TEXT: THE NINTH DOCTOR SOURCEBOOK
  
  B  credits
  Line deveLoper: Andrew Kenrick
  Writing: Walt Ciechanowski
  editing: Andrew Kenrick
  cover: Paul Bourne
  graphic design and Layout: Paul Bourne
  creative director: Dominic McDowall
  art director: Jon Hodgson
  speciaL thanks: Georgie Britton and the BBC Team 
  for all their help.
  ” My Ninth was how the Daleks knew the Doctor.”
  The Ninth Doctor Sourcebook is published by 
  Cubicle 7 Entertainment Ltd (UK reg. no.6036414).
  Find out more about us and our games 
  at www.cubicle7.co.uk
  © Cubicle 7 Entertainment Ltd. 2015
  BBC, DOCTOR WHO (word marks, logos and devices), 
  TARDIS, DALEKS, CYBERMAN and K-9 (wordmarks and 
  devices) are trademarks of the British Broadcasting 
  Corporation and are used under licence.BBC logo 
  © BBC 1996. Doctor Who logo © BBC 2009. TARDIS 
  image © BBC 1963. Dalek image © BBC/Terry Nation 
  1963.Cyberman image © BBC/Kit Pedler/Gerry Davis 
  1966. K-9 image © BBC/Bob Baker/Dave Martin 1977.
  Printed in the USA
  
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  B  contents
  introduction  
  4
  How to Use this Book 
  4
  chapter one: the ninth doctor and companions 
  6
  Who is the Doctor? 
  7
  The Ninth Doctor 
  8
  The Ninth Doctor’s Companions and Acquaintances 9
  Rose Tyler 
  13
  Adam Mitchell 
  14
  Captain Jack Harkness 
  15
  Jackie Tyler 
  16
  Mickey Smith 
  17
  The Ninth Doctor’s TARDIS 
  18
  chapter tWo: pLaying in the ninth doctor’s era 
  19
  A New Era 
  20
  An Earth Without the Doctor 
  21
  Temporal Echoes 
  22
  Rebooting the Universe 
  23
  The Doctor’s Journey 
  23
  Everything Old is New Again 
  27
  New Traits 
  29
  chapter three: the ninth doctor’s adventures 
  31
  Rose 
  32
  The End of the World 
  44
  The Unquiet Dead 
  59
  Aliens of London/World War Three 
  71
  Dalek 
  87
  The Long Game 
  103
  Father’s Day 
  115
  The Empty Child/The Doctor Dances 
  123
  Boom Town 
  134
  Bad Wolf /The Parting of the Ways 
  142
  index 
  156
  
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  ‘Hail the Doctor, the Great 
  Exterminator!’
  Except for a brief moment at the turn of the second 
  millennium, the Doctor had been largely absent from 
  contemporary Earth, relatively speaking, for over 15 
  years. When he did return, he wasn’t quite the Doctor 
  of old. He had a callous and haughty edginess, forged 
  by his ruthless but necessary actions during the Last 
  Great Time War. As far as this Doctor was concerned 
  he’d caused the destruction of his own people to 
  save the universe from the Daleks and it owed him 
  for that!
  The Ninth Doctor continued to contain the fallout from 
  the Time War but he was still unsure of his role in 
  the universe. He’d survived the Time War but it didn’t 
  feel like a victory; indeed, he claimed that “everybody 
  lost.” He was now alone in the universe with no one 
  that understood him. It would take a young human 
  shop girl to help him heal the emotional scars of the 
  Time War and come to grips with who he was: a force 
  for good in the universe.
  Thus, over the course of his adventures, the Ninth 
  Doctor gradually made peace with himself over 
  his actions. At first he tried to isolate himself, only 
  allowing Rose to penetrate the gruff demeanour that 
  he portrayed. He gradually loosened up and realised 
  that he couldn’t allow the Time War to turn him into 
  what he hated most – a ruthless killer. Instead he 
  tried to heal once more and, when confronted by 
  an enemy from the past, chose not to destroy yet 
  another species just to finish the Time War for good. 
  He was the Doctor again.
  At the start, however, the Ninth Doctor was let loose 
  into a new universe, one that had been reshaped by 
  the Time War. Some of these changes were subtle, 
  while others had a major impact on the timeline of the 
  universe. Now you can join the Ninth Doctor and his 
  companions as they explore this strange, new universe, 
  freshly minted from the ashes of temporal warfare!
  hoW to use this Book
  The Ninth Doctor Sourcebook is primarily a 
  Gamemaster’s resource for running adventures 
  either with the Ninth Doctor and his companions or 
  introduction
  introduction
  
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  in the style of the Ninth Doctor’s adventures. While 
  players will certainly benefit from the background 
  information in this book, particularly regarding the 
  Doctor and his companions (and other information 
  the Gamemaster deems worthy to share!), all of 
  the rules needed to create or portray the Ninth 
  Doctor’s companions are found in the Doctor Who: 
  Adventures in Time and Space Core Rulebook.
  This book is designed to be a guide to capturing the 
  feel of the Ninth Doctor’s era and incorporating it into 
  your adventures. Chapter One offers advice on how 
  to craft adventures in the style of the Ninth Doctor’s 
  era. Chapter Two describes the Ninth Doctor, his 
  companions and his TARDIS. After that, we delve into 
  each of the Ninth Doctor’s actual adventures. Each 
  adventure includes the following information (along 
  with some fun extra bits in the sidebars!):
  •	
  Synopsis. Where did the TARDIS land this time? 
  Who did the Doctor meet and what terrible 
  challenges did he and his companions face? 
  This section summarises the key events of the 
  adventure as experienced by the Ninth Doctor 
  and his companions.
  •	
  Running the Adventure. If your players are 
  unfamiliar with the adventure then you may 
  want to run it for them. This section gets into the 
  nuts and bolts of bringing the adventure to life 
  and the adaptations necessary when using other 
  Doctors and companions or even running it 
  Doctor-less. This section is also useful for when 
  you just want to adapt bits or ‘re-skin’ it in order 
  to enable players who do remember the original 
  to enjoy playing through a fresh new take.
  •	
  Characters, Monsters and Gadgets. This section 
  includes statistical and background information 
  on the various non-player characters, monsters 
  and gadgets that the Doctor and his companions 
  encountered over the course of the adventure. 
  •	
  Further Adventures. An adventure is more 
  than the sum of its parts; it’s a convergence of 
  separate elements that may be encountered 
  again (or previously!). The Doctor and his 
  companions have often come across something 
  they’ve experienced before in a new way, whether 
  it be the return of an adversary, the effects of 
  their previous actions on a society or involving 
  themselves again in the life of an old friend. This 
  section includes adventure seeds that build off 
  the elements in the current adventure. While 
  we hope these seeds are playable on their own, 
  they are also designed to spark your 
  imagination when constructing 
  new adventures. Was there an 
  element of a previous adventure 
  that your players really enjoyed 
  or idly wondered what would 
  happen next with it? That’s 
  a great adventure seed for 
  the future!
  docTor WHo? A QuEsTion of numbErs
  Sharp-eyed eyed readers have already undoubtedly noticed that this supplement 
  is called The Ninth Doctor Sourcebook but doesn’t include a picture of the War 
  Doctor on the cover. While the conclusion of the Last Great Time War ended with 
  the War Doctor reclaiming his place amongst his other incarnations, we’ve chosen 
  to continue to label the incarnation that met Rose Tyler as the Ninth Doctor for two 
  reasons. First, it’s because this incarnation has been traditionally known as the Ninth 
  Doctor and to change it now may cause confusion (just think of the War Doctor as ‘the 
  Eight-Point-Fifth Doctor’).
  Secondly, and more importantly, this incarnation of the Doctor believes that his 
  former incarnation broke ‘the promise’ that came with the name ‘the Doctor.’ As far 
  as he’s concerned the War Doctor is not a link in the chain of Doctors, and with the 
  Last Great Time War time-locked and inaccessible it’s easy enough to relegate the War 
  Doctor to a painful memory best left in the past. Indeed, as the Ninth Doctor struggles 
  with the angst of what he’d done to end the Time War he practically didn’t notice a 
  regeneration; as far as he’s concerned, the blood is on his hands. 
  
  chapter one
  the ninth doctor and companions
  
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  ‘The Doctor is a legend woven throughout history. 
  When disaster comes, he’s there. He brings the storm 
  in his wake and he has one constant companion… 
  death.’
  B  Who is the doctor?
  While the Ninth Doctor is often seen as a ‘rebirth’ 
  of the Doctor in the aftermath of the Last Great 
  Time War, in truth he is more of a bridge between 
  the old and the new. While the Time War is over, the 
  Ninth Doctor is still emotionally suffering over what 
  he had done and is trying to tie up loose ends while 
  rediscovering his place in the universe. 
  When the War Doctor regenerated at the conclusion of 
  the Time War, the Ninth Doctor lost his predecessor’s 
  memories and believed he had destroyed Gallifrey 
  to stop the Daleks rather than save it. Thus he was 
  ‘born’ wracked with guilt over what he’d done.
  Physically, the Ninth Doctor is a departure from his 
  earlier incarnations. He has a fiercer look; a tall 
  bloke with close-cropped hair, a beaky nose and big 
  ears. He dresses in an understated but imposing 
  way, with a leather jacket, jumper, jeans and boots. 
  In effect, he doesn’t look out of place in modern, 
  working-class London, which is a far cry from the 
  attire of his predecessors (it should be noted that 
  he never seems to change except for the colour 
  of his jumpers, as his outfit can generally be 
  rationalised by people in that time – the Ninth 
  Doctor has been accused of being a navvy in 
  Victorian Cardiff, a U-Boat captain in World War 
  II London and in fashion with the inhabitants 
  of Satellite Five). On occasion the Doctor does 
  wear other clothes, but he prefers to stick with 
  his basic look.
  Still reeling from the Time War, the Doctor can be 
  best described as blunt and intense. He doesn’t 
  suffer fools gladly and insults humanity as ‘stupid 
  apes’ without worrying about whom he might 
  offend. He does have a good heart, however, and 
  tries to clean up the mess left from the Time War 
  while protecting his adopted home – having lost 
  Gallifrey, the Ninth Doctor limits his travels to 
  Earth. 
  Initially determined to work alone, the Ninth 
  Doctor slowly opens up to Rose, relishing the 
  fact that he can be ‘the Doctor’ again to a new 
  companion while discovering what changes 
  the Time War has wrought to his favourite 
  world. Over the course of his life he comes 
  to terms with his participation in the Time War and 
  his actions to end it, including making peace with the 
  last surviving Dalek soldier and embracing his role 
  as Earth’s protector. 
  By the time he meets the Dalek Emperor and its new 
  army of Daleks, the Doctor has healed most of his 
  wounds but acts in fear of the Daleks, ripping them 
  open again. In the end, the Ninth Doctor remains true 
  to his ideals and realises his mistake in the way he 
  ended the Time War (or at least the way he thought he 
  did) and is rescued by Rose and the TARDIS in the form 
  of Bad Wolf. When he regenerates after
  removing the power from Rose, his 
  tenth incarnation is considerably 
  less ‘damaged.’
  
  story points
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  personaL goaL
  To explore the universe while bearing his guilt over his 
  actions during the Time War.
  personaLity
  The memories of the end of the Time War are still fresh 
  and raw, leaving him somewhat brusque, cold and 
  intense at first. 
  Background
  The Last of the Time Lords, the Ninth Doctor 
  regenerated in the aftermath of the War Doctor’s 
  ending of the Time War by destroying both his own 
  people and the Daleks. 
  a  aWareness
  a  coordination
  a  ingenuity
  a  presence
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  a  strength
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  Psychic Paper
  Sonic Screwdriver
  TARDIS
  Artron Battery
  Bio-rhythmic Control
  Boffin
  Brave
  Feel the Turn of the Universe 
  Gadget
  Hypnosis (Minor)
  Indomitable
  Keen Senses (Minor) - 
  Hearing and Smell
  Photographic Memory 
  Psychic
  Quick Reflexes
  Random Regenerator
  Resourceful Pockets
  a
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  Time Lord
  Run for your Life! 
  Technically Adept
  Time Lord (Experienced x9)
  Time Traveller
  Voice of Authority
  Vortex
  Argumentative
  Code of Conduct
  Eccentric
  Impulsive
  Insatiable Curiosity
  Last of My Kind
  Obsession
  
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  B  the ninth doctor’s 
  companions and acquaintances
  The Ninth Doctor began his tenure with a clean slate. 
  Fresh from the Last Great Time War, he preferred 
  to act alone. Part of this was due to his own self-
  loathing over what he had to do to end the Time War 
  and the fact that he’d changed so much during the 
  course of the War that he wasn’t sure exactly who 
  he was any more. In a sense, he was still fighting 
  the Time War, dealing with the repercussions of the 
  conflict, such as the Nestenes finding a new protein 
  source, rather than seek out adventure. He wanted 
  to reclaim the mantle of ‘Doctor,’ but he wanted to 
  define what that meant on his own terms.
  Rose Tyler changed his perspective. She didn’t do it 
  entirely at first, as the Doctor was quick to abandon 
  her after their initial encounter and only returned 
  because she was still in danger. He reminded himself 
  that humans were ‘stupid apes’ and ridiculed their 
  domestic lives not because he really felt that way, 
  but rather because he was trying to convince himself 
  not to bring another companion aboard. Still, Rose’s 
  curiosity and sense of adventure was infectious and, 
  over the course of their first adventure together, she 
  won him over. He was finally prepared, as with his 
  older incarnations, to accept a travelling companion 
  once more to show the wonders to the universe to, 
  rather than just deal with old fallout.
  Over the course of their adventures Rose continued 
  to challenge and change him, reminding him that 
  he wasn’t alone and that there were those who still 
  cared for him, even if his people were wiped out in 
  the Time War. She also challenged him to rise up 
  above his anger and accept that the War was over 
  and that he no longer needed to be a soldier. By the 
  end of their travels together Rose had come to love 
  him enough that, even when he sent her away for her 
  own safety on his suicide mission, she returned and 
  took some of the burden of ending the Time War off 
  him. It sparked his regeneration, but his new form 
  would finally be able to heal some of the angry scars 
  that the Ninth Doctor still carried.
  If Rose Tyler was just what the doctor ordered, then 
  Adam Mitchell was the exact opposite. Like Rose, he 
  was a young person caught up in dangerous events 
  and, with little left to keep him home, he joined the 
  Doctor and Rose on their adventures. But, where 
  Rose enjoyed journeying through time and space on 
  their own merits, Adam was timid and uncomfortable. 
  Rather than open his heart to the wonders he did the 
  banal thing, attempted to exploit it for profit. His one 
  outing with the Doctor would be his last.
  
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  Captain Jack Harkness was more of a kindred spirit 
  than a companion. His attempt at a perfect con 
  created a danger that almost destroyed the Earth, 
  but he was quick to help fix it, even at the cost of his 
  own life when he’d realised what he’d done. A former 
  Time Agent and temporal explorer, Jack was more 
  ‘hitching a ride’ than being a proper companion; he’d 
  been rescued from death, helped the Doctor refuel 
  the TARDIS, and then was kidnapped along with the 
  Doctor and Rose by the Game Station Controller. 
  Like the Doctor, he was willing to sacrifice his own 
  life and others in order to prevent the Daleks from 
  conquering the universe. 
  In addition to the Doctor’s three companions, there 
  were also two people tied so closely to Rose that 
  they played key roles in several of the Ninth Doctor’s 
  adventures. These were Mickey Smith, Rose’s 
  boyfriend, and Jackie Tyler, her mother. At first they 
  thought the Doctor kidnapped Rose but later helped 
  him defeat the Slitheen (twice, in Mickey’s case). 
  They also played a crucial role in saving the Doctor 
  and Jack’s lives by helping Rose get back into the 
  TARDIS so that she could merge with its heart and 
  save him.
  rose tyLer
  Rose Tyler was a 19 year-old shop girl who happened 
  to be in the right place at the right time to meet the 
  Doctor, as the department store where she worked 
  was being used by the Nestene Consciousness to 
  create Autons. After helping the Doctor defeat the 
  Nestene Consciousness, Rose accepted his offer 
  to travel with him. She found herself enjoying the 
  thrill of seeing various periods of Earth history 
  and discovered that she didn’t miss the banality of 
  normal life.
  Prior to leaving with the Doctor, the two most 
  important people in Rose’s life were her mother 
  Jackie Tyler and her boyfriend, Mickey. Rose felt 
  like her life was going nowhere; she still lived with 
  her mother and her relationship with Mickey was 
  comfortable but not particularly exciting. Once she 
  was aboard the TARDIS Rose still cared for them and 
  wanted to reassure them that she was okay, but she 
  had little desire to return to her life with them.
  Rose enjoys jumping into new times and situations with 
  both feet and exploring these strange new eras. Like 
  the Doctor, she is curious and wants to right wrongs 
  when she sees them. At this point in her life she has 
  a crush on the Doctor and would never willingly leave 
  his side, even when facing certain death.
  adam mitcheLL
  In spite of his inclusion in this section, Adam is more 
  of an ‘anti-companion.’ He is an example of the 
  type of person who doesn’t make good companion 
  material. He was discovered in the employ of an 
  amoral American businessman and used his first 
  trip through time and space to try to line his own 
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  pockets. The Doctor quickly deposited him home 
  with a warning not to expose himself and the 
  implanted alien technology he’d acquired to the local 
  authorities, lest another ‘Van Statten’ find him.
  First impressions of Adam are very misleading. 
  Young, attractive and geeky, Adam seems harmless 
  enough, a child genius who is being manipulated by 
  a powerful employer. He seemed to work for him out 
  of fear more than loyalty and regrets that his home 
  life isn’t very satisfying. These traits resonated with 
  Rose and led her to beg for Adam to be allowed on 
  board the TARDIS. The Doctor could tell that there 
  was more to Adam than he seemed, but he humoured 
  Rose and allowed him aboard anyway.
  Adam soon proved the Doctor’s suspicions correct. 
  Having travelled to the future, he used Rose’s 
  superphone to record and send information about 
  new technologies to his answering machine in the 
  past. He also had an infospike implanted in his head 
  that enabled him to access computers directly. This 
  unfortunately also enabled the Jagrafess and his 
  Editor to access information from him. Once the 
  Jagrafess was dealt with and Adam’s indiscretions 
  revealed, Adam tried to place the blame on the 
  Doctor. An angry Doctor took him home and 
  destroyed the answering machine. Whether Adam 
  took the Doctor’s advice or got into further trouble 
  remains to be seen.
  captain Jack harkness
  Jack Harkness is a former Time Agent from the 51st 
  century. He was born on the Boeshane Peninsula and 
  became the poster boy for the Time Agency there, 
  leading to his nickname of ‘The Face of Boe.’ He left 
  the Agency after waking up one day and discovering 
  that they’d stolen two years of his memories. Jack 
  became a con artist, swindling Time Agents into 
  buying ‘valuable’ technologies and then destroying 
  them before they realised that they’d purchased 
  worthless junk.
  Jack met the Doctor while posing as an American 
  volunteer in the RAF during World War II. He is like 
  the Doctor in many ways; he is running from an 
  authority, he travels in time, he uses a title, he’s 
  charismatic, and he’s not what he seems. Most 
  importantly, however, he has a good heart and he 
  tries to do the right thing.
  Jack identifies as omnisexual; he flirts and enjoys the 
  company of anyone he finds attractive regardless of 
  gender or species. In spite of being a self-professed 
  criminal he is very loyal to his friends and can be 
  counted on when the chips are down to sacrifice 
  himself for them.
  Jackie tyLer
  Jackie Tyler is Rose’s mum. Born Jacqueline 
  Angela Suzette Prentice, Jackie married Pete Tyler 
  in the mid-1980s and had one daughter, Rose, by 
  him. Unfortunately, Pete was hit by a car and died 
  (circumstances vary due to temporal manipulation) on 
  
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  the way to Sarah Clarke’s wedding. Given Pete’s failure 
  at his various entrepreneurial enterprises, Jackie was 
  left to raise Rose on her own with little money.
  Jackie learned to survive by taking advantage of every 
  opportunity offered and by doing things for people 
  so that she could call on favours later. When Rose’s 
  place of employment went up in flames Jackie was 
  quick to find ways for Rose to profit from it and get 
  established at a new job. She was instead devastated 
  when, after almost being killed by window shop 
  dummies, Rose mysteriously disappeared. She spent 
  a year trying to find her, only for Rose to pop up with 
  the man she’d just met before her disappearance 
  pretending that nothing was wrong.
  Jackie dislikes the Doctor, partially because he 
  rejected her initial flirtations and partially because 
  he’s been keeping Rose away from her. As time goes 
  on she begrudgingly accepts his presence in her 
  daughter’s life although she still tries to get Rose 
  to leave him. Ultimately, Jackie wants what’s best 
  for Rose and wants to be part of her life, something 
  that’s denied to her with Rose away in the TARDIS.
  mickey smith
  Mickey Smith is Rose Tyler’s boyfriend and a fellow 
  resident of the Powell Estate. Like Rose he’s lived 
  there all his life and is in his early twenties, although 
  he’s aged an extra year relative to Rose due to the 
  Doctor’s error in returning her home. Unlike Rose, 
  he was perfectly happy and content living a quiet 
  and uneventful life in London, where football was his 
  main passion.
  Unfortunately, his willingness to settle for a 
  mundane life empowered Rose to jump at a more 
  exciting opportunity. Mickey believed that she’d 
  return, but as the months wore on it became evident 
  that she’d ‘moved on.’ Unfortunately, as far as the 
  rest of the world, and especially Jackie Tyler, was 
  concerned, Rose was a missing person and Mickey 
  the chief suspect. Due to the circumstances and lack 
  of evidence, Mickey was forced to keep quiet about 
  what really happened to her.
  Whenever Rose returns to Mickey he jumps at the 
  chance to be with her, no matter what his current 
  personal circumstances. Unfortunately, he always 
  feels second-fiddle to the Doctor and, in the end, 
  Rose always leaves him behind. But, when the Doctor 
  did offer Mickey a chance to join them in the TARDIS, 
  he turned it down, believing that he couldn’t handle 
  it. The Doctor agreed to keep Mickey’s reluctance 
  a secret and pretended to ban him but, to Mickey’s 
  dismay, Rose chose to leave anyway. Mickey is slowly 
  learning to move on.
  the ninth doctor and companions
  
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  To be with the Doctor.
  personaLity
  Quick-thinking and resourceful, Rose is adventurous 
  and brave, rarely hesitating before leaping aboard the 
  TARDIS. Rose always stands up for what she thinks is 
  right, even challenging the Doctor when she knows that 
  he’s doing the wrong thing.
  Background
  Rose lived with her mum on a South London council 
  estate and worked in a department store. The Doctor’s 
  appearance gave her the chance to live a life less 
  ordinary, and she hasn’t looked back!
  a  aWareness
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  Superphone
  Attractive
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  Inexperienced
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  To gain fame and fortune as quickly and secretly as 
  possible.
  personaLity
  Adam comes across as likeable and flirtatious, but 
  beneath it all brews an opportunist. He isn’t particularly 
  brave and has trouble adjusting to time travel, but soon 
  uses that unease to get the Doctor and Rose to let their 
  guard down. Ultimately, Adam is self-absorbed and 
  shallow, seizing on time travel as an opportunity to get 
  wealthy.
  Background
  Adam is a genius whose computer hacking skills 
  almost caused World War III at the age of 8. He was 
  snatched up by Van Statten to log and decipher the 
  alien technologies he acquired. Adam accepts Rose’s 
  offer to adventure in the TARDIS, but finds the lifestyle 
  overwhelming. He falls from grace when caught using 
  time travel for selfish ends.
  a  aWareness
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  Chip*
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  *Adam only has these 
  following his adventure 
  with the Doctor – see pg. 
  111 for stats.
  Attractive
  Boffin
  Face in the Crowd
  Run for your Life!
  Technically Adept
  Cowardly
  Selfish
  a
  2
  
  story points
  attriButes
  skiLLs
  Biodata
  traits
  stuff
  personaL goaL
  Former con artist who ultimately wants to make a 
  difference.
  personaLity
  Lively, funny, charming and arrogant; Jack works hard 
  at presenting his ‘devil-may-care’ persona. He actually 
  cares deeply about doing what’s right and will gladly 
  put himself in danger to oppose the villains of the 
  galaxy.
  Background
  An ex-Time Agent turned con artist from the 51st 
  century, Jack’s life was turned around when he met 
  the Doctor. Not only did he gain a purpose, but he also 
  became immortal when Rose brought him back to life 
  with the powers of the Time Vortex.
  a  aWareness
  a  coordination
  a  ingenuity
  a  presence
  a  resoLve
  a  strength
   ○ ○ ○  ○
   ○ ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ ○ ○
   ○ ○ ○ ○ 
   ○ ○ ○ ○
  athLetics
  convince
  craft
  fighting
  knoWLedge
  marksman
  medicine
  science
  suBterfuge
  survivaL
  technoLogy
  transport
  8
  captain Jack harkness
  5
  1
  4
  3
  4
  2
  4
  3
  3
  3
  4
  4
  4
  4
  5
  4
  4
  8
  Psychic Paper
  Vortex Manipulator
  Squareness Gun
  Attractive
  Brave
  Charming
  Fast Healing (Special)*
  Immortal (Special)* 
  Technically Adept
  Time Traveller
  Tough
  Vortex
  Amnesia
  *Only after Rose/Bad Wolf 
  resurrects him from the dead.
  a
  3
  
  story points
  attriButes
  skiLLs
  Biodata
  traits
  stuff
  personaL goaL
  Making sure Rose is safe and can support herself.
  personaLity
  Jackie Tyler complains endlessly. She loves complaining 
  only slightly less than she loves her daughter. In the year 
  between Rose first leaving with the Doctor and returning 
  Jackie blamed Mickey for her disappearance, but she 
  has since reconciled with him.
  Background
  Jackie’s life is as turned upside down as her daughter’s 
  due to Rose leaving with the Doctor. After assurances 
  from Rose that she was fine, Jackie heard not a word 
  for a year and blamed Mickey on having something 
  to do with her ‘abduction.’ Since Rose returned with 
  the Doctor and they both saved the world Jackie 
  begrudgingly allowed her to continue to travel with him, 
  but she still hopes that her daughter returns home for 
  good.
  a  aWareness
  a  coordination
  a  ingenuity
  a  presence
  a  resoLve
  a  strength
   ○ ○ ○ 
   ○ ○ ○ 
   ○ ○ ○ ○ 
   ○ ○  ○ ○
   ○ ○ ○ 
   ○ ○ ○
  athLetics
  convince
  craft
  fighting
  knoWLedge
  marksman
  medicine
  science
  suBterfuge
  survivaL
  technoLogy
  transport
  5
  Jackie tyLer
  3
  2
  1
  3
  1
  1
  2
  3
  2
  1
  2
  3
  3
  4
  4
  3
  3
  12
  None.
  Face in the Crowd
  Lucky
  Owed Favour
  Screamer!
  Argumentative
  By the Book
  a
  3
  
  story points
  attriButes
  skiLLs
  Biodata
  traits
  stuff
  personaL goaL
  To finally define the nature of his relationship with 
  Rose.
  personaLity
  Mickey has the makings of a hero but he isn’t quite 
  there yet. He is bitter and jealous of the Doctor. The 
  unknown frightens him and he wishes that the Doctor 
  would just go away and leave Rose with him. He also 
  desperately wants Rose to choose him over the Doctor, 
  but he’s settled for waiting for her. He’s a gifted hacker, 
  a dab hand with a set of tools and, most importantly, 
  has his feet on the ground. In spite of his animosity 
  towards the Doctor, Mickey can be counted on to help 
  him if Rose is involved.
  Background
  Mickey is a typical working class bloke who is devoted 
  to Rose and wanted to spend the rest of his life with her. 
  He spends much of his time pining for her and awaiting 
  her return, cherishing the fleeting moments they have 
  together before the Doctor whisks her off again. 
  a  aWareness
  a  coordination
  a  ingenuity
  a  presence
  a  resoLve
  a  strength
   ○ ○ ○  
   ○ ○ ○ ○ 
   ○ ○ 
   ○ ○ ○ 
   ○ ○ ○ ○ 
   ○ ○ ○ ○
  athLetics
  convince
  craft
  fighting
  knoWLedge
  marksman
  medicine
  science
  suBterfuge
  survivaL
  technoLogy
  transport
  5
  mickey smith
  2
  0
  3
  2
  0
  1
  2
  3
  3
  2
  2
  3
  4
  2
  3
  4
  4
  5
  None.
  Face in the Crowd
  Lucky
  Quick Reflexes
  Technically Adept
  Tough
  Cowardly*
  Unadventurous
  *Mickey loses this Trait after 
  he confronts a Slitheen.
  a
  3
  
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  THE ninTH docTor sourcEbook
  B  the ninth doctor’s tardis
  The Ninth Doctor’s TARDIS’s console room has an 
  organic appearance that is known as ‘coral.’ Much 
  of it was inherited from the War Doctor’s TARDIS 
  and the console is virtually unchanged whilst 
  golden coral walls have replaced the grey ones 
  with the glowing roundels present during the War 
  Doctor’s era. Overall it has a very patchwork design 
  incorporating anachronistic elements that suggests 
  that the War Doctor had been repairing it on the fly 
  during the Time War.
  While coral is the ‘desktop theme,’ it can be presumed 
  that the structure is quasi-organic and designed 
  to grow over and replace the stressed-out original 
  structure; the War Doctor was barely holding it 
  together and his regenerative energy accelerated the 
  coral growth so that when the Ninth Doctor recovers 
  from his regeneration the TARDIS fully manifested 
  its new appearance.
  The Eye of Harmony remains at the ‘heart’ of the 
  TARDIS. The Heart of the TARDIS is powerful enough 
  to transform anyone that gazes into it; it seems to 
  grants the gazer’s desires. Margaret the Slitheen 
  wanted a fresh start and was returned to her egg 
  form, while Rose desired to save the Doctor and 
  was given the power of the Bad Wolf. Alternatively, 
  the Heart could have simply been acting on its own 
  in both cases, humanely dealing with a threat in the 
  former and saving ‘her’ Doctor in the latter.
  The Ninth Doctor seems to be able to steer his 
  TARDIS although he occasionally drifts a bit off 
  course. Whether this is due to the temperamental 
  and kit-bashed nature of the TARDIS or the Doctor’s 
  own failings is a matter for dispute.
  the ninth doctor’s tardis
  aWareness
  4
  presence
  3
  coordination
  3
  resoLve
  4
  ingenuity
  4
  strength
  3
  skiLLs
  Knowledge 8, Medicine 3, Science (Temporal) 6, 
  Technology 4, Transport 3
  traits
  Clairvoyance (Major)
  Face in the Crowd
  Fast Healing
  Feel the Turn of the Universe
  Force Field (Major)
  Lucky
  Psychic
  Resourceful Pockets
  Scan (x4)
  Sense of Direction
  Telepathy
  Tough
  Transmit
  Vortex
  Argumentative
  Impulsive
  Restriction (Tricky Controls, 6 pilots)
  Restriction (can only be refuelled at a time rift)
  armour: 30
  speed: 12 (materiaLised)
  story points: 20
  starting damage: d6+3 points
  speciaL: The Doctor’s TARDIS has a damaged 
  Chameleon Circuit and always appears in the 
  form of a Police Call Box from the 1950s.
  the ninth doctor and companions
  
  chapter tWo
  pLaying in the ninth doctor’s era
  
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  ‘I’m a Time Lord. I’m the last of the Time Lords. 
  They’re all gone. I’m the only survivor.’ 
  In the beginning, the Ninth Doctor was an enigma. 
  With the exception of a brief trip by his eighth 
  incarnation, the Doctor had been absent from Earth 
  for over 15 years. The world moved merrily along 
  without him and, just before he returned (well, 
  relatively speaking, of course!), the Doctor was 
  involved in a Time War that had had mysterious effects 
  on the universe. When he did return, the Doctor was 
  reborn. Not only had the Time War changed him but 
  the people of Earth, with the exception of a few, had 
  forgotten him as well. It was a brand-new era.
  a neW era
  In a very real sense, the Ninth Doctor’s appearance is 
  much like the restart of a roleplaying game campaign 
  that has lain fallow for a while. Unlike a first-time 
  campaign, where the entire setting and cast is 
  brand-new, a restarted campaign is familiar but 
  everything is refreshed and seen through a new lens. 
  Few elements are exactly as remembered; some 
  elements retain most of their original character 
  while others may be wildly different. 
  The Gamemaster has a vast store of previous material 
  from which to pick and reinterpret in an entirely new 
  way. The trick is to be able to surprise the players 
  while making them feel that the new campaign is a 
  continuation, not a complete reboot.
  For the Ninth Doctor, the Time War was both the 
  catalyst and bridge between old and new. He was 
  changed more profoundly than a mere regeneration 
  would suggest (and that profound change stayed with 
  him through his next two incarnations – or three if we 
  count the Tenth Doctor twice) and this was reflected in 
  his presentation. He’d dispensed with his ‘costumed’ 
  appearance and had a harsher, more cynical edge. At 
  the same time, the Time War provided a convenient 
  and easy reason for any changes to characters, 
  creatures and even events from how the characters 
  might remember them. Finally, and perhaps most 
  importantly, the Time War itself, at least initially, 
  was an enigma. Its far-reaching nature meant that 
  even the Doctor didn’t know all of the details and 
  his companions were occasionally touched by the 
  aftershocks. 
   
