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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.......
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,
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.
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.'
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.
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).
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.
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.
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
_____
Traits:
Brawn
Bravery
Traits
Wounds
Allies:
Equipment:
Luck Points: 4
DM:
Turn Record: 0
Goal Target: