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Welcome to the Doctor Who Solitaire Story Game...

It is known that the Doctor requires companions.


(Dalek Supreme - Asylum of the Daleks)
The Doctor is never without his loyal companion and neither should players of the Doctor Who Solitaire Story
Game. This second Companion expansion supplies new rules and depth to Adventures with many new Actions,
giving Enemy Goals new types for you to Prevent, extending rules for regeneration, as well as introducing ways to
personalise your own TARDIS and sonic screwdriver. There are even rules to modify the game so that it can be
played as a competitive game. The universe just got a lot bigger again...

How to Use this Expansion


All the rules contained in this expansion can be considered optional and
players can decide to use any or all that they want to enhance their
games and adventures.
Some rules add a little more book-keeping to the game so new players
may want to pick and choose the sections they use at first whilst they get
used to the main flow of the game.

C008. Alien Companions


Although you may change Allies which are alien into Companions as normal, these rules are included if you want
to make that alien Companion a little more unique like Strax or Madame Vastra. They may also be used when
you encounter a standard Character that is classified as an alien rather than Human.
Be creative and use these ideas to create unique alien Companions to join you in your adventures!
c008a. Cheem
The Forest of Cheem are an intelligent, bipedal, arboreal species that
are direct descendants of the tropical rainforest.
Cheem Companions have +2 Bravery and -2 Brawn, plus Aware and
Creature if they do not already have them. While you have a Cheem
Companion, your Medicine rolls are made with a +1 bonus due to the
Cheems natural medicinal secretions. Cheem Characters suffer an
additional Radiation Wound each time they suffer Radiation Wounds.
Cheem must have the Compassionate Personality Trait.
c008b. Liberated Cyberman
If you Defeat the Cybermen in an Adventure or Rescue any prisoners from being captured by the Cybermen, you
can spend 3 Luck points and make a Medicine 9 roll to liberate a partially converted Cyberman.
Liberated or incomplete Cyberman Characters gain +2 Brawn, lose any Running they may have but gain Laser,
Machine and Marksman if they do not already possess them. Cybermen must make a Bravery roll each time an
Enemy Cyberman is encountered. If they fail the roll then they are forced to join the Cybermen as a Minion.
Each time you defeat and kill a Cyberman in combat, if you can make a successful Engineering 8 roll followed by
a Medicine 8 roll, then you have scrounged a new add-on for your Cyberman Companion. Roll 1D6:
1-2: Enhanced Data Processor - +1 Brains; 3: Targeting System - gain Marksman; 4: Enhanced Sensor Package gain Tracking; 5: Utility Program - gain Demolitions or Engineering; 6: Arm-Mounted Laser - +1 Brawn.
Each add-on may only be found once - duplicate results mean that you found nothing useful. To heal a Wounded
Cyberman requires an Engineering roll, rather than Medicine.

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.

C009. Converting DWSSG to Multi-Player


While the Doctor Who Solitaire Story game was conceived as a one player
game, it is fairly easy to convert it to a game that caters for up to 4 players
with these simple rules.
In an attempt to emulate a boxed game it is also recommended that players
use all the many play aids available such as the Doctor Character cards,
Equipment and Companion cards, Adventure Location cards and the Action
Reference Sheet. New play aids, such as the Adventure Mat, Enemy cards,
Goal cards and Ally cards have also been created.
Players also need counters or markers to keep track of Turns, DM, Luck, etc.
It is up to players to decide on what optional rules are going to be used and what expansions are to be included.
Set Up
Each player will need a copy of the Action Reference Sheet, the Adventure Mat and their own Doctor Character card if
using the TV Doctors. If players wish to create their own Doctor Character in the usual way by assigning Qualities, Traits
(and Abilities if included) then they will need a copy of a Character sheet. It is best if each player has 2D6.
Only one copy of each of the Event book and the Enemy book are required and passed between players as play
progresses (see below).
Play
The game consists of rounds of 4 normal Turns. When a player finishes his round, it is the next players round etc.
When it is a players round, another player controls the Event book and Enemy book and reads all encounters (if there
are 3 or 4 players, one player may read the Events book and another reads the Enemy book).
During his round, a player chooses Actions as normal for the 4 Turns and resolves them. After each Turn, another player
rolls to see if an encounter occurs and if it does, he rolls for the type of encounter. He then reads aloud the encounter
from the Events book (or Enemy book if an Enemy encounter) for the player who then chooses his reactions. The
encounter is then resolved as normal.
This process is then repeated for each Turn in the round, when play then passes to the next player.
If a player completes his Adventure in the middle of his round, his round ends even if he has not completed 4 Turns.
Starting the Game
To ensure fairness, all players receive some starting equipment and roll randomly (or draw from a card deck) for a
TARDIS Key (e182), a sonic screwdriver (e183) or psychic paper (e184).
The six starting Adventures are allocated randomly (by dice or from shuffled card deck) so that each player has a
different Adventure. Players then roll 2D6 to see who takes the first round (or if playing the TV Doctors, play in order of
regeneration).
Winning the Game
So that a winner can be decided, a player must record separately the number of Luck points gained (from only the Goal
number modified by the Enemy DM) for Defeating an Enemy at the end of an Adventure. These are termed Victory
Points. No other Luck point gain, such as from Companions joining you or from Relax Actions, count towards the Victory
Point total. You may still spend the Luck points gained by Defeating the Enemy in the normal way, but the Victory Points
are not spent as such and they add up after every successful Adventure. You also cannot lose Victory Points in any way.
If you fail to Defeat an Enemy in an Adventure, you may lose Luck points but do not lose Victory Points you simply do
not gain any for that Adventure.
The winner of the game is the first player to amass 20 Victory Points, or the player who has the most Victory Points in the
time allowed.

C010. Expanded Regeneration Rules


See, Time Lords have this little trick; it's sort of a way of cheating death.
Except... it means I'm going to change. And you're not going to see me
again... Not like this. Not with this daft old face...
These rules can be used to further enhance your game if the Doctor
regenerates. They detail how to handle regeneration during the game
and its more complex ruling system on this fascinating phenomenon will
hopefully add flavour to your games.

c010a. What is Regeneration?


The Time Lords had an amazing gift. When their bodies became old, sick or were injured they could regenerate.
But their bodies and mind could only withstand this process only twelve times (thereby a limit of thirteen
incarnations). When regenerating the Time Lords body would rejuvenate and change every cell in their body.
They would have a new body and any injuries would be healed. They would have the same basic character, but
each body would have different personalities due to the enormous physical change that had taken place.

c010b. Regeneration in the Game


Regeneration in the game occurs several ways. If the Doctor is killed in a Fight he might regenerate. If he doesnt
have any Luck points at the end of an Adventure when he has failed to Defeat the Enemy he may also regenerate.
If you use these rules then when you may regenerate, roll 2D6 instead with the following modifiers:
Add +1 if in the TARDIS; +1 if you have a Time Lord Companion or Ally with you; +1 if you are voluntarily
regenerating (c010e); -2 If you wish to delay your regeneration (c010f) and -1 if regenerating having died due
to Radiation Wounds.
(2D6): 2-5: Regeneration fails you are dead; 6-8: See c010c; 9+: Successful se c010d
If you are playing the thirteen lives rule (c010g) you need to record how many regenerations you have left.

c010c. Regeneration Mishap


The Doctor has very often struggled with regeneration and he suffers
problems with many of his regenerations. If you suffer from a
Regeneration Mishap (and may wish to correct any result with a
Voluntary Regeneration - see c010e), roll 1D6 and consult the chart
below:
1: Your new body is deformed in some way. You cannot have
Charisma as a Trait and you have -2 to Talk rolls.
2: The regeneration is not stable and another begins! Roll again for a regeneration at c010b.
3: Everything seems fine, oh dear, no its not! You appear to have changed gender! This doesnt affect game
play but you can consider the Doctor to have changed into a female!
4: Physically you seem fine, but mentally you start to act a bit odd. You quickly lash out and attack a random
Companion for one round. You control yourself after this but gain Madman as a Trait. Also any Companion
Leaving rolls are made with -1 at the end of the Adventure.
5: You suffer from amnesia. For 1D6 Turns you cannot use any of your Traits, after that your memory returns.
6: You have a penchant for odd food and lose all sense of steering for a while, but other than that everything
seem fine. This does not affect game play.

c010d. Effects of Regeneration


Unfortunately regeneration is a tricky thing. A Time Lord might encounter many problems due to the massive
upheaval with his body. There are however benefits to having just regenerated. Roll 1D6+1. For this amount of
Turns you are -2 to all Quality and Trait rolls. However for these Turns you may automatically Heal any Wounds
at the end of a Turn due to being in a regenerative cycle.

c010e. Voluntary Regeneration


A Time Lord does not have to be killed to regenerate and may choose to
regenerate at any time. You still have to roll for the Regeneration but it
has its advantages. If you are Wounded you may regenerate to heal
your wounds. Your new body will also not be recognised by an Enemy
during your current adventure so you gain +2 on Hide rolls. You also do
not suffer from the disadvantages listed in c010d. However if you are
playing using the Thirteen Lives rule (c010g) you may not wish to
squander a regeneration in this way.

c010f. Delaying Regeneration


If you regenerate during an Adventure you may delay the change to your
new form. This is dangerous and you regenerate at c010b with -2 to the
roll. Also if you regenerate in your TARDIS it becomes Damaged due to
the build up of energy. The advantages however are you become fully
healed and you can carry on the Adventure with no Quality or Trait rolls
loss. At the Adventures conclusion you must Regenerate.

c010g. Thirteen Lives


It was established in Doctor Who that a Time Lords body and mind could only withstand 12 regenerations.
However The Master has clearly circumvented this rule and you may wish The Doctor to do so. If you are playing
The Doctor during his first to tenth incarnation, if you successfully regenerate you may wish to simply play the
Doctor in his next incarnation. However if you are playing the Doctor in his 11 th Incarnation and you regenerate
you may roll 1D6 on the chart below to get a new body or create your own stats. You may also decide that you
have two Regenerations left to The Doctor in his 11th body, or if you wish you may ignore this rule.
New Incarnation:
1: A crusty old man: Brains 13, Brawn 4, Bravery 9. Traits: Aware, Domination, Engineering, Gloating,
History, Medicine, Science, Thief. Abilities: Bench Thumping, Irritable.
2: A dashing adventurer: Brains 11, Brawn 6, Bravery 9. Traits: Aware, Charisma, Marksman, Pilot, Running,
Science, Thief, Tracking. Abilities: Appealing, Impatient, Swordsman.
3: A wily con man: Brains 12, Brawn 5, Bravery 9. Traits: Aware, Charisma, Computers, Engineering,
Gloating, Science, Running, Thief. Abilities: Loner, Master of Disguise.
4: A bumbling genius: Brains 13, Brawn 5, Bravery 8. Traits: Computers, Demolitions, Engineering, Medicine,
Poison, Running, Science, TARDIS. Abilities: Indiscreet, Resourceful Pockets.
5: A manipulator: Brains 12, Brawn 4, Bravery 10. Traits: Aware, Charisma, Domination, Engineering,
Gloating, Running, Science, Thief. Abilities: Hypnosis, Keen Intellect, Shabby Appearance.
6: Cunning and sharp witted: Brains 12, Brawn 6, Bravery 8. Traits: Aware, Charisma, Engineering,
Gloating, Marksman, Running, Science, TARDIS. Abilities: Arrogant, Mastermind, Over Confident.

C011. TARDIS Customisation


These rules are geared towards making the TARDIS more unique to your
games and to aid you in designing your TARDIS to suit your Characters.
At the conclusion of any Adventure you may spend 3 Luck points to roll
on the charts below to see which rooms, features or gadgetry you may
install in your TARDIS. Throughout your Adventures these TARDIS addons will remain onboard.
At the start of an Adventure you may use one of these add-ons.
Roll 1D6 - 1-2: TARDIS rooms (c011a); 3-4: TARDIS Features (c011b); 5-6: TARDIS Equipment (c011c).
c011a. TARDIS rooms
You have used the architectural circuits to create a new room. A duplicated room means you have created a
spare. If you ever have e008, roll 1D6 and on a roll of 6 a room has been lost. Roll 1D6:
1: Swimming Pool. If you make a Relax 8+ roll you gain 1 Luck point.
2: Zero Room. This room is a peaceful place to stabilise a Time Lords body. If you are recovering from
regeneration and your Qualities and Traits are at 2, you may use the Zero Room to recover straight away.
3: The Library. You may read some fascinating technical manual. You may add +1 to your first Research roll.
4: Workshop. You may use the workshop before the beginning of every Adventure to create something useful
for any tasks ahead. Gain +1 to any one Trait roll this Adventure.
5: Cloister Room. This is a large and peaceful area of the TARDIS. As you meditate here roll 2D6. If you roll 8+
you gain Aware for this Adventure.
6: Secondary Console Room. If the TARDIS is ever damaged, rather than repairing it, you may use the
secondary console room instead. You therefore can ignore your first 1 to TARDIS rolls.
c011b. TARDIS Features
You have installed, borrowed or stole technology and incorporated it into your TARDIS. A duplicated roll means you
have a spare. If you ever have e011 roll 1D6, on a roll of 6 the feature has been destroyed. Roll 1D6:
1-2: HADS (Hostile Action Displacement System). The TARDIS can detect weapons build up and make a short hop to
safety even if the TARDIS is unmanned. If the Enemy involves the TARDIS you gain +1DM.
3: Radiation Meter. This warns of any nearby radiation. You may ignore your first e033 event.
4: Time Space Visualiser. This device can allow its user to view any event in Time and Space. You gain +1 on your
first Seek Information Action or gain a Luck point if a Companion has History.
5: Scanner. This can view an area before leaving the TARDIS. Add +1 to your first Action if it is to Explore.
6: Silent Running. The TARDIS can land quietly and become invisible. You may automatically Hide in your first Enemy
encounter. However this drains the TARDIS, your next TARDIS roll will have a 1 penalty.
c011c. TARDIS Equipment
You have built or acquired some new Equipment that is stored in the TARDIS. If you ever have e012, roll 1D6, on a roll
of 6 it has been destroyed. Roll 1D6:
1-2: Homing Device - this can be carried by a Character and adds +1 to the Tracking roll back to the TARDIS.
3. Laser Cutter. Any Engineering roll gets a +1 modifier if you are in the TARDIS.
4. Space Suit. You may wear this before venturing out. Gain +1 to Qualities when facing a Danger in a Wilderness.
5. Memento Chest - at the end of an Adventure roll 1D6, on a roll of 6 you have taken a memento from your
Adventure and placed it in the box gain a Luck point.
6. Spare sonic screwdriver. If you ever lose your sonic screwdriver the TARDIS creates a new one (e183) for you.