  The purpose of this chapter is two-fold. The first is to 
  give Gamemasters a flavour for setting adventures in 
  or reminiscent of the Ninth Doctor’s era. The second 
  is to use the Ninth Doctor’s era as an illustration for 
  Gamemasters restarting a previous campaign or 
  perhaps taking the Doctor and his companions into 
  an entirely new direction! Fortunately, these two 
  purposes are intertwined, so they can be analysed 
  and developed together.
  pLaying  in the ninth doctor era
  
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  an earth Without the doctor
  The Seventh Doctor noted that humans “have an 
  amazing capacity for self-deception”; if something 
  doesn’t fit into the way they believe the world 
  works then they are quick to dismiss and forget it. 
  Only very few people and organisations, such as 
  Torchwood, UNIT, the Queen of the United Kingdom 
  and conspiracy ‘nutters’, actively remember ‘weird 
  happenings’ like Auton and Cybermen invasions 
  or Axons attempting first contact. The longer it is 
  between such events, the more likely humanity 
  moves on with the world view that they are alone in 
  the universe. And while humanity couldn’t be more 
  wrong, such self-deception leaves them woefully 
  unprepared for the next invasion.
  The Ninth Doctor returns to Earth in the middle of 
  the first decade of the 21st century, specifically 2005 
  and 2006. At this point in Earth’s history, the Doctor 
  had only made a few isolated appearances in the 
  1990s (Fury from the Deep in The Second Doctor 
  Sourcebook, Battlefield in The Seventh Doctor 
  Sourcebook and The TV Movie in The Eighth Doctor 
  Sourcebook) and the world had gotten used to 
  being without him. There were no large-scale alien 
  invasions or public alien appearances. Someone 
  growing up in that decade likely had little first-hand 
  experience with aliens; their parents or grandparents 
  might have remembered some funny business with 
  walking dummies or silver giants, but overall it didn’t 
  affect their lives any more than a plane crash or a 
  small skirmish elsewhere in the world might. Some 
  lives were lost and some property was damaged, but 
  the world moved on.
  When the Doctor arrives he is struggling with his 
  own identity in the aftermath of the Last Great Time 
  War. Earth, too, is struggling with its own identity. 
  It had been a decade and a half since the Cold War 
  ended with America standing at the top of nations, 
  but its leadership left something to be desired. With 
  the ‘East’ struggling with their new democracies and 
  the ‘West’ increasingly scrutinising the actions of its 
  leaders, the world wobbled on. Religious terrorism 
  became the new enemy, especially given their 
  support by oil-rich states, and humanity worried 
  about the end of the world at the new millennium.
  The ‘Y2K’ crisis never happened, but the terrorist 
  group Al-Qaeda’s attacks in America on 11 
  September 2001 prompted America and its allies to 
  launch two wars in the Middle East. America’s claim 
  as the world’s only superpower and moral authority 
  took a bashing. With the corresponding rise in 
  power and authority such as China and Russia, 
  humanity seemed to be at a crossroads. Like the 
  new Doctor, it was struggling with its identity after 
  committing questionable actions.
  It’s worth noting that the Doctor wanted this status 
  quo to continue: he wanted Earth to figure out its 
  destiny on its own. Thus he was content to remain 
  in the shadows, chasing down remnants of the Time 
  War and other alien activity without calling on his 
  UNIT allies. When it appeared that Earth was having 
  another ‘first contact,’ the Doctor hoped that this 
  would be the one that finally cracked Earth’s self-
  deception and elevated it to a true space-faring 
  species. Unfortunately, that was not to be and the 
  Doctor, in spite of himself, couldn’t remain in the 
  shadows any longer. True to form, once the Slitheen 
  were defeated he relied on Mickey Smith to use a 
  computer virus to wipe out 
  any mention of the Doctor.
  
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  THE ninTH docTor sourcEbook
  temporaL echoes
  While humanity’s capacity for self-deception explains 
  away Earth’s cluelessness to alien activity, it doesn’t 
  explain why the Doctor gets so much about history 
  wrong. Even more strangely, it doesn’t explain why 
  the Doctor gets things wrong in a way that later 
  makes him seem prescient. Most of this can be 
  explained as ripples in the Time War and the Doctor’s 
  ability to ‘remember’ rewritten timelines. This leaves 
  open the intriguing possibility that the Time War is 
  not quite over (as indeed the survival of the Dalek 
  Emperor suggests) and that the Ninth Doctor’s 
  experiences are being subtly overwritten. 
  Some temporal echoes are the result of the Dalek 
  Emperor’s manipulations. The Fourth Great and 
  Bountiful Human Empire is obviously a place that the 
  Ninth Doctor has been to, but now it’s all changed. 
  This is definitely due to alien involvement; while 
  the Dalek Emperor was building his army it used 
  the Jagrafess and the Editor (who may have been a 
  Dalek Duplicate) to stagnate Earth’s progress.
  Finally, the Doctor is responsible for his own temporal 
  echoes. He remembers Harriet Jones being a three 
  term Prime Minister ushering in Great Britain’s 
  golden age. The fact that he has trouble indicates 
  that he’s being affected by Time War ripples. In the 
  end, however, it’s the Doctor’s own actions that 
  Exactly when the Doctor was exiled to Earth and worked with UNIT has always been something of an 
  enigma. Even the Doctor seems unsure as to whether he’d worked with them in the 1970s or the 1980s, 
  and recollections from those involved are similarly vague. Sarah Jane Smith, for example, claimed to 
  be from 1980, but she dressed in the styles of the mid-1970s. The Brigadier retired in 1977, making the 
  Doctor’s claim of working alongside him in the 1980s a bit spurious. Stepping away from UNIT, the Second 
  Doctor visited the late 20th and 21st century Earth in various periods that didn’t turn out that way from 
  Rose’s point of view nor does it look likely that his adventures in the near future will come to pass in the 
  way that the Doctor experienced them.
  The ripples from the Last Great Time War provide a handy explanation. Earth was clearly on a different 
  course prior to the Last Great Time War and, as the war began, subtle manipulations of Earth’s history 
  began taking place. The Doctor and the Time Lords tried to minimise the damage and keep Earth history 
  more or less intact but a few dates were shuffled. As temporal interference from the Time War waned, 
  certain events finally settled into their current form. 
  In your campaign, Brigadier Lethbridge-Stewart might have headed UNIT in the early 1970s, the late 
  1970s, or even the 1980s, depending on your preferences. Whatever you decide, however, be sure to 
  reinforce it with the appropriate tropes of that setting. If Captain Yates and Sergeant Benton decide to 
  go undercover, for example, their civilian clothes and haircuts would look very different in 1973 than in 
  1983!
  fixing uniT (And oTHEr AnAcHronisms)
  pLaying  in the ninth doctor era
  
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  THE ninTH docTor sourcEbook
  cause a rippling effect as he changes history after 
  Prime Minister Jones orders the destruction of a 
  retreating alien ship.
  reBooting the universe
  One of the biggest themes of the Ninth Doctor’s era 
  (the other being Bad Wolf, which we’ll discuss in a 
  bit!) is the impact of the Last Great Time War. This 
  epic event had a profound impact on the Doctor, 
  who believes he is the sole survivor of the war and 
  the last of his race as a result. It also had a huge 
  impact on the universe as a whole, affecting entire 
  species and throwing into question everything that 
  came before. The universe just feels different as a 
  result, and characters can’t even trust their own 
  memories.
  When starting a new campaign, a Gamemaster has 
  the ability to start with a blank canvas and take the 
  stuff they like from the old to integrate into the new. In 
  effect, this is exactly what occurs – humanity’s self-
  deception and the Doctor’s relatively long absence 
  (Morgaine’s assault in Battlefield didn’t get much 
  beyond Lake Vortigern and the Doctor’s actions in 
  The TV Movie were effectively overwritten) meant 
  that Earth in 2005 was profoundly unimpressed 
  with previous alien incursions to the point that most 
  people still didn’t believe in aliens. 
  Still, it’s possible that a Gamemaster may wish to take 
  this point even further; what if the Last Great Time 
  War really did alter histories so that Gallifrey, Skaro 
  and other worlds never affected Earth? Perhaps 
  Mondas was destroyed before reaching Earth in 1986, 
  Torchwood and UNIT were never formed because the 
  invasions that prompted them never happened, and 
  Earth is now a clean slate. Rose really is the first 
  time that the Nestenes invade and Aliens of London 
  really is a first contact, although not quite as it first 
  seems. The Doctor is free to invent himself anew.
  By combining humanity’s self-deception and ripples 
  from the Time War, the Gamemaster is free to reinvent 
  the universe as they see fit, free from continuity. They 
  can pick and choose which bits they want to keep and 
  discard the rest without worrying about whether they 
  fit into the timeline. Time-travelling characters may 
  remember previous events in their relative timelines, 
  but they are acutely aware that what they remember 
  may have been rewritten.
  THE LonELy VETErAn
  One very important aspect of the Ninth Doctor 
  is that he feels isolated. He’s the only one who 
  remembers the Last Great Time War and the 
  only one still dealing with the outcome. He 
  also has blood on his hands and no one who 
  truly understands to forgive him. He hates 
  himself for what he had become and he isn’t 
  sure if he can recapture what he once was. He 
  needs companions like Rose to remind him of 
  who he used to be and of who he can be.
  Needless to say, a lot of this is lost if your 
  gaming group includes the Ninth Doctor along 
  with other incarnations of the Doctor, Time 
  Lords or other sage beings that can comfort 
  him. Like the War Doctor, the Ninth Doctor 
  works best when he is the only one in the 
  room dealing with things only he understands. 
  Pairing him with River Song or the Twelfth 
  Doctor would take away a lot of that edge.
  Even if you aren’t using the Ninth Doctor, if 
  you really want to capture the feel of the era 
  then you’ll want to recapture that isolation. 
  Perhaps one of the characters is a Time Agent 
  in a 51st century that went horribly wrong; 
  they now involve themselves in the past to 
  forget their troubles and they debate whether 
  they should ‘play god’ with the timeline while 
  opposing threats like alien invaders or other 
  time travellers. Perhaps the group is in charge 
  of rebuilding a mothballed UNIT; the records 
  are cryptic and incomplete, but there are aliens 
  out there and the group needs to keep their 
  activities secret, even from their friends and 
  families.
  the doctor’s Journey
  The Ninth Doctor’s adventures are more than just 
  a collection of unrelated episodes; they form a 
  complete campaign story arc. While the Doctor has 
  
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  THE ninTH docTor sourcEbook
  had campaign story arcs before (see The Key to Time 
  in The Fourth Doctor Sourcebook or The Trial of a 
  Time Lord in The Sixth Doctor Sourcebook) that 
  interwove discrete adventures into a single larger 
  metaplot, this one feels a bit different, more personal. 
  And it is not, as some might be led to believe, about 
  Bad Wolf or the return of the Daleks. Instead, the 
  Ninth Doctor’s adventures form a narrative of a post-
  war survivor coming to grips with who he is.
  When Rose first met the Doctor she had no idea who 
  he was; indeed, no one that had met him, regardless 
  of whether they’d met the Doctor before, would know 
  what to make of his new incarnation. Not only did 
  the Doctor have a new face, but he was emotionally 
  and physically scarred by his participation in the 
  Last Great Time War. It had cost him his people and 
  a regeneration. Nothing would be the same again. 
  When he decided to take Rose with him, the Ninth 
  Doctor began a journey of self-discovery.
  This journey would lead him to see the universe 
  through fresh eyes. The Last Great Time War had 
  ended and both Gallifrey and Skaro’s influence on the 
  universe was over. The Doctor could explore again 
  unfettered by what had gone before. He didn’t know 
  how much had changed, and how much of his relative 
  experiences were still intact. Even when he faced an 
  old adversary that adversary had been marked by the 
  war and could look and act very differently from what 
  the Doctor had remembered.
  Each adventure in this metaplot shows the Doctor 
  struggling with who he is and how he develops over 
  time. Prior to the beginning of his adventures with 
  Rose he is very stand-offish, willing to hide in the 
  shadows and manipulate events without involving 
  anyone else. He doesn’t want people to get close 
  to him because he doesn’t like himself. He’s afraid 
  to reach out. This starts to change when he meets 
  Rose.
  A Gamemaster can use the Ninth Doctor’s 
  adventures as a template for introducing new 
  players to the universe of Doctor Who. While it 
  may seem incredulous, there really are players out 
  there who have never followed the adventures of the 
  Doctor or who have only seen an adventure or two. 
  For such players the Doctor Who universe really is 
  an unopened book and, by following the model set by 
  the Ninth Doctor’s adventures, a Gamemaster can 
  really give such players a taste of the uniqueness of 
  the Doctor’s adventures and how they flow together.
  The Ninth Doctor’s first adventure blends the familiar 
  with the fantastic. It’s an Earth-bound contemporary 
  setting involving an alien conspiracy. As part of that 
  conspiratorial feel the Doctor planned to fight a quick 
  war in the shadows and be off before anyone noticed. 
  Of course, someone noticed, and thus the Doctor 
  teams up with a new companion in order to stop the 
  aliens. When the dust settled, the Doctor realised 
  that travelling through time and space is better shared 
  pLaying  in the ninth doctor era
  
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  THE ninTH docTor sourcEbook
  with someone who can see it without jaded eyes. He 
  also began to hope that someone might see him as 
  more than a monster that had destroyed two species. 
  The next two adventures can be taken together. If 
  the first adventure introduced aliens and hinted at 
  the possibility of time travel, then these adventures 
  fulfil that promise by going into the future and the 
  past respectively. Earth remains the central setting 
  (as it does throughout the Ninth Doctor’s adventures, 
  much as it did for the Third Doctor) because it 
  provides an easy temporal frame of reference. 
  In both cases it’s the time travel that is the focus 
  and the Doctor and companions get caught up in 
  the adventure because they are thrust into events. 
  Indeed, the Doctor cautions Rose that history is 
  malleable; history is history, whether it takes place 
  in 1869 or the far future, and if one can be rewritten 
  so can the other (it’s important to note that Rose 
  never thought about changing history when stopping 
  Cassandra’s scheme).
  We can pause here for a moment to discuss why 
  going into the companions’ future first was the better 
  choice. With a group of new players it’s a good idea 
  to let them stretch their legs a bit before weighing 
  them down with the responsibilities of history. They 
  may have worked together to stop the Nestene 
  invasion, but they probably haven’t yet gelled as 
  a team. Getting involved in a hostage crisis in the 
  future where the stakes are high helps them get into 
  the adventuring mindset before weighing them down 
  with the responsibilities of history. While the players 
  could appropriately question their participation here 
  as easily as they do in 1869, it’s less likely to happen 
  and therefore bog down the series. 
  By contrast, the trip to the past provides the players 
  with more dramatic weight to carry. They are in a 
  past threatened by another alien invasion, one 
  that they ‘know’ doesn’t succeed. This gives the 
  Gamemaster the opportunity to tell them that 
  history can be changed – while this is technically 
  true in the present and future, when applied to the 
  past it adds a whole different dimension. The fact 
  that their home time could be irrevocably altered 
  can be quite unnerving.
  In these first three adventures the Doctor gets to be 
  comfortable again as ‘the Doctor.’ He’s forgetting his 
  experiences in the war by doing what he’s always 
  done in the past. It’s his next adventure that reminds 
  him that his actions have consequences; he takes 
  Rose home a year late, and suddenly he’s a monster 
  again for it. He also discovers an alien conspiracy and 
  the first thing the aliens do is kill those that might 
  know and sympathise with the Doctor. Chillingly, 
  the Doctor responds by blowing them all up with 
  a missile – not much of a different tactic than he’d 
  used in the Time War.
  
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  THE ninTH docTor sourcEbook
  This comes to a head in the next adventure, where the 
  Doctor confronts someone that knows exactly who he 
  is, a fellow soldier from the other side. The isolated 
  Dalek challenges the Doctor with a claim that they 
  aren’t so different and the Doctor has trouble proving 
  otherwise. Indeed, it’s Rose who reminds the Doctor 
  that he needs to be more and the Dalek is actually 
  acting more rationally than he is (also due to Rose’s 
  influence). The Doctor finally realises that he doesn’t 
  like what he’s become.
  The Doctor’s next journey takes him to Satellite 
  Five and discovers that someone is manipulating 
  history. He treats this as any other ripple and tries 
  to get history back on course. When he defeats the 
  Jagrafess he reckons that he’s fixed things. The 
  Doctor is now a healer again and he’s starting to 
  believe in himself again.
  Next the Doctor and Rose head to World War II. This 
  is an interesting adventure in that it has no real 
  villains; it’s all the result of a misunderstanding. The 
  Doctor can’t simply point at an enemy and blow him 
  up; he needs to use his wits and try to help everyone 
  involved be better people. He forces Captain Jack 
  to clean up his mess and Nancy to be honest with 
  her child. His actions result in a miracle; everyone is 
  saved. For the first time since the Time War ended, 
  the Doctor truly feels like the Doctor again.
  WHy is THE docTor sTicking To EArTH?
  For the most part, the Ninth Doctor spends a lot of time on Earth. This isn’t due to any particular 
  attachments (the Doctor doesn’t do ‘domestics’) but when given the opportunity to travel through 
  space and time he invariably ends up on Earth somewhere along its timeline. Why?
  The most likely reason is that the Doctor considers Earth to be his home now that Gallifrey has been 
  destroyed and he’s checking for time ripples. He wants to make sure that Earth follows the history he 
  believes it should have. He may even be manipulating a few events here or there, as his ‘stupid apes’ 
  epithet implies that humanity has failed him in some way, even though it probably wasn’t their fault. 
  Perhaps Earth inadvertently gave the Daleks an edge in the Last Great Time War and subconsciously 
  the Doctor still hasn’t completely forgiven them for that (whilst at the same time he lacks the moral 
  high ground to judge them).
  His choice of an Earth companion bears this out; in addition to helping the Doctor come to grips with 
  who he is Rose acts as an independent observer judging his actions. The Doctor gives her a sense of 
  perspective when showing her the death of Earth and in the next adventure informs her that sometimes 
  he has to act to preserve the timeline. Rose is then able to call the Doctor on his actions when they face 
  a lone Dalek and she restores his faith in humanity as well as himself.
  One of the reasons why the Doctor travels to the future is because it is ‘the past’ for him. He isn’t 
  stopping the Nestene or the Slitheen from destroying the Earth in the noughties because they’re bad 
  guys; he’s doing it because he knows that humanity is supposed to survive. Similarly, he defeats the 
  Jagrafess not because he is manipulating the Human Empire, but because he isn’t supposed to be. 
  Whilst it doesn’t happen during the course of their adventures, it could be really interesting for the 
  Ninth Doctor or another time-travelling character to ‘allow’ an alien invasion to happen in the near 
  future, in spite of a companion’s protestations, because that’s what’s ‘supposed’ to happen. It could 
  even be more interesting if the Ninth Doctor finds himself in a position where he needs to stop someone 
  from aiding the freedom fighters, because they aren’t supposed to win!
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  This is immediately put to the test when he returns 
  to Cardiff to refuel and finds the last member of 
  the Slitheen still plotting to destroy the world. He 
  captures her and has to decide whether to let her go 
  or send her home to her death. The Doctor, with the 
  help of the TARDIS, finds a third option and enables 
  the Slitheen to have a fresh start. 
  Finally, the Doctor returns to Satellite Five fully as 
  the Doctor once more, but the legacy of the Time War 
  rears its ugly head. The Dalek Emperor is still alive 
  and has created a new army. The Doctor must now 
  decide whether he has truly changed or whether he 
  is still the same man he was during the Time War. 
  Will he wipe out his (adopted) home in order to finally 
  defeat the Daleks once and for all. The Doctor finally 
  proves that he made an error in ending the Time War 
  and that was not who he was. Once again, there’s a 
  miracle to affirm his choice: Rose and the TARDIS 
  merge to save him. While it costs him his incarnation, 
  the Doctor is able to regenerate, symbolising his 
  coming to terms with his past and his ability to move 
  forward in a less-burdened form.
  When designing your own campaign, remember that 
  a good backstory can carry the weight of a metaplot 
  through to its conclusion. It wasn’t necessary for us 
  to see the Time War or the Doctor’s act; we don’t 
  even (at this point) know what he did exactly. All we 
  know is that he’s carrying the weight of that decision 
  and his companions are helping him heal. 
  Also, the more personal the metaplot is the more 
  likely your players are going to run with it. It need 
  not be as weighty as the Doctor’s; a UNIT scientist 
  struggling with her principles in the face of 
  questionable activities in the name of security or a 
  Time Agent finding himself trapped in the past and 
  tempted to change history for the better are just 
  as great personal journeys. If you’re looking for 
  inspiration then we’ve offered a few possibilities in 
  the Same Spirit, Different Character section.
  everything oLd is neW again
  Whenever you start a new campaign, especially if it’s 
  the first Doctor Who: Adventures in Time and Space 
  campaign that you’re running with a particular group, 
  everything is fresh and new. Some of your players 
  may not be very familiar with the Doctor’s universe 
  and you get to share it with them for the first time. 
  Other players may be well versed in the Doctor’s 
  travels, but as the Last Great Time War changed 
  everything you have an opportunity to reinterpret, 
  reinvent, and reimagine old adversaries and adventures 
  in a new way (this is inherent in the Changing the 
  Desktop Theme and Further Adventures sections of 
  the individual adventures).
  Take the Sontarans, for example. They are a 
  warmongering species of clones locked in an eternal 
  war. They also enjoy watching other species make war. 
  
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  What if a lone Sontaran came to Earth and offered 
  cloning technology in return for assistance in the 
  Sontaran-Rutan War? Perhaps several good soldier 
  candidates are cloned; some of them go off to 
  fight while others are taken to space to fight in the 
  Sontaran-Rutan War. Is that slavery? What happens 
  if those clones revolt? 
  The Sontarans need not even appear if the characters 
  come to Earth as a strange new enemy is attacking 
  with Rutan technology and they turn out to be 
  angry clones that want their lives back. How do you 
  accommodate 100 clones that had the same ‘life?’ 
  How have the Earth governments been dealing with 
  clones after their Earth missions were finished?
  Similarly, you can re-present an old enemy by 
  re-evaluating their look or methods. Rather than 
  building robot Yeti, maybe the Great Intelligence is 
  now using bio-technology to create flesh-and-blood 
  automata. Perhaps the Cybermen look more like a 
  combination of organics and cybernetics? Maybe you 
  could put a futuristic spin on the Silurians; humanity 
  was forced to hibernate for centuries and when they 
  awoke another species had supplanted them on 
  Earth. Which side do the characters take?
  Remember, the Doctor’s universe is constantly 
  reinventing itself and highlighting old favourites in 
  surprising new ways – your campaign shouldn’t be 
  any different!
  sAmE spiriT, diffErEnT cHArAcTEr
  Designing a campaign in the Ninth Doctor mould can be challenging for two reasons. First, it is a very 
  personal story about the Ninth Doctor that has already been told; a player controlling the Ninth Doctor 
  is relegated to ‘missing adventures’ which, while they certainly can be interesting and even have their 
  own metaplots, takes away from the central conceit of the Ninth Doctor as a war veteran struggling 
  to find a place for himself in the war’s aftermath. Secondly, many gaming groups are going to contain 
  more than one player and it can be difficult to let one player ‘hog all the glory’ while the other players 
  have to be satisfied with supporting roles (it’s a problem often found in superhero settings – one player 
  gets to be Ultra Sentinel, while the other players get to be the plucky reporter, the computer whiz, and 
  the boyfriend).
  With these two issues in mind, here are a few campaign types that incorporate the theme of a journey 
  while giving all of the players a chance to shine.
  •	
  A UNIT team has spent the better part of a decade stopping aliens and other threats from hurting 
  humanity when a temporal ripple changes everything. UNIT ‘died’ in its infancy, failing to get 
  approved by the UN Security Council. Each character has an entirely different life, yet for some 
  reason each remembers her original past rather than the rewritten one. Now the group has to 
  work together in secret to fight alien threats while trying to discover what happened and why they 
  still remember.
  •	
  A Time Lord and her companions were caught in a temporal bubble during the Time War; they 
  didn’t even know it happened. They return to the universe to discover that the Time Lords and the 
  Daleks are gone and history has been rewritten to the point that none of the companions exist any 
  more. They are slowly dying and the group needs to subtly manipulate history to re-establish their 
  histories. After several adventures, the Time Lord learns that these manipulations have enabled 
  something really bad to happen. Does she sacrifice the lives of her companions to keep history 
  intact? Would they ‘die’ willingly to do so?
  •	
  The Time Lords recruited a group of Time Agents from Earth to help in the Time War. Being out 
  of their depth, the Time Agents deserted at a critical moment. They’ve now returned to Earth, 
  performing their duties without anyone being the wiser about what they’d done. Still, there are 
  other species that know that the Time Agents’ failure led to the destruction of their societies and 
  they want revenge. Unfortunately, the Time Agents don’t quite remember what happened; were 
  they cowards, or was their ‘desertion’ due to something they just can’t remember?
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  B  neW traits
  aLien organs (Minor Good/Special Good 
  Alien Trait)
  With an alien physiology, comes alien anatomy. You 
  may attempt to kill or harm the alien by shooting it in 
  a certain location but it may be that their vital organs 
  are in a completely different location, possibly not 
  even in the alien’s body at all!
  Effect: The Alien Organs Trait can be a Minor or 
  Special Trait. As a Minor Trait, the alien’s organs are 
  in a different location than would be expected. Their 
  brain may be centralised in its chest, or their heart(s) 
  may be in the abdomen. An injury that would normally 
  cause a reduction of a vital Attribute may only affect 
  a lesser one. As such, any damage taken is reduced 
  by -2. For example, shooting the alien in the head, 
  aiming to kill it by destroying the brain (reducing 
  Awareness, Ingenuity and Resolve) may only affect 
  some of the creature’s sensory organs (only reducing 
  Awareness) and its overall damage is 2 levels less 
  than normal (unless the vital organs are located and 
  targeted). While blinded, it survives without losing 
  other Attributes that could have killed it.
  As a Special Trait (costing 4 character points), it 
  may be that the alien’s vital organs are somehow 
  removed and stored somewhere else. While they still 
  function, hitting the alien itself may not kill it at all 
  and only discovering the secret location of the hidden 
  organs will bring about its defeat. They will receive 
  the reduction in damage as for the Minor Trait, as 
  their vitals are far away. Of course, damage inflicted 
  on their disembodied organs is not reduced.
  BiochemicaL genius (Major Good Trait)
  The character is a dab hand with chemistry and biology 
  and has a natural ‘feel’ for the way the two combine. 
   
  Effects: The character gains Areas of Expertise for 
  the Science Skill in Biology and Chemistry and may 
  create biological or chemical ‘Gadgets’ using the 
  Jiggery-Pokery rules, using the Science Skill instead 
  of Technology for all relevant rolls.
  immateriaL (Special Bad Alien Trait)
  Some alien creatures have shed their physical bodies 
  to become something radically different. Whether they 
  were forced out of their bodies by the events of the 
  Time War like the Gelth, or transformed into plasmic 
  energy like the Wire, in their current state they are 
  no longer physical beings. They may be immaterial, 
  ghosts almost, but they still exist in our reality. Some 
  immaterial beings have the ability to manipulate 
  objects with telekinesis, willing the item to move as 
  if they were able to physically manipulate it, whereas 
  others are unable to and spend their existence 
  struggling to regain some form of normal life.
  Effect: The alien has no physical form and is unable 
  to interact with physical objects. Most aliens in this 
  state will have the Telekinesis Trait to allow them to 
  move items. It is a debilitating Trait and, while it allows 
  the alien the ability to move into usually inaccessible 
  areas, it is usually more of a trouble than it is a benefit. 
  Immaterial is a Special Bad Trait worth 2 points.
  infection (Major Good Alien Trait)
  Some aliens have the nasty ability to transmit their 
  ‘alien-ness’ into other beings. Sometimes it can 
  start as a strange green rash that comes from a 
  bite or scratch that takes over the victim until they 
  become alien themselves, or it could mean that the 
  unsuspecting victim becomes host to the alien’s 
  consciousness.
  Effect: Infection can work in a couple of ways, both are 
  Major Good Alien Traits. As a transmittable disease, 
  the target needs to be scratched, bitten or take some 
  form of physical damage. If the damage penetrates 
  any armour worn, or if the victim failed with a Bad or 
  Disastrous result, they become infected. At regular 
  intervals (usually once per hour or per day) they will 
  have to make a Resolve + Strength roll, against the 
  Resolve + Strength of the alien.Failing this will mean 
  the infection has spread. The Gamemaster should 
  decide how many failures mean the target has 
  become alien (one fail spreads to a whole arm, two 
  fails to the chest, etc.). It should give the characters 
  time to find an antidote! 
  The other way it can work is by making the target 
  susceptible to possession, making them host to the 
  alien, and the infection is actually the alien moving 
  from one host to another. Again, this is usually from 
  sustaining an injury.Once infected (as above), the 
  target will have to make similar rolls, though instead 
  of resisting the infection spreading, this is to resist 
  possession as per the Possession Special Trait.
  sLoW (Minor/Major Bad Trait)
  A lot of the Doctor’s adversaries are incredibly 
  dangerous but thankfully many of them move slowly. 
  Cybermen are walking tanks able to withstand 
  
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  gunfire and damage but the Doctor is quick to avoid 
  them as they lumber from one place to the next with 
  a slow marching stomp. 
  Effect: Slow is a Minor or Major Bad Trait that means 
  the alien is slower than your average character. As a 
  Minor Bad Trait, the alien’s effective Speed is halved 
  (round down), so a Coordination of 4 means that the 
  alien has a Speed of 2 in a chase. The alien’s Speed has 
  a minimum of 1, though particularly slow creatures 
  can sometimes have Speeds that are slower (down to 
  0.5, etc) but this requires additional calculations on 
  behalf of the Gamemaster and may be ignored. As a 
  Major Bad Trait, the alien’s Speed is effectively 0. The 
  alien does not move or, if it does, it moves so slowly 
  that it is regarded as stationary in a chase situation.
  Aliens come in all shapes and sizes. Luckily 
  for the Doctor, many of his adversaries are of a 
  relatively similar size to humans but when facing 
  gigantic creatures such as the Beast or the Dalek 
  Emperor, or tiny foes such as the Graske or 
  Cassandra’s Robot Spiders, the Gamemaster may 
  wish to include some additional rules to take their 
  size into account.
  If the creature is larger, they should purchase the 
  Huge Trait and if tiny it should take the Tiny Trait. 
  There are advantages and disadvantages to both 
  but in a combat situation, the benefits of being huge 
  usually outweigh those of being tiny. Taking either 
  of these Traits will mean the alien automatically 
  has to take the Alien Appearance Trait.
  HugE (minor/mAjor good ALiEn TrAiT)
  This Trait means that the alien is larger than human 
  sized. As a Minor Trait, the alien is certainly larger 
  than a human, larger even than a Judoon. The 
  alien is around the size of a van or an elephant. 
  As a Major Trait, they are even bigger than this - 
  we’re getting to the size of a T-Rex or even bigger. 
  Depending upon the level of this Trait, the alien 
  will receive a bonus to their Strength and Speed, 
  and modifiers for enemies who try to shoot at it 
  (see the table). It is not recommended to allow this 
  Trait in characters.
  Tiny (minor/mAjor bAd ALiEn TrAiT)
  This Trait means that the alien is a lot smaller 
  than human sized. As a Minor Trait, the alien is 
  around the size of a Graske, or a very large dog. As 
  a Major Trait, the alien is even smaller, possibly as 
  small as a rat or even smaller! Depending upon 
  the level of the Trait, their effective Strength will 
  be reduced but there will be heavy modifiers for 
  anyone trying to attack them, or to even see them 
  (see the table).
  sizE
  sizE
  modifiEr To EffEcTiVE 
  modifiEr
  sTrEngTH
  spEEd
  To bE HiT 
  To bE sEEn
  Tiny (Major)  
  -4 
  -2 
  -4 
  -8 
  Tiny (Minor)  
  -2 
  -1 
  -2 
  -4 
  Human 
  0 
  0 
  0 
  0 
  Huge (Minor)  
  +2 
  +1 
  +2 
  +4 
  Huge (Major)  
  +4 
  +2 
  +4 
  +8 
  cHAnging THE dEskTop THEmE
  If your players are fans of Doctor Who then it’s likely that they are familiar with many of his most recent 
  adventures (although this is not a given; it’s been almost 10 years since the Doctor met Rose!). Thus, 
  many of the adventures may not be useful to you to run as-is unless you don’t mind a healthy heaping of 
  déjà vu and logical leaps on the part of your players. If you find yourself in this situation then you’ll find 
  an entry as part of each adventure called ‘Changing the Desktop Theme.’ This section takes the meat of 
  the adventure and helps you re-skin it in a way that seems fresh and new to your players. With a proper 
  new coat of paint they’ll never realise that they are boldly going where the Doctor had already trod before!
  pLaying  in the ninth doctor era
  
  chapter three
  the ninth doctor’s adventures
  
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  ‘Run.’
  B  synopsis
  London, England, 2005
  Rose Tyler, a 19 year-old Londoner, woke up to 
  what she thought would be a typical day. She kissed 
  her mother Jackie goodbye and went to work at 
  Henrik’s, a department store in Central London 
  near Trafalgar Square. She had pulled a double-
  shift, as she left for work early in the morning, had 
  lunch (or dinner) with her boyfriend Mickey Smith, 
  and stayed until closing time.
  When work was finished and the store had closed 
  it was Rose’s turn to bring the collected lottery 
  money from the employees to Mr Wilson, the chief 
  electrician. Unfortunately, Wilson didn’t seem 
  to be around. While looking around for him in a 
  store room the door closed behind her. Rose found 
  herself surrounded by shop dummies when one of 
  them suddenly moved. At first, Rose thought it was 
  a practical joke, but as more dummies – actually 
  Autons – surrounded her she realised that she was 
  in trouble. The lead Auton was about to strike her 
  when suddenly Rose was grabbed by the Doctor, 
  who simply told her to “run.”
  Rose ran with the Doctor, who led her to a lift. One 
  Auton jammed its arm between the doors, so the 
  Doctor pulled its arm off so the doors could close. 
  Once they arrived on the shop floor the Doctor used 
  his Sonic Screwdriver to destroy the lift controls. 
  He told Rose that the Autons were plastic and were 
  being controlled by a relay device on the roof, so the 
  Doctor was going to blow up the entire building. He 
  advised Rose not to tell anyone about this or she 
  might get them killed, before finally introducing 
  himself as the Doctor. He then told her to run for her 
  life. She did so, getting a block or two away before 
  the upper floor of Henrik’s erupted into a fireball.
  Rose went home, where her mother was on the 
  phone tapping a friend to get Rose a paid interview 
  with the Mirror. Mickey arrived to see if Rose was OK, 
  then offered to take her to the pub where he’d hoped 
  to catch the end of a football game. Rose declined 
  the interview, because of the Doctor’s request, 
  before going off with Mickey. As they left, Mickey 
  tossed the Auton arm that Rose had inadvertently 
  brought home into the rubbish bin outside the block 
  of flats where she lived.
  The next morning Rose woke up to her alarm as usual, 
  but there was nowhere for her to be. Jackie tried to get 
  Rose to find another job while pursuing compensation 
  rose
  rose
  
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  for her shock and trauma. Rose, however, was 
  distracted by the cat flap on the door moving. She 
  noticed that the screws were lying on the floor and, as 
  she looked through the open flap, caught the Doctor 
  looking in. He mentioned that he was following a 
  signal when Rose dragged him inside.
  Jackie unsuccessfully flirted with the Doctor while 
  Rose tried to get him to come with her to the police 
  station. Unfortunately, the signal that the Doctor 
  was pursuing turned out to be the Auton arm, 
  which tried to strangle him. Rose helped the Doctor 
  remove the arm while Jackie, blow-drying her hair, 
  heard nothing. The Doctor was then able to use his 
  Sonic Screwdriver to block the signal and stop the 
  arm from moving. 
  The Doctor then left to return to his work. Rose 
  followed him, demanding answers. The Doctor 
  told her that the Autons were being controlled by 
  something that wanted to destroy the human race. 
  It realised the Doctor was a threat and has been 
  pursuing him. The only reason the arm came after 
  Rose was because the controller (the Nestene) 
  knew she was with him. The Doctor also told her 
  that he could feel the turn of the Earth, that it’s just 
  a small part of a larger whole, before leaving her 
  and heading to the TARDIS. Rose started walking 
  away when she heard a noise. When she turned 
  back around, the TARDIS was gone.
  Rose visited Mickey to use his computer. Finding 
  a website called ‘Doctor Who?’ Rose emailed the 
  website owner, Clive, who invited her to his home. 
  Mickey drove Rose to Clive’s house and remained 
  outside in case she needed him. Clive’s own family 
  thought he was obsessed but let her inside. Clive 
  took her to his archive in the shed and told her that 
  the Doctor seems to have appeared throughout 
  history and is possibly a title passed down through 
  generations. He showed her pictures of the Ninth 
  Doctor at the Kennedy assassination, the launching 
  of the Titanic, and just prior to the explosion at 
  Krakatoa. Clive further warned Rose that death 
  always follows the Doctor.
  Outside, Mickey watched a wheelie bin move closer 
  to his car. Believing it to be the work of pranksters, 
  Mickey got out and opened the bin. He found his 
  hands stuck to the plastic and the wheelie bin, now 
  seemingly alive, pulled Mickey inside. Mickey’s 
  Auton Facsimile replaced him behind the wheel as 
  Rose returned to the car, convinced Clive was nuts. 
  She told the Facsimile that she was in the mood for 
  pizza and he erratically drove her to the restaurant.
  Rose was so lost in thought that she didn’t realise 
  that the Facsimile Mickey was not the real thing. 
  The Facsimile started asking her about the Doctor, 
  occasionally ‘glitching’ and repeating words. She 
  finally noticed that there was something wrong with 
  Mickey when the Doctor arrived, offering a “toast 
  for the happy couple.” He shook the bottle until the 
  cork fired into Mickey Facsimile’s head, which he 
  absorbed and spat out. The Doctor told Rose 
  to run as the Facsimile changed his arm into 
  an axe. She hit the alarm for everyone to 
  flee as the Doctor wrestled with the Mickey 
  Facsimile and popped off its head. The 
  headless body continued to cause mayhem 
  as the Doctor and Rose fled.
  The Doctor led Rose inside the 
  TARDIS. She took one look and ran 
  back out, circling around it. Only 
  when the Facsimile broke through 
  the door did Rose finally re-enter, 
  closing the TARDIS door behind 
  her. The Doctor plugged the head 
  into the TARDIS, claiming that the 
  arm wasn’t sophisticated enough 
  to trace a signal, but the head 
  was. He then offered to answer 
  any questions Rose might have. 
  He confirmed that the TARDIS 
  was a spaceship that is bigger 
  on the inside and that he was 
  an alien as well. Rose was 
  upset by the idea that Mickey 
  might be dead while the 
  Doctor was more concerned 
  about the Facsimile’s head 
  suddenly melting. He could 
  only get close to the source, 
  which put the TARDIS down on 
  the north bank of the Thames.
  The Doctor realised that he wasn’t 
  close enough, while Rose was 
  shocked that the TARDIS moved. 
  The Doctor explained that the 
  TARDIS could move and that it was 
  disguised as a 1950s police public 
  call box. Rose was upset when the 
  Doctor suggested Mickey might be 
  dead, but the Doctor noted he’s more 
  concerned about all of humanity. He 
  explained that the Nestenes lost their 
  protein planets in a war and now they 
  wanted to consume the Earth. He had 
  a vial of anti-plastic that could destroy 
  
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  the Nestenes. Now that they were so close, the 
  Doctor just needed to find the transmitter in order 
  to confront the Nestenes. Rose noted that the 
  Doctor’s description matched the London Eye and 
  the two ran across Westminster Bridge to find the 
  Nestene’s base.
  When they arrived Rose discovered an access hatch 
  that the Doctor opened to reveal an underground 
  lair. Rose wanted the Doctor to kill the Nestenes, 
  but the Doctor preferred to negotiate, as he wanted 
  to give it a chance. He addressed the Nestene in 
  accordance with the Shadow Proclamation and 
  was permitted to approach. In the meantime, Rose 
  discovered that Mickey was still alive and cowering 
  nearby; the Doctor didn’t seem surprised, which 
  infuriated Rose.
  The Doctor pleaded with the Nestene Consciousness 
  to leave Earth, as humanity was only getting started 
  and were capable of great things. The Nestene, 
  however, was only humouring him, as it directed 
  two Autons to restrain him and revealed that it 
  had captured the TARDIS. An Auton also removed 
  the Doctor’s vial of anti-plastic. In a turnabout, the 
  Nestene accused the Doctor of attempting to use 
  the rules of the Shadow Proclamation to get close 
  enough to the Nestene to destroy it. The Nestene 
  then began the Auton invasion.
  Rose called Jackie, who was out shopping, and told 
  her to go home. Meanwhile, the Nestene charged 
  the London Eye with psychic energy and it animated 
  Autons throughout the city. One of the first casualties 
  was Clive, who realised that “all the stories” were 
  true before an Auton shot him. Jackie tried to flee 
  as well, but was cornered by three Autons dressed 
  as brides.
  Mickey pleaded with Rose to run, but instead she 
  used a fire axe to free a chain in the wall and swung 
  down towards the Doctor, kicking the two Autons, 
  including the one holding the anti-plastic, into the 
  vat. The Nestene glowed blue as the Doctor caught 
  Rose and took her and Mickey inside the TARDIS 
  to safety. The Nestene exploded, destroying the 
  signal. Autons everywhere shut down. 
  The Doctor materialised the TARDIS outside, 
  depositing Rose and Mickey. The Doctor said 
  goodbye, but offered Rose the opportunity to travel 
  with him. Mickey pleaded with her not to go and Rose 
  declined. The Doctor returned to the TARDIS and it 
  disappeared. It reappeared seconds later and the 
  Doctor emerged again, noting that the TARDIS also 
  travels in time. Rose kissed Mickey and thanked him 
  before running into the TARDIS.
  continuity
  •	
  The Doctor acts as if he’s recently regenerated; 
  when he looks in the mirror his features are 
  (seemingly) new to him. 
  •	
  Clive has a photograph of him at the launching 
  of the HMS Titanic in period dress, which 
  is out of character for him. Clive also has a 
  photograph of the Doctor in the crowd during 
  the assassination of American President John 
  F Kennedy and a sketch of him at Krakatoa in 
  1883. All of these events may be in the Doctor’s 
  future, although none of them include Rose, 
  who remains with the Doctor from this point 
  forward until the rest of his life. Tellingly, Clive 
  does not recognise her. It is possible that the 
  Doctor went on these adventures during the 
  short trip he takes in the TARDIS while talking 
  to Rose at the conclusion of this adventure, or 
  maybe Rose remained out of the photo during 
  these adventures.
  •	
  The Doctor mentions that he can feel the turn 
  of the universe.
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  •	
  The Doctor’s presence throughout Earth’s 
  history is documented by conspiracy theorists, 
  some of whom believe ‘Doctor’ is a title passed 
  from father to son.
  •	
  The Doctor seems irritated at humanity, 
  referring to them as “stupid apes.” This is 
  surprising considering his fondness for them in 
  his previous incarnations, although he obviously 
  still cares about them.
  •	
  The Doctor claimed that the TARDIS was 
  disguised, although the utility of the disguise 
  as a police public call box means little to 21st 
  century Londoners (he doesn’t explain that it’s 
  locked in shape – perhaps it no longer is but 
  he keeps the blue box shape for sentimental 
  reasons or utility, as the Doctor has had trouble 
  in the past finding TARDIS doors when the outer 
  shell was a different shape). 
  •	
  This is the first appearance of the TARDIS’ new 
  ‘coral’ interior. It’s fallen apart a bit, presumably 
  during the Time War, as parts of the console are 
  cobbled together. At some point the assembled 
  hordes of Genghis Khan tried to break through 
  the TARDIS door.
  •	
  The Doctor uses 
  the 
  blue-tipped 
  Sonic 
  Screwdriver for the first time. He actually uses 
  it as a screwdriver at one point, and to open/
  lock doors as well as jam radio signals. He 
  doesn’t use the jamming setting on Mickey 
  Facsimile’s head because he wants to keep the 
  signal transmitting in order to trace it.
  •	
  The Doctor faces the Nestene Consciousness 
  for the first time since his third incarnation. The 
  Nestene Consciousness seems to have evolved 
  or better adapted to Earth’s atmosphere, as it 
  can exist as a vat of liquid plastic rather than 
  transforming into a tentacled creature. 
  •	
  The Nestene’s protein planets were destroyed 
  in ‘the war’ (presumably the Time War). 
  The Nestenes believe the Time Lords are 
  responsible for the destruction of their worlds. 
  The Doctor admits to fighting in the war and 
  that he was unable to save their planets.
  •	
  This is the first mention of the Shadow 
  Proclamation. Convention 15 enables enemies 
  to negotiate peacefully in person. The convention 
  is considered broken if one side threatens harm.
  •	
  Rose Tyler left school for Jimmy Stone. 
  Obviously their relationship didn’t work out and, 
  according to Rose, whatever plans he had didn’t 
  turn out well.
  •	
  Rose blames Mickey for not giving her enough 
  of a reason to stay behind when the Doctor 
  offers her the chance to travel with him. She 
  later regrets this.
  pErHAps you’VE misTAkEn mE for 
  somEonE ELsE?
  Some of Clive’s pictures of the Ninth Doctor 
  show him in period dress, which is inconsistent 
  with his character. It’s entirely possible that 
  the Ninth Doctor subconsciously borrowed 
  a face from his past that he’d admired when 
  regenerating into a new form – it would 
  neither be the first time he’d done so (see 
  The Sixth Doctor Sourcebook), nor the last 
  time (see The Twelfth Doctor Sourcebook). 
  Rather than ‘the Doctor,’ the person in 
  Clive’s pictures might actually have been the 
  companion or associate of a previous Doctor. 
  If said companion was also a certified doctor 
  then it would be easy for conspiracy theorists 
  to mix them together. It could be interesting 
  if, along their travels, the characters bump 
  into a temporal-savvy Earthling that looks 
  like the Ninth Doctor!
  
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  B  running the adventure
  Rose 
  begins 
  in 
  media 
  res; 
  the 
  Nestene 
  Consciousness is implementing its plan and the 
  Doctor is already on its trail. Rose Tyler wanders 
  into a key moment in the Doctor’s investigation 
  where he sabotages part of the Auton army before 
  it can be used against the people of London. When 
  running this adventure for a group of players, 
  however, you may want to roll back to the beginning 
  of the mystery and allow the characters to uncover 
  what is going on rather than having one or more of 
  them already understand the threat, particularly if 
  you aren’t using this adventure to start a campaign.
  First, you’ll need to determine how your players got 
  involved. If the players happen to be a Time Lord 
  and/or companions, then they may come across 
  a couple of Autons gathering resources for the 
  Nestene Consciousness. Similarly, Time Agents or 
  other time travellers may notice certain anomalies 
  in the time period, such as alien frequencies or 
  photorealistic shop dummies. Torchwood or UNIT 
  may be called if someone comes across something 
  strange. Finally, nosy characters, such as reporters, 
  journalists or mystery writers, may just happen 
  to be in the vicinity when an Auton acts (given the 
  Nestene’s desperate state it may lose control of 
  an Auton on occasion, enabling it to cause a bit of 
  chaos before the Nestene can retake control).
  Second, they’ll need a way to follow the Nestene 
  tracks to the source. Torchwood and UNIT likely 
  have files on the earlier Nestene invasions and can 
  use that to determine that the Nestenes are boosting 
  the signal through some type of large transmitter; 
  aliens and time travellers also likely have records of 
  the Nestene. Characters that are in the dark could 
  make a leap of logic with an appropriate skill roll or 
  story point expenditure. 
  Such research could lead them directly to the 
  Nestene base or, perhaps more likely, to a large 
  concentration of shop dummies such as those 
  in Henrik’s Department Store (to drive this point 
  home a malfunctioning Auton might be a Henrik’s 
  advertisement staged somewhere else in London).
  Finally, the players will need a way to defeat the 
  Nestene once they’ve found it. Having a vial of anti-
  plastic would be handy, but following that logic 
  also means that anything plastic is susceptible to, 
  then the Nestene Consciousness would also be 
  susceptible to. Melting probably isn’t an answer 
  given that the Nestene seems to be made of molten 
  plastic and the Autons are likely warm enough to 
  be pliable, but under such circumstances freezing 
  might be possible. It’s also possible that an organic 
  solvent may work; alternatively a boffin may be 
  able to whip up a home-grown version of anti-
  plastic. 
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  sTArTing in mEdiA rEs
  One interesting thing to note about this 
  adventure is that, from Rose’s point of view, it 
  starts in media res. The Doctor already knows 
  what’s happening and who’s responsible; 
  he’s just not sure where the Nestene 
  Consciousness is lurking or where they’ve 
  hidden their transmitter. 
  The ‘meat’ of this adventure is her journey 
  to discover who this strange man with the 
  Northern accent is and how she can help 
  fight an alien menace. How the Nestene 
  Consciousness came to Earth and put itself 
  into position to take over is not as important to 
  the adventure.
  Thus, Rose is a good example of ‘hitting the 
  ground running.’ This is a great technique 
  if your primary goal is getting the group 
  together, or you have a tight session window 
  and you don’t want to get bogged down in the 
  slow, early bits. What’s crucial is that at least 
  one of the characters knows what’s going 
  on and can quickly convey enough of it to the 
  others to get them involved.
  changing the desktop theme
  The Nestene invasion is a classic example of a 
  ‘secret alien invasion.’ The local authorities have no 
  idea what is going on while the Nestenes create and 
  place an army under their very noses. In addition, 
  this adventure ties into the Last Great Time War by 
  making the Nestenes refugees of that war, forced to 
  find new sources of food after their protein planets 
  were destroyed.
  One easy way to re-skin it is to simply follow the 
  structure of this adventure while picking a different 
  adversary. At least some of the players begin with 
  the knowledge that an adversary is using covert 
  means to prepare for an invasion and needs to find a 
  way to use a ‘drone’ to track the signal to its source. 
  The Great Intelligence, with its armies of Yeti and 
  Snowmen, would make a perfect candidate for this; 
  so too would Clockwork Androids (in this case the 
  players would be trying to find a window to their 
  spaceship in the future).
  It’s also possible to maintain the mystery simply by 
  changing the method. After several foiled attempts 
  using Autons, the Nestene Consciousness may 
  try infiltrating Earth using Auton Facsimiles to 
  get into key positions of power (a major plot point 
  in Spearhead from Space – see The Third Doctor 
  Sourcebook) or even use different types of drones; 
  given the amount of plastic used in vehicles in 
  modern times the Nestene Consciousness could 
  control a fleet of automobiles and aircraft or even 
  missiles!
  Finally, it’s easy to reskin this adventure simply 
  by changing the time or world. Characters are 
  less likely to believe Autons are involved on a 
  medieval world (and a remote castle or mill may 
  hide an anachronistic plastics factory) or even a 
  technologically advanced one. In the latter case, 
  they may simply assume that the Autons are robots 
  and not necessarily remote ‘puppets.’
  did THE nEsTEnEs pArTicipATE 
  in THE TimE WAr?
  The reason why the Nestene Consciousness 
  is on Earth this time around is because its 
  protein planets were destroyed in the Last 
  Great Time War. Given that the war was 
  primarily fought between the Daleks and the 
  Time Lords it begs the question as to why 
  an attempt was made to wipe the Nestenes 
  out? It stands to reason that it’s because the 
  Nestenes either joined a side in the war or 
  were considered enough of a threat that a 
  pre-emptive strike was made. 
  In any case, the Nestene Consciousness 
  believed that the Time Lords were responsible 
  for the destruction of their worlds and were 
  terrified of them, so if the Nestenes were 
  involved they were likely allies of the Daleks 
  or the Time Lords simply let them burn when 
  they were attacked by the Daleks.
  
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  origin stories
  While definitely an adventure worthy of the Doctor, 
  Rose is first and foremost an adventure about Rose 
  Tyler. We see the adventure through her eyes, 
  as a strange alien menace disrupts her routine, 
  mundane life and an even stranger alien helps her 
  survive it and offers her the chance of a lifetime.
  There are many opportunities for the creation of 
  a new character to join an existing group during 
  a Doctor Who: Adventures in Time and Space 
  campaign. A companion may meet their ultimate fate 
  at the hands of the Daleks and require a ‘recasting;’ a 
  new player may join an existing group, or an existing 
  player may feel that it’s time to change characters, 
  especially if the previous adventure took place in a 
  temporal location where their character would find 
  it appealing to remain.
  Sometimes the introduction to a new character can 
  be awkwardly handled, especially if you’re caught 
  unprepared to add a new character to the group. 
  It’s easy in such cases to improvise a quick cut 
  scene to introduce the character before heading 
  into the adventure proper, but this can ultimately 
  be unsatisfying. Things tend to get stale after the 
  umpteenth “where am I? I just wanted to find a 
  phone” companion introduction.
  Fortunately, Rose provides a quick model that 
  enables a new player to really establish her character 
  and get the existing group of players involved with 
  minimal preparation. All that you need to improvise 
  is to pick an adversary with an appropriate motive, 
  a weakness and a way to track them. After that, you 
  can let the introducing player do most of the work for 
  you by describing the world in which their character 
  lives and what a typical day is like for them. They can 
  even introduce their own NPCs that you may pick up 
  later as recurring characters.
  The rest of the group is quickly introduced in media 
  res as they uncover a group of minions and try to use 
  them to track the main adversary. The new character 
  gets embroiled in the scheme and realises that there 
  is a lot more to the universe than they thought. They 
  also, hopefully, prove their worth to the group. Once 
  the threat is over they can more naturally join the 
  group with an established backstory.
  are a Bunch of shop dummies reaLLy in 
  danger of taking over the WorLd?
  At first blush, the Nestene plan to take over the world 
  seems a bit over-ambitious. How can a few window 
  shop dummies, even if armed, take over an entire 
  planet? Indeed, as World War Three and The Day of 
  the Doctor (see The Eleventh Doctor Sourcebook)
  demonstrate, a potent explosive aimed at one small 
  section of London can end the threat in an instant. 
  Even if it takes the rest of the world a few hours to 
  respond, all the Nestene Consciousness is capable 
  of doing within that time frame is to kill hundreds of 
  Londoners. While that is in and of itself horrific, it 
  falls far short of enabling the Nestene to attain its 
  goal.
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  In fact, the Nestene plan seems ludicrous because 
  it is. Until the Doctor interfered, the Nestene 
  Consciousness was willing to hide in the shadows 
  while the Autons did the heavy lifting in sucking 
  the world dry of resources. The Auton ‘attack plan’ 
  is one of personal defence, not world domination. 
  The Nestene Consciousness activated the Autons 
  because it feared that the Doctor had allies and 
  it was going to be destroyed; the Autons were 
  simply employed to keep the authorities occupied 
  while the Nestene Consciousness attempted to 
  escape. Before it did so, however, it wanted to 
  ensure a ‘running start’ by eliminating the Doctor. 
  Fortunately, Rose’s intervention prevented the 
  Doctor from dying and enabled the anti-plastic to 
  destroy the Nestene.
  using famous Landmarks
  The London Eye plays a major role in this adventure, 
  as it provides the frame for the Nestene transmitter. 
  One good way to establish that the characters are 
  in a real setting is to use the landmarks of that 
  setting. While showcasing such landmarks on 
  their own can be great fun (such as the Doctor and 
  Romana saying goodbye to Inspector Duggan on 
  the Eiffel Tower in City of Death, see The Fourth 
  Doctor Sourcebook) it can be even better if you can 
  find a way to work a landmark into the plot of your 
  adventure (examples include the Marie Celeste and 
  the Empire State Building in The Chase, see The 
  First Doctor Sourcebook, and the Statue of Liberty 
  in The Angels Take Manhattan, see The Eleventh 
  Doctor Sourcebook).
  nestenes
  It was back in the Dark Times – the times of the 
  Racnoss, the Carrionites and the Great Vampires – 
  that the Nestene Consciousness gained sentience. 
  An elastomeric life form, it grew and reformed 
  multiple times, monomerising with the atmosphere 
  to become a living thermoplastic. The Nestene 
  developed as a large hive mind – whilst being able to 
  separate pieces of its main physical form, it retains a 
  central intelligence that each piece is connected to. 
  When separated, these parts of the consciousness 
  settle into rough cephalopodic shapes, large plastic 
  tentacles spreading out from a central core.
  It was these shards of consciousness that were to 
  become the invasion force of the Nestene. Sealed 
  plastic meteors, thermoset in the coldness of space, 
  were used to transport shards of consciousness 
  between planets. The Nestene began colonising 
  nearby worlds, converting them into food planets, 
  producing monoxides, dioxides and chlorofluorides 
  for its consumption, before spreading throughout 
  
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  THE ninTH docTor sourcEbook
  the galaxy. The Consciousness managed to develop 
  the telepathic link between all things Nestene, 
  giving it the ability to control anything with a roughly 
  similar chemical structure, namely plastic. This 
  allowed it to create instant armies on any planet it 
  invaded.
  The Nestene first attempted to invade Earth during 
  the time the Doctor was exiled on the planet. It was 
  during this invasion attempt that the Consciousness 
  invented their ultimate weapon, the Auton. The 
  Nestene infiltrated the toy manufacturer ‘Auto 
  Plastics’, and influenced the company to switch 
  their output to shop window dummies. These were 
  to become Autons. Animated by the Consciousness, 
  the plastic dummies were a perfect army. They were 
  difficult to damage, could be thrown from heights, 
  hit by cars, even have their head melted and they 
  would keep moving towards their target. They were 
  also armed with a phased energy weapon hidden in 
  their right hand (their fingers fold down to reveal 
  the weapon) for killing or vaporising their targets. 
  The Nestene also used Facsimile Autons, covered 
  with plastic skin replicating a real person perfectly, 
  albeit with just a slight sheen to the skin. In order to 
  maintain the Facsimile, the real subject must be kept 
  alive for voice replication. During the first invasion of 
  Earth, the Nestene attempted to use these Facsimile 
  Autons to replace key government figures, however 
  the Doctor foiled this by disrupting the telepathic link 
  of the Consciousness, essentially killing it.
  It was during this first invasion of Earth that the 
  Nestene food planets were destroyed in the Time 
  War, severely limiting the Consciousness and 
  sending it into hiding. It was in this state when 
  it received a rogue signal, the Time Lord known 
  as the Master having forged a link between the 
  Consciousness and its remaining technology 
  on Earth. In its desperation to secure new food 
  planets, the Nestene attempted a second invasion of 
  Earth, this time demonstrating its ability to control 
  anything plastic – killing by plastic doll, telephone 
  cord and armchair. They also used Nestene Autojets: 
  disguised as small plastic flowers, these weapons 
  shot a film of plastic over the respiratory system of 
  any living creature, killing it in a particularly nasty 
  way. They were thwarted in this attempt when the 
  Doctor convinced the Master to repel the invasion 
  force en route to Earth, depleting even further the 
  limited resources of the Nestene.
  For many years there was little sign of the 
  Nestene throughout the universe. The Nestene 
  Consciousness was biding its time and forming its 
  next plan. Using warp shunt technology it transported 
  the majority of its physical form to the planet it knew 
  produced the most pollutants: Earth. The stress 
  of the warp shunt mutated the Consciousness, 
  destroying its ability to hold a physical shape. It 
  became a gelatinous blob of living plastic in a huge 
  vat under the banks of the Thames, using the London 
  Eye as an antennae to control its forces. 
  animating pLastic items
  The Nestene Consciousness can animate other 
  items, as long as they are made out of plastic. 
  Whether this is something as mundane as the wire 
  of a telephone, a plastic flower or a wheelie bin, 
  they can all move of their own accord and attack 
  a target selected by the Nestene. Animated items 
  should have fairly similar Attributes, though the 
  Gamemaster may adjust these depending upon the 
  size of the item and its shape and forms of attack.
  Most can produce simple tentacles to attack and 
  can become incredibly sticky and pliable. Some can 
  even have small projectile weapons. Anything made 
  entirely of plastic can be animated in this way... just 
  imagine an army of little action figures marching to 
  attack.
  nestene Jets
  Animated items can deploy a nasty weapon known 
  as a Nestene Jet that suffocates the victim. The 
  animated item will have to make a Coordination and 
  Marksman roll as normal, with a -4 penalty for aiming 
  at the target’s face. If the Nestene succeeds with a 
  Good or Fantastic result, a film of suffocating plastic 
  attaches to the target’s face and cannot be removed. 
  This can either be fatal (see Drowning rules) or can 
  fall away when the target is unconscious effectively 
  Stunning them (see Stun rules).
  AuTon TrAnsmiTTEr (minor gAdgET)
  An Auton Transmitter boosts the telepathic 
  power of the Nestene Consciousness so it can 
  control Autons over greater distances. The 
  Nestenes usually use one main transmitter, 
  which is a large, circular broadcasting relay, 
  and a number of smaller relays to ‘boost’ the 
  signal.
  Traits: Transmit, Restriction: Immovable
  Cost: 1 Story Point
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  AnTi-pLAsTic (minor gAdgET)
  Chemical that instantly breaks down plastic, 
  usually kept in a glass (or other non-plastic) 
  vial. Even a small dose is enough to destroy 
  a pool of plastic (or, for example, a Nestene 
  manifestation). Instantly fatal to plastic 
  creatures.
  Traits: Damage 4/L/L, One Shot, Restriction: 
  Plastics only
  Cost: 1 Story Point
  further adventures
  •	
  The Nestene Consciousness is in survival mode. 
  With its major invasion of Earth foiled, other 
  aspects of the Nestene Consciousness may 
  take different approaches. One such Nestene 
  forms a mercenary corporation, offering plastic 
  soldiers to interstellar corporations at a very 
  low price. The characters come to a breakaway 
  frontier planet under siege. The corporate 
  authorities claim that they merely want to re-
  establish order, but the Doctor notes that key 
  figures on both sides are being replaced by 
  Auton Facsimiles. The Nestene Consciousness 
  hopes to maximise pollutant production before 
  launching a coup d’etat.  
  •	
  Clive knew of a number of interesting places 
  where the Doctor showed up in the past, 
  apparently without Rose Tyler. When the Doctor 
  briefly leaves Rose at the conclusion of this 
  adventure it’s possible that what seemed like 
  seconds was actually a lot longer and the Doctor 
  could have picked up other companions. This is 
  an excellent opportunity to create a campaign 
  around the Ninth Doctor with other companions, 
  possibly from his past as he attempts to 
  reconnect with his roots as a true ‘Doctor.’
  •	
  Interestingly enough, Clive could be the subject 
  of a further adventure. Why was he so obsessed 
  with the Doctor? Was it because something had 
  happened to him in the past, similar to Elton 
  Pope’s first experience with the Doctor (see Love 
  & Monsters in The Tenth Doctor Sourcebook)? 
  Perhaps Clive encountered something he didn’t 
  understand, and was only saved by the Doctor. 
  As Clive had mentioned to Rose that the Ninth 
  Doctor was her ‘Doctor,’ it’s possible Clive 
  encountered a different incarnation. Should the 
  Ninth Doctor or a subsequent incarnation meet 
  an earlier Clive, he may recall what happens to 
  Clive in the future and perhaps give him advice 
  that enables him to cheat his fate at the hands 
  of the Autons. Alternatively, Clive’s son may join 
  Torchwood or UNIT in the future either to keep 
  Earth safe from future invasions or to exact 
  vengeance for his father’s death.
  cLive
  aWareness
  2
  presence
  2
  coordination
  2
  resoLve
  4
  ingenuity
  3
  strength
  2
  skiLLs 
  Convince 1, Knowledge 3, Subterfuge 2.
  traits
  Brave (Minor Good): +2 bonus to any Resolve 
  roll when Clive needs to show courage.
  Insatiable Curiosity (Minor Bad): Clive will 
  investigate anything that sparks his curiosity 
  unless he passes a Resolve + Ingenuity roll at -2.
  Obsession (Minor Bad): Obsessed with 
  conspiracy theories.
  tech LeveL: 5 
   story points: 2
  
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  auton facsimiLe
  aWareness
  2
  presence
  2
  coordination
  3
  resoLve
  2
  ingenuity
  1
  strength
  5
  skiLLs 
  Fighting 2, Knowledge 1, Marksman 1, 
  Subterfuge (Disguise) 2.
  traits
  Alien
  Armour (Minor): Its tough plastic outer shell 
  protects it from a lot of damage. Damage is 
  reduced by 5.
  Dependency (Minor): Without the original 
  subject being held by the Nestene, the 
  copy cannot mimic their mannerisms and 
  knowledge. If the subject escapes, the facsimile 
  reverts to normal Auton intelligence.
  Immunity (bullets): Any bullets are effectively 
  useless unless it takes a lot of damage at once. 
  Typically, bullets are either absorbed by the 
  plastic or simply pass through it. Also works on 
  bottle corks, too!
  Natural Weapon: The facsimile can change 
  the shape of its arms and legs into cutting or 
  bashing weapons  (3/7/10).
  Natural Weapon (blaster): The facsimile’s right 
  hand opens to reveal a blaster that does Lethal 
  damage (4/L/L).
  Networked (Minor): A facsimile has more 
  autonomy than a regular Auton, but it is 
  still ultimately controlled by the Nestene 
  Consciousness and is aware of other Autons.
  Shapeshift (Minor): A facsimile can take on 
  the appearance of a single creature so long as 
  the Nestene Consciousness holds the original 
  to send the pattern signal. The facsimile is 
  still imperfect, often having a shiny cast to its 
  skin or a ‘stutter-like’ effect in its voice. The 
  imperfections become more pronounced if the 
  signal is disturbed.
  Weakness (Major): If the controlling signal 
  from the Nestene Consciousness is blocked or 
  severed, the facsimile becomes useless plastic 
  and is immobilised.
  tech LeveL: 7 
   story points: 3-5
  animated pLastic
  aWareness
  2
  presence
  1
  coordination
  2
  resoLve
  1
  ingenuity
  1
  strength
  3-6
  skiLLs 
  Fighting 3, Marksman (if it has a projectile 
  attack) 1. 
  traits
  Alien
  Armour (Minor): Its tough plastic outer shell 
  protects it from a lot of damage. Damage is 
  reduced by 5.
  Natural Weapons: Some animated items 
  can form tentacles or close combat weapons 
  (normally adds +2 to Strength; some animated 
  plastic has nastier weaponry that may do +4 
  or even +6 damage). Some may even have 
  projectile blasters similar to the Autons (4/L/L).
  Networked (Minor): Animated plastics are 
  aware of each other, but are controlled by 
  the Nestene Consciousness. They have no 
  independent thought.
  Weakness (Major): If the controlling signal 
  from the Nestene Consciousness is blocked or 
  severed, the plastic returns to its normal state 
  and is immobilised.
  tech LeveL: 7 
   story points: 0
  rose
  
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  nestene consciousness
  aWareness
  3
  presence
  4
  coordination
  2
  resoLve
  4
  ingenuity
  6
  strength
  5
  skiLLs 
  Convince 3, Fighting 2, Knowledge 6, Science 2. 
  traits
  Alien
  Alien Appearance
  Fear Factor (1): It’s a mass of boiling plastic 
  that talks! +2 on rolls to actively scare.
  Hypnosis (Major): It can mesmerise and 
  control agents.
  Immunity (All Ballistic Weapons): Bullets and 
  explosives do nothing to it. It’s a pool of living 
  plastic, though it can form tentacles and limbs 
  that can be harmed or severed.
  Natural Weapons (Tentacles): The Nestene can 
  produce tentacles that can crush and bash their 
  target, inflicting +2 Strength damage (3/7/10).
  Psychic: It communicates and controls with a 
  powerful telepathic signal amplified through 
  conventional technology. Without the boost, 
  it can still control the weak willed within its 
  presence to create agents to do its bidding.
  Slow (Major): The Nestene is hardly able to 
  move, rolling as a boiling mass with a Speed of 
  0.5.
  tech LeveL: 7 
   story points: 8-10
  auton
  aWareness
  2
  presence
  1
  coordination
  2
  resoLve
  2
  ingenuity
  1
  strength
  5
  skiLLs 
  Fighting 2, Marksman 2, Subterfuge (disguise as 
  shop dummy) 1.
  traits
  Alien
  Armour (Minor): Its tough plastic outer shell 
  protects it from a lot of damage. Damage is 
  reduced by 5.
  Fear Factor (1): Walking shop dummies can be 
  scary, +2 on rolls to actively scare.
  Immunity (Bullets): Any bullets are effectively 
  useless unless it takes a lot of damage at once. 
  Typically, bullets are either absorbed by the 
  plastic or simply pass through it.
  Natural Weapon (Blaster): The Auton’s right 
  hand opens to reveal a blaster that does Lethal 
  damage (4/L/L).
  Networked (Minor): The Autons are all aware 
  of each other, but are controlled by the Nestene 
  Consciousness. They have no independent 
  thought.
  Slow (Minor): The Auton’s plastic legs make 
  them slow to move around. Their Speed is 
  effectively halved (to 1).
  Weakness (Major): If the controlling signal 
  from the Nestene Consciousness is blocked 
  or severed, the Auton becomes useless plastic 
  and is immobilised.
  tech LeveL: 7 
   story points: 1-2
  
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  ‘One day it’s all gone; even the sky. My planet’s gone. 
  It’s dead. It burned like the Earth. It’s just rocks and 
  dust before its time.’
  B  synopsis
  Platform One, 5.5/apple/26 (about 5 billion years 
  from the present)
  The Doctor offered Rose the chance to go backwards 
  or forwards in time. Rose chose forwards, so the 
  Doctor took the TARDIS a century into the future. 
  He wasn’t satisfied and took the TARDIS 10,000 
  years into the future, which was home to the New 
  Roman Empire. Rose still didn’t seem impressed, 
  so the Doctor came up with something he thought 
  would really impress her. They emerged on a space 
  station orbiting the sun 5 billion years into the 
  future, where the Doctor noted that humanity had 
  survived this long. Today, however, the Earth was 
  due to be destroyed.
  A computer announced the arrival of shuttles 
  to Platform One and that Earth Death was due to 
  happen in half an hour, followed by drinks. The 
  Doctor noted that the ‘great and the good,’ or rather 
  the wealthy, were gathering to watch Earth burn. 
  The Doctor noted that the National Trust had been 
  using gravity satellites to hold back the sun, but the 
  money had run out. Rose noted that the continents 
  should be different, but the Doctor explained that 
  the National Trust, while controlling it, wanted to 
  retain the look of ‘classic Earth.’ The Doctor also 
  explained that he wasn’t here to save the world; it 
  was time for Earth to die.
  The Doctor and Rose were approached by the 
  Steward, who wanted to know who they were. The 
  Doctor showed him his ‘invitation’ (actually Psychic 
  Paper) and the Steward quickly became friendly. The 
  Steward decided that it was time to start and began 
  announcing the guests, including the Trees, Moxx of 
  Balhoon, the Adherents of the Repeated Meme, the 
  Face of Boe, and Cassandra. Each offered gifts of 
  peace to each other which could be anything from 
  breathing on someone to offering a material gift. 
  One of Cassandra’s gifts was a juke box that she 
  called an iPod. The Adherents offered spheres to 
  everyone, including the Steward, while Jabe of the 
  Trees tried to identify the Doctor’s species.
  Rose wandered away from the party and met a 
  maintenance worker, Raffalo, who was of the same 
  species as the Steward. Raffalo was working on 
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  the end of the WorLd
  
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  a glitch in the Face of Boe’s suite. Through her 
  conversation with Raffalo, Rose realised that she 
  had taken a big risk travelling through time and 
  space with a man she’d just met. She left Raffalo, 
  who continued working on the conduits until she 
  noticed some Robot Spiders. Raffalo climbed 
  into the vent to investigate and the Robot Spiders 
  dragged her in and killed her.
  Rose found the Doctor, who’d just received a ticket 
  for bringing a ‘teleportation device’ aboard the 
  station. The Doctor asked Rose how she was coping 
  and informed her that the TARDIS was allowing her 
  to understand the languages. She got upset, noting 
  that he didn’t ask permission to rewire her brain 
  and that he still hadn’t told her who he was or where 
  he was from. To help her cope, the Doctor adapted 
  her phone so that she could call her mother in 2005. 
  She called her mum and gave her a rather cryptic 
  answer as to where she was.
  Meanwhile, the sphere given to the Steward by the 
  Adherents hatched and a Robot Spider crawled out 
  while other spiders caused the station to shake. 
  Both the Doctor and the Steward realised that the 
  station shouldn’t have shaken like that. The Steward 
  spotted the Robot Spider in his office and suspected 
  it had something to do with the shaking. The spider 
  fixed the controls on the Steward’s desk to lower 
  the sun filter and escaped while the Steward was 
  burned by the sun’s rays.
  In the reception room, the Doctor decided to 
  investigate the engines, enlisting the help of Tree 
  Jabe. Rose stayed behind to have a word with 
  Cassandra. Cassandra lamented the end of the 
  Earth and of ‘pure humanity,’ although she didn’t 
  see the irony in calling humanity’s descendants 
  ‘mongrels’ while she altered herself so much that 
  she no longer resembled a human. Rose called her 
  out on it, telling her that she’d rather die than be 
  turned into a ‘bitchy trampoline.’
  The Doctor and Jabe made their way through the 
  maintenance ducts. Jabe noted that the space 
  platform was supposed to be indestructible, inviting 
  a reference to the Titanic by the Doctor. The Doctor 
  asked Jabe why she was here and she revealed that 
  she was actually an Earthling too, evolved from 
  Earth’s plants. Jabe revealed that she knew where 
  the Doctor was from and told him she was sorry. 
  They then entered the engine room, where Jabe 
  snatched a Robot Spider for the Doctor with her 
  liana. Concurrently, the Adherents clubbed Rose 
  and locked her into a room. As the Earth prepared 
  to burn, the sun filter in her room began to fall. The 
  Doctor learned of the Steward’s fate and managed 
  to stop Rose’s filter from falling, but he didn’t have 
  time to open the jammed door.
  With five minutes left before Earth Death, the Doctor 
  stormed the reception room and used the Robot 
  Spider to follow its signal home. It first went to the 
  Adherents of the Repeated Meme, but the Doctor 
  revealed that they were nothing but robots. Without 
  that signal, the Robot Spider went to Cassandra, the 
  true mastermind behind the scheme. Cassandra 
  revealed that she’d intended to rig a hostage 
  situation but would settle for her shares in the 
  attendees’ companies rising after they’d died from 
  the heat of the sun. She teleported away while the 
  Doctor tried to stop Platform One from burning.
  The Doctor and Jabe went back to the engine room, 
  but large whirling fans prevented them from gaining 
  access. The Doctor pulled the breaker, but someone 
  needed to hold it down constantly. Jabe offered to do 
  it even though the heat venting through would likely 
  kill her. The Doctor made it through most of the fans 
  before Jabe burned to death and the last fan turned 
  back on. The Doctor closed his eyes and felt time 
  
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  long enough to safely step through it. He then fixed 
  the shields just as the Platform started to burn.
  The Doctor checked on Rose and then informed the 
  Trees of Jabe’s sacrifice; the Moxx was also killed 
  by the sun. The Doctor then used jiggery-pokery 
  to reverse Cassandra’s teleportation beam and 
  brought her back aboard the Platform. Cassandra 
  tried to bargain for her life, especially as the 
  higher temperature was drying her skin, but the 
  Doctor simply noted that “everything has its time 
  and everything dies” before Cassandra exploded. 
  Rose noted that no one actually saw the Earth burn 
  because they were too busy trying to survive.
  The Doctor took Rose back to present-day Earth, 
  where she could see everything as she remembered 
  it. He then told her that his planet was gone, lost in 
  a war. He claimed to be alone but Rose noted that 
  he still had her. He asked Rose if she wanted to 
  keep travelling with him. Rose wasn’t sure before 
  being distracted by the smell of chips. The Doctor 
  admitted he’d like chips as well, and the two went 
  off to get some.
  continuity
  •	
  The Doctor can ‘Feel the Turn of the Universe’ 
  enough to step through a whirling fan.
  •	
  By this point in the future, teleportation devices 
  have been banned under ‘Peace Treaty 5.4/
  cup/16.’ Obviously Cassandra isn’t above 
  breaking the law.
  •	
  Weapons and expression of religion are not 
  permissible aboard Platform One.
  •	
  The Doctor uses Psychic Paper for the first time. 
  He also modifies Rose’s mobile phone to allow 
  her to contact her mother as if she were still 
  in the same relative time (2005). Rose’s cryptic 
  conversation with her mum leads Jackie to 
  believe she’s been kidnapped when she doesn’t 
  return home for over a year.
  •	
  The Doctor referenced being on the HMS 
  Titanic. This could either be after he’d advised 
  the end of the WorLd
  
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  a family not to board it (as Clive had claimed) or 
  he visited the Titanic in a previous incarnation. 
  •	
  Rose has a friend named Shareen.
  •	
  For whatever reason, the Doctor finds Earth in 
  2105 to be ‘a bit boring.’
  •	
  Earth is home to the New Roman Empire in 
  12,005.
  •	
  Earth in its current state is uninhabited. The 
  planet should have been consumed by the sun 
  some time ago; the National Trust has been 
  using gravity satellites to stop the sun from 
  expanding. It used similar technology to push 
  Earth’s continents back to its ‘classic’ look 
  (Rose recognises the shape of the continents). 
  •	
  It’s likely that the continents only roughly 
  resemble 21st century Earth and certain 
  details, particularly the coastlines, don’t 
  match up exactly, as Cassandra mentions 
  living on the Los Angeles Crevasse (Cassandra 
  also mentions her father being a Texan and 
  her mother coming from the Arctic Desert, 
  indicating both familiar features but not exactly 
  as they were in the past). Earth is due to be 
  destroyed now because ‘the money’s run out’ to 
  keep the sun from expanding. 
  •	
  The Face of Boe arranged for the final viewing 
  of Earth before its death at ’15:39’ (whether this 
  maps to Earth’s 15:39 is unknown). 
  •	
  Cassandra is considered the last pure human, 
  but this is largely symbolic. The human race 
  has survived but has altered their genetic code 
  through various means (some have mingled with 
  alien races, some have altered their DNA, some 
  have melded with technology, some have simply 
  evolved). Cassandra lists some of these as New 
  Humans, Proto-Humans, Digi-Humans, and 
  Humanish (interestingly, ‘proto-human’ denotes 
  the first of humankind, indicating that there’s at 
  least one group of humanity that considers itself 
  more ‘human’ than its ancestors).
  •	
  Other species have evolved on Earth (besides 
  the Silurians). These include the Trees from the 
  Forest of Cheem. As with humanity, the Trees 
  were likely altered over time.
  •	
  ‘Bad Wolf’ is mentioned for the first time by 
  the Moxx of Balhoon. He references the ‘Bad 
  Wolf Scenario’ when things start going awry on 
  Platform One just before the sun expands.
  •	
  The Doctor mentions that Gallifrey burned 
  “before its time” in the Time War. He also 
  mentions that “we lost.” He considers himself 
  the Last of the Time Lords. While the Time 
  War was time-locked, some ‘higher beings’ 
  remember it, such as the Gelth, the Nestene 
  Consciousness and the Trees of Cheem.
  B  running the adventure
  At its heart, this is a classic ‘whodunnit’ murder 
  mystery set in an isolated location where one of the 
  accessible NPCs, Cassandra, is also the main villain. 
  She’d originally planned to play ignorant until the 
  station was ready to burn, at which point she’d pick 
  the most lucrative victims and hold them hostage 
  in exchange for money. When the Doctor foiled that 
  plan by exposing her, Cassandra decided to leave the 
  would-be hostages to their fate aboard the station 
  until the Doctor uncovered the solution.
  This adventure begins innocently enough with 
  the characters arriving at Platform One to watch 
  the Earth burn. This offers them an opportunity 
  
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  to meet the movers and shakers of the period as 
  well as interact with previously unknown species, 
  including one from Earth who isn’t human. This is a 
  good location for a Time Lord character to get a new 
  human companion used to time and space travel, as 
  it offers an opportunity to see the end of the planet 
  as well as to meet strange new beings.
  The 
  mystery 
  soon 
  kicks 
  in, 
  with 
  strange 
  disappearances and failing systems in the face of 
  an expanding sun. The characters need to move 
  quickly against the Robot Spiders and – by extension 
  – Cassandra, before she destroys the Platform. 
  Once the station is secured the players can use 
  Cassandra’s own devices to bring her back and face 
  justice.
  THE nATionAL TrusT
  In our time, the National Trust is a conservation 
  organisation set up to preserve historic places 
  in England, Wales and Northern Ireland – 
  primarily stately homes, gardens and areas 
  of natural beauty. In the far future, it seems 
  that the National Trust has extended its remit 
  somewhat, now preserving the whole of the 
  Earth. Much as it might with a tumble-down 
  stately home in our time, the National Trust 
  has restored the Earth to how it might have 
  looked in its ‘classic era’. 
  The National Trust in the future might prove to 
  be an interesting and unconventional source 
  of adventures – perhaps even an organisation 
  for players to belong to! Who knows what a 
  group of time travelling conservationists 
  might get up to in the name of preserving the 
  past – and the future. Perhaps their mission 
  extends to rescuing artefacts and locations 
  from the perils of time – or beyond!
  changing the desktop theme
  As mentioned above, this adventure has the classic 
  hallmarks of a ‘cosy’ mystery. There is a grand 
  gathering of guests and at least one of them is the 
  villain. In order for this to be reskinned you simply 
  need a party aboard a vessel that is in impending 
  danger. This could be as low-tech as an ocean liner 
  that might sink or as futuristic as a space colony 
  in danger of losing its protection against hostile 
  elements. You then need a villain with an accessible 
  escape route that could double as a prison for the 
  hostages. The characters need to uncover the plan, 
  prevent the isolated location from being destroyed 
  and capture the villain.
  A cLAssic, LEgEndAry EArTH
  Rose points out that the continents on Earth 
  look the same as in her time and the Doctor 
  noted that the National Trust pushed them 
  back into place to keep the look of ‘classic 
  Earth.’ Obviously, this is revered as a pivotal 
  period in Earth’s (or at least humanity’s) 
  history. It could be that companies keeping 
  planets from burning tend to roll them back 
  to when their home species first took to the 
  stars; given the existence of the Silurians it 
  may be that either they lost a coin toss or the 
  National Trust chose to honour the period 
  when humanity reached for the stars and the 
  Silurians awakened to join them. 
  In spite of modern record keeping, there 
  seems to be a lot of confusion as to what 
  Earth’s classic era was like, even among 
  humans. Cassandra believed that an ostrich 
  was a dragon and that a 1950s jukebox was 
  an iPod (her references to late 20th century/
  early 21st century pop tunes as ‘classical 
  music’ is likely a future reclassification). This 
  hints at disasters, man-made and natural, 
  that may have caused the loss of significant 
  amounts of information.
  Where are the siLurians – or the apes or 
  the doLphins?
  One of the surprising revelations in this adventure 
  is that the Trees of the Forest of Cheem are as much 
  Earthlings as Rose or Cassandra. What is a bit more 
  the end of the WorLd
  
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  surprising, especially given that Jabe mentions that 
  Earth was home to several intelligent species, is 
  that there are no others from Earth represented 
  (or at least not shown). One might expect to see a 
  Silurian or perhaps an ‘uplifted’ animal, such as an 
  ape or dolphin.
  Two possibilities present themselves. The first and 
  most obvious is that there are no other surviving 
  Earth races. As Cassandra considers herself the 
  last ‘pure human’ because the rest of the species 
  adapted it’s possible that the other races just 
  weren’t adaptable and died out for any number 
  of reasons. The second possibility is that no one 
  amongst the other races either had the means or 
  desire to see the end of the world (the guests of 
  Platform One were amongst the wealthiest in the 
  universe, after all).
  In any case, Jabe’s comment opens the door for you 
  to create other Earth species that may have evolved 
  at some point in Earth’s history. Such species may 
  be wholly new or adaptations of existing species. 
  Perhaps humanity evolved to live on a garbage heap 
  of a future world or one reclaimed by an Ice Age. It 
  would certainly be interesting to play a companion 
  from an Earth that no longer exists and to compare 
  her people’s caretaking of the Earth to modern 
  humanity’s!
  teLeportation devices, or the Lack thereof
  The lack of legal teleportation devices is a key 
  plot point in this adventure. It would’ve been less 
  dramatic if the Doctor has been able to quickly 
  teleport into the engine room or bypassed the 
  whirling blades (scratch that last example – it was 
  still very dramatic!). 
  The question of why teleportation devices were 
  banned is not answered. Presumably it has 
  something to do with security or privacy, but there 
  could be any number of reasons why teleportation 
  technology has been banned. Perhaps it is 
  unstable and there have been too many instances 
  of 
  permanent 
  desiccation, 
  the 
  teleportation 
  technology ruptured a dimensional barrier, or legal/
  theological concerns over a reconstituted person 
  being classified as a ‘clone.’
  What’s Wrong With reLigion?
  Platform One has three major restrictions. The 
  first is teleportation, which the Steward notes is 
  the result of an interstellar treaty. The second is 
  weapons, which is obviously a security measure. 
  The third is religion, which is something of an 
  enigma. The world is about to be destroyed; it 
  seems odd that prayers or other religious rituals 
  wouldn’t be allowed. Obviously religion as a concept 
  
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  THE ninTH docTor sourcEbook
  has survived for billions of years; if it’s proven that 
  tenacious over the course of several great advanced 
  civilisations then it’s strange that expressing such 
  beliefs would now be banned. There must be a 
  reason for this.
  One possibility is that the restriction may simply 
  be a courtesy. Religious debates tend to cause 
  friction between believers and non-believers. The 
  destruction of a planet may also incite certain 
  feelings amongst adherents of a religion that 
  believed Earth would be an eternal paradise. 
  Dwelling too much on the religious aspects may 
  inspire someone to an act of terrorism in order to 
  maintain the Earth’s life, especially when the reason 
  for letting the Earth burn is that ‘the money’s run 
  out’ (never mind that the Earth would already have 
  been destroyed if not for the efforts of the National 
  Trust).
  Another possibility is that the restriction is due to a 
  major incident in the recent past involving religion. 
  Any organised religion has the possibility of a fringe 
  element that interprets its dogmas strictly and, 
  at times, violently. This could have been anything 
  from an Interstellar War involving a difference of 
  theological interpretation, mass terrorism or even 
  whole cultures preferring to remain on a doomed 
  world in the hopes that their religious beliefs would 
  save them. Platform One has the protocol in place 
  in order to prevent another major or catastrophic 
  incident arising from such religious expression.
  hoW did the trees evoLve?
  The Trees are an enigmatic species. They 
  presumably evolved from Earth trees in the tropical 
  rainforest, but curiously they developed a humanoid 
  appearance and apparently no longer need leaves 
  to survive, at least in their ‘mature’ forms. Given 
  that Earth trees are asymmetrical and much larger 
  than humans, it seems a bit strange that as the 
  Trees gained sentience they also adopted the forms 
  of humanity.
  One way to explain this is to presume that sentience 
  universally favours a tool-making bipedal form, 
  particularly one that closely resembles humanity. 
  This is seemingly true of 95% of the species in the 
  universe; the occasional Jagrafess and Nestene are 
  simply exceptions to the rule. This would explain 
  the appearance of several human-like alien species 
  is jAbE rEALLy dEAd?
  When the Doctor met Jabe she gave him a cutting of her grandfather. 
  Properly tended, a cutting made of a regular Earth tree can grow into 
  a whole new tree. It’s possible that this is a means of reproduction for 
  Trees, either in addition to or instead of planting seeds. If this is the 
  case it brings up the intriguing possibility that a cutting may become 
  a physical clone of the original and may even retain some or all of the 
  original’s memories. It may even be that Trees created from cuttings 
  maintain telepathic contact with the original, enabling a single Tree 
  over a period of decades or centuries to expand into an entire forest 
  sharing a single mind (and if this telepathic contact can be maintained 
  from a distance then espionage possibilities are endless!). Under 
  any of these circumstances, it’s possible that Jabe survived the 
  destruction of Platform One. 
  The gift of the cutting presents another interesting issue. If a cutting 
  can grow into a sentient tree, then offering it to someone else gives 
  them ownership of it. This may hint at the Trees’ origins as a slave 
  species, or it may simply be the case that cuttings become regular 
  non-sentient trees. It’s also possible that acceptance of such a gift makes the receiver a ‘gardener’ 
  who is expected to follow a particular protocol in raising the cutting until it can care for itself or 
  rejoin the Trees of Cheem. Such a cutting may bring its experiences with the gardener’s culture with 
  it, further enriching the Trees’ knowledge as a whole.
  the end of the WorLd
  
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  without having to resort to a seeding race or genetic 
  manipulation as explanations. In this case the 
  Trees, as they gained sentience, simply ‘evolved’ to 
  a humanoid form.
  A second possibility is that the Trees mimicked 
  other nearby sentient species such as humans and 
  Silurians. If we presume that trees regularly lose 
  branches without being catastrophic injuries then 
  it’s possible that they routinely ‘prune’ themselves to 
  resemble a humanoid form and design their clothes 
  to provide nutrients to their uprooted bodies. This 
  explanation not only answers the question of why 
  the Trees look humanoid, but also why Jabe, their 
  local leader, looks more human; as the ‘face’ of the 
  Trees she opted for additional pruning and sculpting 
  to achieve a more pleasing face for humanoids to 
  interact with.
  A third possibility is that the Trees were genetically 
  transformed by a humanoid species and were made 
  in their creator’s image. This offers many possibilities 
  as to why the Trees were created and how their place 
  in society changed over the years. They could have 
  been created as labourers, soldiers or even instant 
  colonists. Perhaps the characters meet a militaristic 
  order of Trees that are fighting a war for Earth or a 
  slave Tree underclass that is ready to revolt against 
  their human (or Silurian) masters. Perhaps the 
  Trees are actually echoes of humans themselves, 
  an attempt by a group of humans to create a more 
  ecologically friendly version of humanity? 
  the moxx of BaLhoon
  Photographic Memory: May spend a Story Point 
  to remember something he has seen.
  Slow (Major): The Moxx’s Speed is effectively 0 if 
  deprived of his chair. 
  Slow Reflexes: The Moxx always acts last in his 
  action phase.
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  tech LeveL: 7 
  story points: 1
  aWareness
  4
  presence
  5
  coordination
  2
  resoLve
  4
  ingenuity
  4
  strength
  1
  The Moxx of Balhoon is a noted solicitor representing 
  the firm of Jolco & Jolco (‘Moxx’ may be a professional 
  title). He travels via an anti-gravity chair, but whether 
  this is due to an injury, lack of exercise or evolutionary 
  side-effect is unknown. He’s burnt to a crisp when 
  he is unable to seek cover when the solar screen is 
  lowered.
  skiLLs
  Convince 5, Knowledge 5, Subterfuge 3, 
  Technology 2, Transport 3.
  traits
  Alien
  Alien Appearance
  Charming: +2 bonus to attempts to use charm.
  Distinctive (Minor): Due to his reputation and 
  his transport, the Moxx has -2 penalty to rolls to 
  blend in. Others have a +2 bonus to remember or 
  recognise him.
  Friends (Major): The Moxx is well-connected.
  Gadget (Minor): The Moxx has an anti-gravity chair 
  that enables him to move around as well as if he 
  were walking. 
  Indomitable: +4 bonus to any rolls to resist psychic 
  control.
  
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  mETAL mAcHinE (minor gAdgET)
  The Metal Machine is a hand-held computer 
  that can scan lifeforms and identify where they 
  came from, including Time Lords. While used 
  by Jabe of the Forest of Cheem, the device 
  is unlikely of Tree origin, as her term ‘metal 
  machine’ and her trouble using it indicates it 
  was manufactured by another species.
  Traits: Scan
  Cost: 1 Story Point
  oTHEr ALiEns
  In addition to those detailed here there are 
  several other aliens aboard Platform One 
  as guests or staff, including the brothers 
  Hop Pyleen (inventors of Hypo-slip Travel 
  Systems), Cal Spark Plug, the Pakoos (a 
  married couple) and the Ambassadors from 
  the City State of Blinding Light. 
  Other species are likely represented as 
  well, allowing you to seed the Platform as 
  necessary or enable an unseen alien to 
  make a call-back to this adventure later on. 
  You should feel free to adjust these details 
  as necessary for your own game, including 
  adding any other aliens you think should be 
  there to witness the end of the world!
  adherents of the repeated meme
  communication with each other and if one is 
  deactivated they all are deactivated. They are also 
  used as the relay station for Cassandra’s Robot 
  Spiders.
  Weakness (Major Bad): Adherents are extremely 
  fragile; simply tugging on them is enough to 
  pull them apart, doing 4 levels of damage in 
  addition to Strength. This is usually enough to 
  incapacitate them.
  tech LeveL: 7 
  story points: 2
  aWareness
  3
  presence
  4
  coordination
  2
  resoLve
  2
  ingenuity
  1
  strength
  2
  This group of networked robed robots appear to be 
  an alien delegation come to watch Earth burn, but 
  in actuality they are Lady Cassandra’s puppets. They 
  are distributing Robot Spiders within metal spheres 
  as part of the traditional gift-giving amongst the 
  wealthy patrons. Once the Doctor discovers their true 
  nature, the Adherents are easily disabled.
  skiLLs
  Convince 3, Knowledge 2, Subterfuge 2, 
  Technology 1.
  traits
  Robot
  Charming (Minor): +2 bonus to attempts to use 
  charm.
  Dark Secret (Major Bad): The Adherents are 
  Cassandra’s puppets and carrying out her secret 
  plan.
  Enslaved (Special Bad): Must obey Cassandra, and 
  an Adherent has no will of its own.
  Networked (Special): A group of Adherents is 
  effectively a single entity. They are in constant 
  the end of the WorLd
  
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  further adventures
  •	
  Entire adventures could be written about 
  Psychic Paper. The most obvious use, of course, 
  is for a criminal to use it for financial gain on an 
  unsuspecting populace. There are other uses 
  for Psychic Paper that could lead to more light-
  hearted situations. A star-obsessed fan may 
  use it to arrange for ‘selfies’ or meetings with 
  stars (a more sinister application of this power 
  would be to stalk a single star), or a criminal 
  unfamiliar with such technology may attempt to 
  use it for personal gain, only to discover that its 
  tendency to show what the reader wants to see 
  leads to interesting situations!
  •	
  Similarly, the ability to ‘phone home’ could 
  cause all kinds of interesting situations. Once 
  the call is made both timelines are relatively 
  locked – a character could call a contact in the 
  past for aid in the future. Said friend may also be 
  able to plant things in the past to be fortuitously 
  unearthed in the future. Both participants need 
  to be careful that such use doesn’t fall afoul of 
  the Reapers or rewrite the timeline. Also, if it’s 
  possible to send communications back and forth 
  in the past, then it’s also possible for someone 
  else to wiretap those communications…
  •	
  Cassandra was the last pure human in her 
  view and pretty haughty about it. It’s certainly 
  possible at some point in the past, when 
  such ‘pure humans’ were few, they may have 
  produced an ideology out of a sense of self-
  preservation. This could be something benign 
  as a final enclave on Earth trying to preserve a 
  ‘purer’ time and threatened by an alien menace, 
  or it could be as evil as a pseudo-religious 
  zealot creating an interstellar army to ‘purge 
  the unclean.’ In effect, a universe without 
  Daleks created something to fill the vacuum. 
  •	
  The Earth is about to be destroyed and it has 
  been entirely abandoned, but what if something 
  was left behind? The characters have to 
  retrieve something before it is destroyed 
  forever. Unfortunately, their archaeological 
  efforts are complicated by rival, antagonistic 
  treasure hunters and the retrieval becomes a 
  race against time. The two sides may even be 
  forced to work together to get off the planet 
  before it burns.
  cassandra’s assistants
  aWareness
  2
  presence
  1
  coordination
  3
  resoLve
  4
  ingenuity
  3
  strength
  2
  On Platform One, Lady Cassandra had two 
  personal assistants. They were garbed in sterile 
  medical uniforms and carried moisturisers that 
  could also spray acid.
  skiLLs 
  Marksman (Sprayer) 3, Medicine 2, Technology 
  (Life Support Systems) 3.
  traits
  Gadget (Minor – Moisture Sprayer): These 
  sprayers were used to keep Cassandra’s skin 
  moist. They are also equipped with acid tanks, 
  causing 2/4/6 damage.
  tech LeveL: 7 
   story points: 2
  
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  Lady cassandra o’Brien.Δ17
  skiLLs
  Convince 2, Knowledge (Earth History) 1, 
  Survival 4, Technology 2.
  traits
  Alien Organs (Special): She keeps her brain in a 
  bucket under her stand.
  Alien Appearance (Major): Let’s face it, in spite 
  of being the ‘last pure human’ Cassandra looks 
  nothing like a human at all.
  Cyborg: As a flat face, Cassandra relies on her 
  life support system and brain to survive.
  Dependent: Not only is she reliant upon her 
  life support system, she also needs constant 
  moisturising and is surrounded by assistants.
  Gadget (Major – Life Support Frame): 
  Cassandra’s frame comes with teleport 
  capabilities when linked with a teleportation 
  field. It also transmits control orders for the 
  Robot Spiders and the Adherents of the Repeated 
  Meme.
  Slow: The frame glides along the floor but is 
  unable to move very fast (Speed 0.5).
  tech LeveL: 8 
  story points: 4
  aWareness
  3
  presence
  4
  coordination
  1
  resoLve
  4
  ingenuity
  5
  strength
  1
  When it comes to vanity, even in the far future, nobody 
  did it better than transgendered Lady Cassandra 
  O’Brien Dot Delta Seventeen. The last pure-bred 
  human, she cared about only one person: herself.
  Her parents were the last humans to be buried on 
  Earth. In the span of her lifetime, Cassandra has been 
  married several times. Each time, one time too many. 
  In her final form, she was nothing but a flat piece of 
  stretched flesh attached to a frame with her brain 
  in the undercarriage. She needed to be moisturised 
  constantly, which is why she was accompanied by 
  servants with mist guns. When the money ran out to 
  maintain the force field around Earth (in the year 5.5/
  Apple/26), Lady Cassandra arrived on Platform One 
  to watch her homeworld burn as the sun expanded. 
  She secretly plotted to create a hostage situation 
  using remote androids disguised as the Adherents 
  of the Repeated Meme. Utilising Robot Spiders, she 
  sabotaged Platform One and set her plan into action. 
  the end of the WorLd
  
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  the steWard
  aWareness
  4
  presence
  4
  coordination
  3
  resoLve
  3
  ingenuity
  2
  strength
  2
  The Steward is – well – the current steward of 
  Platform One. He’s very good at his job and has 
  worked events for Platforms Three, Six and 
  Fifteen as well. While not particularly charming 
  he is very polite to his patrons and guests. He 
  operates strictly by the book and doesn’t tolerate 
  any deviations from the itinerary. 
  skiLLs 
  Convince 4, Knowledge 3, Subterfuge 2, 
  Technology 3, Transport 2.
  traits
  Alien
  Alien Appearance
  By the Book : The Steward must be convinced 
  to act against procedure
  Code of Conduct (Major): The Steward follows 
  strict protocols for behaviour, although as the 
  chief event organiser he has a bit of leeway.
  Obsession (Major): The Steward wants to 
  ensure that his events run smoothly.
  Resourceful Pockets: The Steward is always 
  prepared. He anticipates needs and usually has 
  anything requested within easy reach. Roll two 
  dice and get a ‘double’ (or spend a Story Point) 
  to find something you need. 
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  tech LeveL: 7 
   story points: 2
  raffaLo
  aWareness
  3
  presence
  3
  coordination
  4
  resoLve
  3
  ingenuity
  3
  strength
  3
  Raffalo is a maintenance worker aboard Platform 
  One. She appears to be of the same species as 
  the Steward and identifies herself as being from 
  Crespallion, part of the Jaggit Brocade, affiliated 
  to the Scarlet Junction, Convex. 
  skiLLs 
  Athletics 1, Craft 3, Knowledge 3, Subterfuge 2, 
  Survival 1, Technology 4, Transport 4.
  traits
  Alien
  Alien Appearance
  Boffin: Allows Raffalo to create Gadgets. 
  By the Book (Minor): Raffalo must be convinced 
  to act against procedure.
  Charming: +2 bonus to attempts to use charm.
  Code of Conduct (Major): Raffalo follows strict 
  protocols for behaviour. She can only speak to a 
  guest if the guest gives permission.
  Resourceful Pockets: Roll two dice and get 
  a ‘double’ (or spend a Story Point) to find 
  something you need. 
  Technically Adept: +2 to any Technology roll to 
  fix a broken or faulty device.
  tech LeveL: 7 
   story points: 2
  
