You are on page 1of 22

SOLITAIRE STORY GAME

Welcome to Torchwood...
Torchwood: outside the government, beyond the police; fighting for the future on behalf of the human race. The
21st century is when everything changes. And Torchwood is ready.
Contraceptives in the rain. I love this planet. Still, at least I won't get pregnant. I'm never doing that again.
(Captain Jack Everything Changes)
In the Torchwood Expansion for the Doctor Who Solitaire Story Game you get to play the Torchwood team as
they battle intruders that swarm through the rift, collect alien artefacts and battle amongst themselves.......

How to use this Expansion


No individual can be as creative and brilliant as the good Doctor, but in
this expansion you can use the idea of Torchwood working together as a
team to save humanity. Torchwoods strength stems from the fact that the
team of Torchwood Three are diverse individuals that when working
together can form a strong front to fight off alien menaces. Also whilst
Torchwood are more limited to where they can Adventure, their locations
have been given more scope.

TW1. Form a Team


Before play begins you form a team. To do this, select either Captain Jack or Gwen Cooper and make them the
Leader. For this mission this team member will be in charge and will be responsible for any Confront actions and
Quality rolls in Enemy encounters.). Jacks advantage is his immortality and Gwens is the Friends she can meet.
You now pick two other members for your team.
During the Adventure you can always swap your team around. However one member must be sent back to the
Torchwood Hub and this takes a Move action and the member coming from Torchwood needs to make a Move
action as well if they wish to join the rest of the team. It can be a good idea to swap team members to gain
higher Qualities or different Traits that might be needed for Goal events.
Once chosen, your Leader can never be changed for the Adventure (unless killed, see below). Also if a team
member is captured, you cannot replace him with one from Torchwood. Only your Leader may make any final
Confront actions. If your leader has been killed and not replaced (see TW3) you will not Defeat the Enemy.

TW2. Immortality Special Trait Rules


One of the interesting things about Torchwood is Jacks immortality. Rose
Tyler, imbued with the powers of the vortex, raised Jack from the dead.
She made him a fixed point in time. He can never die and can
seemingly survive any death, even a death where his body is scattered
into pieces due to a large explosion.
Whenever Jack is killed you roll 1D3 for the number of Turns that pass
before he is resurrected. When he awakens, for a further 1D6 turns he is
-1 to all Qualities.
However his immortality does have drawbacks. Firstly if the rest of your team move to a Location while he is still
dead this means your Team will have split up when he awakens and will need a Move action to reform. Also if
Jack is dead and was also your Leader for the Adventure then you cannot complete Confront Actions. Also fans
of Torchwood will notice that Jack puts himself in the firing line before his team members. As such his Immortality
trait also works in a similar fashion to the Protective personality trait. This means that if Jack is Leader and another
member takes a Wound or a Serious Wound, Jack will receive that Wound instead (unless Ianto is around).

TW3. Torchwood Characters


The regular Team-members of Torchwood 3 in Cardiff and the Characters you can begin your Adventures with
are shown below:
Captain Jack Harkness
At first impressions Captain Jack appears to be a bombastic, if charming
leader of Torchwood. He leads from the front and can make either
brilliant and daring decisions that save the day, or make the most fateful
errors. Beneath the layers of his character however Jack is a man of
mystery. He has a very secretive past he never divulges and one of his
biggest secrets is that he has been cursed with immortality.....
Brains 7, Brawn 7, Bravery 9 (Aware, Charisma, Computers, History,
Marksman, Pilot, Running, Thief, Torchwood)
Personality: Appealing; Headstrong. Special: Immortality (See TW2).

Gwen Cooper
Former police officer Gwen joined Torchwood when she stumbled across
one of their investigations. Jack was impressed with her empathic nature
and keen detective skills. Gwen is compassionate and cares deeply for
fellow Team members and Rhys, her partner.
Brains 6, Brawn 5, Bravery 8 (Aware, Charisma, Computers, Marksman,
Running, Thief, Torchwood)
Personality: Appealing, Compassionate, Quick Thinking
Friends: Rhys Williams (TC01), PC Andy Davidson (TC02)

Owen Harper
Moody and direct in nature, Owen clashes quite often with Jack. He can
be difficult to get on with but is a brilliant medical doctor. His abrasive
personality comes from a troubled upbringing and the tragic loss of his
fiance. Despite this he is a valued member of the team.
Brains 7, Brawn 5, Bravery 6 (Gloating, Marksman, Medicine, Poison,
Running, Thief, Torchwood)
Personality: Brash, Independent

Toshiko Sato
Tosh is a nervous and timid individual but is a great technical genius. It is
Tosh who successfully analysiss alien artefacts and figures their
functions. Tosh is clearly the brains of Torchwood. She is secretly in love
with Owen and disappointed these feelings are not shared.
Brains 8, Brawn 4, Bravery 6 (Computers, Demolitions, Engineering,
Running, Science, Screamer, Torchwood)
Personality: Dedicated (Computers, Engineering)

Ianto Jones
Ianto is the administrative expert of Torchwood. Ianto is highly efficient in
his work, perhaps too efficient as he can be taken for granted by the
other members of the team. Ianto does not receive the adrenaline rush
the rest of the team sometimes look out for on missions. He has an easy
wit and a dry sense of humour.
Brains 6, Brawn 5, Bravery 6 (Aware, Bureaucrat, Charisma, Computers,
Running, Torchwood)
Personality Traits: Protective (Jack), Resourceful,

TW4. Death and how it affects your Team


Being a member of Torchwood can be quite hazardous. If a team member dies (apart from Jack who will
resurrect) you lose 2 Luck Points. If Gwen Cooper dies that loss is 5 Luck Points. The rest of the team for that
Adventure will be +1 to all Qualities however, determined to stop the Enemy. You can also have a team member
come from the Torchwood Hub to replace them as in TW1.
You can also recruit new members if there is an option in a Character event for them to become a Companion
and your Leader makes the Charisma roll. If you fail you can still recruit but must spend Luck points equal to the
amount of Traits that they have. You may also use the Personality rules (Appendix 4) and give them a name!

TW5. The Hub


The Hub is Torchwood Threes base. You can Move the entire team back
here and then replace one or two of your team members. Whilst in the
Hub the only Actions that can be carried out are Seek Information and
Research. You do however receive a +1 bonus to these actions. This
means Toshiko is very good in the Hub. You do not roll on the Encounter
Matrix when you are in the Hub as it is so well hidden and you are not
moving around to meet characters, enemies and moving to locations.
You will never be able to Defeat an Enemy if you remain in the Hub.

TW6. Final Rules


There are just a few final rules when you play as Torchwood. Firstly the event e002 Companion in Trouble will
read as Team member in trouble. If you ever get e005, simply give yourself a Luck point instead. If you ever
receive e021 as an encounter, replace Captain Jack with Captain John Hart (TC04).
Torchwood has much authority when dealing with the police or UNIT so receive a +2 on Talk options with e031
and e050. If you have e206 then it is up to the player to decide if they wish two characters of the same sex, as
well as the opposite sex, to become involved. After all Jack is a very liberal 51 st century type of guy.

TW7. Starting Out


When starting out on your first Adventure (TA1), first roll 1D6 for starting equipment: 1: TE1; 2-3: TE10; 4-5:
TE16; 6:TE17. Note that after 6 Adventures have been completed you no longer use TA1 Cardiff - 2007 and will
instead use TA2 Cardiff 2008, after a further 6 Adventures you will use TA3 Cardiff 2009. When you have
completed 18 Adventures or Defeated The 456 (see TM08) you are considered to have won the game.
Watch out for the Weevils......................

TA1. Cardiff 2007


You are in the attractive and beautiful bay area of Cardiff. Tourists
wander through shopping malls or relax at bars and restaurants. What
theyre not aware though is Torchwood hidden away protecting them.
The Rift has been quiet as of late, perhaps too quiet.............
Special: All Hide Actions for members of Torchwood are +1 here. After 3
Adventures, add +3 to all rolls below.
Enemy (D6): 1: v502, 2: tm01, 3: v504, 4: v513, 5: tm02, 6: v521, 7: v528, 8: v521, 9: tm03
Character (D6): 1: e31, 2: e41, 3: e48, 4: tc03, 5: e244, 6: e50, 7: tc05, 8: e207, 9: e119
Event 1 (D6): 1: tw8, 2: e076, 3: e107, 4: tc06, 5: e151, 6: e206, 7: e238, 8: e107, 9: e038
Event 2 (D6): 1: tc07, 2: e124, 3: e135, 4: e198, 5: e35, 6: e145, 7: tw8, 8: e205, 9: e101
Plot (D6): 1: e162, 2: e154, 3: e142, 4: e150, 5: e133, 6: e179, 7: e288, 8: e161, 9: e155
Location (D6): 1: e093, 2: e208, 3: e297, 4: e073, 5: e236, 6: tc09, 7: e259, 8: e158, 9: e152

TA2. Cardiff 2008


Cardiff is still here, kept safe by your actions last year. Tourists still flock
to it and daily life carries on as normal. After such a hectic pace last year
surely The Rift will calm down this year, but then again life is never easy
at Torchwood..................
Special: All Move Actions are +1. After 3 Adventures, add +3 to all dice
rolls below.
Enemy (D6): 1: v500, 2: v503, 3: tm04, 4: v531, 5: v542, 6: tm05, 7: v535, 8: tm06, 9: tm07
Character (D6): 1: e122, 2: e131, 3: tc03, 4: e031, 5: e050, 6: e024, 7: e081, 8: tc05, 9: tc04
Event 1 (D6): 1: e036, 2: te4, 3: e34, 4: te5, 5: tc08, 6: e151, 7: e107, 8: tw8, 9: tc06
Event 2 (D6): 1: e145, 2: e065, 3: e197, 4: e177, 5: e207, 6: tw8, 7: e124, 8: e135, 9: e278
Plot (D6): 1: e131, 2: e162, 3: e140, 4: e153, 5: e272, 6: e176, 7: e173, 8: e148, 9: e139
Location (D6): 1: e252, 2: tc09, 3: e158, 4: e108, 5: e102, 6: e255, 7: e258, 8: e236, 9: e073

TA3. Cardiff 2009


Cardiff is still a vibrant and bustling city. Its people go about unawares to
the dangers present by The Rift, but for two long years your team has
kept the city safe. But this year feels different, could everything be about
to change forever?
Special: Any rolls on the Gaining Equipment chart (See TW8) costs only
2 Luck Points. After 3 Adventures, add +3 to all dice rolls below.
Enemy (D6): 1: v516, 2: v525, 3: tm08, 4: v534, 5: v540, 6: v543 7-9: tm10
Character (D6): 1: tc04, 2: e050, 3: e032, 4: e031, 5: e024, 6: tc03, 7: e207, 8: e119, 9: tc05
Event 1 (D6): 1: e268, 2: e151, 3: e107, 4: e206, 5: tc06, 6: tw8, 7: e184, 8: e197, 9: tc08
Event 2 (D6): 1: e270, 2: e135, 3: te08, 4: e196, 5: e145, 6: tc07, 7: tw8, 8: e160, 9: e278
Plot (D6): 1: e139, 2: e150, 3: e272, 4: e133, 5: e132, 6: e162, 7: e159, 8: e157, 9: e210
Location (D6): 1: e028, 2: e298, 3: tc09, 4: e297, 5: e93, 6: e102, 7: e073, 8: e094, e252

TA4. Brecon Beacons 2007 2009


(Wilderness) Brecon Beacons in the south of Wales is a beautiful and picturesque landscape. It is a large area
and quite isolated. It is a lovely, warm and quiet day. Its very peaceful as well. There have been reports of
strange happenings in the local area, people going missing, mutilated bodies turning up. Sometimes the greatest
monsters arent aliens at all........
Special: Owen hates the countryside and is -1 to Qualities here. Move Actions to The Hub are -1 here.
Enemy (D6): 1: v507, 2: v521, 3: tm09, 4: v540, 5: v534, 6: tm09
Character (D6): 1: e246, 2: e048, 3: e072, 4: e207, 5: e029, 6: e030
Event 1 (D6): 1: e151, 2: e208, 3: e038, 4: e223, 5: e206, 6: e034
Event 2 (D6): 1: e051, 2: e088, 3: e085, 4: e124, 5: e095, 6: e229
Plot (D6): 1: e133, 2: e131, 3: e157, 4: e159, 5: e141, 6: e157
Location D6: 1: e218, 2: 217, 3: e258, 4: e209, 5: e093, 6: e259

TM01. Weevils
You have encountered Weevils. These creatures have been coming
through the rift for centuries and live in the sewers of Cardiff and other
cities. (DM +1; Goals: 1-2: e262; 3-4: TM01a; 5-6: e214) They are
violent creatures and have low intelligence, but still have a social order.
They worship some artefacts that come from The Rift. Not evil by nature
they can still cause problems.
Roll 1D6 to see how many Weevils you have encountered, adding +1 if
it is Turn 5+, or +2 if it is Turn 9+. Each Weevil is Brains 1, Brawn 7,
Bravery 6 (Creature).
If there are 5 or 6 Weevils in this encounter, roll a further D6 on a roll of 6 they have in their possession the
Resurrection Gauntlet (Right Hand) TE11. If they are defeated in this encounter you can take the gauntlet.
Any sewers you encounter function as a Weevil Base (+1 to any Weevils encountered, any Defeat Actions or
Rescue Actions are +1, escape rolls are -1).
Choose from the options below:
Fight: Combat occurs. You cannot surrender to Weevils. If you later wish to Evade, you can do so but with -1 to
the roll. If you win a fight you gain +1DM, or if you can Oppose they are instead Defeated.
Evade: Weevils are quite fast. You must make Running 8 rolls to escape. If you fail to do so, choose another
option.
Hide: A Weevils sense of smell is very good. Make Thief 9 rolls to successfully hide before any other option.
Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose another
option with -1 to the roll; 5-7: Lose quarry event ends; 8-9: e028; 10+: e082.
Confront: You can try to intimidate the Weevils into leaving. If your total Brawn beats their total Bravery they will
back down gain a +1DM or if you can Oppose they are instead Defeated. If one of your team has
been brought back to life by the Resurrection Gauntlet (See TE11) you automatically intimidate the
Weevils without needing to check your Brawn.

TM01a. Weevil Fight Club


(Goal 4) You have discovered that stressed businessmen have started a
bizarre Fight Club with Weevils. These immoral men fight Weevils to
release their stress.
Any future Enemy encounter, roll 1D6: 1-3: Weevils (as above); 4-6:
e244.
If any Team Member is Captured, every turn until rescued they will have
to Fight a Weevil see above for Qualities.
To close the Fight Club down, if you can Oppose and either win a Fight or opposed Brains roll (with -1 unless you
have Gloating) with Lynch, the Fight Club Leader (Brains 7, Brawn 6, Bravery 7) will let you do so and you have
then Defeated the Weevils.

TM02. Suzie Costello


You have encountered Suzie Costello (DM: 0, Goals: 1-2 TM02a; 3-4:
e286; 5-6: e222 ). Suzie (Brains 8, Brawn 6, Bravery 6) was a member
of Torchwood who developed a bleak outlook on life. She began to see
murder as an accepted form of experimenting with a Resurrection
Gauntlet. She was later unmasked as a murderer and took her own life.
This was all a plan however and now she has returned to life and plans
to exact revenge.
Suzie has created a link with a member of Torchwood, roll 1D6 to see
who: 1-3: Gwen; 4: Owen; 5: Tosh; 6: Ianto. That person can no longer
be a member of the Team, and returns to The Hub as their life is drained
and passed to Suzie through a link with the Resurrection Gauntlet. If
Suzie is not Defeated in this adventure that Team Member is killed.
Choose from the options below:
Fight: Suzie has a low Brawn total. However after each round of combat she will heal one level of Wound (eg:
Serious Wounded becomes Wounded). Even if you do kill her she will be back to life and healthy again
next encounter. You cannot Oppose with the Fight option but if you do win a Fight, gain a +1DM.
Talk: Make an opposed Brains roll, with -1 for each time you have attempted this action. If you succeed you gain
+1DM or learn her Goal and encounter ends. If you fail take a -1DM and you must Fight.
Hide: A Thief 8 total is required before any other option.
Evade: A Running 7 total is required as Suzie will not put too much effort into pursuing you.
Confront: This can only occur if you can Oppose. To defeat Suzie, your team must defeat her in a Fight. Then one
member with Marksman must make a Marksman 8 roll, if they succeed they have shot and destroyed
the Resurrection Gauntlet (Left Hand) TE10. If you had this item it is now destroyed. You may never have
this item again.

TM02a Suzies Grand Plan


(Goal 4) Suzies plan is direct but sinister. Her plan is to sap the life force
from a member of Torchwood and live again. Then she will kill her father
who she has hated all these years and make good her escape. If you
have 2 Aware and Tracking gain +1DM.
If you have not Defeated Suzie by Turn 5, you receive a -1DM as her
plans are advancing. By Turn 9 she has killed her father and you lose
one Luck Point. If you lose this Adventure, the Torchwood team- member
that has the link to Suzie is killed.

TM03. Abaddon the Devourer


Abaddon the Devourer (DM -2; Goals: 1-2: e204; 3-4: e221; 5-6: e247)
is said to be the offspring of The Beast that confronted the Doctor in the
far future. Abaddon is a colossal demonic entity with slavering fangs and
twisted horns. He towers above any city, his head gracing the clouds.
His very shadow can cause death to any that it is cast on. Abaddon is a
powerful and deadly enemy to face.
Roll 1D6 and see below what you face, add +1 for each time you roll on
here, +1 after Turn 5 and +2 after Turn 9 and +2 if you can Oppose:
1-3: Time Fractures - the coming of Abaddon is causing havoc with the time stream. Roman soldiers are
wandering the streets of Cardiff and the Beatles have been seen playing on top of a rooftop! Roll 1D6: 1-3:
e107; 4-6: e279.
4-5: You meet a Character from another time, brought here by Abaddons awakening. Roll 1D6: 1: e125; 2:
e123; 3: e201; 4: e211; 5: e202; 6: e052. If you Defeat Abaddon the Character returns to their original
time stream. After the encounter, if your Team Leader can make a Brains roll with a -1 modifier gain +1 DM.
6-8: See TM03a below.
9+: Abaddon has arisen, stalking above Cardiff laying waste to all he meets. If you cannot Oppose, you must
make either Hide using Thief 8 rolls or try to escape using Running 9 rolls. Any Character that fails the rolls is
killed and any Screamers with you die of fright instantly. If you can Oppose, Jack realises he is the only one
who can stop Abaddon, as he cannot die in Abaddons shadow. This is the only time of the game you can
switch Team Leader if you have picked Gwen. Roll 1D6 and add Jacks Bravery, your DM and any Aware
your Team possesses. If the total is 18 or more Abaddon is destroyed. If you fail then take a -1DM and you
must opt to Hide or Escape as above.

TM03a. Billis Manger


Billis - Brains 9, Brawn 6, Bravery 8 (Minion) - is a servant of Abaddon.
He is able to travel in time at will and works to free Abaddon from the
rift. You cannot Fight, Evade, or Hide from Billis. His ability to travel
through time means he will always find you team and he will always
vanish if you try to fight him. He takes almost a sinister delight in toying
with your Team.
You must try to outwit Billis by making opposed Brains rolls. If you
succeed gain a +1DM or reveal the Goal. If you fail, he shows Gwen a
vision of her partner Rhys dead. He then carries out the murder in the
next Turn. Gwen will leave Torchwood unless you can bring Rhys back to
life at the end of the Adventure (see e279). Any further failed rolls (or if
Gwen is not in your Team) results in a -1DM.

TM04. Cell 114 (Sleeper Agents)


Cell 114 are ruthless aliens who infiltrate worlds with Sleeper Agents
(DM: 0. Goals: 1-2: e227; 3-4: e221; 5-6: e165). These Sleeper Agents
believe themselves to be human, but have advanced implants that take
control of their body. When their bodies are controlled they carry out the
orders of Cell 114 but have no memory of doing so. Their implants also
give them advanced weaponry.
On your first Enemy Encounter you realise these Agents are simply
people trying to do the right thing. In fact they wish to be helped and
become Allies - gain a +1 DM.
After that, things take a more sinister turn - on any further Enemy Encounter, roll 1D3 to see how many agents you
encounter, each Brains 5, Brawn 5, Bravery 5, adding an extra 1D3 agents for each subsequent encounter. Also
on Turn 7, instead of rolling for an Encounter, automatically see TM04a below.
When encountering Cell 114 agents choose from the options below:
Fight: You can attempt to kill the Sleeper Agents. However they gain +2 Brawn and +2 Bravery. Also they
possess a built in force field that makes them hard to kill (works as e191). If you Defeat them, gain +1DM.
If you can Oppose they are instead Defeated but you lose 2 Luck Points for winning this way.
Talk: You can attempt to make the Sleeper Agents recall their human selves. If your Team Leader makes a Brains
roll (with a -1 penalty after Turn 4, -2 after Turn 8) they become normal once more. Gain a +1DM and they
become an Ally until the next Enemy encounter. If you fail you must Fight.
Hide: A successful Thief 8 roll before any other option means you have escaped their notice; otherwise choose to
Evade, Talk or Fight.
Evade: A successful Running 8 roll means you have evaded the Agents, otherwise choose to Talk or Fight.
Confront: If you can Oppose you can attempt to destroy their programming and return them to normal humans. To
do this you must have 3 Engineering and 2 Science and Tosh must be a Team Member and makes a
Brains roll with a -2 modifier. If you succeed you have Defeated the Cell. If you fail, you must Fight.

TM04a Sleeper Agents Attack


Another Sleeper Agent (Brains 5, Brawn 7, Bravery 7) has emerged and
is attacking a nuclear weapons facility. You must send the two Team
Members at the Hub (the ones you did not pick for your team) to stop
him. To do so you must make a successful Move Action and then either
Defeat him in a Fight or by having 2 Marksman and one Team Member
making a successful Bravery roll. Gain +1DM if you succeed, -1 DM if
you fail.

TM05. Adam
Adam has been a member of Torchwood for three years and is well liked
by the rest of the team or is he...? In reality Adam is a creature from the
Void, he has tampered with Torchwoods minds, because to survive in
our reality he needs to be fixed in peoples memories.
Adam (DM +1; Goals: 1-2: e240; 3-4: e204; 5-6: e247) is Brains 7,
Brawn 6, Bravery 6. As soon as Adam is revealed as the Enemy, you
lose your Team Members and must now carry on with the Adventure with
just your Team Leader. Owen has become an introverted geek due to
Adams tampering, Tosh has become wild and extroverted and Ianto has
become convinced he is a murderer and is guilt stricken.
Choose from the options below:
Fight: You can fight Adam. He will attempt to flee at the end of each round. At the end of each round roll 1D6
and on a result of 4-6 he has fled. Make a Bravery roll (adding any Domination) for each Character
involved in the Fight and if they fail by 2 or more then see TM05a below. If you kill Adam, gain +1DM
but unless you can Oppose, he returns in further encounters however as he has only tampered with your
memories in making you think you killed him.
Talk: Make Opposed Brain rolls with Adam. If you succeed roll for a Goal Event or gain a +1DM. If you fail
take a -1 DM penalty.
Hide: A Thief 8 roll means he has not noticed you. If you fail choose to Talk, Fight or Evade.
Evade: A Running 7 roll means you have evaded him. If you fail, choose to Talk or Fight.
Surrender: You can surrender to Adam - he will always accept your surrender. He will place you in one of
Torchwoods cells (next to Janice the Weevil, how lovely!) see TM05a below.
Confront: When you can Oppose you must convince the rest of Torchwood that Adam isnt who he seems to be.
Make a Charisma 8 roll (with -1 to the roll if it is Turn 9+ as the memories are getting stronger) if you
succeed you convince the Team to take Retcon Amnesia pills. These wipe out the memories of the past
two days thus defeating Adam.

TM05a. Memory-scape
Adam has invaded your memories and began to alter them, and you are
conscious as he does this. By altering your memories in this way he
hopes to permanently stay fixed in your mind. To escape next turn from
the false memories he is bombarding you with you must make a Brains
roll, if you succeed you must make a normal Escape roll to break out of
the cell he has placed you in. If you fail either roll, you must attempt the
same actions next round to Escape.'