C012. Sonic Screwdriver Upgrades


With these rules you can create your very own sonic screwdriver and
customise it your own specific needs. Perhaps you would like a sonic to
scan areas? Perform medical scans? Set off land mines? Or even put up
the occasional shelf.
A sonic screwdriver has 4 component parts. A standard screwdriver in
the game (e183) uses these components to gain +1 Brawn when fighting
Machines, +2 to Escape and Rescue Actions and gives Engineering. No
matter which sonic design you have, you screwdriver will always give
Engineering.
c012a. Assembly
Your screwdriver is assembled from 4 parts. The vital first part is the Sonic Emitter which gives Engineering and is
a part of any sonic screwdriver. The other parts can use different components inside that give different uses or
bonuses. The other parts to a screwdriver are:
1: Focusing Chamber: Below the emitter and uses different crystals for focusing the energy.
2: Setting Selection: This is the memory hard drive of the screwdriver; each setting stored within can give
the screwdriver different tasks it can perform.
3: Power Cell: The cell produces different energy that can be used by the wielder.
A player can now decide which components are desired in each part. Each component gives your screwdriver
different functions that you can tailor to create your own individual screwdriver.
c012b. Components
Each component listed below fits into a specific part. For example a Metebelis 3 Sapphire Crystal fits into the
focusing chamber and gives Poison. Only one Component can fit into each part:
Focusing Chamber
1: Hakol Crystal a slightly psychic crystal, gives telekinetic applications. +1 to Escape/Rescue Actions.
2: Metebelis 3 Sapphire Crystal a crystal impregnated with venomous qualities. Gain Poison
3: Xion Crystal - this crystal can activate explosive materials in near vicinity. Gain Demolitions.
4: Karn Crystal - this is a crystal that works best if scanning organic materials. Gain Medicine.
Setting Selection
1: Houd1n1 Setting - the screwdriver is programmed to open any lock. Gain +1 to Escape/Rescue Actions.
2: Sh3rl0ck Setting - the setting allows you to investigate areas. It scans for DNA, fingerprints, etc. Gain +1 to
Investigate Actions.
3: Sonar Pulse Setting - this enables you to get a quick sonar image of the area. Gain +2 on rolls on e078.
4: Hack3r Setting: This setting can enables you to access computer systems easier. Gain +1 to Seek Information
Actions if using Computers as a Trait.
Power Cell
1: Electromagnet - the screwdriver gives off short EMP discharge when used. Gain +1 Brawn when fighting
Machines.
2: Tachyon Module the screwdriver gives off Tachyon bursts. Gain +1 Brawn fighting Temporal Enemies.
3: Transcendent Orb the screwdriver gives off dimensional energy. Gain +1DM if at a Dimensional Location.
4: Alpha Meson Canister the screwdriver can produce heat and light. Gain +2 Brawn if the Enemy are Ice
Warriors and you receive no penalties on e079.

C013. Preventing Goals


To give players more choice in the later stages of Adventures, the Prevent
Action has been was introduced. Not only is this a new Action to help Defeat
an Enemy, but it also gives greater story theme by introducing different types
to the Goal an Enemy is attempting to reach.
Since a Dalek invasion maybe prevented in a different way to the Silurians
attempting to resurrect their species, there are different Prevent Action tables
each with their own special rules and bonuses that tie to the type of Goal.
There are 9 different types of Goal:

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

Time Lord Empire


Change Atmosphere
Escape Justice
Hybrid Dalek Race
Absorb
Destroy Reality
Suppress Ood Brain
The End of Time
Revive Cyber King
Maintain Police State
Regeneration
Companions Choice
Imprison the Doctor
Automatic Program
Absorb Artron Energy
A Good Man Goes...
Silence Will Fall
Liberation
Harvest Time
Rewrite History
Impersonate Leader
Remove Doctor
Weevil Fight club
Suzies Grand Plan
Give me my baby
Children of Earth
Reactivate Portal
Evil Quest
Bankruptcy
Insane Jealousy

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

c013a. Prevent Apocalypse


You attempt to prevent a disaster of unimaginable consequences. This Action may only be chosen if you know the
Enemy Goal. Roll 2D6 and add +1 if you have 20 Bravery, +1 per 2 Running, and +1 if you can Oppose (max
+3). If you roll natural doubles, in addition to the result below, you have an automatic Enemy encounter this Turn.
2-4:

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.

c013b. Prevent Capture


You attempt to prevent the Enemy capturing someone important to their plan. This Action may only be chosen if
you know the Enemy Goal. Roll 2D6 and add +1 if you have 25 Brains, +1 per Tracking, and +1 if you can
Oppose (max +3). If you roll natural doubles, in addition to the result below, you have an automatic Enemy
encounter this Turn.
2-3:
4:
5:
6:
7:
8:
9:
10:

You are captured by the Enemy see e060.