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  the face of Boe
  skiLLs
  Convince 4, Knowledge 6, Medicine 1, Science 4, 
  Technology 4.
  traits
  Alien Appearance: The Face of Boe is basically a 
  giant head.
  Dependency (Major): The Face of Boe is unable 
  to leave his life support chamber. While this is 
  mobile, if the workings are damaged it could 
  prove fatal.
  Precognition: The Face of Boe has flashes of the 
  future and of other places, although this may 
  simply be memories, as the Face of Boe has lived 
  for billions of years.
  Telepathy: The Face of Boe communicates 
  mostly by telepathy.
  Voice of Authority: The Face of Boe gains +2 to 
  Presence and Convince rolls when commanding 
  or gaining trust.
  tech LeveL: 7 
  story points: 12
  aWareness
  7
  presence
  7
  coordination
  2
  resoLve
  4
  ingenuity
  6
  strength
  2
  One of the oldest characters the Doctor has 
  encountered is the legendary, sage-like creature 
  known as the Face of Boe. Thought to be billions of 
  years of age (though no one knows exactly how old 
  he is) he is one of the Boekind and exists as a giant, 
  craggy face encased in a glass and metal container. 
  Here he survives on what seems to be a strange 
  combination of fluid and gas that flow around him. 
  He is able to move around as the tank has a set of 
  caterpillar tracks at its base. 
  Though he is just a face, he is regal in appearance 
  and conveys a great sense of power and knowledge 
  and is respected by nearly all who meet him. 
  Communication between the Face of Boe and other 
  life forms is done telepathically. 
  the end of the WorLd
  
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  trees of the forest of cheem
  whether this is a conceptual or translation problem 
  is unknown. As a higher species, they were aware 
  of the temporal changes wrought by the Last Great 
  Time War.
  skiLLs
  Fighting 2, Knowledge (Time War) 4, Marksman 
  (Liana) 2, Science (Botany) 5.
  traits
  Alien: While Trees are originally from Earth they 
  look alien as far as humans are concerned.
  Alien Appearance: Trees look like humanoids 
  covered in bark.
  Armour (Minor): Some Trees wear ceremonial 
  armour, reducing damage by 5.
  Special (Liana – vine appendage): Trees have 
  vine-like appendages which they hide from other 
  species. It is located in their arms. When needed, 
  the liana strikes out like a frog’s tongue. It can 
  reach up to six metres.
  Weakness (Extreme Heat): Because their skin is 
  made of wood, Trees are easily flammable when 
  dry. Whenever in a dry environment with intense 
  heat roll a D6: 1-3 they dry out and cannot move, 
  4-6 their skin combusts turning them into ash.
  equipment: Metal Machine.
  tech LeveL: 7 
  story points: 3
  aWareness
  4
  presence
  3
  coordination
  3
  resoLve
  4
  ingenuity
  3
  strength
  3
  The Trees of Cheem are an enigmatic race and quite 
  possibly the last sentient species to evolve on Earth. 
  They’ve since left Earth and the group aboard Platform 
  One is said to hail from the Forest of Cheem; the Doctor 
  notes that the Trees own land all over the universe 
  (this likely applies only to a few enterprising Trees, 
  or Forest conglomerates). In spite of their humanoid 
  shape Trees remain biologically (or botanically) plants. 
  They are roughly human-sized with bark-like skin. 
  They maintain their shapes through pruning, which 
  may create offspring. They also have hidden vine-like 
  appendages (the liana is seen; they may have more). 
  It’s unknown whether they truly have male and female 
  genders or whether an individual Tree self-identifies 
  and simply prunes and sculpts itself accordingly.
  In speech, Trees use nomenclature and phrasing 
  from the botanical world. Thus, they don’t colonise; 
  they are ‘transported.’ They ‘root themselves’ when 
  selecting a place to live. It’s unknown whether ‘forest’ 
  is a general term, but it’s likely that any large grouping 
  of trees consider themselves a ‘forest.’ Trees seem to 
  have difficulty with metal and electric technologies but 
  
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  pLatform one technicians
  aWareness
  3
  presence
  2
  coordination
  3
  resoLve
  2
  ingenuity
  2
  strength
  2
  The Platform One technicians seem to be of 
  the same species as the Steward and Raffalo, 
  although they are considerably shorter.
  skiLLs 
  Athletics 2, Convince 1, Knowledge 2, Subterfuge 
  2, Survival 1, Technology 2, Transport 1.
  traits
  Alien
  Alien Appearance
  By the Book (Minor): A technician must be 
  convinced to act against procedure.
  Code of Conduct (Major): A technician follows 
  strict protocols for behaviour. They can only 
  speak to a guest if the guest gives permission.
  Face in the Crowd: +2 to any Subterfuge roll to 
  sneak about. 
  Tiny (Minor): +1 to Speed, -2 to be hit, -4 to be 
  seen.
  tech LeveL: 7 
   story points: 1
  roBot spider
  aWareness
  3
  presence
  1
  coordination
  4
  resoLve
  3
  ingenuity
  5
  strength
  1
  These are Lady Cassandra’s little saboteurs. Each 
  Robot Spider can be concealed in a small, tennis 
  ball-sized sphere. At the right moment they jump 
  out and carry out their mission. On Platform 
  One, the Robot Spiders sabotaged the platform’s 
  computers and sun screens. One spider is 
  pretty much harmless, but a group of them can 
  overwhelm a person and kill them.
  skiLLs 
  Fighting 3, Technology (Computers) 5.
  traits
  Climbing: Using their little legs, Robot Spiders 
  could climb walls and shafts.
  Networked (Minor): The Robot Spiders take 
  orders from Lady Cassandra. She used the 
  Adherents of the Repeated Meme as a relay, 
  but once they were destroyed the spiders 
  reported directly to her.
  Size (Tiny): The Robot Spiders are so small that 
  they can fit through small air vents and slots.
  tech LeveL: 8 
   story points: 1
  the end of the WorLd
  
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  ‘Time’s in flux, changing every second. Your cosy 
  little world can be rewritten like that. Nothing is 
  safe. Remember that.’
  B  synopsis
  Cardiff, Wales, 1869
  An undertaker, Sneed, consoled a man, Mr Redpath, 
  whose grandmother had just died, before leaving 
  him to pay last respects. The grandmother’s corpse 
  turned blue and her eyes widened as she reached 
  up and strangled her grandson. Hearing the 
  struggle, Sneed returned and pulled the man away, 
  albeit too late, as the corpse pushed Sneed aside 
  and wandered out into the street screaming. Sneed 
  called his assistant, Gwyneth, and told her to get 
  the horse ready so that they could find the walking 
  corpse. Gwyneth noted that this wasn’t the first time 
  and that they needed to get help. Sneed promised to 
  just as soon as they’d retrieved the walking corpse.
  In the TARDIS, the Doctor decided to take Rose 
  into the past and randomly chose 1860. He told 
  Rose that they were in Naples, Italy at Christmas. 
  Rose began to leave, but the Doctor sent her to 
  the wardrobe room to change, as her 21st century 
  attire wasn’t appropriate. Rose impressed the 
  Doctor with her choice of clothes while he simply 
  changed his jumper. They stepped out onto a snowy 
  street and the Doctor bought a newspaper. He noted 
  that rather than Naples, 1860 they were actually in 
  Cardiff, 1869.
  Sneed and Gwyneth couldn’t find the walking 
  corpse in the street. Sneed pressed Gwyneth to use 
  her special sight to find her, threatening her with 
  dismissal if she didn’t. Gwyneth did so, learning that, 
  before its death, the walking corpse had planned to 
  see Charles Dickens give a reading. At that moment, 
  Dickens was going on stage to read A Christmas 
  Carol. He began to read about the ghost of Jacob 
  Marley when he spotted the walking corpse. 
  The audience fled as blue gases from the dead 
  woman swirled around the room. The Doctor, Rose, 
  Sneed and Gwyneth arrived as well after hearing 
  the screams. The Doctor noted that the alien energy 
  was gaseous. The corpse collapsed and Sneed 
  and Gwyneth spirited it into the hearse while Rose 
  followed them. The Doctor tried to calm Dickens 
  down, who believed this to be a prank played on 
  the unquiet dead
  
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  him. Fearing discovery, Sneed chloroformed Rose 
  and took her away in the hearse as well.
  The Doctor spotted the hearse trotting away and 
  commandeered a carriage to follow. It turned out 
  to be Dickens’ carriage and Dickens agreed to allow 
  the Doctor to use it after he flattered the author 
  with recognition of his works and was told of Rose’s 
  kidnapping. They arrived at the funeral parlour 
  where Gwyneth tried to warn them off. Instead, the 
  Doctor noted that there was a problem with the gas 
  lights and connected it with the energy. 
  Rose awoke in the preparation room just as the 
  corpses of Redpath and his mother animated. She 
  tried to get out but the door was locked. Sneed 
  attempted to stop the Doctor and Dickens from 
  intruding but Rose’s screams prompted the Doctor to 
  push past Sneed and break down the door. He pulled 
  Rose away from Redpath as the Gelth spoke through 
  him, begging for help as they couldn’t sustain living 
  in the corpses. The two corpses then screamed as 
  the energy bled out, leaving them lifeless.
  Sneed explained that the house had been considered 
  haunted for generations. And then a few months 
  ago, bodies began rising again. Sneed was able to 
  put them down, but the blue gas was something new 
  to him. The Doctor believed that the house sat on 
  a space-time rift and something was trying to get 
  through. Worse, whatever was trying was getting 
  stronger. Dickens didn’t believe any of it and the 
  Doctor tried to get him to open his mind, telling 
  him that there was more to learn in the world. 
  Dickens worried that he wasted his life devoting 
  himself to social causes when the world held more 
  supernatural explanations for events.
  Rose spent some time talking to Gwyneth. Initially, 
  Rose unintentionally looked down on her for being 
  a mere Victorian servant, but Gwyneth quickly 
  rectified that. Gwyneth mentioned that she had ‘the 
  sight’ and looked into Rose’s life with it, discovering 
  that she lived in a fantastic world of “half-naked” 
  people and flying machines. She also noted that 
  Rose was thinking about her deceased father. 
  Gwyneth further noted that “the darkness, the big 
  bad wolf” was coming for Rose. The Doctor then 
  joined the conversation, explaining that Gwyneth 
  was born atop a time-space rift in Cardiff that 
  granted her the power to see into the Time-Space 
  Vortex. This gave him the idea to hold a séance.
  Everyone gathered around a table as Gwyneth 
  imitated Madam Mortlock and began the séance. 
  Dickens was dubious, but became a convert after 
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  Gwyneth called to the spirits and blue energies 
  swirled about her head. The blue energies 
  manifested into ghostly forms and identified 
  themselves as the Gelth. The Gelth claimed to be 
  dying and, in order to stave off extinction, needed to 
  possess human corpses. The Doctor noted that the 
  space-time portal wasn’t wide enough, but Gwyneth 
  could open it. Rose was horrified, but the Doctor 
  considered the corpse ‘recycling’ worth doing. 
  Gwyneth agreed and the Doctor proposed they find 
  the weakest spot of the space-time rift within the 
  house. Sneed believed that to be the morgue.
  As they went to the morgue, Rose denied that the 
  plan could succeed, as there were no Gelth in the 
  present time. The Doctor told her that history could 
  be rewritten. The Gelth called to Gwyneth from 
  beneath an arch. The Doctor tried to negotiate with 
  them, offering a few Earth corpses in exchange for 
  taking the Gelth elsewhere for a better solution. 
  Instead, the Gelth turned from blue to red energy 
  and announced an invasion of billions. They 
  animated all of the corpses in the morgue. Sneed 
  attempted to stop Gwyneth, but a corpse snapped 
  his neck. As he died a Gelth took over his body.
  The Doctor was aghast at the betrayal as the 
  Gelth announced they were going to kill the entire 
  population of the world to possess their bodies. 
  Dickens fled the basement as the Doctor and Rose 
  hid behind a metal gate. Rose begged the Doctor 
  to tell her she couldn’t die in 1869 but the Doctor 
  explained that time was relative and thus she 
  wasn’t protected. Rose accepted this and the Doctor 
  told her he was glad he met her. Outside, Dickens 
  realised that the Gelth was still attracted to the 
  gas. He returned to the basement and turned off 
  the flames of the gas lamps but let the gas blow 
  out, forcing the Gelth from their bodies. The Doctor 
  ripped the gas pipes open to hasten the process.
  It worked, but Gwyneth still couldn’t send them back 
  as they were now too strong. She offered instead to 
  hold them in place while she lit a match, destroying 
  them all in a ball of flame. Rose, Dickens and the 
  Doctor fled the building just before it exploded. Rose 
  was upset that Gwyneth had died, but the Doctor 
  said he believed she was already dead and perhaps 
  reached forward in time to close the rift. Dickens 
  was inspired by the seeming impossibility of it.
  Dickens accompanied Rose and the Doctor back 
  to the TARDIS, where he informed them that he 
  intended to return to London and make amends 
  with his family. He also decided to rewrite the end 
  of his unfinished book, The Mystery of Edwin Drood, 
  to include ‘blue elementals.’ The Doctor further 
  confused him by saying goodbye before walking 
  
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  inside the TARDIS with Rose, as Dickens had no idea 
  the TARDIS was anything more than a shed.
  Rose asked the Doctor if they just changed history, 
  since Dickens never wrote about the Gelth. The 
  Doctor noted that Dickens was due to die the 
  following year and thus his book would never be 
  finished. Rose was disappointed, but the Doctor 
  noted that they’d given Dickens more spirit for his 
  remaining days. He then caused the TARDIS to 
  dematerialise, much to Dickens’ delight.
  continuity
  •	
  The Ninth Doctor has some trouble steering 
  the TARDIS. He wanted to go to Naples, Italy in 
  1860, but ended up in Cardiff in 1869. Whether 
  this is due to his own failings or the ‘kit-bashed’ 
  nature of his TARDIS is a matter for debate.
  •	
  The Doctor saw the fall of Troy (The Myth 
  Makers – see The First Doctor Sourcebook – 
  where he left his companion Vicki behind after 
  giving the Greeks the idea for the Trojan Horse), 
  the Boston Tea Party, and World War V.
  •	
  This adventure qualifies The Aztecs (see The 
  First Doctor Sourcebook), when the Doctor 
  proclaimed that one can’t rewrite history, ‘not 
  even one line.’ Here, the Doctor confirms that 
  his statement was a warning, not a condition, 
  as it is very possible to rewrite history and not 
  for the better. This adventure also reinforces 
  The Pyramids of Mars (see The Fourth Doctor 
  Sourcebook), where Sarah Jane Smith declared 
  that Sutekh couldn’t win in 1911 because she 
  was from the future where he obviously hadn’t 
  won. Here, Rose makes a similar claim about 
  the Gelth. Alternatively history needn’t have 
  changed, if the Gelth had been honest about only 
  needing a few corpses and they let the Doctor 
  take them somewhere to build new bodies, a 
  successful Gelth transfer could have been easily 
  covered up as simple ‘bodysnatching,’ a practice 
  not uncommon in the 19th century and thus not 
  remembered in the 21st century.
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  •	
  Charles Dickens uses the phrase “what the 
  Shakespeare is going on?”, a precursor to the 
  modern phrase “what the Dickens is going on?” 
  (the term ‘Dickens’ is actually a euphemism for 
  the Devil and actually used by Shakespeare). 
  He later paraphrase’s Shakespeare’s Hamlet: 
  “There are more things in Heaven and Earth, 
  Horatio, than are dreamt of in your philosophy.”
  •	
  Charles Dickens considers changing the plot 
  of his unfinished The Mystery of Edwin Drood 
  to use ‘blue elementals’ as the antagonists. He 
  won’t get around to it, however, as he dies seven 
  months after this adventure.
  •	
  Like Martha Tyler from Image of the Fendahl 
  (see The Fourth Doctor Sourcebook), Gwyneth 
  has psychic abilities as a result of being born 
  near a time rift (perhaps Fetchborough is close 
  enough to Cardiff, or the Cardiff space-time rift 
  ripples through it). It’s unknown whether the 
  time rift in Cardiff is related to the Last Great 
  Time War, although the fact that the Gelth, 
  whose physical bodies were destroyed in the 
  war, can utilise it indicates that the temporal 
  rift is connected in some way.
  •	
  Rose is established to be 19 years old. She also 
  mentions her friend Shareen again. They used 
  to cut school to look at boys in the shops. 
  •	
  Madame Mortlock is a medium who operates 
  in Butetown, a model housing development in 
  Cardiff. It housed many immigrants, possibly 
  implying that Madame Mortlock used her 
  ethnicity to ‘sell’ her abilities. She could either 
  be a charlatan or truly have the gift, possibly as 
  a result of the Cardiff space-time rift or granted 
  via another rift or alien heritage. Gwyneth likely 
  observed her hoping to learn how to deal with 
  her own psychic abilities.
  •	
  The Gelth lost their physical bodies during the 
  Last Great Time War. According to them, in a 
  sentiment echoed by Jabe of Cheem (see pg. 47), 
  the Time War was unnoticed by lesser species 
  but caused great damage to higher ones. The 
  Gelth was the latter.
  •	
  While using her psychic power, Gwyneth 
  references Rose’s father and “the big bad wolf.” 
  •	
  This adventure is somewhat of a mirror to 
  Timelash (see The Sixth Doctor Sourcebook), 
  where the Doctor teaches a superstitious HG 
  Wells to embrace scientific explanations and 
  greatly influenced the books he would write. 
  Here, Dickens has already written his works 
  without the Doctor’s influence and discovers 
  that the universe holds many unexplainable 
  mysteries.
  •	
  This adventure also has a parallel with Vincent 
  and the Doctor (see The Eleventh Doctor 
  Sourcebook), where the Doctor makes a famous 
  person feel better about his life only to die a few 
  months later, in this case Vincent van Gogh.
  •	
  The Tenth Doctor explained Gwyneth’s identical 
  appearance to Torchwood’s Gwen Cooper 
  as down to ‘spatial genetic multiplicity’ (see 
  Journey’s End in The Tenth Doctor Sourcebook).
  B  running the adventure
  At its heart, this adventure is a murder mystery 
  where the evidence is the bodies themselves 
  walking about and belching blue gas. This provides 
  an easy way for the characters to get involved; all 
  they need to do is be at the right place and the right 
  time in order to spot a Gelth zombie and bump into 
  Sneed and Gwyneth trying to reclaim the evidence. 
  As Sneed has a vested interest in keeping things 
  quiet, he captures anyone who observes him making 
  off with the bodies.
  Whether they follow Sneed after the initial sighting 
  or some other means, the characters eventually find 
  their way into the Sneed’s funeral home. There they 
  discover that the Gelth are trying to inhabit dead 
  bodies and that they are getting stronger. Through 
  Gwyneth, the characters are able to contact the 
  Gelth and receive their plea for mercy; they only 
  want the bodies in order to survive. 
  
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  Unfortunately, it turns out that there are far more 
  Gelth than their emissaries let on, and they wish 
  to invade in force. As they need fresh bodies to 
  inhabit, the Gelth plan on taking control of the world 
  and killing as many bodies as they need. They are 
  using the temporal rift to accomplish this and the 
  only way to stop them is to find some way to close it. 
  Fortunately, a large gas explosion is enough to do it.
  changing the desktop theme
  One easy way to change the theme of the adventure 
  is to have the Gelth appear through a temporal rift 
  at another point in time when the solution isn’t as 
  convenient as pressing the self-destruct button. 
  Having the Gelth infiltrate a medieval castle or act 
  as gods to a primitive tribe demanding sacrifices 
  may clue the characters in on what’s happening, 
  but how they can destroy the rift is another matter 
  entirely. 
  An extra fun layer to add to this adventure is to have 
  the Player characters arrive after the Gelth have 
  already discovered a way to stabilise their forms 
  and have infiltrated a society. This could be a secret 
  conspiracy or an open arrangement, with the Gelth 
  still pretending to be benevolent while secretly 
  plotting a greater invasion or procurement of large 
  numbers of bodies. Every era has its ‘undesirables’ 
  that common people wouldn’t give a second thought 
  about if they quietly disappeared. In a secret 
  conspiracy individual Gelth may secretly replace 
  people, preserving their bodies enough to continue 
  carrying on their lives. 
  a ceLeBrity historicaL
  A large part of the fun of this particular adventure 
  is that the Doctor gets to meet a recognisable 
  historical personage; Charles Dickens in this 
  case. Whenever you take the Player characters 
  to a particular time in Earth’s past they are going 
  to want to interact with key people from that era, 
  especially celebrities. When doing so, here are a 
  few points to keep in mind.
  First, offer the players the chance to compare 
  the reality with the legend. In this case, Charles 
  HoW sinisTEr is snEEd?
  Mr Sneed knocks Rose unconscious and locks her in his chapel 
  because she posed a threat to his livelihood. While he denies it, 
  Sneed seems sufficiently panicked over the situation that there is 
  the very real chance that he’d silence Rose permanently to keep 
  the rising dead secret and his business intact. All Mr Sneed really 
  seems to care about is money, as he’d purchased a ‘haunted’ 
  house on the cheap and seems very frugal (although he seems to 
  be paying Gwyneth well). It seems strange that he’d lock Rose up 
  to buy her silence, as that wouldn’t come cheaply (he’d kidnapped 
  her, after all) and he couldn’t be sure that she wouldn’t talk once 
  she was outside of his reach. It’s more likely that he was trying to 
  figure out a way to dispose of her without getting caught.
  All of that aside, Sneed seems much the comedic character until 
  his unfortunate end at the hands of the Gelth. He stands as a great 
  example of how to create a fun, comedic NPC but maintaining that sinister edge that warns players 
  not to get too comfortable with him. Such a character could easily befriend and be at odds with the 
  players, sometimes changing from scene to scene as opportunities present themselves.
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  Dickens is pretty much how someone from our time 
  might picture him, but he could just as easily have 
  been markedly different. Perhaps he was an elitist 
  who only wrote about the poor and their terrible 
  conditions because it sold good copy. Perhaps he 
  was plagiarising an acquaintance who either had no 
  idea that his work had been stolen or is complicit in 
  the deception due to some understanding. Perhaps 
  ‘Charles Dickens’ is the pen name for a woman who 
  uses the name to lend legitimacy to her books.
  Second, tie the adventure to the personage. In this 
  case, the ‘blue elementals’ were able to inspire 
  Dickens to realise that there was more to life than 
  what he knew. He also plays a pivotal role in defeating 
  the Gelth. In Timelash HG Wells was introduced to 
  many science fiction concepts that he would later 
  put into his own writings. In The Shakespeare Code 
  (see The Tenth Doctor Sourcebook) and Vincent and 
  the Doctor historical personages are romantically 
  interested in the Doctor’s companion. 
  Finally, give the characters the opportunity to 
  make a difference in the personage’s life. In this 
  adventure, Charles Dickens is suffering from 
  writer’s block (hence why The Mystery of Edwin 
  Drood was unfinished) and lamenting that he has 
  no new ideas. His experience with the Gelth stokes 
  his creativity once more. In this and in Vincent 
  and the Doctor the Doctor is able to convince 
  Charles Dickens and Vincent Van Gogh respectively 
  that their works are immortal. Similarly, Queen 
  Victoria’s experience with the Doctor convinces 
  her to form Torchwood (see Tooth and Claw in The 
  Tenth Doctor Sourcebook), although more out of 
  fear than inspiration.
  In all cases, a meeting with a historical personage 
  should be more thrilling than just a name-
  checking cameo, although quick cameos can also 
  be interesting if presented properly. Comforting a 
  frightened boy with stories about one’s outer space 
  adventures and then hearing the child’s mother call 
  him by the name of a noted horror or science fiction 
  writer could be quite fun in itself!
  history is reLative
  With her back to the wall as Gelth zombies advance, 
  Rose reasons that she can’t die in 1869 because she 
  was born in 1986. The Doctor points out the clear 
  fallacy of that statement, as her ‘relative’ timeline 
  hasn’t changed and her current self could currently 
  die. 
  But it’s worth noting that there does seem to 
  be a Law of Time at work when it comes to time 
  travellers. They tend to meet people again and again 
  according to relevant time, even if both parties hop 
  back and forth across real time. Thus, the Doctor 
  always seems to encounter the Master or the Cult 
  of Skaro after their last meeting. River Song is a 
  notable exception, but in her case the ‘polarity’ of 
  relativity has flipped (the Doctor and River’s time 
  lines are reversed relative to one another), but 
  between those events this unofficial Law of Time 
  seems to hold.
  There is no hard and fast rule here, but the Law of 
  Relative Time can be invoked whenever you wish 
  to restrict the actions of the characters, such as 
  having them try to go into the personal history of 
  an adversary to change their development or to 
  gain an unfair advantage when they encounter them 
  prior to their first meeting (and perhaps need to 
  keep their identities secret lest they invite Reapers). 
  Alternatively, if you decide not to have a Law of 
  Relative Time then it can be great fun to have a villain 
  
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  that’s one step ahead of the characters because, 
  relatively speaking, they’ve encountered them before 
  whilst they still have no idea who the villain is!
  you can reWrite more than 
  one Line of history!
  The Doctor’s admonition to Barbara in The Aztecs 
  is generally considered a warning rather than an 
  immutable law; the Doctor makes that more clearly 
  explicit in City of Death (see The Fourth Doctor 
  Sourcebook) when he notes that he can tamper with 
  history because he’s an expert. Here he reinforces 
  that thought even more glaringly by pointing out that 
  all of history could be rewritten with a snap of the 
  finger (and he would go on to do just that to Prime 
  Minister Harriet Jones in the near future).
  It’s interesting to note that, prior to this moment, the 
  Doctor was very careful about how he treated Earth’s 
  history. To some extent this is understandable; he’d 
  made a life on Earth for a while on several occasions 
  and had many friends. Changing history would 
  threaten that. Here, however, it’s obvious that the 
  Doctor is still smarting from the Last Great Time 
  War, where he watched the history of the universe 
  being rewritten almost constantly. It’s gotten to the 
  point where he doesn’t even know how Time is going 
  to play out or whether a temporal wake from the 
  war could rewrite history in the past, even if he’d 
  already visited that point in the future.
  You can also use the rewriting of history to showcase 
  how changes in the past can affect the future. 
  Perhaps the characters travel back in time to stop 
  an alien menace in 1916 but fail to save a British 
  army officer. When they return to the present, a 
  valued non-player character is missing because 
  they were the descendant of that officer after he’d 
  survived the war. If you’re feeling more ambitious, 
  perhaps the characters’ mucking of history in 
  colonial America results in the colonies remaining 
  with Great Britain and the whole world is united 
  under the Commonwealth by the 21st century.
  is magic indistinguishaBLe from science?
  To turn around noted science fiction author Arthur 
  C. Clarke’s famous quote about the relationship 
  between magic and technology (as the Seventh 
  THE mysTEry of gWynETH
  According to the Doctor, Gwyneth had been dead for at least 
  5 minutes before she sacrificed herself to destroy the Gelth. 
  How is that possible? Charles Dickens brushes it aside with a 
  quote from Shakespeare (“There are more things in Heaven 
  and Earth than are dreamt of in your philosophy, even for you, 
  Doctor”) but there has to be some explanation in science.
  The most obvious one is that Gwyneth’s connection to the 
  temporal rift gives her the ability to reach into the future for 
  a few minutes and control her body even after it has died. 
  This would have powerful implications for any time traveller 
  or temporal sensitive – they could send messages or perform 
  final acts (likely using Story Points) after they’ve been killed. 
  Or she may have possessed the Gelth possessing her body.
  Another possibility is that Gwyneth was inhabited by a benevolent Gelth that wanted to stop the 
  invasion. This would mean that not all Gelth march to the same beat and, should the player characters 
  meet the Gelth again, they may be aided by such agents. A good Gelth may even contact them to ask 
  for their assistance!
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  Doctor himself did when explaining Morgaine’s 
  powers, see Battlefield in The Seventh Doctor 
  Sourcebook), 
  most 
  ‘magic’ 
  that 
  the 
  Doctor 
  encounters tends to be explainable as science, even 
  if it is far beyond the capabilities of modern and 
  near-future humanity. In this particular instance, 
  Gwyneth’s psychic abilities are the result of being 
  born and raised near a temporal rift. This echoes 
  the explanation for Martha Tyler’s psychic abilities 
  in Image of the Fendahl.
  Here, the implication is that all ‘magic’ is simply 
  misunderstood science. Gwyneth’s powers come 
  from her sensitivity to time due to being born near 
  a temporal rift (there must be a genetic component 
  as well, otherwise Cardiff would be swimming 
  with psychics). Similarly, creatures of legend may 
  simply be aliens, a wizard’s magic may simply 
  be misunderstood technological tools, and ‘sky-
  chariots’ are simply spaceships. Temporal rifts or 
  malfunctioning transmats may also be responsible 
  for people disappearing and reappearing in faerie 
  circles.
  Oftentimes, as is the case here, these pseudo-
  magical effects help the player characters resolve 
  the adventure. Gwyneth was able to contact the 
  Gelth and hold them at bay; Old Mrs Tyler was able 
  to ward off the Fendahleen with salt. When planning 
  to reveal a magical legend as scientific fact, think 
  about how it can help the characters overcome the 
  current threat.
  What’s Wrong With charLes dickens?
  In this adventure Charles Dickens is portrayed 
  as having no belief in the supernatural and his 
  experiences with the Gelth open his eyes to new 
  possibilities. In truth, however, Dickens had an 
  interest in the preternatural and even joined 
  gWyneth
  Precognition: Gwyneth gets glimpses of the 
  future, which she may force by spending a Story 
  Point.
  Psychic: +4 against mental attacks and Gwyneth 
  may attempt to read minds.
  Telepathy: May create a mental link to read 
  minds or converse telepathically.
  Unadventurous: Gwyneth avoids adventure and 
  excitement.
  tech LeveL: 4 
  story points: 4
  aWareness
  4
  presence
  4
  coordination
  3
  resoLve
  4
  ingenuity
  2
  strength
  2
  Gwyneth is a servant girl who works for Mr Sneed, 
  who essentially raised her from the age of 12 after 
  her parents died from influenza. She was a natural 
  psychic whose powers were amplified by her long 
  proximity to the temporal rift in Cardiff. In an effort 
  to understand her abilities she sought out other 
  ‘psychics,’ such as Madame Mortlock, but she never 
  quite came to terms with her abilities.  Gwyneth 
  bears an uncanny resemblance to a 21st century 
  member of Torchwood named Gwen Cooper. The 
  Tenth Doctor confirmed that she was a descendant of 
  Gwyneth’s whose similar appearance is the result of 
  ‘spacial genetic multiplicity.’ It is unknown whether 
  the Cooper family name is Gwyneth’s as well.
  skiLLs
  Athletics 2, Convince 2, Knowledge 1, Medicine 1, 
  Subterfuge 2, Survival 2.
  traits
  Brave: +2 bonus to any Resolve roll when Gwyneth 
  needs to show courage.
  Empathic: +2 bonus on rolls to ‘read’ another person. 
  
