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Culture Documents
c008c. Judoon
Judoon Characters have -2 Brains and +2 Brawn, and gain Marksman and Troop if they do not currently have it.
Judoon may not have the Compassionate Personality Trait and must have the Headstrong Trait. Judoon gain a
+2 bonus when leading the Seek Help Action to find reinforcements (and always summon Judoon if possible).
At the beginning of each Adventure with a Judoon Companion, the Doctor must make a Bureaucrat 8 roll (other
characters except the Judoon Companion may contribute to the roll). If you fail, then you have inadvertently
violated some obscure regulation and the Judoon Companion will be compelled to cite you, lose a Luck point. If
you fail the roll by 4 or more, then the Companion summons his compatriots (see e054 with -2 to any Talk
options) and leaves as a Companion.
c008d. Rogue Sontaran
Sontaran characters gain -2 Brains, +1 Brawn and +1 Bravery and
Marksman and Troop if they do not currently have it. Sontaran
Characters give a +2 bonus to Conflict Actions. If the Sontarans are ever
revealed as the Enemy and you have a Sontaran Companion, roll 1D6
and on a 1-2 then that Character was not a rogue but a spy the whole
time! They become a Minion of the Enemy and you lose 1 Luck point for
every Adventure that they spent with you. You have an instant Sontaran
Enemy encounter (v531) and lose the Sontaran Companion who becomes
a Sontaran Commander for this encounter
Sontaran Companions and Allies are -1 Brawn for every Thief facing them in combat.
c008e. Ood
Ood Characters have -1 Brawn and -2 Bravery and gain Aware and Creature if they do not already have them.
When encountering Ood with an Ood Companion, roll 1D6 and on a 6 one of the encountered Ood is an Elder
with Music and +1 Brains. All Ood Companions become Minions of the Enemy if the Enemy leader has total
Brains and Bravery of 15 or greater although return as Companions if the Enemy is Defeated.
Ood Aware Traits may be contributed to your Investigate Action rolls without counting toward the normal +3
maximum bonus. If you make a successful Engineering 9 roll and spend three Luck points, you may construct a
telepathic dampening field that prevents an Ood Companion from succumbing to the Ood species vulnerability
to becoming Minions, but they also lose Aware. Ood Companions do not have any Personality Traits.
c008f. Silurians
Silurian characters have +1 Brawn and Creature and Tracking, if they do
not already possess them. When you have a Silurian Companion your
Talk and Charisma rolls made with Humans when on Earth have a -2
penalty but you also gain a +2 bonus to any Talk or Charisma rolls made
with other Creature Characters.
Silurian senses give them +1 to any Explore roll. Human Companions
have a -2 penalty to their Companion Leaving roll if you also have a
Silurian Companion. Silurian Companions cannot have the Appealing
Personality Trait and must have the Jealous Personality Trait.
c008g. Vinvocci
Vinvocci Characters have +2 Brains and -2 Brawn and -2 Bravery and gain Computers, Engineering and Medicine
if they do not already have them. Vinvocci may add the required Trait to your Research Action, ignoring the normal
Trait bonus +3 maximum.
Apocalypse
Capture
Experiments
Invasion
Meddling
Political
Profit
Quest
Resurrection
To take a Prevent Action, you must know the Enemy Goal. Some Goals may have two types (eg: e168: The Dead Shall
Walk is both Apocalypse/Resurrection). If a Goal has two types, you may roll on either Prevent Action table.
When a Goal is revealed, either on an Enemy or regular event, it will now have the Goal type after it. To find out the
Goal type for existing Goals in the Core Booklets or later published expansions, use the table below:
e138
e156
e163
e164
e165
e167
e168
e169
e170
e171
e172
e174
e175
e178
e180
e204
e214
e216
e220
e221
e222
e227
e228
e231
e233
e234
e237
e239
e240
e245
e247
e261
e262
e274
Alien Transmission
Time Lord Hunt
End of the World
Hostage Situation
Alien Invasion
Fire Sale
Dead Shall Walk
Last Survivor
Chula Virus
Rebuild Dalek Race
Purification
Slavers
Wake the Devil
Stranded
Awakening
Escape Prison
Hunt Fugitive
Replace Population
Control Substance
Scorched Earth
Dangerous Experiments
Assassination Attempt
Harvest Organs
Manufacture Plague
Art Theft
Wound in Time
Steal TARDIS
Age of Steel
Secret Manipulations
Empire of the Wolf
Attain Material Form
Break God Code
Breeding Ground
Create Slave Race
Invasion
Capture
Apocalypse
Capture
Invasion
Apocalypse/Profit
Apocalypse/Resurrection
Resurrection
Capture/Invasion
Experiments/Resurrection
Apocalypse
Capture/Profit
Resurrection
Quest
Resurrection
Resurrection
Capture
Capture/Invasion
Profit
Apocalypse/Invasion
Experiments
Political
Capture/Experiments
Apocalypse/Experiments
Profit
Meddling
Capture
Experiments
Meddling
Resurrection
Invasion/Resurrection
Experiments
Invasion
Experiments/Profit
e277
e283
e286
e293
v516a
v541a
v546a
xv04a
xe05
mv02a
mv04a
mv06a
mv08a
mv11a
mv12a
mv14a
me38
me68
me72
ye09
ye10
ne20
tm01a
tm02a
tm07a
tm10a
l006a
q014
h022
h024
Invasion/Resurrection
Apocalypse
Quest
Experiments
Capture
Apocalypse
Experiments/Profit
Apocalypse
Invasion/Resurrection
Political
Resurrection
Meddling
Capture
Capture/Experiments
Capture
Capture
Capture/Apocalypse
Political
Profit
Meddling
Meddling
Meddling
Capture/Profit
Resurrection
Experiments
Capture/Experiments
Apocalypse/Experiments
Quest
Profit
Quest
Its too late! You lose the Adventure. All TARDIS Characters must make a Running 8 roll (with -2 if a Victim) to
reach the TARDIS or are killed.
5:
Is there any way out see e287 immediately.
6: Events slipping out of control take a -1DM.
7: Time running out increase the Turn number by 1.
8:
No progress no event.
9:
There could be a way add +1 to the roll if you choose a Prevent
Action next Turn
10: Could this be the answer gain a +1DM.
11: A way is found roll 1D6: 1-3: e126; 4-6: e128.
12+: Its over if you can Oppose, you have Defeated the Enemy. If you cannot, instead gain a +2DM.