TM06 Professor Aaron Copley


Aaron Copley (DM +1; Goals: 1-2: e222; 3-4: e228; 5-6: e240) is a
ruthless and brilliant physician. He believes that the any means justify
trying to find cures for seemingly incurable diseases and will take the
necessary immoral steps to complete his research. He is Brains 9, Brawn
5, Bravery 8. After Copley has been revealed as the Enemy any Location
Events are automatically TM06a.
Roll 1D6 for the encounter, adding +1 if it Turn 5+ or +2 if Turn 9+. Also
add +2 if you can Oppose:
1-2: You have not encountered Aaron Copley but an Assassin he hires to kill any test subjects. The Assassin is
Brains 4, Brawn 7, Bravery 6. You can Fight him, or make a Charisma 9 roll to convince the assassin to
surrender (If you fail, you must Fight). If you succeed at either gain a +1DM. You may also try to evade the
assassin by making Running 8 rolls (with -1 to the roll if you are in a Fight or have tried an unsuccessful
Charisma roll).
3-4: You have encountered an Alien aayfly that Professor Copley uses in his experiments. This Creature
resembles a foot long Earth mayfly. It buzzes down and attacks it is Brains 1, Brawn 8, Bravery 10. You
must Fight it or Evade with a Running 8 roll.
5+: You have encountered Aaron Copley with 1D3+1 Security Staff, each Brains 4, Brawn 6, Bravery 6
(Minion, Troop). Choose from options below:
Talk: If you beat Aaron Copley in an Opposed Brains (with a -1 to the roll unless you have either 2 Medicine
or 2 Science, and -1 for each previous attempt using this option) gain +1 DM or reveal the goal. If
you fail take a -1 DM penalty and choose to either Fight or Surrender. If you can Oppose and you win
the Brains roll, you have Defeated him, though he will not go quietly and you must win a Fight against
him on his own.
Fight: Combat occurs normally but if you ever have greater Brawn then roll 1D6 at the end of each combat
round and if the result is 4-6 then Copley has escaped the Fight and let his staff continue on their own.
If you win the Fight, gain a +1DM or if you can Oppose then you have instead Defeated Copley.
Surrender: Copley will always accept your surrender and gloat over his plans (roll for a Goal event if you
havent already) then see e061.
Hide: You must make Thief 8 rolls before any other option to remain out of sight. If you fail choose another
option but with -1 to any Talk or Evade rolls.
Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose another
option with -1 to the roll; 5-7: Lose quarry event ends; 8-9: TM06a; 10+: e082.
Evade: You must make Running 7 rolls to evade Aaron Copley. If you fail, you must choose to Fight or
Surrender.

TM06a. The Pharm


(Location) (Base) The Pharm is Aaron Copleys bio-research centre. To
gain entry, Team Members must make Thief 8 rolls. If you succeed gain
+1DM, if you fail take a -1 DM penalty. Once inside all Investigate, Seek
Information and Defeat the Enemies Actions are +1. Increase the chance
of an encounter each Turn by 1 and if there is an encounter reduce the
vertical die roll by -1. Add +1 to the number of Security Staff on an
encounter score of 5+ above however.

TM07. Nostrovite
Nostrovites (DM 0. Goals: 1-2: TM07a; 3-4: e216; 5-6: e262) use a
female from another other species to carry their young. When the young
are ready, the female Nostrovite hunts down the unfortunate female they
have used and tears them open to release their young. Unfortunately a
member of Torchwood has been bitten by a Nostrovite recently....
When this Enemy has been revealed, roll 1D6 to find who is carrying the
offspring of the alien: 1-3: Gwen; 4-6: Tosh. If Gwen was Team Leader
or Tosh werent in your Team, they are now and another member must
be removed.
They are being hunted by a female Nostrovite - Brains 7, Brawn 9, Bravery 9 (Creature). Nostrovites are also
shape-shifters, youre not sure who you can trust. Every time you have an Enemy Encounter, roll 1D6 for each
Human Ally - on a roll of 1-2 they are in fact the Nostrovite, remove them from your Group. If you have no Allies
then roll for your Team Members and on a roll of 1-2 they are the Nostrovite! Your Team Member is now
considered to have Separated from your Team.
Choose from options below:
Fight: A Nostrovite is a hardy opponent. If you Defeat it, it will be back to full strength next Enemy Encounter.
You do gain +1 DM however or Defeat it if you can Oppose.
Talk: You can bluff your way out if you can make a Brains roll, with -1 for each time you have rolled on here.
If successful you gain +1 DM. Otherwise choose to Evade or Fight.
Evade: A Running 8 roll will give the Nostrovite a slip for a while. If you fail, choose another option.
Hide: A Nostrovite can smell their unborn young so a Thief 9 roll is required before any other option. If you
fail you must choose another option with -1 to any Running or Brains roll.
Operate: If you can Oppose and you have Medicine then that member of your team with the Trait can make a
successful Brains roll and if they succeed they have destroyed the unborn Nostrovite. Any modifiers
to Team members are negated. Now have an immediate Fight with the Female Nostrovite, if you kill
her you have Defeated her. If you fail take a -1DM.

TM07a. Give me my baby!


(Goal 4) One of your Team is carrying an unborn Nostrovite and is
being hunted by a female Nostrovite. That Team member has -2 to any
Running rolls and after Turn 8 may not perform any Running rolls.
If you have 2 Aware, Medicine and a total of 25 Brains you gain +2
DM. If you do not Defeat the Nostrovite in this Adventure then the unborn
Nostrovite is born and the Team Member that was carrying the baby is
killed.

TM08. Gray
Gray (DM -1. Goals: 1-2: e221; 3-4:e172; 5-6: e240) is Captain Jacks
estranged brother. Gray was captured by invading aliens which Jack
escaped from. For several years he endured unimaginable tortures. Now
he has returned and only one thing drives him. Revenge on his older
brother who he feels left him to die.
Gray (Brains 8, Brawn 7, Bravery 9) has access to a Vortex Manipulator
gauntlet. This means he can travel in time, making him a far more
dangerous opponent than you may realise.
The first time you have an Enemy Encounter roll you must see e145 immediately.
Choose from the options below (Captain Jack Harkness is -2 to all Qualities in all options):
Fight: Combat occurs, but Captain Jack will not attack his brother. If you have a greater Brawn than Gray, he
will activate a signal that causes 1D6 Weevils (see TM01 for stats) to swarm towards your Team and
attack after the first round. If Gray is ever Wounded, he will use his Vortex Manipulator to escape the
Fight. If you Defeat the Weevils then gain a +1DM. If you ever kill Gray then you have Defeated him.
Surrender: Gray will accept your Surrender and takes you away e061. If Jack surrenders see TM08a.
Talk: Gray can be bluffed to give you more time to stop his plans. Make a Brains roll with a -1 penalty for
every time you have previously attempted this option. If you succeed gain a +1DM, if you fail choose to
either Fight or Surrender.
Hide: A Thief 8 roll will let you hide successfully from Gray. If you fail you must choose to Fight, Surrender or
Evade (with -1 to any initial Running rolls).
Evade: A Running 8 roll will let you successfully Evade Gray. If you fail, you must choose to Fight or Surrender.
Confront: If you can Oppose and Captain Jack is not captured, you must have a total of 20 Bravery, 2
Engineering and 2 Science. If your Team Leader can then beat him in an Opposed Brains roll you have
Defeated Gray. If you fail, take a -1DM and chose to Fight, Surrender or Evade (with -1 to any initial
Running roll).