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  the geLth
  Fear Factor (4): In their gaseous form, the Gelth 
  are terrible to behold. They gain a +8 to scare 
  people.
  Immaterial: The Gelth can only exist outside of 
  a gas environment for a few minutes, then they 
  must go back into the nearest gas source. The 
  Gelth cannot be affected by physical damage.
  Possession: The Gelth can possess the bodies of 
  the dead (see Gelth Zombie).
  Weakness (Fire): The Gelth are vulnerable to fire 
  which causes double damage to them.
  tech LeveL: 7 
  story points: 4
  aWareness
  4
  presence
  6
  coordination
  4
  resoLve
  4
  ingenuity
  2
  strength
  0
  Victims of the Time War, the Gelth had to lose their 
  physical forms and become ectoplasmic beings to 
  survive, doomed to live in gaseous environments 
  for eternity. They came to Earth in the 19th century 
  through a rift located in Cardiff. Unable to survive in 
  our atmosphere, the Gelth took refuge in gas pipes 
  where they could thrive. The network of pipes spanned 
  Cardiff, making it easy for these aliens to travel from 
  place to place. They soon discovered a young servant 
  girl named Gwyneth who grew up exposed to the rift. 
  She possessed the psychic ability the Gelth needed 
  to traverse the Rift and come to Earth. Because the 
  human body produces gas when it dies, the Gelth 
  were able to survive for short periods of time in the 
  bodies of the deceased.
  skiLLs
  Convince 4, Fighting 4, Knowledge 4.
  traits
  Alien
  Alien Appearance: The Gelth look like blue, wispy 
  spirits.
  the Ghost Club, which investigated claims of 
  preternatural experiences, in 1862. In 1865 he 
  wrote ‘the Signal-Man’ in which a character has 
  premonitions of his death. Obviously, he had an 
  interest, if not an outright belief, in things outside of 
  the physical realm.
  This does not mean, however, that Dickens truly 
  believed in the existence of the preternatural; 
  indeed, it’s possible that he viewed his participation 
  in the Ghost Club as a sceptic debunking claims of 
  preternatural forces. Similarly, including such in a 
  short story is merely Dickens being an entertainer. 
  Still, if a Gamemaster wishes to make Dickens’ 
  sudden disbelief in the preternatural a plot point for 
  a future adventure, then by all means do so!
  further adventures
  •	
  Not all of the Gelth were destroyed when the 
  gateway was closed. A small group might have 
  survived, body-swapping through the centuries 
  until they could find a way to either reopen the 
  rift or create a new one. The characters arrive 
  in the mid-20th century when a group of Gelth 
  hope to use atomic tests to open a new rift.
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  •	
  Before his death Charles Dickens shared 
  his revelations with others. A literary secret 
  society was created that owns the finished 
  modified Drood manuscript and, over the years, 
  has embedded other alien occurrences within 
  literary works. This society uses a ‘Drood code’ 
  that can unlock coded passages within the text 
  to provide more factual clues about the nature 
  of the aliens. The characters meet Bram Stoker 
  and discover that Dracula is actually about an 
  alien that is still in London and needs to be 
  stopped. Hilarity ensues when the characters 
  try to enlist Stoker, as it is not he but his editor 
  who is a member of the secret society!
  •	
  The Gelth don’t have to come through a rift 
  on Earth at all. The characters land aboard 
  a starship that has just had a major accident 
  and is hurtling towards a space-time rift. The 
  remaining crew is busy fighting zombies and 
  trying to regain control, unaware that their 
  enemy wants the ship to enter the rift. Meanwhile 
  every deceased crewperson joins the Gelth.
  gaBrieL sneed
  aWareness
  2
  presence
  3
  coordination
  4
  resoLve
  2
  ingenuity
  3
  strength
  2
  Gabriel Sneed is an undertaker who is very frugal 
  with his money. He purchased his funeral home 
  because it was considered haunted and came at 
  a low price (in truth it was atop one of the weakest 
  points in the temporal rift). He initially covered up 
  the re-animated corpses for fear that it would hurt 
  his business; he kidnapped Rose Tyler for similar 
  reasons.  
  skiLLs 
  Athletics 1, Convince 3, Fighting 2, Knowledge 2, 
  Medicine 2, Science 1, Subterfuge 3, Survival 2, 
  Transport 2.
  traits
  Impulsive: Sneed doesn’t think things through 
  before acting.
  Quick Reflexes: Sneed always goes first in his 
  Action Round unless taken by surprise. 
  Selfish: Sneed puts his own needs first.
  tech LeveL: 4 
   story points: 3
  geLth ZomBies
  aWareness
  2
  presence
  6
  coordination
  1
  resoLve
  4
  ingenuity
  2
  strength
  4
  skiLLs 
  Fighting 4, Knowledge 4.
  traits
  Alien
  Alien Appearance: The cadavers have dead 
  eyes and a stilted walk.
  Fear Factor (4): Gelth are just as terrible to 
  behold in their zombie forms, perhaps more so. 
  They gain a +8 to scare people.
  Weakness (Fire): The Gelth are vulnerable to 
  fire, which causes double damage to them.
  tech LeveL: 7 
   story points: 3
  
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  charLes dickens
  Dickens’ works were very popular and he began 
  making speaking tours throughout the British 
  Isles and across the Atlantic in North America. 
  He fell in love with an actress, Ellen Ternan, and 
  separated from his wife Catherine to be with her. 
  As time went on Dickens found himself losing 
  inspiration and relying more and more on past 
  works, which depressed him. He died in 1870 
  before finishing his last novel, The Mystery of 
  Edwin Drood. 
  skiLLs
  Convince 3, Craft (Writing) 5, Fighting 1, 
  Knowledge (Literature) 4, Science 2, Survival 1.
  traits
  Brave: +2 bonus to any Resolve roll when Charles 
  Dickens needs to show courage.
  Insatiable Curiosity: Dickens will investigate 
  anything that sparks his curiosity unless he 
  passes a Resolve + Ingenuity roll at -2.
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  tech LeveL: 4 
  story points: 5
  aWareness
  3
  presence
  4
  coordination
  2
  resoLve
  3
  ingenuity
  4
  strength
  2
  Born in 1812 and died in 1870, Charles Dickens is one 
  of the world’s most popular authors and his name 
  has almost become synonymous with Christmas 
  thanks to his best-known work, A Christmas Carol. 
  Other notable works include David Copperfield, Great 
  Expectations, Oliver Twist, The Pickwick Papers and 
  A Tale of Two Cities, the latter of which is the best-
  selling novel of all time, which begins with the well-
  remembered line ‘It was the best of times, it was the 
  worst of times…’
  Much of Dickens’ work involved biting social 
  commentary on life in Victorian England, especially 
  in London. His father was sent to debtor’s prison over 
  his mounting debts and the family joined him. Charles 
  was forced to leave school and work long days. This 
  made him sympathise with the working class and 
  their conditions and many characters, locations, and 
  plots were pulled from these experiences.
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  ‘The experts are dead, murdered right in front of me 
  by alien hands. Peoples of the Earth, heed my words. 
  These visitors do not come in peace.’
  B  synopsis
  London, England, 2006
  The Doctor took Rose home, thinking it had been 
  12 hours after they’d left modern London. Rose ran 
  into her flat just as the Doctor spotted a ‘missing 
  persons’ poster for her – they’d been gone for a 
  year! Not realising this, Rose tried to tell her mother 
  that she was with Shareen, only for the Doctor to 
  run in and tell her about his mistake. Not thinking 
  her mother would understand, Rose continued to 
  be cagey about where she’d been. Unsurprisingly, 
  Jackie was extremely upset and called the police, 
  believing the Doctor to be an internet predator.
  Rose went to the roof of the building with the 
  Doctor, wondering what she’d missed over the past 
  year. The Doctor asked Rose if she wanted to stay 
  home but was adamant that bringing Jackie along 
  wasn’t an option. He told her his age and Rose found 
  herself agreeing with her mum about the age gap. 
  She also lamented that she was the only one on 
  Earth that knew about aliens and spaceships when 
  a spaceship suddenly appeared and crashed into 
  Big Ben before landing in the Thames.
  In a state of near-panic, the British army shut down 
  Central London. Rose wanted to use the TARDIS to 
  get inside but the Doctor disagreed, worried that 
  someone might be watching. Instead they went back 
  to Rose’s flat, where they watched it on the telly with 
  Jackie and her friends. Of all the world leaders the 
  British Prime Minister was conspicuously absent. 
  While the press wondered where he was, they also 
  reported that a body had been recovered from the 
  spaceship.
  General Asquith, in charge of the British Army in 
  London, entered Albion Hospital to see the alien, 
  which was being examined by Dr Sato. She showed 
  him the body (which was actually still alive) and 
  declared that it was nothing she’d ever seen before. 
  The General noted that experts were being flown in. 
  While the Prime Minister was still missing Joseph 
  Green, Chairman of the Parliamentary Commission, 
  asserted control. His MOD liason, Junior Secretary 
  Indra Ganesh, informed Green that the rest of the 
  Cabinet is stranded outside the city and that he’s 
  effectively Acting Prime Minister.
  aLiens of London/WorLd War three
  
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  Margaret Blaine of MI5 met with 
  Green and informed him that she 
  had personally escorted the Prime 
  Minister to his car, but it seemed to 
  have vanished according to Oliver 
  Charles, the transport liaison. 
  Ganesh offered them a red box that 
  contained the emergency protocols 
  for an alien incursion. All of them 
  except Ganesh shared a knowing 
  laugh, as they were aliens in 
  disguise.
  Back on the roof, the Doctor 
  informed Rose that this might be 
  first contact between Earth and 
  an alien race. He was content to be 
  an observer because he didn’t feel 
  it appropriate to hold humanity’s 
  hand for this. Rose was worried 
  that the Doctor was going to leave 
  her, so he gave her a TARDIS key 
  as a promise that he wasn’t going 
  anywhere. Instead, he decided 
  to take the TARDIS into Albion 
  Hospital to check on the alien.
  Meanwhile, Harriet Jones, MP 
  for Flydale North, arrived at 10 
  Downing Street and spoke with 
  Ganesh. He tried to prevent her 
  from going into the Cabinet Room, 
  but when he followed the three 
  ‘officials’ leaving the room, Harriet 
  Jones slipped inside and read the 
  emergency protocols herself.
  The Doctor arrived at the hospital just as the ‘alien’ 
  woke up and attacked Dr Sato in self-defence. The 
  Doctor rallied the soldiers protecting the room to 
  help. The soldiers secured the perimeter as the ‘alien’ 
  was revealed to be a bipedal pig in a spacesuit. To 
  the Doctor’s horror, the obviously frightened pig was 
  mortally wounded by a soldier. Upon analysis, the 
  Doctor realised that it was a surgically uplifted Earth 
  pig that had been strapped into the ship like a joke.
  The three actual aliens returned to the Cabinet 
  Room with General Asquith. Hearing them, Harriet 
  Jones slipped into a cupboard. The General was 
  upset at the lack of organisation by Green, while the 
  latter failed to take any of it seriously. The General 
  attempted to impose martial law and relieve Green 
  of command, but the three aliens responded by 
  removing their skins to reveal that they were actually 
  Raxacoricofallapatorians. They then murdered the 
  General as a horrified Harriet Jones looked on.
  Back at the Tyler flat, Rose and Mickey had a 
  conversation. Mickey told her how tough it was 
  being the obvious suspect in her disappearance and 
  how Jackie continued to accuse him of having done 
  something to Rose. Overhearing them, Jackie was 
  upset that Mickey never mentioned watching Rose 
  and the Doctor leave in the TARDIS because he knew 
  he wouldn’t be believed. Rose then got upset when 
  Mickey mentioned that the Doctor had just left on his 
  own. She ran outside just as the TARDIS returned; 
  this time Jackie saw it. The Doctor told them that 
  the whole landing was a fake – someone was up to 
  something. The Doctor used the TARDIS to track 
  radar signals over the last few hours and discovered 
  that the spacecraft had been launched from Earth. 
  aLiens of London/WorLd War three
  
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  The Raxacoricofallapatorian (or Slitheen, the family 
  name) that was Charles swapped his skin for that 
  of General Asquith. Ganesh entered and, believing 
  the General to still be human, told him that the 
  activation of the emergency protocols revealed 
  the presence of the Doctor, an expert in extra-
  terrestrial affairs. The Slitheen agreed and called 
  for UNIT experts while sending a police taskforce 
  to arrest the Doctor. They succeeded in taking 
  the Doctor and Rose, leaving Mickey and Jackie 
  behind. The police took the Doctor to 10 Downing 
  Street while the Police Commissioner, Strickland, 
  interviewed Jackie about the Doctor and the TARDIS 
  before revealing that he, too, is Slitheen.
  Once at Downing Street, the Doctor was escorted to 
  the briefing while Ganesh forced Rose, who didn’t 
  have clearance, to remain behind. Rose was met by 
  Harriet Jones, who wanted a word with her about 
  the Doctor. She also showed Rose the discarded 
  skin husk of Oliver Charles. Rose tried a different 
  cupboard and the body of the Prime Minister fell out 
  just as Ganesh walked in to shoo them out.
  The disguised Slitheen held a meeting with the 
  world’s alien experts. The Doctor noted that the pig 
  alien crash landing was a hoax designed to cover 
  something else. The Slitheen then revealed their 
  true forms before emitting electric shocks through 
  the attendees’ ID cards. Fortunately for the Doctor, 
  the current wasn’t enough to kill a Time Lord and he 
  wrapped it around the neck of one of the Slitheen. 
  The shock not only affected it but the other Slitheen 
  on the planet.
  The Slitheen menacing Jackie was distracted 
  long enough for Mickey to arrive and knock it 
  unconscious with a chair. He took Jackie to his flat. 
  Back at Downing Street, the Doctor tried to assist 
  the police, only to find himself fingered by Green 
  as the chief suspect in the murdered alien experts. 
  The Doctor escaped into the lift and found Rose and 
  Harriet Jones. The Slitheen sealed off the upper 
  floors so that they could hunt the Doctor, Rose and 
  Harriet Jones without distraction.
  Evading the Slitheen, the Doctor and company made 
  it to the Cabinet Room. The Slitheen attempted 
  to follow, but the Doctor warded them off with a 
  decanter of alcohol. During the parley he learned 
  that the Slitheen weren’t attempting an invasion, but 
  his ruse with the alcohol was discovered before the 
  Doctor could get more information. He activated the 
  safety shutters that secured the room, not letting 
  anyone in or out. 
  Satisfied that the Doctor was contained for now, the 
  Slitheen summoned the rest of their family, who 
  
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  were also well-placed officials that enabled them to 
  pull off the ruse. The only Slitheen missing was the 
  one hunting Jackie. Inside the room, the Doctor and 
  company discovered the body of Ganesh, who had 
  been killed when he reported the Prime Minister’s 
  death to Blaine. Harriet Jones lamented that the 
  protocols were redundant now that the Slitheen had 
  killed everyone listed in the file, but Rose’s question 
  about a nuclear missile prompted her to explain the 
  United Nations had the launch codes. 
  With Jackie safe in his flat, Mickey called Rose on 
  her phone, which worked through the shielded 
  walls thanks to its modifications by the Doctor. The 
  Doctor asked Mickey to get to his computer and 
  enter the UNIT website using the Doctor’s password. 
  The Doctor, meanwhile, wondered why the Slitheen 
  were causing such a spectacle by crashing in the 
  middle of London. Mickey discovered that the 
  Slitheen were broadcasting a signal from the North 
  Sea into space.
  Unfortunately, the Slitheen masquerading as a 
  police inspector arrived at Mickey’s flat. The Doctor 
  attempted to discern the alien’s home planet as 
  the Slitheen unmasked and broke into the flat. The 
  Doctor figured out their home planet in time to 
  use their weakness. He instructed Jackie to pour 
  everything from Mickey’s kitchen with vinegar in it 
  into a jar that she then poured on the Slitheen. He 
  exploded and the other Slitheen felt his death.
  Slitheen Green ‘outed’ the alien conspiracy and the 
  murders of the alien experts to the United Nations. 
  He begged the UN to give him the codes to release 
  the nuclear missiles into space where the ‘alien 
  mothership’ was waiting. Hearing the speech, the 
  Doctor determined that, as there was no spaceship 
  up there, the Slitheen were making the UN panic 
  enough to give the UK the codes. The released 
  missiles would have nowhere to go but down and 
  trigger a worldwide nuclear war. That’s what the 
  Slitheen were really after: a source of radioactive 
  rocks to sell as raw fuel to interstellar vessels.
  The Doctor realised that he could stop the Slitheen 
  but risked losing Rose (and Harriet Jones and 
  himself) by doing so. He simply needed Mickey to 
  hack into the Royal Navy’s computers and launch 
  a missile at 10 Downing Street. Faced with the 
  possibility of ending the world or ensuring Rose’s 
  safety, Mickey and Jackie went through with the 
  plan. Meanwhile, Rose determined to survive by 
  getting beneath a door frame with the Doctor and 
  Harriet Jones. 
  Price noticed the missile bearing down on him and 
  hit the fire alarm. The remaining humans inside the 
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  building escaped while the Slitheen, who’d removed 
  their skins in anticipation of victory, struggled 
  to get back into their disguises. The missile hit 
  and destroyed the building, along with most of 
  the Slitheen (one escaped). The Doctor, Rose and 
  Harriet Jones also survived. As Harriet Jones ran 
  off to assist the authorities, the Doctor remembered 
  that she was going to be the Prime Minister that 
  ushered in Britain’s Golden Age.
  The Doctor and Rose returned to her flat. Jackie 
  and Mickey implored them to stay, but the Doctor 
  “doesn’t do domestics” and wanted to slip away. He 
  gave Mickey a CD to wipe all references to him out 
  of the world’s computers. With a new respect for 
  Mickey, the Doctor offered him a place aboard the 
  TARDIS, but Mickey refused. The Doctor honoured 
  his wish not to tell Rose and instead pretended that 
  he didn’t want Mickey aboard. In the end, Rose left 
  with the Doctor while Jackie and Mickey waited for 
  them to return. 
  continuity
  •	
  The Doctor claims he is 900 years old. 
  •	
  While obviously sketchy on the details (probably 
  because he isn’t sure if the Time War altered 
  history), the Doctor initially believes the 
  Slitheen ruse to be the official First Contact 
  between Earth and an alien species. His use of 
  ‘official’ implies that the various previous alien 
  contacts were ‘unofficial’ and kept from the 
  general populace.
  •	
  As with the previous adventure, the Doctor gets 
  the coordinates wrong. This time he lands in the 
  right place but a year in the future, rather than 
  the 12 hours into the future that he’d planned. 
  According to Rose, they’ve only been gone a few 
  days from when she joined him after the events 
  of Rose.
  •	
  The TARDIS phone is now a working phone.
  •	
  A boy spray paints ‘Bad Wolf’ on the TARDIS.
  •	
  When the Doctor takes Rose home a year 
  later they interact with the ramifications of 
  her disappearance. This cements it as a fixed 
  series of events and implies that, in the future, 
  the Doctor and Rose either do not visit the time 
  in between or, if they do, do not reveal Rose is 
  alive and well during that time. 
  •	
  Rose contemplates living in a world having 
  missed a year. Former companions Ian and 
  Barbara had the same problem when they used 
  the Dalek Time Corridor to return to Earth and 
  discovered they’d set it for two years after they’d 
  left Earth (see The First Doctor Sourcebook).
  •	
  Rose references her friend Shareen again, this 
  time planning to use her as the excuse as to why 
  she’s been away from home for 12 hours. 
  •	
  Rose coins the term ‘superphone’ for her 
  modified mobile. It can get a signal anywhere 
  through time and space.
  •	
  Ru Chan is Jackie’s friend and helped her 
  through the year Rose was ‘missing.’
  •	
  This is the first time post-Time War that 
  present-day (well, a year from it) is seen to 
  diverge from actual history, with different 
  government officials and an enhanced UN role. 
  •	
  The Doctor declares that Harriet Jones would 
  be elected for three terms and become the 
  architect of Great Britain’s Golden Age; he 
  later cuts her tenure short to two years with no 
  golden age in sight (see The Christmas Invasion 
  in The Tenth Doctor Sourcebook). 
  
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  •	
  Central London is once again in lockdown due 
  to an alien menace. Previous city lockdowns 
  occurred in The Web of Fear (see The Second 
  Doctor Sourcebook) and Invasion of the 
  Dinosaurs (see The Third Doctor Sourcebook). 
  •	
  British launch codes for their nuclear missiles 
  are kept secure by the United Nations. This 
  seems to be a continuation of the UNIT Era, 
  where more power was given to the UN at the 
  expense of national sovereignty. UNIT also has 
  files on previous alien contacts, which were 
  kept secret (see also the Black Archive visited 
  in The Day of the Doctor, in The Eleventh 
  Doctor Sourcebook). Obviously after the events 
  of Robot (see The Fourth Doctor Sourcebook), 
  the United Kingdom no longer holds its own 
  launch codes.
  •	
  The Doctor’s previous association with UNIT 
  is established as still having happened post-
  Time War. He is well-known as the ultimate 
  expert on extra-terrestrial affairs by the British 
  government. The Doctor claims that former 
  Prime Minister David Lloyd George used to 
  drink him under the table.
  •	
  The Doctor claims this could be ‘first contact’ 
  between Earth and an alien race. He obviously 
  means ‘first public contact’ as he was privy to 
  previous human-alien contact. Still, it’s odd 
  that he can’t recall when the official first alien 
  contact happened and what alien race was 
  involved. He’s likely still suffering some effects 
  from the Time War. 
  •	
  The Doctor keeps referring to Mickey as 
  ‘Ricky.’ While Ricky was Mickey’s alias in the 
  alternative Earth of the Cybermen (see Rise 
  of the Cybermen/Age of Steel in The Tenth 
  Doctor Sourcebook) it’s likely that the Doctor is 
  just trying to wind him up.
  •	
  At this point in his life, Mickey has no desire to 
  travel in the TARDIS. The Doctor covers for him 
  by pretending to ban him. This doesn’t deter 
  Rose, who affirmatively decides to become a 
  companion knowing what she’s getting into and 
  knowing that she has to leave Mickey behind.
  THE AgE of THE docTor
  The Doctor declares himself to be 900 years 
  old. He’s probably rounding down, as the 
  newly regenerated Seventh Doctor previously 
  declared his age to be 953 (in much the same 
  way a child may say that she’s 9 years old 
  rather than ‘9 and a half’). It’s also possible 
  that the Last Great Time War manipulated the 
  Doctor’s personal timeline so that he lost a few 
  decades. Alternatively, the Doctor later says 
  in The Empty Child  that he has “900 years 
  of phone box travel”), perhaps indicating that 
  it’s been 900 years since he took ‘the Doctor’ 
  as a name and not his actual age. Finally, it’s 
  possible that the Doctor simply referred to 
  his age in Gallifreyan years prior to the Time 
  War and used the age-counting of his adopted 
  home, Earth, in the aftermath.
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  B  running the adventure
  This is actually two adventures in one. The first is 
  character-driven: how does a companion handle 
  returning to her own time and place, but after 
  a significant period of time has passed? Rose’s 
  absence caused her mother to get the police 
  involved and she canvassed the city with pictures 
  of her missing daughter. Mickey spent a year being 
  interrogated and implicated as the chief suspect. 
  No doubt this had an impact on his relationships 
  and possibly his future career opportunities.
  Even when a companion keeps in touch or reassures 
  those she left behind that she’ll be back in the near 
  future, she still may come home to find that things 
  have changed and she is now time-locked from 
  fixing them. What if Jackie had died in an accident 
  and now Rose couldn’t contact her again? What if 
  Mickey had moved on in another relationship and 
  doesn’t appreciate an old girlfriend returning (there 
  is a bit of this in Boom Town). 
  Alternatively, 
  what 
  if 
  a 
  companion 
  returns 
  several years after she left and remains behind? 
  Suddenly she’s younger than her peers; they may 
  not appreciate being with a much younger friend 
  unmarked by the ravages of time like they are. What 
  if a friend’s younger sibling or neighbour’s kid is 
  all grown up and now there’s an attraction? What 
  if a loved one that was left behind could have used 
  the companion’s support and now resents her for 
  returning after her ‘extended holiday?’ 
  In short, a lot can be mined for roleplaying potential 
  and little preparation is necessary. Just think up 
  some questions and mine them for rich scenes!
  Secondly, this adventure is about an alien plot to 
  destroy the world. The Slitheen wish to manufacture 
  a situation in which the Earth launches its own 
  weapons and destroy itself. The implication is that 
  the Slitheen will blame the annihilation on Earth’s 
  own warmongering and claim that they simply took 
  advantage of the opportunity to claim the radioactive 
  remains – there’d be little evidence to the contrary. 
  As part of this plan the Slitheen have infiltrated 
  various levels of government and industry in order 
  to ensure that outcome. Their only limitations are 
  two. First, they can only impersonate humans 
  with heavy builds, meaning that they need to 
  move heavier people into positions of power while 
  removing the thin ones. Second, they don’t expect 
  a time traveller to get in the way and expose their 
  fraud, particularly the ‘pig alien.’ Thus, it becomes 
  paramount for them to hunt any player characters 
  that show anachronistic knowledge and weren’t 
  purged along with the other alien experts.
  Fortunately, the Slitheen’s own sense of family 
  brings them together in the climax, providing the 
  player characters with a convenient opportunity 
  to catch/destroy them all at once. If the player 
  characters are able they could call on the Judoon 
  to arrest them – the Slitheen have probably broken 
  several interstellar laws and they are convicted 
  criminals. Alternatively, as the Doctor does here, 
  the player characters can use some jiggery-pokery 
  to launch a missile or create their own weapon to 
  capture or destroy the Slitheen.
  changing the desktop theme
  This adventure is an alien conspiracy with a twist; 
  the aliens aren’t interested in conquest or humanity. 
  The Slitheen simply want to mine the planet for its 
  resources which has the unfortunate consequence 
  of destroying it. The annihilation of the human race 
  is simply more cost-effective than bargaining or 
  at least transplanting humanity to another planet. 
  
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  Obviously, it’s easy enough to swap out the Slitheen, 
  skin-suit replacement, human manipulation, and 
  what they actually want to make this adventure 
  seem fresh and new.
  The Faceless Ones is actually a close example. In 
  that adventure, the Chameleons establish an airline 
  that is presumably taking students to holidays, 
  while in fact the students are being kidnapped 
  and taken to space for transport to the Chameleon 
  homeworld. The Chameleons need stable body 
  imprints, with the twist here being that the victims 
  need to stay alive. 
  The Claws of Axos, on the other hand, is a different 
  sort of subterfuge. The Axons pretend to be 
  ambassadors from another world and offer humanity 
  a gift (ending world hunger) when in truth Axos is a 
  parasite that wants to bleed the planet dry. 
  If your players are aware of Slitheen, then it 
  could be very interesting to have a team of 
  Raxacoricofallapatorians infiltrating a government 
  (perhaps Earth or one of its colonies) because they’re 
  trying to stop something bad from happening. The 
  player characters wouldn’t know this, of course, 
  and their attempts to out the ‘Slitheen’ may end up 
  helping the real enemy. 
  The biggest tip-off that things aren’t what they seem 
  is the fact that the Raxacoricofallapatorians are 
  using a different technology to hide themselves that 
  doesn’t harm humans. They may even be observed 
  actually caring about particular humans.
  the question of domestics
  This adventure confronts a question that the loved 
  ones of many companions have struggled with since 
  the one they loved disappeared with a strange man 
  inside a blue box. Do they accept what happened or 
  WHAT if rosE HAd cALLEd HEr mum firsT?
  In The End of the World, the Doctor adapted Rose’s mobile to enable her to speak to her mother in 
  relative time; presumably, whatever time passes for Rose also passes for her mother between calls. 
  With this understanding, even if Rose landed on Earth in 2006 if she rang her mum on her phone then 
  her mother would still answer in 2005. Would that have changed events as seen?
  In a word: possibly. Rose had called her mother during The End of the World. Presuming that the 
  Doctor and Rose came to 2006 after only a brief stop in 1869 (Rose tells Mickey that she’s only been 
  gone for a few days) then Rose’s call would only have come a day later. Jackie still wouldn’t be too 
  worried and, assuming events continued to play out the same, the Doctor would have noticed the 
  date too late and Jackie would still be looking for her lost daughter. It is only when the Doctor sees 
  the posters that they become caught in the web of time and history becomes locked. 
  Had the Doctor realised the date while on the TARDIS, he could have modified Rose’s mobile to call 
  Jackie a bit later or, better yet, fix the coordinates before he and Rose exited the TARDIS. Still, as-is, 
  the question remains as to how Rose’s phone ‘updates’ to get signals from her ‘new’ present rather 
  than a year from now when she’d catch up, relatively speaking.
  The answer is likely as simple as synchronisation. The superphone likely receives signals from the 
  shortest distance travelled. Thus, once Rose arrived at 2006, her superphone updated to dial her 
  mum or Mickey within the same time zone. Alternatively, the Doctor may have adjusted it. In any 
  case, now that Rose is locked in the web of time she can’t use her phone to call her mum in the past, 
  at least not without the threat of Reapers!
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  do they think that there is something more sinister 
  afoot? How do they fill the void that the companion 
  left behind? How do they react when the companion 
  finally returns home? (And one question that 
  doesn’t get answered in this adventure is how does 
  the Doctor tell a companion’s loved ones that he 
  inadvertently whisked them away to their death?).
  The Ninth Doctor is very forthright about not 
  involving himself with ‘domestics;’ he expects 
  anyone that joins him in the TARDIS to leave such ties 
  behind. While his severe reaction is likely related 
  to his survivor’s guilt from the Last Great Time 
  War, in truth the Doctor has avoided ‘domestics’ 
  throughout his lives, partly by choice and partly due 
  to circumstance.
  The First Doctor made a conscious effort to leave 
  Gallifrey behind. He stole a malfunctioning TARDIS 
  and was essentially cast adrift in the time stream; 
  he had little control over where the TARDIS went 
  whenever it dematerialised. Thus, anyone who 
  came aboard as a companion was stuck with the 
  Doctor until the TARDIS returned them home 
  or they accepted a new home on one of its stops 
  through time and space. ‘Domestics’ simply wasn’t 
  a possibility.
  After two incarnations of randomly travelling 
  through time and space, the Third Doctor found 
  himself confronting ‘domestics’ head-on when the 
  Time Lords exiled him to Earth. He was stuck in 
  one particular period in which he felt intellectually 
  superior to all those around him. Yet, frustratingly, 
  he wasn’t in control and was frequently overruled 
  by primitive, close-minded, stubborn humans that 
  nonetheless were his superior. He even found 
  himself being mocked for it by having his scientific 
  assistant replaced with a naïve agent who could 
  simply nod in agreement whilst holding the Doctor’s 
  test tubes. All in all, while he grew to enjoy the 
  company of his new friends, the Doctor wanted 
  nothing more than to be free to roam the universe 
  once more.
  In spite of that, even when the Third Doctor received 
  his freedom to travel in a TARDIS that was now 
  a bit more reliable, he found it difficult to walk 
  away from the life he had created on Earth. It had 
  become a second home for him and he frequently 
  returned to aid his old friends and even allow his 
  latest companion, Sarah Jane Smith, to continue 
  practising journalism. This internal conflict between 
  familiarity and wanderlust was only resolved with 
  the Doctor’s regeneration.
  From that point forward, the Doctor generally 
  regarded his companions as permanent guests and 
  rarely returned to their ‘home time and place’ whilst 
  they travelled together. Two notable exceptions 
  were Adric, who could not be returned to E-Space 
  due to space-time limitations, and Tegan Jovanka, 
  who initially wanted to go home but the Fifth Doctor 
  had trouble getting her there. During this period 
  the Doctor was a nomad by choice; the Time Lords 
  voluntarily left him alone and he didn’t put roots 
  anywhere. 
  The Last Great Time War likely reinforced 
  the Doctor’s aversion to domestic situations. 
  Companions were routinely having their lives 
  rewritten, making their former homes sometimes 
  more alien than the worlds they travelled to. As 
  the war raged more brightly, the Doctor likely had 
  to confront the final unanswered question (giving 
  loved ones the bad news) as well as deal with 
  the repercussions of dealing with a companion’s 
  death just to have them return to life as the result 
  of temporal manipulation. It could all get quite 
  confusing.
  The Ninth Doctor now sees the universe as a clean 
  slate and, more than that, he still isn’t comfortable 
  in his own skin. He needs someone to reconnect 
  with and he needs that person’s full attention. He 
  doesn’t need Jackie to call him a monster or Mickey 
  to blame him for losing Rose; he already feels that 
  way about himself. He’d already started taking 
  steps toward understanding ‘domestics’ (or at least 
  putting Rose’s mind at ease) by enabling Rose to 
  call her mother (and presumably Mickey) whilst she 
  travelled with him, but then he goofed by bringing 
  her home a year late.
  Presuming 
  that 
  your 
  group 
  has 
  traditional 
  companions amongst them (whether travelling with 
  
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  harriet Jones, mp fLydaLe north
  Eccentric (Minor): Harriet feels the need to 
  identify herself and her position whenever she 
  meets someone.
  Empathic: +2 bonus on rolls to ‘read’ another person. 
  Face in the Crowd: +2 to any Subterfuge roll to 
  sneak about. 
  Indomitable: +4 bonus to any rolls to resist 
  psychic control.
  Insatiable Curiosity: Harriet will investigate 
  anything that sparks her curiosity unless she 
  passes a Resolve + Ingenuity roll at -2.
  tech LeveL: 5 
  story points: 4
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  5
  ingenuity
  4
  strength
  2
  Harriet Jones was an MP from Flydale North and a 
  self-described ‘back bencher.’ She didn’t believe that 
  she was destined for great things and was content 
  to serve her district and improve her constituents’ 
  lives as best she could. She was thrust into the 
  limelight during the Slitheen conspiracy and showed 
  great courage and fortitude. She became a shining 
  star in its aftermath and the Ninth Doctor recalled 
  that she was destined to serve three terms as Prime 
  Minister during the Golden Age of Great Britain 
  (unfortunately, that wouldn’t be the case as the Tenth 
  Doctor changed history after being angered by her 
  decision to blow up a retreating Sycorax vessel in The 
  Christmas Invasion).
  skiLLs
  Convince 4, Knowledge 3, Subterfuge 4, 
  Technology 2.
  traits
  Argumentative: Harriet will argue her point of view 
  even if it puts her life in danger. 
  Brave: +2 bonus to any Resolve roll when the 
  character needs to show courage.
  aLiens of London/WorLd War three
  a Time Lord, Time Agent, or some other space-
  time traveller), you’ll need to decide how strong 
  the domestics ties are and whether it’s possible to 
  maintain contacts or relationships with those left 
  behind. This could make for interesting plot points 
  in the future or even enable characters to use Story 
  Points to get help from their loved ones.
  sLitheen
  While there are some races like the Daleks, the 
  Sontarans and the Sycorax who are looking to 
  conquer the galaxy, the same cannot be said of all 
  the races in the universe. While some species are 
  generally ‘bad’ and others are generally ‘good’, like 
  humans, not every member of a given species thinks 
  the same way. This is the way with the inhabitants 
  of Raxacoricofallapatorius, the twin planet of Clom. 
  A beautiful planet with white marble temples on 
  sapphire cliffs, and stunning ice caves and poppito 
  trees. 
  The Raxacoricofallapatorians are a civilised and 
  proud race with large families and draconian laws. 
  Their strict government educates the children 
  in poetry, mathematics and democracy. It is no 
  surprise that one family, the family Slitheen, didn’t 
  get on well there.
  Descendants of the Huspick Degenerate, cousins to 
  the Blathereen and Rackateen, born on the Islands 
  of Hisp, the Slitheen are a whole family of criminals, 
  scouring the galaxy for opportunities to get rich. 
  They don’t care how they do it, as long as the price 
  is right. If a few innocent and primitive lives have to 
  be lost, or the odd planet gets boiled away, it really 
  
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  doesn’t bother them as long as they still get their 
  cut. The family itself is rather large, including all 
  the cousins, stepchildren and distant relatives, so 
  sometimes the family business resembles a small 
  corporation.
  Plenty of people can be forgiven for thinking 
  the Slitheen are a species themselves. They are 
  certainly doing nothing for the good reputation of 
  Raxacoricofallapatorius.
  Originally, they infiltrated the government. Their 
  criminal ways became legendary until the Great 
  Purge of Yon: 556. Over 500 Slitheen – every family 
  member – were arrested and found guilty. Those 
  Slitheen off-world at the time could never return 
  home, for fear of instantly being found guilty and 
  receiving the death sentence. Facing a cruel and 
  disgusting form of execution, it is no surprise that 
  not a single Slitheen has returned.
  A Slitheen (or Raxacoricofallapatorian) adult is 
  both impressive and frightening. They stand over 
  two metres tall with long muscular arms ending in 
  fierce talons. While they look fat and bulbous they 
  move remarkably quickly and with great precision. 
  They love to hunt and practice as often as they 
  can. A lucky and inventive prey can sometimes 
  escape, but not often. Slitheen have a very good 
  sense of smell and are remarkable trackers. When 
  they close in, the fight rarely lasts long. Luckily, 
  they have a weakness that can be a big problem 
  on Earth. Their bodies, being composed of living 
  calcium, react extremely badly to acetic acid. 
  Enough vinegar can dissolve a Slitheen or even 
  make one explode into tiny pieces, and boy does 
  that make a mess. 
  The 
  Slitheen 
  themselves 
  now 
  have 
  limited 
  resources as their early attempts at drug-running, 
  arms dealing and chizzle-waxing were halted. They 
  still have access to a few interstellar ships and they 
  understand genetic manipulation very well. 
  While they have the technology to create energy 
  weapons, they generally prefer to hunt their 
  prey and use their natural weapons to kill. 
  To hide among a planet’s dominant species 
  they are able to skin their victims and wear 
  it as a disguise (as long as the victim is ‘big 
  boned’ enough for the skin to accommodate 
  the Slitheen). 
  Even with the largest species, the skin is a tight 
  fit, so the Slitheen need to use gas exchangers 
  to maintain the disguise. The excess gas 
  can often lead to some embarrassing or 
  funny (depending how you look at it) social 
  problems. Most Slitheen prefer not to wear 
  such cramped disguises, but it takes only a 
  few moments to zip or unzip themselves 
  into their ‘skin suit’. 
  spAcEsHip EArTH? 
  The Slitheen plan is to turn the Earth into raw fuel to power spaceships. If this 
  is the case then it stands to reason that the Earth could be partially converted 
  and exploited in the way that mankind exploits all of Earth’s natural resources. 
  It may even be possible for someone to create a large enough engine that 
  could cannibalise the Earth’s interior and use it as fuel to propel the planet 
  outside the Solar System. Indeed, this was the Daleks’ plan when they 
  conquered Earth in the 22nd century (see The Dalek Invasion of Earth in 
  The First Doctor Sourcebook). As self-contained units Daleks didn’t need to 
  worry about an atmosphere and the spotting of an ‘asteroid’ or ‘comet’ by an 
  unsuspecting species would keep their guard down until a Dalek-occupied 
  Earth could get close enough for an invasion. Another example is Mondas; 
  although the Doctor believed that Mondas’ orbit was a natural occurrence, it’s 
  possible that the Cybermen figured out a way to ‘steer’ Mondas home.
  These examples beg the question of who learned the technology first. The Daleks 
  or the Cybermen could have taken it from the Raxacoricofallapatorians or the other 
  way around. Alternatively, the potential for radioactive chunks of planet to become 
  rocket fuel may simply be common knowledge amongst star-faring races.
  
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  pig astronaut
  Dark Secret (Minor Bad): Really a pig.
  *Fear Factor (Special Good): The Pig Astronaut 
  gets a +2 bonus to inspire fear to humans as they 
  aren’t accustomed to alien threats (ignore for a 
  character with alien knowledge or experience).
  Last of my Kind (Minor Bad): -2 to any but life 
  threatening rolls when alone.
  Tiny (Minor Bad): Although now bipedal, the 
  creature is still the size of a terrestrial pig. It 
  takes a -2 Strength and -1 Speed, but also has a 
  -2 to be hit and a -4 to be seen.
  story points: 1
  aWareness
  1
  presence
  1
  coordination
  3
  resoLve
  1
  ingenuity
  1
  strength
  1
  In order to deceive humanity about the true nature 
  of the alien invasion, the Slitheen augmented a pig 
  in order for it to ‘roleplay’ being an actual alien. It is 
  really just a terrestrial pig whose brain and body has 
  been altered to allow it to walk on its hind legs and 
  mimic humanoid behaviour. At its core, though, it is 
  just a frightened animal.
  skiLLs
  Athletics 2, Fighting 1, Survival 2.
  traits
  Alien
  Alien Appearance
  Alien Organs (Minor Good): The character’s organs 
  are not where you might expect. All targeted 
  damage is reduced by 2.
  Amnesia (Major Bad): As a recently uplifted 
  creature, the Pig Astronaut has no memory of the 
  past.
  Cowardly (Minor Bad): -2 penalty to any fear 
  roll. This is largely due to the Pig Astronaut not 
  understanding what’s happened to it.
  skin suiT (mAjor gAdgET)
  While offensive and disgusting, it is possible 
  for other species to use a skin suit. They’d 
  need an appropriate method to flay and 
  preserve the skin before using it.
  Traits: Shapeshift (Major; limited to preserved 
  skin and body shape and size must be 
  approximately the same)
  Cost: 2 Story Points
  further adventures
  •	
  The Earth’s mineral make-up makes it an 
  ideal source for interstellar fuel. While it is 
  not known whether this is a property of rock 
  planets generally or whether the Earth has 
  unique properties that make it ideal, there was 
  another, a planet that had the exact properties 
  of Earth: Mondas. A more legitimate family 
  of Raxacoricofallapatorians or other space 
  scavengers might see an Earth-like planet 
  hurtling through space and decide to mine 
  it, only to learn too late that the planet is still 
  occupied. Perhaps the Mondasian Cybermen 
  were able to steer Mondas towards the 
  Earth after assimilating the technology of 
  an unfortunate salvage crew? Can the time 
  travelers help the crew escape before they are 
  converted, or must they struggle with the ethics 
  of destroying the Cybermen (or their Mondasian 
  ancestors) in their infancy?
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  aLien expert
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  4
  strength
  3
  skiLLs 
  Convince 2, Fighting 3, Knowledge 5, Marksman 
  3, Medicine 2, Science 2,  Technology 2.
  traits
  By the Book: “I’m sorry, that’s classified.”
  Insatiable Curiosity (Minor Bad): Alien experts 
  will investigate anything that sparks their 
  curiosity unless they pass a Resolve + Ingenuity 
  roll at -2.
  Military Rank
  Obligation (Major): He has Top Secret 
  Clearance, not something awarded lightly.
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  tech LeveL: 5 
   story points: 1
  soLdier
  aWareness
  3
  presence
  2
  coordination
  3
  resoLve
  3
  ingenuity
  2
  strength
  3
  skiLLs 
  Athletics 2, Fighting 3, Marksman 3, Subterfuge 
  1, Survival 2, Technology 2, Transport 2.
  traits
  Brave (Minor Good): +2 bonus to any Resolve 
  roll when a soldier needs to show courage.
  By the Book (Minor Bad): Soldiers must be 
  convinced to act against orders.
  Code of Conduct (Major Bad): Soldiers follow 
  British law, military/government rules, and 
  protocols.
  Military Rank (Minor)
  Weapon: Assault Rifle (3/6/9)
  tech LeveL: 5 
   story points: 1
  •	
  A group of Slitheen crash on Earth in the 
  1950s and attempt to hide out in an American 
  Midwestern town. They use the Red Scare to their 
  advantage, painting anyone that questions them 
  as ‘communists.’ The time travellers appear in 
  this seemingly idyllic All-American town, only to 
  learn about strange disappearances of travellers 
  passing through (the Slitheen are poaching 
  outsiders) and the discovery of abandoned cars. 
  Fearing for their lives, the Slitheen do whatever 
  it takes to protect their new home, rallying the 
  unsuspecting townspeople to their cause and 
  claiming any strange technologies possessed by 
  the player characters as ‘Russian spy equipment.’
  •	
  When the money ran out to preserve the 
  Earth, the National Trust sold the rights to its 
  minerals to a Raxacoricofallapatorian salvage 
  company. While extracting the materials, the 
  company found some interesting artefacts and 
  
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  ‘fossils’ and created an Earth museum. The 
  time travelers arrive in the ‘Museum of Earth 
  History’ only to discover that it is under siege. 
  Something that the company extracted is very 
  valuable to someone and that person is sparing 
  no expense to reclaim it. 
  generaL asquith
  aWareness
  3
  presence
  5
  coordination
  4
  resoLve
  5
  ingenuity
  3
  strength
  3
  General Asquith is the chief military officer in 
  Great Britain. He arrived on the scene at Albion 
  Hospital to see the recovered ‘alien’ (really the 
  Pig Astronaut). He then went to 10 Downing 
  Street to meet with the Acting Prime Minister 
  and was horrified at how lightly he was taking 
  the situation. He threatened to take control and 
  put Great Britain under martial law, at which 
  point the Slitheen killed and replaced him 
  (which was their plan all along).
  skiLLs 
  Athletics 2, Convince 4, Fighting 2, Knowledge 2, 
  Marksman 4, Medicine 1, Subterfuge 2, Survival 
  3, Technology 2, Transport 1.
  traits
  Argumentative: The General will argue his 
  point of view even if it puts his life in danger. 
  Brave: +2 bonus to any Resolve roll when the 
  General needs to show courage.
  Code of Conduct (Major): The General follows 
  British law, government rules and protocols.
  Military Rank (Major x3)
  Tough: Reduce total damage by 2.
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  tech LeveL: 5 
   story points: 2
  dr sato
  aWareness
  4
  presence
  2
  coordination
  2
  resoLve
  4
  ingenuity
  5
  strength
  2
  Dr Sato is a physician called in to look at the 
  Pig Astronaut. As an alien expert, Dr Sato is 
  affiliated with Torchwood. For an alien expert 
  she seems surprisingly naïve about the nature 
  of alien life, so there may be something more 
  going on with Dr Sato than meets the eye.
  skiLLs 
  Convince 2, Craft 2, Knowledge 3, Medicine 4, 
  Science 4, Technology 4.
  traits
  Biochemical Genius: Dr Sato gains Areas 
  of Expertise for the Science Skill in Biology 
  and Chemistry and may create biological or 
  chemical Gadgets using the Jiggery-Pokery 
  rules, using the Science skill instead of 
  Technology for all relevant rolls.
  Boffin
  Technically Adept
  tech LeveL: 5 
   story points: 2
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  sLitheen
  Slitheen can fire a poisoned dart from their 
  finger (Coordination + Marksman to hit, 5(2/5/7) 
  – damage includes poison effect) and breathe 
  a cloud of poisonous gas at a close target, 
  3(1/3/4). These additional weapons can only be 
  employed once every seven days as they need 
  time to replenish.
  Outcast: The Slitheen have been outcast by the 
  other families from Raxacoricofallapatorius. If 
  they return, they will be arrested and executed.
  Shapeshift (Minor): Not exactly shapeshifting, 
  but the Slitheen use compression fields and can 
  wear skin-suits to disguise themselves amongst 
  other races.
  Weakness (Major): As a calcium-based lifeform 
  they are extremely reactive when they come into 
  contact with acetic acid. Contact does 4 levels of 
  damage every round. Three Attributes reduced 
  to 0 in this way can produce explosive results.
  tech LeveL: 6 
  story points: 3-5
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  5
  ingenuity
  3
  strength
  8
  skiLLs
  Athletics 2, Convince 2, Fighting 3, Medicine 2, 
  Science 2, Subterfuge 4, Survival 2, Technology 2, 
  Transport 3.
  traits
  Alien
  Alien Appearance
  Alien Senses (Smell): The Slitheen have an 
  excellent sense of smell, giving a +2 bonus on 
  Awareness rolls that involve smell.
  Fear Factor (2): Giant, green and with dangerous 
  claws, the Slitheen gain a +4 bonus on rolls when 
  actively scaring someone.
  Natural Weapons: Massive claws that can do 
  a great deal of damage (Strength +2). Female 
  
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  indra ganesh
  aWareness
  2
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  3
  strength
  2
  Indra Ganesh is a junior secretary with the 
  Ministry of Defence tasked with briefing Acting 
  Prime Minister Joseph Green on the situation 
  and protocols involved. Unfortunately, he 
  didn’t know that the Acting Prime Minister was 
  a Slitheen and handed him exactly what he 
  needed to launch nuclear missiles. Faithfully 
  performing his duties, he tried to stop Harriet 
  Jones and Rose Tyler from snooping around 
  but discovered the corpse of the original Prime 
  Minister in the process. He reported this to 
  Margaret Blaine of MI5, but to his horror she 
  revealed herself as Slitheen and killed him.
  skiLLs 
  Athletics 1, Convince 3, Knowledge 3, Subterfuge 
  1, Technology 2, Transport 1.
  traits
  By the Book (Minor Bad): Ganesh must be 
  convinced to act against procedure.
  Friends (Major Good): As a junior under-
  secretary, Ganesh is well-connected within the 
  British government.
  Unadventurous (Major Bad): Ganesh avoids 
  adventure and excitement.
  tech LeveL: 5 
   story points: 1
  sergeant price
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  4
  ingenuity
  3
  strength
  3
  Sergeant Price was a civilian police officer 
  placed in charge of security at 10 Downing 
  Street after the slaughter of the alien experts. 
  When a subordinate warned him that a missile 
  was headed towards the building Sergeant Price 
  ordered an evacuation. He inadvertently walked 
  in as the Slitheen were out of their skin suits to 
  take a victory dance but was able to run away and 
  complete the evacuation. Attempting to heed his 
  warning, the Slitheen struggled to get back into 
  their skin suits (as running outside in their true 
  forms was likely to get them shot dead) and, with 
  the exception of Margaret Blaine, they were all 
  destroyed in the explosion as Sergeant Price was 
  able to get all of the humans to safety.
  skiLLs 
  Athletics 2, Convince 3, Fighting 2, Marksman 4, 
  Medicine 1, Survival 2, Technology 2, Transport 2.
  traits
  Brave (Minor Good): +2 bonus to any Resolve 
  roll when Price needs to show courage.
  By the Book (Minor Bad): Price must be 
  convinced to act against procedure.
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  Weapon: Pistol (2/5/7)
  tech LeveL: 5 
   story points: 2
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  ‘Then hear me now! Exterminate!’
  B  synopsis
  Utah, USA, 2012
  The Doctor landed the TARDIS deep inside an 
  underground compound, called ‘the Vault’, in 
  2012. He and Rose emerged in an artefact room 
  that contained many remnants of aliens and alien 
  technology that had been found on Earth over the 
  years. The two were soon caught by a security team 
  that worked for Henry Van Statten, the billionaire 
  owner of GeoComTex. Van Statten collected and 
  used alien technology to increase his fortune and 
  influence the world.
  Van Statten interrogated the Doctor and Rose in 
  the presence of Diana Goddard, an aide, and Adam 
  Mitchell, a young Englishman hired by Goddard to 
  secure alien artefacts and determine their worth. 
  The Doctor took an artefact from Adam and showed 
  Van Statten that it was actually a musical instrument. 
  This impressed Van Statten, but he still wondered 
  why the Doctor was discovered so close to the 
  Cage, which contained his one living specimen. Van 
  Statten decided to take the Doctor to see it, noting 
  that it refused to speak. Van Statten dubbed it a 
  ‘Metaltron.’
  Van Statten’s assistant Simmons, who’d been 
  responsible for trying to get the Metaltron to speak 
  (i.e. torturing it), let the Doctor inside and locked the 
  door. Not realising at first what it was, the Doctor 
  tried to comfort it, before realising that the Metaltron 
  was really a Dalek. As soon as the Dalek realised 
  who the Doctor was, however, it tried to exterminate 
  him. Van Statten wouldn’t let the Doctor out because 
  he was fascinated that the creature finally spoke, but 
  fortunately the Dalek was power-drained and lacked 
  the capability to fire. 
  The Doctor ridiculed it as he established that the 
  Dalek had fallen through a temporal crack during the 
  Time War. He then attempted to kill it with a power 
  surge, but Van Statten had guards remove him. In 
  spite of being rescued, the Dalek still wouldn’t speak 
  to the infuriated Van Statten.
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  Van Statten interrogated and tortured the Doctor for 
  information. The Doctor revealed that the Daleks 
  were genetically engineered aliens designed to hate 
  and that they’d been destroyed in the Time War. Van 
  Statten noted that the Doctor was an alien too and 
  analysed him. The Doctor realised that all Van Statten 
  cared about was making money by deciphering alien 
  biology and technology. He tried to warn Van Statten 
  that the Dalek was a cunning adversary and would 
  escape, threatening not only them but the entire 
  planet.
  Meanwhile, Adam and Rose got to know each other. 
  Adam was fascinated by alien technology and 
  mentioned the creature in the Cage. Rose convinced 
  Adam to show her the Dalek and, when he did, the 
  Dalek played the part of the tortured prisoner. The 
  Dalek told her it was dying and that it was the last of 
  its kind. All of this talk was designed to garner Rose’s 
  sympathy, which it did. Rose reached out and touched 
  the Dalek; her handprint, full of artron energy (due 
  to her travelling through time), rejuvenated it. Adam 
  and Rose fled as Simmons, armed with a drill, 
  threatened it. The Dalek responded by crushing his 
  face with its sucker.
  Alarms sounded and the Doctor begged Van Statten 
  to contain the Dalek until it could be destroyed. 
  Van Statten, however, was more concerned with 
  preserving his prized specimen than worrying 
  about the lives of his employees. The Dalek easily 
  determined the proper combination and unlocked 
  the door. It then found a computer console and 
  interfaced, downloading everything on the Internet 
  while regenerating its armour. It also refreshed its 
  power cells, enabling it to use its full complement 
  of weaponry and defences. 
  The Dalek exterminated anyone that got in its 
  way while trying to find its way out of the Vault. 
  The Doctor ordered Van Statten to arm everyone; 
  unfortunately, the Dalek was between the staff and 
  the more powerful alien weapons. One security 
  guard, De Maggio, helped Adam and Rose flee but 
  died trying to keep the Dalek in the stairwell. 
  The Dalek then entered a large bay, where most of 
  Van Statten’s security forces and other staff were 
  waiting. The Doctor tried to tell them how to fight 
  the Dalek, but the new commander wouldn’t listen. 
  The Dalek spotted Rose and she felt a kinship with 
  it (the Dalek now shared her DNA). The commander 
  ordered everyone to fire, but the Dalek waited 
  until it knew that the Doctor and Van Statten were 
  watching. It then glided off the floor and set off 
  the fire alarm. This turned on all the sprinklers 
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  and, once everyone was drenched, 
  the Dalek fired into the water and 
  electrocuted everyone.
  Finally realising the true danger, 
  Van Statten decided to abandon 
  the Vault. Goddard noted that there 
  wasn’t enough power, but Van 
  Statten was enough of a computer 
  expert to bypass the security 
  codes for emergency power. In the 
  meantime, the Dalek contacted 
  the Doctor. It was upset that it 
  couldn’t find any trace of Daleks 
  in the universe and, as a soldier, it 
  needed orders. The Doctor angrily 
  advised it to kill itself and rid the 
  universe of Daleks once and for 
  all. The Dalek responded that the 
  Doctor would have made a good 
  Dalek, which horrified him.
  Van Statten managed to open the 
  bulkheads and everyone ran to the 
  doors before they shut. Adam made 
  it through, but Rose was left stuck 
  inside with the Dalek. The Doctor 
  heard it say “exterminate” and, 
  believing Rose to be dead, yelled 
  at Van Statten for not stopping it 
  sooner. As it turned out, the Dalek 
  hadn’t killed Rose, as it still needed 
  her. It was confused because it was 
  beginning to feel other emotions; it 
  had been contaminated by Rose’s 
  touch. The Dalek re-established 
  contact and ordered the Doctor to open the bulkhead 
  or it would kill Rose. Faced with this choice, the 
  Doctor opened the bulkhead door.
  Van Statten asked the Doctor what they were going 
  to do now. Adam mentioned that he still had some 
  alien technology in his workshop. The Doctor went 
  with him and Adam explained that Van Statten had 
  a habit of mind-wiping staff that displeased him, so 
  he kept a few alien pieces as insurance. The Doctor 
  sifted through the junk until he found a large alien 
  gun that still worked.
  The Dalek and Rose entered the office where 
  Goddard and Van Statten were. Van Statten pleaded 
  with it, claiming that he only wanted to help it. 
  The Dalek wasn’t buying any of it and threatened 
  to exterminate him. Rose, having sensed that the 
  Dalek was changing, appealed to its new emotional 
  side. She told it that there had to be something it 
  wanted other than killing and demanded to know 
  what it was. The Dalek answered “freedom.”
  The Dalek and Rose reached the top level and 
  the Dalek blasted a hole through the roof so that 
  sunlight could get through. The Dalek opened its 
  armour to reveal the creature inside, its one eye 
  basking in the sunlight. The Doctor arrived with the 
  gun, ready to use it. Rose, however, protected the 
  Dalek, claiming that it was changing. Unfortunately, 
  the Doctor knew the Dalek’s self-loathing at 
  mutation would interpret its condition as a terminal 
  illness. A soldier in the end, the Dalek asked Rose 
  to order its destruction. Regretfully, Rose did so and 
  returned to the Doctor’s side as the Dalek imploded.
  Goddard ordered Van Statten’s arrest and a mind-
  wipe, which was readily obeyed by his security 
  
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  guards. Adam caught up with the Doctor and Rose 
  and told them that Goddard was destroying the 
  Vault. Rose pleaded with the Doctor to take Adam 
  with them. The Doctor baulked, but changed his 
  mind at Rose’s insistence and allowed Adam aboard.
  continuity
  •	
  This adventure takes place in 2012, yet the 
  people of Earth during this time seem to have no 
  idea of what a Dalek is, nor did the Dalek search 
  of the complete Internet turn up any clues. It’s 
  likely that sensitive information is kept off the 
  grid (or at least Van Statten’s access to it) by 
  covert organisations such as Torchwood or UNIT 
  and that the Dalek post-Time War incursions 
  haven’t happened yet, relatively speaking (see 
  Why Doesn’t Anyone Remember the Previous 
  Dalek Invasions? on pg. 93).
  •	
  The Dalek has been on Earth for over 50 years, 
  which means it landed prior to 1962. It crashed 
  in the Ascension Islands in Canada. It moved 
  through various hands until Van Statten was 
  able to secure it at a private auction.
  •	
  The Daleks are established as the enemy of the 
  Time Lords in the ‘Last Great Time War.’ This 
  also establishes that there have been other 
  Time Wars. This is the Doctor’s first mention of 
  being the one who destroyed the Daleks along 
  with the implication that he wiped out the Time 
  Lords as well. 
  •	
  Van Statten’s helicopter is known as ‘Bad Wolf 
  One.’
  •	
  Amongst his collection of artefacts Van 
  Statten has a Cyberman head. He also has a 
  (presumably) Slitheen arm, likely taken from 
  the rubble of 10 Downing Street.
  •	
  According to Van Statten broadband technology 
  was derived from alien technology discovered 
  at Roswell in 1947. The cure for the common 
  cold was also discovered when GeoComTex 
  agents investigated the ‘Russian crater’ (likely 
  from the Tunguska Event, but there are other 
  impact craters in Russia).
  WHAT is sALT LAkE ciTy’s popuLATion?
  The Doctor claimed that Salt Lake City, 
  Utah had a population of one million in 
  2012, although in truth the city’s population 
  remained relatively stable in the low to mid 
  180,000s throughout the first decade of the 
  21st century. The Doctor was likely referring 
  to the Salt Lake City metropolitan area, which 
  does include about one million inhabitants. 
  That said you could use this ‘sudden’ 
  population spurt as a plot seed for a future 
  adventure. It’s possible that GeoComTex 
  has sprawling offices and perhaps even 
  a spaceport that could attract nefarious 
  aliens, or perhaps a large oil shale field has 
  been discovered nearby and has created a 
  population boom.
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  B  running the adventure
  This adventure puts a spin on the classic ‘base 
  under siege’ scenario. There is a great danger 
  lurking within the base that the characters and their 
  allies need to escape from while keeping the base 
  secure enough to contain it. In short, they need the 
  base to become a prison. Pacing and positioning 
  is important in an adventure like this and you may 
  want to make a rough sketch of the Vault just to keep 
  character positioning in perspective. This helps give 
  the players an idea of where the choke points are so 
  that they can contain the Dalek.
  One of the things that makes this adventure 
  precarious is that the characters need to convince 
  the people in control that the creature they have, the 
  Dalek, is dangerous in the first place. This would 
  have been a very short adventure if the Vault was 
  run by Torchwood or UNIT, as they’d have taken 
  more precautions (and possibly killed the mutant, 
  leaving only the shell for study). 
  An addition to the challenge is that the tropes of 
  predator and prey are manipulated and at times 
  flipped on their heads. In many ways Van Statten, 
  and even the Doctor, are more dangerous than 
  the Dalek, and the Dalek’s desire to be free as 
  well as its evolution through Rose turn it quickly 
  from cold-blooded killer to a creature worthy of 
  pity and sympathy. Take care to ensure that the 
  players quickly come to realise that things are not 
  as black and white as they first seem and revel in 
  the possibility that the situation may split party 
  sympathies.
  changing the desktop theme
  The key elements of this adventure are a prison-
  like base, a dangerous creature, and the unknown. 
  Regardless of character knowledge, the NPCs in 
  the adventure don’t understand the nature of their 
  prisoner. If set in the past this could be a remote 
  island or tomb, while in the future it could be a 
  starship or space station. The characters need to 
  escape while ensuring that the creature remains 
  trapped.
  WHy WAs THE dALEk’s conTAminATion A surprisE?
  The Dalek needed artron energy to regenerate, a technology likely 
  adapted from the Time Lords. The absorption of artron energy enables 
  the Dalek to create a localised temporal effect that ‘rolls back’ damage 
  done to the shell and ‘regenerates’ the Dalek mutant inside. In order 
  to ensure that the Dalek remains pure, there is a filtration system that 
  keeps unwanted genetic material from influencing the regeneration. 
  Thus, the Dalek expected to be fully restored and wholly Dalek when it 
  absorbed artron energy from Rose.
  Unfortunately for the Dalek, the safeguards, usually reinforced by 
  nearby Dalek technologies, weren’t restored in time and some of 
  Rose’s genetic material slipped through. In much the similar way that 
  a hybrid Human/Time Lord Doctor was created when Donna Noble 
  touched the Doctor’s severed hand when regenerative energy was 
  coursing through it (see Journey’s End in The Tenth Doctor Sourcebook), the Dalek became a Dalek/
  Human hybrid in its new regeneration. As the safeguards were restored as the transport unit was 
  repaired only a small part of Rose affected the Dalek, but it was enough to override or at least impair 
  the usual Dalek conditioning.
  
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  Almost any alien would work well in this scenario; 
  the trick is to amplify their prowess. The Doctor 
  has faced groups of Daleks multiple times; what 
  makes this adventure so frightening is that a single 
  Dalek is shown to be a destructive menace capable 
  of destroying an advanced civilisation such as 
  Gallifrey. The creature should also struggle with 
  a moral crisis, such as a Cyberman that can 
  feel emotion again, an Ice Warrior questioning 
  their honour now that their people are gone, or a 
  Sontaran that discovers that the war he was bred 
  for no longer wages – the Rutan Host was defeated 
  long ago.
  Don’t be afraid to turn this adventure on its head. 
  Having the characters discover a reactivated 
  Raston Warrior Robot and coming to the conclusion 
  that the only way to ensure its destruction is 
  to destroy the Vault, with them still inside, is an 
  intense situation. This is mitigated, however, when 
  the Raston Warrior Robot isn’t killing its enemies, 
  only wounding and capturing them for analysis. 
  It turns out that this particular Raston Warrior 
  Robot is a training model and generally non-lethal 
  so long as the appropriate voice commands are 
  used. Currently it simply thinks it is performing a 
  training exercise. A Movellan, on the other hand, 
  may use their wiles to convince their captors that 
  they are friendly, only to turn on them the moment 
  they are able to contact their command ship.
  hoW Was this daLek connected to 
  the Last great time War?
  The Dalek in this adventure crashed in the Ascension 
  Islands over 50 years ago, or just prior to 1962. As it 
  was definitely involved in the Last Great Time War, 
  what was it doing on Earth? More specifically, why 
  wasn’t it destroyed along with the rest of the Daleks? 
  The Dalek’s arrival roughly coincides with the First 
  Doctor’s arrival on Earth. As the Doctor brought with 
  him the Hand of Omega in anticipation of a battle 
  with the Daleks (see Remembrance of the Daleks 
  in The Seventh Doctor Sourcebook), it’s likely that 
  the Dalek was part of an advance group attempting 
  to secure the Hand of Omega. A Time Lord unit 
  prevented the Dalek Taskforce from completing 
  its mission (possibly by using the Hand of Omega 
  itself). A later incarnation of the Doctor (likely the 
  seventh) met his previous self and convinced his 
  reluctant predecessor to hide the Hand of Omega. 
  Once that was accomplished the older Doctor left 
  and the First Doctor forgot the incident (and the 
  fact that he’d hidden the Hand of Omega) due to the 
  crossing of the time streams.
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  Unfortunately, the Time Lord unit didn’t notice that 
  they’d left a Dalek behind. Their temporal weaponry 
  had inadvertently trapped it inside a dimensional 
  bubble long enough that it was spared the destruction 
  that wiped out the Time Lords. It eventually broke 
  free of the bubble and crashed, damaged, in the 
  Ascension Islands. It has been trying to reach its 
  army for the last 50 years, unaware that the Time 
  War is over. As a good soldier, it remained silent 
  even through the numerous tortures it received.
  Given that the Dalek crashed at the height of the 
  Cold War, it’s likely that the Dalek was spirited away 
  as a ‘Soviet project,’ perhaps a satellite or a weapon. 
  The Canadian government chose not to share 
  this with Torchwood or UNIT as they preferred to 
  investigate internally. Over the years it continued to 
  change hands between governments, governmental 
  contractors, extra-governmental organisations, 
  and private collectors until Van Statten was able to 
  acquire it.
  Why doesn’t anyone rememBer the 
  previous daLek invasions?
  In hindsight, Henry Van Statten’s failure to identify 
  a Dalek seems laughable at best. For a person who 
  single-handedly owns the Internet and multiple 
  pieces of alien technology Van Statten doesn’t 
  know about the Daleks’ previous appearances on 
  Earth during the 20th and early 21st centuries, 
  including the very public Battle of Canary Wharf 
  and the Dalek conquest and transportation of 
  Earth, both events occurring within the past five 
  years. Has Van Statten been spending too much 
  time in his bunker and his consultants have been 
  keeping information from him for fear of being 
  turned into amnesiac junkies, or is something 
  else afoot? One way to approach this is to take 
  Van Statten’s perspective at face value. As far 
  as he is concerned, the Daleks have not made 
  their presence known recently or, at best, they’re 
  considered long destroyed by this point. Let’s look 
  at the Doctor’s previous encounters, relatively 
  speaking, with the Daleks in recent history.
  Let’s start with The Evil of the Daleks (see The 
  Second Doctor Sourcebook), which partially took 
  place in 1866 London. Their presence was contained 
  to a single house and that house was destroyed 
  with the Daleks safely returned to their future. This 
  event took place 13 years before the establishment 
  of the Torchwood Institute and, given the possibility 
  that the Second Doctor manipulated the Daleks into 
  a Civil War, may have been erased by the Time War.
  Next is Remembrance of the Daleks (see The 
  Seventh Doctor Sourcebook), which took place in 
  1963. This was also part of a Dalek Civil War likely 
  influenced by the Fourth Doctor’s participation in the 
  Time War. In this case, the War could have rewritten 
  these events or Group Captain Gilmore’s team could 
  have buried the event and filed it with Torchwood. 
  Similar cases may be made for Resurrection of the 
  Daleks (see The Fifth Doctor Sourcebook) in 1984, 
  this time a UNIT cover-up. The Dalek appearance 
  atop New York’s Empire State Building in 1965 in 
  The Chase (see The First Doctor Sourcebook) was 
  too incidental to be recorded.
  The last major invasion of Daleks occurred in the 
  late 1970s (or 1980s) during Day of the Daleks (see 
  The Third Doctor Sourcebook). This, however, 
  created an alternative timeline and it’s likely the 
  event was forgotten by all involved once the timeline 
  settled into its new path.
  Given the secrecy behind these events, it’s no 
  wonder Van Statten doesn’t know them. Torchwood 
  and UNIT likely keep their sensitive information 
  off-the-grid and it’s even possible that the Doctor 
  himself encrypted the files so that no mere hacker 
  or virus could extract the information.
  So what about the Dalek encounters subsequent to 
  the Ninth Doctor’s regeneration, relatively speaking? 
  That’s simple – they never happened. And this is all 
  due to four little words: “Doesn’t she look tired?”
  