You are captured by the Enemy see e061.
Companion in trouble see e002.
False leads take a -1DM.
Nothing to go on no effect.
Clues add +1 to the roll if you choose a Prevent Action next Turn
Find a trail gain a +1DM.
Find Enemy base see e144 but only have an Enemy encounter if
you do not have Thief.
11: Release captives rescue any captured Characters and gain a +1DM.
12+: Bait and lure Have an Enemy encounter if you can Oppose and all Thief Characters are +2 to all Qualities.

c013c. Prevent Experiments


You attempt to prevent the Enemy from completing their horrific experiments. This Action may only be chosen if
you know the Enemy Goal. Roll 2D6 and add +1 if you have 20 Bravery, +1 per Engineering, Medicine or
Science (choose 1 Trait only max +3) and add +1 if you can Oppose. If you roll natural doubles, in addition to
the result below, a Character with the chosen Trait receives a Wound.
2-3: Accidentally discover what the Enemy was looking for take a -2DM.
4: Blind alley Character with chosen Trait loses Trait until end of Adventure.
5:
Interrupted by the Enemy have an Enemy encounter.
6:
Dead End you may not perform any further Prevent or Research Actions with this Trait in this Adventure.
7: Fruitless experiments no effect.
8: Making progress add +1 to the roll if you choose a Prevent Action next Turn.
9: Interesting discovery gain a +1DM
10-11: Important research gain +2 to any Research Action with this Trait in this Adventure.
12: Breakthrough see e083.
13+: Eureka if you can Oppose, you have Defeated the Enemy. If you cannot, instead gain a +2DM.

c013d. Prevent Invasion


You attempt to prevent the Enemy completing their invasion plans. This Action may only be chosen if you know
the Enemy Goal. Roll 2D6 and add +1 per Bureaucrat, +1 per 3 Troop, +1 per UNIT Character without Troop
(Present or Post Modern Earth only) and +1 if you can Oppose (max +3). If you roll natural doubles, in addition to
the result below, increase the Brawn of all Enemies (including Minions) by +1 (cumulative).
2-3: Alien spacecraft arrives see e160.
4:
Reinforcements add +2 to the number of Troops in an Enemy encounter.
5-6: Engage the Enemy have an Enemy encounter.
7: Stalemate no effect.
8:
Tactical manoeuvring add +1 to the roll if you choose a Prevent Action next Turn
9:
Find tactical error in Enemy plans gain a +1DM.
10: Opportunity Arises gain +2 to Seek Help or Conflict Actions for this Adventure.
11: Find alien transmitter se e034.
12+: Take a stand if you can Oppose and have either 25 Brawn or 25 Bravery and you can make a Gloating 9
roll, then the Enemy is Defeated. If not, gain a +1DM.

c013e. Prevent Meddling


You attempt to prevent the Enemy meddling with time. This Action may only be chosen if you know the Enemy
Goal. Roll 2D6 and add +1 per TARDIS, +1 per 2 Aware, and +1 per 2 History on Modern Era Earth or earlier
(max +3). Also add +1 if you can Oppose. If you roll doubles this Action also counts as a Temporal event.
2-3: Your actions have dire consequences see e287.
4:
Temporal disturbance see e101.
5: Disturb Enemy plans have an Enemy encounter.
6:
The anomaly grows if facing a Temporal Enemy they have +1 to
all Qualities (cumulative). If not, then take a -1DM penalty.
7: Time passes no effect.
8:
Clues add +1 to the roll if you choose a Prevent Action next Turn
9: Sensitive to temporal change gain a +1DM.
10: Buying time reduce Turn number by 1D3 Turns.
11:
Wonderful Girl If inside the TARDIS and you can make a TARDIS 9 roll then you can Defeat a Temporal
Enemy. Otherwise, gain a +1DM.
12+: Lord of Time If you can Oppose and have 25 Brains and either are inside the TARDIS or have 2 Aware, you
have Defeated the Enemy. Otherwise, gain a +1DM.

c013f. Prevent Political


You attempt to prevent the Enemy completing their political goal. This Action may be chosen if you know the
Enemy Goal and not in a Wilderness. Roll 2D6 and add +1 per Bureaucrat, +1 per 3 Charisma and +1 if you
can Oppose (max +3). If you roll doubles, in addition any further Prevent Actions have a -1 penalty (cumulative).
2-3: Enrage Enemy have an Enemy encounter.
4:
Locked up - see e059.
5: Outmanoeuvred take a -1DM penalty.
6-7: Red tape a random Bureaucrat can take no Action next Turn.
8:
Political machinations add +1 to the roll if you choose a Prevent
Action next Turn
9: Insider information gain a +1DM.
10: Discover useful ally roll for Character event with +2 to Talk roll.
11: Powers of persuasion roll for a Seek Help Action with +3 to the roll.
12+: Checkmate If you can Oppose and have either Domination or Gloating then you have Defeated a Human
Enemy. Otherwise gain a +1DM.

c013g. Prevent Profit


You attempt to prevent the Enemy completing their economic intrigue. This Action may only be chosen if you know
the Enemy Goal. Roll 2D6 and add either +1 per Bureaucrat and +1 per 3 Troop or add +1 per Thief (max +3)
Also add +1 if you can Oppose). If you roll natural doubles, and used the Thief option, instead of the result
below, see e050 with -2 to the Talk roll.
2-3: Objective reached take a -2DM penalty.
4: Efforts are mocked - -2 to Seek Help Actions in this Adventure
5: Enemy investors make contact take a -1DM penalty
6: Getting greedy any Allies with Gloating or Thief lose Charisma.
7: No progress no effect.
8: Could be a way add +1 to a Prevent Action next Turn
9: Insider information gain a +1DM.
10: Persuade Minion if you can make a Charisma 8 roll then a Minion
(your choice) you encounter become your Ally.
11: Tighten security gain +1DM per 3 Troop. If you added Thief to this roll see e061. .
12+: Heist if you added Troop to this roll then take a -1DM. If you can Oppose, have 20 Bravery and make a
Thief 10 roll then you have Defeated the Enemy.

c013h. Prevent Quest


You attempt to prevent the Enemy fulfilling their quest. This Action may only be chosen if you know the Enemy
Goal. Roll 2D6 and add +1 if you have 25 Bravery, +1 per Tracking and +1 if you can Oppose (max +3). If you
roll doubles have an automatic Enemy encounter this Turn.
2-3: Enemy reaches objective choose to take a -2DM penalty or lose 2 Luck points.
4:
Enemy makes progress increase Goal number by 1.
5:
Way blocked cannot choose a Prevent or Defeat Enemy Action unless you have Demolitions or 20 Brawn.
6:
False leads take a -1DM.
7: Nothing to go on no effect.
8:
Clues add +1 to the roll if you choose a Prevent Action next Turn
9: Find information gain a +1DM.
10: Discover important place roll 1D6: 1-3: Location event; 4-6: e082.
11: Lay false clues for Enemy choose to increase or decrease the Goal number by 1.
12+: You reach Enemy objective if you can Oppose and have either 2 Computers or 3 Tracking then you have
Defeated the Enemy. If not, gain +2DM.