TM08a. The Burial of Captain Jack


If Captain Jack is ever captured by Gray he will be taken back in time by
him using his Vortex manipulator and is buried in 27AD under Cardiff.
He will then spend the next 2000 years being caught in a constant state
of dying and resurrecting. Jack must think of a plan to free himself.
Jack is incapacitated for 1D3 Turns and then must make a Brains roll to
have Torchwood of 1901AD dig him up, who then freeze him in
Torchwoods cryo-chamber to be awoken in the present-day where he
will then rejoin Torchwood on your next Turn and you gain +1DM. He
will be -1 in all Qualities however for the rest of the Adventure. If he fails
his Brains roll he is lost forever and the game is lost.

TM09. Cannibals
Sometimes the monsters arent amongst the stars, sometimes theyre from
Earth. You have stumbled across a village who every ten years target
travellers. They murder these travellers and eat their flesh. And now
theyre targeting you.......
The Cannibals (DM: 0. Goals: 1-2: e286; 3-4: e240; 5-6: e228) are
each Brains 5, Brawn 6, Bravery 7. Roll 1D6 for the number you
encounter adding +1 after Turn 5, or +2 after Turn 9. If there are 4 or
more Cannibals, one of them will be their leader Evan Sherman (Brains
6, Brawn 7, Bravery 8).
If you have any Allies, roll 1D6 for each (you need only roll once per Ally even if you encounter the Cannibals
again) then on a roll of 1-3 they are really Cannibals and become a Minion. They will be encountered along with
the other Cannibals from now on.
Choose from the options below:
Fight: You can Fight the Cannibals. If you wish to later Surrender or Evade, see the options below but you
have -1 to either roll. If you win the Fight gain +1DM or if Evan is here and you can Oppose you have
instead Defeated them.
Talk: You can bluff your way out of trouble if you make a successful Brains roll, with a -1 modifier if Evan is
here and another -1 for each previous attempt using this option. If you succeed gain a +1DM, or reveal
the Goal. If you fail take a -1DM and choose to Fight, Evade, or Surrender.
Hide: A Thief 8 roll will let you go unnoticed if chosen before any other option. If you fail, choose another
option but with -1 to any roll.
Follow: This option is only possible after a successful Hide Action. Make a Follow Action: 2-5: Discovered,
choose another option with -1 to the roll; 6-7: Lose Quarry Event ends, 8-9: e082; 10+: e144.
Evade: You may successfully flee from the Cannibals with a Running 8 roll. If you fail, choose to either fight or
Surrender.
Surrender: Roll 1D6: 1-2: The Cannibals arent interested and attack you see the Fight option; 3-6: They
accept your surrender and reveal their Goal if they havent already. They wish to prepare you to bleed
however and you are taken away see TM09a below.
Confront: This option is only possible if you can Oppose. If your Team Leader can make a Brawn roll and has
2 Marksman then they take down the Cannibals in a blaze of gunfire and they are Defeated. If your
Team Leader fails the Brawn roll, take a -1DM and choose to Fight, Evade or Surrender.

TM09a. Improves the Taste


The Cannibals like to bleed their meals first to improve the taste. If a
Team Member is captured, at the end of the next turn they will become
Wounded, the following turn they will become Seriously Wounded and
at the end of the third Turn they are killed. A successful Rescue or Escape
roll of 9 as an Action (adding any Thief) will free them.

TM10. The 456


The 456 (DM -2; Goal: TM10a) are an evil race, who use human
children as a source for recreational drugs. Their physical appearance is
unknown, though they seem to have three heads and a large body. On
Earth they have to survive in large gas chambers. They have worked
before in secret with the British Government and will do so again to get
what they want...our children.
The 456 have advanced technology and not only that youre now
fighting the government. This is Torchwoods biggest challenge to date as
children across the globe start to fall under their influence.
The Torchwood Hub is destroyed by the government so you cannot use The Hub in this Adventure). Roll 1D6 and
add +1 for each time you have previously rolled here, also add +1 on Turn 5 or +2 after Turn 9. Also add +2 if
you can Oppose:
1-6: You have encountered Agent Johnson - Brains 7, Brawn 7, Bravery 8 (Computers, Demolitions, Marksman,
Running, Tracking). With her are 1D6+1 soldiers each Brains 4, Brawn 6, Bravery 6 (Minion, Troop).
Johnson has pledged to protect the state under any circumstances. Your only option is to Fight, Evade
(Running 8) or Surrender (see e061). If Jack surrenders or is captured he is placed in concrete. He cannot
free himself and must be Rescued. If you have revealed the 456 Goal make an Opposed Brains roll with
Johnson. If you succeed she joins you as an Ally - gain +1DM and any further rolls here means you
encounter just 1D6+2 soldiers. If you fail the opposed Brains roll, you must Fight and take a -1 DM.
7+: You have encountered the 456. They are protected in an indestructible gas chamber. You can attempt to buy
yourself more time, your Team Leader must make a Brains roll with a -2 modifier. If you succeed gain a
+1DM. If you fail, take a -1DM and they pump toxic gas in the room. Make a Bravery roll for each
Character, if they fail they are killed. If you can Oppose, you can Defeat the 456 by having one Character
infiltrate the British Government and expose their corruption (attempt a Bureaucrat 8 and Thief 9 roll with that
Character) another Character must make a Science roll of 9 and you must sacrifice and kill a Character or
Ally to send their controlling signal back to the 456 and Defeat them. If any Trait roll is failed, take a -1DM,
your infiltrating Character is captured see e063.

TM10a. Children of Earth


(Goal 5) The 456 want 10% of the worlds population of children. They
use Earth children as a kind of recreational drug. The child doesnt feel
pain and lives for a long time but is hooked up to an evil alien for the
rest of his life. If you have 2 Science, 2 Engineering and 25 Brains gain
+2DM. After Turn 5 receive a -1DM and increase the number of soldiers
encountered (see above) by +1 and if you have any Child Character,
then they are taken from you if you are Captured and you lose 2 Luck
points. If you Defeat the 456 you have won the game.

TC01. Rhys Williams


Rhys is Gwens partner. He is easy going, and loves Gwen deeply, but
he can get angry at the long hours Gwen works and he doesnt trust
Captain Jack. Gwen and Rhys have an up and down relationship,
sometimes it goes well; sometimes it is on the rocks. Rhys doesnt believe
in aliens, but if he does assist in an Adventure, make a Brains roll for him
at the conclusion, if he succeeds he gains +2 Bravery from then on as he
comes to accept alien life. If Rhys is ever Killed, lose 2 Luck points and
Gwen will leave Torchwood, you cannot use her again. Rhys is Brains 5,
Brawn 6, Bravery 5 (Aware, Charisma, Gloating, Running).

TC02. PC Andy Davidson


PC Andy Davidson has long fancied Gwen Cooper and as a result is quite jealous of Rhys. He has a sarcastic
sense of humour and pretends not to care too much of his job, but deep down he tries to make a difference. He is
a complete push over when it comes to Gwen because of his feelings. Andy is Brains 5, Brawn 6, Bravery 6
(Aware, Gloating, Running, Tracking). Roll 1D6-2 for the number of police officers that are with him and who join
you as Allies each Brains 3, Brawn 6, Bravery 6 (Marksman, Running, Tracking). Roll 1D6 and on a result of 46, roll for a Plot event as Andy knows something useful. If Rhys is with Andy, he is -1 to all Qualities.

TC03. Character out of Time


Many people from our past or future fall through the rift. You have
encountered such a person now. Roll on the Random Destination Chart at
e001b. When you have a Location, roll for a Character Event at that
location. That Character will be who you encounter. If they join you as
an Ally and survive the Adventure then make a Brains roll - if you
succeed youre able to send them back and gain a Luck point.

TC04. Captain John Hart


A former partner, in every sense, of Captain Jacks, Captain John Hart Brains 7, Brawn 8, Bravery 6 (Aware, Charisma, Computers, Gloating,
Marksman, Running, Thief) - is a rogue Time Agent. Hes been in rehab
for drugs, alcohol, sex and murder. He carries twin pistols, a samurai
sword and is clad in a Buccaneer jacket. Hes narcissistic, arrogant,
sarcastic and self serving. In this encounter you have no idea if hes here
to assist or double cross. Hes a powerful ally or a dangerous foe. Make
a Charisma roll, +1 if the Enemy is still not known:
2-4: He mocks your group and then departs.
5-7: He gives you some information (roll for a Plot Event), but you discover he has also stolen a piece of
Equipment from you (remove a random piece of Equipment).
8-10: He joins as an Ally, though every two turns you must roll on this chart again.
11+: He joins you as an Ally. You may also roll for a Plot Event
When the Enemy is encountered for the first time, roll 1D6. On a roll of 1-3 he will betray you and join the Enemy
(Take a -1DM and any Brains rolls in Enemy encounters are with a -1 penalty) he becomes a Minion. Every time
you then have an Enemy Encounter roll 1D6: 1-2: Encounter Captain John Hart - you must Fight (if you defeat him
gain a +1DM), Talk (An Opposed Brain roll success gives you +1DM, failure means -1DM and a Fight,
Surrender, or Evade), Surrender (see e059) or Evade (Running 8 rolls); 3-4: Enemy Encounter: 5-6: Enemy
Encounter with Captain John Hart.

TC05. Citizen with Alien Device


Many objects fall through the Time Rift and sometimes these are collected unwittingly by members of the public.
Most have no idea of their function and think of them as curios, however some begin to realise their potential and
use them for their own ends. The citizen you have encountered is Brains 5, Brawn 5, Bravery 5 (Running, Thief).
Roll on the Equipment chart at TW8 to see which equipment they have. Choose to Talk or Fight:
Talk: Make a Charisma roll:
2-5: He flees at the sight of your team and the encounter ends unless all your Team have Running. If his
Equipment gives any bonus to Brawn, he Fights instead (you may take Equipment if you win)
6-9: Joins you as an Ally but will not give you Equipment until the Adventure ends.
10+: Joins you as Ally and gives you his Equipment straight away.
Fight: If you defeat him in combat you may take the Equipment, but if you kill him however lose 2 Luck Points.

TC06. Annoyed Authorities


On occasion the necessary high handed approach of Torchwood annoys
the Local Police (e050) and UNIT forces (e031). You no longer receive
the +2 Talk modifier when talking to these two groups for the rest of this
Adventure. In addition, if you encounter PC Andy Davidson (TC02) he
never has any police officers with him.

TC07. Team Tension


The high risk nature of the job means Torchwoods highly strung characters very often fall out with each other.
Your two Team Members (so not Team Leader) have had a huge argument. You must send one Member back to
the Hub (your choice) and have them replaced with another Torchwood Member for this Adventure.

TC08. Blowfish
Blowfish is the name given to a species that resemble the Earth species of
the same name and they are quite commonly encountered on Earth as
the alien Blowfish frequent here. Theyre a self serving race and love
Earths drugs, cars and violence. The Blowfish is Brains 6, Brawn 6,
Bravery 6 (Creature, Pilot, Running, Thief).
If you can make an Opposed Bravery roll it will give up whatever crime it
is committing at the moment and it will give you some information as it
departs back to the Rift roll for a Plot event. If you fail or wish to Fight
anyway you may do so. It produces a gun and fires at you (increase
Brawn to 7). If you kill the creature gain a Luck point.

TC09. Weevil Den


You have stumbled across a den of 1D6 Weevils. Roll another 1D6 and
on a result of 6 then they are gathered around a piece of Alien
Equipment that they worship (roll on TW08). You may sneak away with
Thief 8 rolls or you may Fight. Each Weevil is Brains 2, Brawn 7, Bravery
5 (Creature). You may also escape the Fight using Running 8 rolls. If you
sneak away or kill the Weevils you may take the Alien Equipment.

TW8. Equipment
Equipment, both alien and Earth made, fall into the hands of Torchwood. Some of this equipment helps with day
to day operations; some are incredibly powerful alien artefacts with mysterious powers. The list below gives you
the items that can be used in the game. There are many ways of gathering equipment in your Adventures. At the
end of any Adventure you may spend 3 Luck Points and roll here. When you are given the option, roll 1D6. On a
roll of 1-3, roll 2D6 on the chart below for TE1-11, a roll of 4-6 rolls for TE12-24:

TE1 TE11
2: TE1 Life Knife: This evil looking knife gives +2 Brawn. If a Team Member uses it to kill someone they gain
Madman. If they gain this Trait again that Team Member leaves Torchwood.
3: TE2 Brekaren Deep Tissue Scanner: A person using this device gains a +1 to all Medicine rolls.
4: TE3 Direction Finder: This device gives +1 to Move rolls.
5: TE4 Hyperspectral Scanner: This device can only be used by Tosh and it gives her +1 to all Science rolls.
6: TE5 Alien Lockpick: This device gives +1 to all Escape rolls (not +2, its not sonic!)
7: TE6 Data Scanning Device: This device gives +1 to Computer rolls.
8: TE7 Compact M1911 Handgun: Roll 1D3 for the number of handguns. A gun gives +1 Brawn to a
Torchwood Member. Only one gun can be used per member.
9: TE8 Gizmo: This device will disable any security scanners (e120).
10: TE9 Contact Lenses: A person who wears these can share
whatever theyre viewing by anyone with Computers. The person
monitoring the wearer can also send messages to the wearer. In
game terms this is like having an extra Team Member. A Team
Member can stay at The Hub but directly monitor events and help.
Choose a Team Member to wear the contact lenses as long as that
person stays conscious and alive another Team Member with
Computers who you havent picked for your team can still help out.
Their Brains can be used in any situations that require it and you
can also use their Aware, Bureaucrat and History Traits.
11: TE10 Resurrection Gauntlet (Left Hand): A powerful alien artefact. The Gauntlet can bring someone
back to life for about a minute if the wearer makes a Bravery roll. In game terms if you kill an Enemy you
can bring them back and have them reveal their Goal if you dont know it. Also if you ever have an e151
Event you can bring the victim back and they tell you what they know (automatically roll for a Plot Event).
12: TE11 Resurrection Gauntlet (Right Hand): At first the
members of Torchwood believed this gauntlet to work just like the
left handed version, but it is far more powerful. This gauntlet will
raise a person from the dead and imbue that person with a kind of
energy that keeps them alive indefinitely. In effect however that
person will be a member of the living dead so to speak. They can
no longer eat, drink, feel pain or age. In game terms if a member
of Torchwood is ever killed they can be brought back with the
glove. You may only use the glove once, after that it becomes
possessed by evil and must be destroyed.
The Team Member brought back has many advantages - they become immune to Poison, Domination and
any form of possession, in combat they cannot be Stunned. But they can no longer heal their bodies. If they
are Wounded or Seriously Wounded, they will always remain that way. Radiation Wounds still affect them
as well. Also there is no way of knowing how long the energy keeping them alive will last, at the end of
every Adventure roll 2D6 on a roll of 2, it has been depleted and they are permanently dead.

TE12 TE22
2: TE12 3D Glasses: These cheap looking plastic 3D glasses are imbued with a peculiar energy signature and
give the wearer Aware when they are worn.
3: TE13 Dalek Enhanced Thompson Guns: These guns (roll 1D3 for number) were collected from New
York 1930 amongst the remains of creatures Torchwood designated Dalek and humans with Dalek strains
of DNA. They give +2 Brawn but after combat roll 1D6 for each gun and on 5-6 the ammo is depleted.
4: TE14 Ghost Machine: This device can show glimpses of the past. In game terms you may re-roll an
Investigation Action once per adventure.
5: TE15 Huon Particle Perfume: This highly powerful perfume gives a character the Appealing trait. Every
time it is used, roll 1D6 and on a roll of 5-6 it has been depleted.
6: TE16 1941 Smith & Weston Revolver: This has been Captain Jacks well used firearm for decades.
When using the gun he is +1 to Brawn and may re-roll any 1D6 result during combat once per Adventure.
It has six shots, then needs re-loading (this takes one round in combat)
7: TE17 SUV: This is Torchwoods main form of transport - a powerful
black Land Rover with in-built computers. In game terms this means
if you have the S.U.V. you get to re-roll a Computer Research roll
once per Adventure and you have +1 to any Move actions. The
S.U.V. has Torchwood emblazoned on it and flashing blue lights
on the windscreen - perfect for any secret organisation.
8: TE18 Decontamination Sponge: This sponge removes all
radiation from a patient. If a Team Member has a Radiation
Wound this removes it. Roll 1D6 to see how many times it can be
used before it is depleted.
9: TE19 Laser Saw: This device lets Owen perform operations and autopsies easier. If Owen uses this
equipment he gets a +1 on any Medicine rolls.
10: TE20 Anti-Toxin Kit: This kit can remove any Wounds from a person that was caused by Poison. Every
time it is used roll 1D6, on a roll of 6 it is depleted and cannot be used again.
11: TE21 Anti-Cyberman Weapons: Although these stocky weapons were designed in a parallel world,
some exist in the Torchwood armoury. They give +2 Brawn if fighting a Machine Enemy.
12: TE22 Dogon Sixth Eye: This alien eye can bring a person back
from the dead, admittedly as an intangible ghost. In game terms,
if an Ally is killed the eye will bring them back just for the
remainder of that Adventure. They also cannot be killed again
during that Adventure. They have no corporeal form however, so
only their Brains total and the traits Aware, History and Tracking,
if they have those, can still be used. After the current Adventure the
Ally is permanently killed.

Designers Notes
The following rule can be used in your game if you wish. When writing this Expansion I wanted the game to
capture the feel of Torchwood. As most episodes focus on Jack or Gwen they became the Team Leaders in the
Expansion. However if you wish, for the odd adventure or two you can have another member of Torchwood be
the Team Leader for the game, as the odd episode does focus on the other characters. If you have a favourite
character in Torchwood, then feel free to make them Team Leader in every adventure. Im a strong believer in
RPG games that you shouldnt be bogged down too much by the rules and you should feel free to adapt a ruling
system to how you want to run a game. Simons excellent game allows you to do just that, with pages of
additional rules at the end of his Doctor Who Solitaire Rule Book.
I hope you all enjoy this Expansion. On and off it has taken myself over two weeks to finish! We should therefore
be grateful to Simon for all his hard work in creating this game as I now know the man hours that can be put into
such a project. I hope this expansion creates the feel of Torchwood. For myself, I have always enjoyed the show, I
found Owens subsequent death and resurrection to be one of the most thoughtful and innovative ideas to be seen
in a Sci-Fi TV programme. Captain John Hart, for myself, is one of the most interesting recurring characters to ever
appear again on a TV show, and I found the Children of Earth episodes to be groundbreaking. And so I hope
this Expansion captures the feel of all that Torchwood encompasses.
Whilst my heart and interests in sci-fi will always remain firstly with a certain mad man with a box, Torchwood
still has a lot to offer.
Happy alien busting!
Richard Thomas

Character Sheet and Game Record

Team Leader: ____________________

Brains: _____ Brawn: _____ Bravery:

_____

Traits:

Team Members: Brains

Brawn

Bravery

Traits

Wounds

Allies:

Equipment:
Luck Points: 4
DM:
Turn Record: 0

Goal Target:

You might also like