marksman,
Running, Troop). If 4+ security, then one is instead an officer Brains 5, Brawn 7, Bravery 7 (Aware,
Computers, Marksman, Running)
Other: 1D3+1 soldiers Brains 3, Brawn 6, Bravery 6 (Marksman, Running, Tracking, Troop). If 4+
soldiers, ones is instead a leader with Brains 5, Brawn 7 and Bravery 7 (Aware, Bureaucrat,
Marksman, Running)
11+: You find help or reinforcements see options above replacing 1D3 with 1D6 or see extra options below.
You may not choose this Action again in this Adventure.
Time Agents (only possible if you have had a Temporal Enemy or Goal): 1D3 agents each Brains 6,
Brawn 7, Bravery 7 (Aware, History, Marksman, Pilot, Running, Thief).
Judoon (only possible if not on Earth in Post Modern Era or earlier): 1D3+1 Judoon each Brains 2,
Brawn 8, Bravery 7 (Marksman, Pilot, Tracking, Troop). While the Judoon are with you, you have -2 to
any Charisma roll.
Medical specialist He can use Medicine to treat your Characters and if in Near Future Era or later
has drugs that can also treat radiation Wounds as a normal Wound.
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R319. Appendix 10: Adventure Climaxes


Many of the Doctors adventures 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 optional 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 any Luck gain), roll 1D6 and add the Enemy Defeat Modifier.
Subtract 1 from the roll if the Turn number is less than 9 (-2 if Turn
number less than 5). If you are playing the Scaling rules (r314) then you
may also apply the Luck modifier in the table to the roll.
If the result is 1 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 machine that 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 you must roll 1D6 three times and
add the total number of the appropriate Trait (below) in your group each time. If the total is
15 or greater, then the device has been deactivated and you have won the Adventure and
gain Luck points. Trait needed (1D6): 1-2: Computers; 3-4: Engineering; 5-6: Science.
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 let the
leader escape at the end of any combat round at the cost of gaining no Luck points for
Defeating the Enemy and this particular Enemy becomes your Nemesis.
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 (add +1 if a TARDIS Character
or -1 if a Victim) or be caught and killed. Lose 2 Luck points if a Companion is killed and 1
Luck point for every 2 Allies (round up).
4: Hollow Victory Although you have Defeated the Enemy, it is not without cost and you must destroy a Victim
from your group. If you have no Victim, you must destroy a TARDIS Character.
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. Unless you have a Companion with
Bravery 8+ or a total Bravery (without adding the Doctors Bravery) of 20 (you may double
a Companions Bravery at the cost of 1 Luck point for this total), then you have not
Defeated the Enemy, 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 a total Brains of 25 or any TARDIS Character (you may roll
for each separately) 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.
An Enemy that becomes a Nemesis means that with 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.

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