c013i. Prevent Resurrection


You attempt to prevent the Enemy awakening. This Action may be chosen if you know the Enemy Goal. Roll 2D6
and add +1 per History (max +3) and +1 if you can Oppose. If you roll doubles, in addition to the result below,
add +1 to the number of Minions or Troops in Enemy encounters.
2-3: Awakening the Enemy has Defeated you.
4:
Power grows all Minions have +1 to all Qualities.
5: Time of arising grows near increase Turn number by 1.
6: Observe secret ceremony see e208
7:
Fruitless efforts no result.
8:
Clues add +1 to the roll if you choose a Prevent Action next Turn
9: Discover important information gain a +1DM.
10: Shaking the faith all Minions are -1 to Qualities.
11: Interfere with plans choose +1DM or reduce the Turn number by 1.
12+: Discover the vital weakness if you can Oppose and have 25 Brains, 25 Bravery and either 2 History or 2
Science then you have Defeated the Enemy. If not, gain +2DM.

C014. Other New Actions


c014a. Desperate Ventures
You attempt a desperate move to defeat the Enemy. This Action may only be chosen if you know the Enemy Goal.
Roll 2D6 and add +1 per Luck point spent (max +3). You may not spend Luck points to re-roll this Action.
2-6: Your desperate venture fails you are killed. The game is over.
7-8: Your desperate venture succeeds, but only at the cost of your Time
Lord body you Defeat the Enemy but must regenerate.
9:
Your desperate attempt only succeeds with the bravery of a loyal
Companion random (Victim if possible) Companion is killed, you
lose 2 Luck points, Defeat the Enemy and receive 2 less Luck points.
If you have no Companion, see result 7-8.
10: Your desperate venture is only partially successful - gain +1DM.
11: Your desperate gamble almost pays off gain enough DM so that
you can now Oppose.
12+: Your desperate gamble to Defeat the Enemy succeeds. You only gain Luck points for the DM of the Enemy (min
0) not the Goal.
c014b. Study Earth History
You decide to study a little of Earths rich history. This Action may be chosen if you are on Earth in Modern Era or
earlier (not Wilderness) before any Danger, Enemy or Plot events. Roll 2D6 adding +1 per History (max +3):
2-3: Have a really dull time lose 1 Luck point.
4:
Arrested see e059 with -1 to roll.
5: Boring if you have any Companions not native or without History then they wander off and are separated.
6: Local militia see e050.
7: Enjoyable time no extra effect.
8:
Absorbing time gain +1 if you choose this Action next Turn.
9: Fascinating gain 1 Luck point.
10: Feel at home gain +1 to Talk rolls with native Characters here until the end of the Adventure.
11: Interesting discovery roll 1D6: 1: e268; 2: e141; 3: Character event; 4-6: Plot event.
12+: Learn more about this era you may spend 2 Luck points to gain History, but this specialized Trait is only
applicable in this era. You may not increase this specialism of this era further.

c014c. Study at Museum


You decide to study a little at the Museum. This Action may be chosen if you are at a Museum and before any
Danger, Enemy or Plot events. Roll 2D6 and add either +1 per Science or +1 per History (max +3):
2-3: Its stiflingly dull lose 2 Luck points or your chosen Trait.
4: Nothing to see here lose 1 Luck point. You may not Study here for
the rest of the Adventure.
5: Alert museum authorities see e050.
6:
Boring if you have Companions that do not have the chosen Trait
then they wander off and are separated.
7: Interesting stuff no extra effect.
8:
Absorbing topic gain +1 if you choose to Study next Turn.
9: Fascinating gain 1 Luck point.
10: Interesting discovery gain +1DM.
11: Very interesting discovery roll 1D6: 1: e131; 2: e132; 3: e260; 4-6: Plot event.
12+: Amazing knowledge you may increase your chosen Trait for half the normal Luck point cost (round up) at the
end of this Adventure.

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