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  When the recently regenerated Tenth Doctor 
  single-handedly ended the career of Prime Minister 
  Harriet Jones, he changed established history 
  (see The Christmas Invasion in The Tenth Doctor 
  Sourcebook). The Ninth Doctor remembered her 
  as a three-term leader of Britain’s Golden Age; 
  she’d only been Prime Minister for less than a year 
  when he toppled her. Thus, the Doctor created a 
  divergence that had a ripple effect. Couple this with 
  his use of the Cardiff temporal rift as a fuel source 
  (see Boom Town, on pg. 134) and it was the Doctor 
  who was ultimately responsible for weakening the 
  dimensional wall between parallel universes. 
  Without this temporal interference, the Cybus 
  Industries Cybermen would never have crossed 
  over to our world (and, without the Doctor’s aid, 
  probably would have converted the entire Earth 
  to their side). More importantly, the Cult of Skaro 
  and the Genesis Ark would not have been freed 
  from the Void. With the Cult of Skaro still safely 
  locked away, none of the subsequent (or previous, 
  depending on your point of view) Dalek incursions 
  into recent Earth history would have occurred. The 
  1930 invasion of New York City, the 2007 Battle of 
  Canary Wharf, the creation of the New Paradigm 
  Daleks during World War II, and the Dalek conquest 
  of Earth in 2009 simply never happened.
  Thus, when the Ninth Doctor and Rose appeared on 
  Earth in 2012, it was an Earth free from major Dalek 
  invasions. Harriet Jones was still Prime Minister 
  and ushering Great Britain through its Golden 
  Age (one could even make the argument that the 
  American Government was allowing GeoComTex 
  greater influence and control out of a fear that Great 
  Britain, and perhaps other nations as well, were 
  threatening its dominance as the world power). With 
  this in mind, and accounting for at least some of Van 
  Statten’s claims as bluster, it’s not inconceivable 
  that most people on Earth, including Van Statten, 
  couldn’t identify a Dalek on sight.
  daLeks
  In the entire universe, no race has caused more 
  death and destruction or incited more fear and 
  terror than the Daleks. Those who see a Dalek for 
  the first time often underestimate them. They look 
  like little more than an armed pepper pot, some 
  sort of silly robot that will have a problem getting up 
  stairs. Nothing could be further from the truth – their 
  advanced technology and will to conquer at all costs 
  makes them one of the darkest forces the Doctor 
  has ever faced. Daleks are not robots but a crippled 
  mutant encased in an armoured battle-suit. 
  This battlesuit is armed with a weapon that can 
  fire in a 360-degree arc and spells instant death 
  for any life form it strikes. It is encased in both 
  armour plating and a force-field, making it immune 
  to almost every form of weaponry. The survival 
  systems allow a Dalek to survive easily under water 
  or in hard vacuum. Even the heat of falling through 
  a planet’s atmosphere from space cannot destroy 
  the suit or kill the mutant inside. Energy thrusters 
  in the casing allow the Dalek to fly in space or in 
  atmosphere at low altitudes. Finally, advanced 
  computers allow the mutant to hack into most 
  computer networks, downloading huge amounts 
  of data in moments. Everything about a Dalek is 
  designed to kill and destroy; even their plunger-
  like manipulator arm can suffocate a man to death, 
  crush their skulls or extract their brainwaves.
  However, the most terrifying thing about the Daleks 
  is not their weapons and armour, but their attitude 
  and beliefs. All Daleks believe they are superior to 
  all other forms of life. They alone have the right to 
  command and dominate. They believe in no greater 
  force than themselves and insist that no form of 
  morality applies to them. It is their mission not only 
  to control the universe, but also to cleanse it of all 
  non-Dalek life. Even with advanced technology, 
  as the Time Lords learnt to their cost, it is hard 
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  to face such a determined and aggressive enemy. 
  Daleks feel no fear, will kill in an instant and feel no 
  remorse. They consider the universe only in terms 
  of war and murder. Daleks have no art or culture, 
  they exist only to fight and conquer. 
  Anything that cannot be used as a weapon or a 
  defence is of no use to them. As one of the most 
  technologically advanced races in the universe, mere 
  weapons and armour rarely manages to destroy the 
  Dalek threat. One of their only weaknesses is their 
  predictability, due to their reliance on logic. It is the 
  Doctor’s cunning, ingenuity and abstract thinking 
  that has led to their defeat each time. The Daleks 
  are also extremely pragmatic, which has often given 
  their enemies respite from their attacks. Free from 
  emotion, the Daleks never get angry or upset over 
  the results of battle. If resistance proves too strong 
  they will not push forward out of pride or martial 
  spirit, they will retreat and reconsider. However, 
  if they believe they can overcome an obstacle they 
  will sacrifice as many slaves, resources and even 
  themselves to achieve their objective. Daleks are 
  slaves to their own race, seeing the individual as 
  unimportant compared to the glory of the Dalek 
  race as a whole.
  The Daleks originated on the planet Skaro, as a 
  race called the Kaleds. The Kaleds were much like 
  humans, as were their enemies the Thals. The war 
  between the Thals and Kaleds lasted for centuries 
  and would see no end unless one species was 
  utterly destroyed. Neither side offered quarter and 
  used any weapon they could find, no matter what 
  the cost, to destroy the opposition. After centuries 
  of war with nuclear weapons it became apparent 
  that the radiation was creating genetic anomalies in 
  both species. The Kaleds set their greatest scientist, 
  Davros, to solve the problem of these mutations. 
  His answer and the results of his research would 
  one day become the Daleks.
  Davros began his experiments by accelerating 
  the mutation, to discover what the Kaleds were 
  becoming. The results were not pretty, a one eyed 
  creature with tentacles for limbs, little more than a 
  green brain. The creatures couldn’t even survive for 
  very long. Such a creature could never fight the war 
  for the Kaleds and further mutation meant the end 
  of the Kaled race.
  However, it became very clear to Davros that the 
  mutations were too advanced to be reversed, 
  especially as the surface of Skaro was heavily 
  irradiated. So instead, he designed and built a 
  ‘travel machine’ for the mutants. The machine was 
  armed and armoured and built with an advanced life 
  support system. In this form the Kaled race might 
  survive.
  Unfortunately, Davros was not quite the patriot 
  the Kaleds expected. Instead of just advancing the 
  mutation to discover its results, he decided to make 
  a few modifications of his own. He removed ‘useless 
  emotions’ like love, compassion and mercy. His 
  intention was to create a new army, loyal to him 
  alone and utterly dedicated to his goals of conquest 
  and supremacy. The Kaleds learned of Davros’ 
  
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  treachery too late. By the time they suspected he 
  had his own agenda, too many ‘travel machines’ 
  had been built and Davros quickly took control. 
  The mutants turned on the Kaleds and destroyed 
  them all, leaving only enough of them to create 
  more mutants. A new race had been born, a race of 
  mutants encased in weaponised body armour, and 
  Davros named them his ‘Daleks’.
  The Time Lords, seeing the terrible destruction 
  the Dalek race would inflict upon the universe, 
  enlisted the Doctor to put a stop to the threat before 
  it could begin. The Fourth Doctor was sent to the 
  very moment that Davros created the Daleks, to put 
  an end to them. Of course, this is not the Doctor’s 
  way. He could not bring himself to be the cause of 
  the Daleks’ demise, but he did delay their progress. 
  This is often considered the Time Lords’ first strike 
  against the Daleks and the cause of the Last Great 
  Time War.
  Davros expected his new race to follow him on 
  a conquest of not only the Thals but the universe 
  itself. Unfortunately, while the Daleks fully intended 
  to purify the universe of all non-Daleks, they were 
  not about to ‘follow’ anyone. They reasoned that 
  Davros was a Kaled, not a Dalek, and refused to 
  follow his orders, destroying their creator when he 
  tried to undo his work and force their compliance. 
  From there, they spread out into the universe to 
  conquer and enslave anything that crossed their 
  path. Davros, however, would not end his connection 
  with the Daleks there. He lived on, in suspended 
  animation, clinging to life until he was needed once 
  more.
  Even before the Time War, the Doctor had fought the 
  Daleks so often that they knew him as ‘The Oncoming 
  Storm’. The struggles between the Doctor and his 
  enemies were many and varied; he fought them 
  across Space and Time, through battles that would 
  later come to be seen as small skirmishes in the 
  Time War. The Doctor was present at all the crucial 
  moments in the Dalek’s evolution, either through 
  accident or design. The Doctor returned to Skaro, 
  centuries after the Dalek’s creation, when they tried 
  to revive their creator for assistance in a war they 
  were losing. The Daleks hunted through the ruins 
  of the old Kaled city, located Davros and revived 
  him with the help of his own life support systems. 
  Davros was later arrested by Earth authorities and 
  held in cryogenic suspension aboard a prison ship 
  for 90 years. Once more, The Daleks came to find 
  him and free him, always seeking his help with their 
  problems. To the Dalek race, Davros was not the 
  leader he had wanted to be, he was merely a tool to 
  help them through any difficulties or setbacks.
  Eventually, Davros tired of his creations. They were 
  not loyal to him and so he started again from scratch. 
  He began forming a new Dalek race, completely 
  loyal to him. The original Daleks fought back against 
  this - they wouldn’t let Davros pollute their race with 
  un-pure Daleks. A war emerged between the two 
  Dalek factions, which styled themselves ‘Imperials’ 
  and ‘Renegades’. Much like the Time War, this 
  battle was fought out of the sight of many, though 
  when the battle did land on a particular world the 
  consequences were devastating. 
  Eventually, the war between the Daleks reached 
  Earth, as the two sides battled for ‘The Hand of 
  Omega’. This powerful Stellar Manipulator was 
  created by the Time Lords and used to turn suns 
  super-nova, forming black holes which would 
  provide the power source for their time travel. 
  The hand was hidden on Earth by the Doctor in 
  1963, shortly after he fled his home world. Caught 
  in the war between Dalek factions, the Doctor 
  tricked Davros into using the Hand, which led to the 
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  destruction of Skaro’s sun. Davros took this action 
  personally, fuelling his grudge against the Doctor 
  and the Time Lords.
  The fight between the Dalek factions began to 
  wane as a larger battle loomed. As the Time War 
  approached, the Dalek factions fought separately 
  against the Time Lords and the other species. 
  No one knows quite when the two factions joined 
  together, but at some stage the Daleks united 
  against their new enemies. In the final battle of the 
  Time War, it was the Doctor who found himself able 
  to end the Daleks forever, but only at the cost of his 
  own people. 
  Daleks organise themselves as an army, with their 
  entire lives dedicated to war and conflict. The 
  mutants require very little sleep and automatic 
  systems in their casings can awaken them if danger 
  threatens. This means the Dalek race is an army 
  constantly on alert. Their favoured tactics are 
  simply to crush all resistance as soon as possible. 
  After their ships have neutralised any military 
  installations, the Daleks themselves swarm out to 
  occupy ground positions and quell any resistance. 
  They leave little in reserve as they don’t care how 
  many Daleks might be destroyed. Having said 
  that, few things can destroy even one Dalek, so 
  they rarely suffer any casualties. This means 
  Dalek assaults are often very short, with most 
  resistance crushed in moments.
  Daleks have no concept of ‘fighting 
  fair’ and ignore any of the rules 
  and morality most soldiers take for 
  granted. To them, only the objectives 
  matter. If the leaders of a civilisation 
  resist, the Daleks will begin executing civilians 
  en masse, without ‘wasting’ any time threatening 
  to do it. This denies their victims the time to 
  think and plan a resistance strategy as their 
  civilians, be they men, women or children, 
  are being killed in large numbers. Often, 
  civilians will be rounded up and detained 
  by Dalek ground forces, although this is 
  mainly to control civil disobedience. While 
  Daleks often use slaves to collect planetary 
  resources, the only thing the Daleks are interested 
  in is what they can take from a planet to fuel their 
  war machine.
  Dalek assault forces rarely bother to communicate 
  with an invaded planet, as they are not interested 
  in discussion. They will only negotiate if threatened 
  with a stronger force. Any conversation will simply 
  be a list of their demands, one of which will be 
  unconditional surrender. When all resistance is 
  quashed, an occupation force remains on the planet 
  to oversee the removal of all mineral resources. Art, 
  culture and knowledge are of little or no interest 
  to the Daleks. They will keep a certain amount of 
  the population alive to strip mine the planet, or to 
  detail to them any technological advances that the 
  conquered planet might have that interest them. In 
  general, anything that isn’t a tool of war is ignored 
  so, sometimes, cunning resistance fighters have 
  used non-military technology applied cleverly to 
  repel an occupation force. However, these instances 
  are rare, and usually when the planet is stripped of 
  all the Daleks need they just leave. 
  
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  They rarely kill the population as that would waste 
  time, but with a broken planet those who survive 
  Dalek enslavement rarely live long, unless they can 
  escape their shattered home.
  Interestingly, while they are obsessive, deeply 
  xenophobic megalomaniacs, Daleks are egalitarian, 
  at least among themselves. All Daleks are equal, 
  even those with special jobs to do (such as guarding 
  the Emperor). Much like ants or bees they have 
  one leader and everyone else follows the leader’s 
  voice alone. This egalitarianism does seep into their 
  dealings with other races. To the Daleks there are 
  only two species in the universe, Daleks and non-
  Daleks. Gender, age and ethnic origin mean nothing 
  to Daleks when they consider the worth of their 
  slaves or potential enemies. They grade people in 
  terms of intelligence and willpower, and physical 
  ability to work.
  Dalek Mutant
  Outside their armour, the true Dalek mutant is 
  repulsive and almost pitiable. However, while they 
  are significantly less threatening and very vulnerable, 
  they are still very dangerous. They are far stronger 
  than they appear and still have the will to kill and 
  destroy. The mutant creature is little more than a 
  brain with tentacles and a single eye, although the 
  mutations have made no two quite alike. If left for an 
  hour outside a survival suit the mutant will tire and 
  die. In this time they will do anything to return to the 
  protection of their suit, becoming more dangerous 
  and desperate with each minute.
  further adventures
  •	
  After the destruction of Torchwood One at 
  Canary Wharf in 2007 during a fight between 
  Cybermen from a parallel dimension and the 
  Daleks led by the Cult of Skaro, GeoComTex 
  sent a retrieval team to secure as many alien 
  artefacts as it could before the remnants of 
  Torchwood could reclaim them. Unfortunately, 
  the GeoComTex team doesn’t quite understand 
  the artefacts and inadvertently awakens a 
  dormant alien. This alien wreaks havoc as it
  security guards
  aWareness
  3
  presence
  2
  coordination
  3
  resoLve
  3
  ingenuity
  2
  strength
  3
  skiLLs 
  Athletics 2, Fighting 3,  Marksman 3, Subterfuge 
  1, Survival 2, Technology 2, Transport 2.
  traits
  Brave: +2 bonus to any Resolve roll when a 
  security guard needs to show courage.
  By the Book (Minor): Security guards must be 
  convinced to act against orders.
  Weapon: Pistol (2/5/7)
  tech LeveL: 5 
   story points: 1
  technicians
  aWareness
  3
  presence
  2
  coordination
  2
  resoLve
  3
  ingenuity
  3
  strength
  2
  skiLLs 
  Craft 3, Knowledge 2, Science 3, Technology 3, 
  Transport 2.
  traits
  Boffin (Major Good): Van Statten’s technicians 
  are trained to reverse-engineer alien 
  technologies to create new Earth technologies.
  Technically Adept (Minor Good): +2 to any 
  Technology roll to fix a broken or faulty device.
  tech LeveL: 5 
   story points: 2
  daLek
  
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  tries to return home or, failing that, create a 
  new home on Earth, to the detriment of those 
  already on it.
  •	
  The Cyberman head is a Model V Cyberman, 
  which dates to or after the Cyberwars. It’s 
  possible that a group of Cybermen managed 
  to survive the invasion spearheaded by Tobias 
  Vaughn and upgraded themselves to use local 
  materials. Eventually, this group threatens 
  to convert London once again unless the 
  characters can stop them. These Cybermen 
  could also be precursors to the Model VI 
  Cybermen discovered in the sewers by the 
  Sixth Doctor in 1985, explaining why they are 
  susceptible to regular bullets (they had to 
  use inferior materials). Some of them had yet 
  to upgrade when they were defeated, thus a 
  henry van statten
  Friends (Major): Van Statten basically owns the 
  government.
  Insatiable Curiosity: Van Statten will investigate 
  anything that sparks his curiosity unless he 
  passes a Resolve + Ingenuity roll at -2.
  Obsession (Major): Van Statten will do anything 
  to add to his alien collection or to understand 
  more about his collection, including putting 
  others’ lives at risk.
  Selfish: Van Statten puts his own needs first.
  Technically Adept: +2 to any Technology roll to fix 
  a broken or faulty device.
  Voice of Authority: +2 bonus to Presence or 
  Convince rolls.
  tech LeveL: 5 
   story points: 6
  aWareness
  3
  presence
  5
  coordination
  3
  resoLve
  4
  ingenuity
  5
  strength
  3
  Henry Van Statten is one of the most powerful people 
  in the world in 2012. He began as a computer prodigy 
  and built a major corporation known as GeoComTex. 
  He was an avid collector of alien technology and 
  reverse-engineered it to produce more products. 
  He claimed to own the internet and may have been 
  instrumental in its creation, possibly with the aid of 
  alien technology. He kept most of his alien artefacts 
  in a bunker near Salt Lake City, Utah.
  Van Statten’s influence was such that he could 
  ‘erase’ people from existence and the American 
  government wouldn’t blink an eye; he could also 
  control American elections. This only fed his ego and 
  van Statten became a man used to getting what he 
  wants. That the Dalek wouldn’t talk to him, effectively 
  ‘saying’ that Van Statten was beneath him, frustrated 
  van Statten to no end. He valued his property more 
  than his people and this eventually led to his downfall 
  and his erasure from existence.
  skiLLs
  Athletics 2, Convince 4, Craft 2, Knowledge 4, 
  Marksman 2, Technology 4, Transport 2.
  traits
  Argumentative: Van Statten will argue his point of 
  view even if it puts his life (indirectly) in danger. 
  Cowardly: -2 penalty to any fear roll.
  
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  simmons
  aWareness
  2
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  4
  strength
  3
  Simmons was one of Van Statten’s technicians 
  and lead researchers, assigned the task of 
  researching the ‘Metaltron.’ Somewhat sadistic, 
  amongst the methods Simmons used to get the 
  Metaltron to talk was torture.
  skiLLs 
  Athletics 2, Convince 2, Craft 2, Fighting 2, 
  Knowledge 4, Medicine 3, Science 3, Technology 
  4, Transport 3.
  traits
  Obsession (Major): Simmons will try anything 
  to get the Dalek to talk.
  Technically Adept: +2 to any Technology roll to 
  fix a broken or faulty device.
  tech LeveL: 5 
   story points: 2
  security commander
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  4
  ingenuity
  3
  strength
  3
  skiLLs 
  Athletics 2, Convince 3, Fighting 2, Marksman 4, 
  Medicine 1, Survival 2, Technology 2, Transport 2.
  traits
  Argumentative: The Commander dismisses 
  advice even if it puts his life in danger. 
  Brave: +2 bonus to any Resolve roll when the 
  Commander needs to show courage.
  By the Book (Minor): The Commander must be 
  convinced to act against procedure.
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  Weapon: Pistol (2/5/7)
  tech LeveL: 5 
   story points: 2
  Model V head – alternatively, the time travelling 
  Cybermen were Model Vs until they decided 
  to adopt the aesthetic of their Earth-bound 
  brethren. 
  •	
  The last Dalek wasn’t quite telling the truth. 
  Having breached the Vault, its dimensional/
  temporal shifting circuits could work again. 
  Its final utterance of ‘exterminate’ was its 
  acceptance that he was no longer a Dalek, but 
  something greater. From the shadows it became 
  its own ‘Van Statten,’ trying to make the world 
  better by sharing bits and pieces of new science 
  to it. Unfortunately, it comes to the conclusion 
  that the human race would only wipe itself 
  out without guidance and it attempts to take 
  over the world by reconditioning human minds 
  through their interactions with computers. If the 
  characters don’t stop him, this new Dalek would 
  become the ‘Emperor of Earth’ with the entire 
  planet ‘benevolently’ enslaved.
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  diana goddard
  aWareness
  3
  presence
  4
  coordination
  2
  resoLve
  4
  ingenuity
  4
  strength
  2
  Diana Goddard was an assistant to Henry van 
  Statten and promoted to senior status after the 
  former title holder dared question one of Van 
  Statten’s ideas and had his life erased. Goddard 
  proved to be as ruthless as her boss, but she still 
  valued human lives and the way Van Statten was 
  willing to toss them away sickened her. Once the 
  Dalek was defeated she orchestrated a coup that 
  removed van Statten from power (and existence) 
  and took over GeoComTex as its new CEO.
  skiLLs 
  Athletics 2, Convince 3, Knowledge 3, Survival 1.
  traits
  Attractive
  Brave: +2 bonus to any Resolve roll when she 
  needs to show courage.
  Charming: +2 bonus to attempts to use charm.
  Code of Conduct (Minor): While in some ways 
  as ruthless as Van Statten in business, Goddard 
  does her best to care for her subordinates 
  and will disregard policies that place them in 
  unnecessary danger.
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  tech LeveL: 5 
   story points: 4
  daLek mutant
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  4
  ingenuity
  4
  strength
  5
  skiLLs 
  Convince 4, Fighting 4, Marksman 3, Medicine 
  3, Science 8, Subterfuge 3, Survival 4, 
  Technology 8.
  traits
  Alien
  Alien Appearance (Major)
  Dependency (Major): The Dalek mutant is 
  unable to survive outside of its Dalekanium 
  casing for very long and it is very vulnerable. 
  After an hour outside, the mutant will have to 
  make regular Resolve and Strength rolls, with 
  increasing Difficulties (starting at 12) to survive.
  Natural Weapon (Poisonous Bite): A mutant’s 
  only attack is to bite its prey, inflicting (1/3/4) 
  levels of damage. This bite is often poisonous, 
  although the potency depends on the Dalek in 
  question. By spending a Story point the Dalek is 
  poisonous enough to induce unconsciousness 
  and extreme fever on a successful attack.
  Slow: Outside of the armour, a Dalek mutant’s 
  movement is incredibly limited (Speed 1).
  Technically Adept: Daleks are brilliant at using 
  and adapting technology.
  tech LeveL: 9 
   story points: 2-4
  
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  daLek
  Flight: Daleks are able to fly. Their hovering 
  Speed is effectively 1, when in open skies or 
  space they have a Speed of 6.
  Forcefield (Major Trait): Bullets appear to stop 
  in the air in front of the Dalek, appearing to 
  dissolve on contact with the Dalek’s powerful 
  forcefield. Damage is reduced by two levels (from 
  Disastrous to Failure, from Bad to no effect, and 
  so on).
  Natural Weapon (Exterminator): The legendary 
  Dalek weapon usually kills with a single shot 
  (4/L/L). A Dalek can also channel this energy 
  through its armoured shell, damaging anyone 
  who touches it.
  Scan: Daleks can interface with computers 
  and with living beings and absorb data in great 
  quantities.
  Special – Self Destruct: If under threat of being 
  captured, the Dalek will self-destruct, causing 
  (3/6/9) levels of damage to those within 10m of 
  the explosion.
  Technically Adept: Daleks are brilliant at using 
  and adapting technology.
  tech LeveL: 9 
   story points: 5-8
  aWareness
  3
  presence
  4
  coordination
  2
  resoLve
  4
  ingenuity
  4
  strength
  7*
  *The Dalek mutant inside has different Attributes 
  when removed from the Dalekanium casing (see 
  page 101).
  skiLLs
  Convince 4, Fighting 4, Marksman 3, Medicine 3, 
  Science 8, Subterfuge 3, Survival 4, Technology 8.
  traits
  Alien
  Alien Appearance
  Armour (Major Trait): The Dalekanium casing 
  reduces damage by 10. This does reduce the Dalek’s 
  Coordination to 2 (already accommodated in the 
  Attributes).
  Cyborg
  Environmental: Daleks are able to survive in the 
  vacuum of space, or underwater.
  Fear Factor (3): Daleks initially look silly but once 
  you realise how deadly they are, they are terrifying, 
  getting a +6 to rolls when actively scaring someone.
  daLek
  
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  ‘Today we are the headlines. We can rewrite history. 
  We could prevent mankind from ever developing.’
  B  synopsis
  Satellite Five, Earth Orbit, 200,000
  The Doctor took Adam and Rose to a space station 
  in the 2001st century. The Doctor believed that this 
  was a golden age of an Earth galactic empire, but 
  when they disembark the evidence was in contrast 
  with the Doctor’s proclamations. The satellite 
  population was exclusively human and everything 
  seemed a bit grittier than it should be, with various 
  environmental calamities affecting Earth and 
  everyone aboard slavishly devoted to the news 
  network running the satellite. After taking money 
  from a cash machine and cutting Adam and Rose 
  loose to explore, the Doctor met Cathica and Suki, 
  two journalists. Apparently it’s every journalists’ 
  goal to get to floor 500, where the management 
  resides.
  Meanwhile, Adam was feeling a bit overwhelmed 
  and Rose relished her turn to play ‘seasoned time 
  traveller.’ She offered her modified cell phone to 
  him to call home, but Adam only got the answering 
  machine. Suddenly an alarm sounded and everyone 
  packed up. The Doctor grabbed Adam and Rose; 
  Adam slipped the phone into his pocket. On Floor 
  500, the Editor was concerned that there was a shift 
  in information; someone was aboard the satellite 
  that shouldn’t be here.
  Cathica and Suki took the Doctor to the broadcast 
  room, where Cathica sat in a chair at an octagonal 
  table and received information from every city 
  through a portal inside her forehead. She then 
  transmitted it to seven other people around the 
  table who channelled it through the networks. The 
  Doctor explained to Rose that Cathica became a 
  central processor and would forget the information 
  once it had been transmitted; otherwise, her brain 
  couldn’t take it. Suki explained that manipulation of 
  news data was against the law.
  Suddenly, there was an announcement of promotion 
  for Suki, as the Editor discovered that she was the 
  security breach. He apologised to the Jagrafess, 
  who was attached to Floor 500’s ceiling, because 
  Suki had a second biography overlaying her true 
  one. As Suki wandered off, Rose noticed that Adam 
  was upset – seeing Cathica’s brain while the portal 
  was active unnerved him. She gave him the TARDIS 
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  key in case he needed to decompress. Cathica said 
  goodbye to Suki, noting to the Doctor that no one 
  who goes to Floor 500 has ever been seen again and 
  you can only get to that floor with the key provided 
  when you are promoted.
  Suki entered Floor 500 and immediately discovered 
  that all was not as it seemed. She found another 
  octagonal desk, but all of the people around it were 
  corpses. She then entered a doorway where the 
  Editor confronted her. She tried to lie about her 
  credentials, but the Editor rebuffed her with the 
  truth – she was an anarchist and the last member 
  of the Freedom Fifteen. Suki accused the Editor of 
  manipulating the news, but he simply allowed the 
  Jagrafess to deal with her.
  Left with Cathica, the Doctor asked her about life 
  in the station. She explained that employees are 
  stuck on one floor until they are promoted. The 
  Doctor asked her about the lack of aliens, but 
  Cathica hadn’t really thought about it. There were 
  many small reasons why they weren’t there, but she 
  never saw the big picture. In fact, she didn’t notice 
  much of anything that didn’t directly involve her. The 
  Doctor realised that humanity’s growth had been 
  stunted for about 90 years, which was the exact 
  time Satellite Five had began broadcasting.
  Adam phoned home, recording information he’d 
  learned about computers in the future. He soon 
  found himself on the medical level just as computer 
  screens stopped interfacing with him. A nurse, 
  believing Adam to be a student, explained that he 
  couldn’t access the computers without a ‘chip.’ 
  The nurse offered him either a small chip or “the 
  full info spike,” noting that he had unlimited credit. 
  Adam was hesitant, but the nurse comforted him by 
  pointing out that the procedure was painless and 
  could be accomplished within 10 minutes.
  Meanwhile, the Doctor was using his Sonic 
  Screwdriver to find out more about the satellite. 
  Cathica was worried and Rose wondered why it was 
  so hot. The Doctor noted that the ventilation system 
  was overtaxed trying to funnel heat generated on 
  Floor 500 throughout the rest of the satellite. The 
  Doctor’s interference caught the attention of the 
  Editor, who tried to discover who the Doctor was. 
  Unfortunately, he couldn’t find any information on 
  either the Doctor or Rose. He decided to ‘promote’ 
  them to bring them to Floor 500.
  The Doctor and Rose arrived on Floor 500 where they 
  were greeted by the Editor. The Editor demanded 
  to know who they were while Rose spotted Suki 
  working at a console – dead but moving. The Doctor 
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  explained that she was basically a puppet now. 
  He also refused to answer the Editor, to which the 
  Editor referred the questions to the Editor-in-Chief: 
  the Jagrafess. The Editor noted that the Jagrafess 
  had been controlling the human race since Satellite 
  500 was established. The Editor represented a 
  Consortium of Banks and helped the Jagrafess 
  settle in. As he talked, the Editor didn’t realise 
  that Cathica had entered the floor and was moving 
  behind him.
  Using his new chip, Adam used Rose’s phone to 
  call home and transmit data. Unfortunately, this 
  alerted the Jagrafess and the Editor, who pulled 
  information from Adam’s brain to discover details 
  about the Doctor and Rose. The Editor remotely 
  pulled the TARDIS key from Adam’s pocket and 
  noted that, with the TARDIS, he and the Jagrafess 
  could go back in time and stop humanity from ever 
  developing. 
  The Doctor noted that the Editor 
  would succeed, as humanity had 
  become sheep and would listen to 
  anything the Jagrafess ordered. 
  This spurred Cathica to sit in the 
  programming chair and began 
  transmitting the truth.
  The Editor ordered his drones 
  to stop her, but it was too late. 
  Cathica destroyed the drones and 
  the consoles while freeing the 
  Doctor and Rose. She also vented 
  the heat onto the Jagrafess. Suki, 
  perhaps acting on misunderstood 
  orders, grabbed the Editor’s ankle, 
  forcing him to remain behind as the 
  Jagrafess exploded. The Doctor 
  and Rose left Cathica in charge 
  as they slipped away, along with 
  Adam.
  The Doctor took Adam home and 
  gave him an opportunity to come 
  clean about the answering machine. 
  When he didn’t, the Doctor used his 
  Sonic Screwdriver to destroy it. He 
  then told Adam he was being left 
  behind. Adam protested that he 
  had the infospike in his head, but 
  the Doctor told him to lie low or 
  risk being dissected. The Doctor 
  and Rose left in the TARDIS just 
  as Adam’s mother came home. 
  She was happy to see her son, but 
  fainted when she snapped her fingers and Adam’s 
  forehead opened.
  continuity
  •	
  The Doctor believes that this should be the 
  time of the Fourth Great and Bountiful Human 
  Empire. Earth holds 96 billion people and it 
  controls a galactic empire made up of a million 
  planets and a million species. The events of this 
  adventure have set humanity back 90 years, but 
  with the destruction of the Jagrafess the Doctor 
  believes humanity will recover quickly.
  •	
  There is an Earth-colonised place known as 
  the New Venus Archipelago. It has sandstorms, 
  the latest of which killed 200 people. It’s 
  likely that New Venus is a planet that has only 
  one significant archipelago rather than an 
  archipelago called ‘New Venus.’
  
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  •	
  There	 is	 a	 University	 on	 Mars.	 Mars	 itself	
  isn’t	 highly	 regarded,	 being	 considered	 ‘the	
  boondocks’	of	the	empire.
  •	
  There	 are	 water	 riots	 on	 Glasgow,	 Caledonia	
  Prime.	 Caledonia	 Prime	 is	 another	 Earth-
  colonised	world.
  •	
  Solar	flares	are	a	problem	during	this	period	of	
  Earth	history.
  •	
  The	Face	of	Boe,	described	as	a	‘he,’	is	pregnant.	
  ‘Bad	Wolf’	is	the	TV	channel	broadcasting	the	
  news	about	the	Face	of	Boe.	
  •	
  Morocco	is	a	republic	at	this	time.
  •	
  Neither	 the	 Doctor	 nor	 Rose	 are	 recorded	 in	
  Earth	history.	This	could	be	due	to	the	influence	
  of	 the	 Bad	 Wolf,	 or	 the	 CD	 the	 Doctor	 gave	
  Mickey	at	the	end	of	World War Three.
  B  Running the AdventuRe
  This	adventure	basically	comprises	two	parts.	The	
  first	is	a	classic	‘locked	room’	mystery	–	something	
  has	 changed	 the	 timeline	 and	 its	 answer	 lies	
  somewhere	on	the	station.	The	second	is	a	question	
  about	the	Doctor’s	companions:	what	if	one	of	them	
  went	astray	and	used	time	travel	for	selfish	ends?
  For	the	first	question,	the	clues	are	scattered	about	
  the	station.	The	air	conditioning	doesn’t	seem	to	be	
  working	properly	and	everyone	wants	to	get	to	the	
  mysterious	top	floor,	which	is	supposedly	made	of	
  gold.	Oddly,	the	station	is	full	of	news	journalists,	
  who	 should	 be	 curious,	 yet	 no	 one	 has	 bothered	
  to	investigate	these	fairly	obvious	clues.	Once	the	
  characters	get	to	the	500th	floor	they’ll	need	their	
  knowledge	 of	 the	 air	 conditioning	 system	 to	 heat	
  things	up	for	the	Jagrafess.
  The	second	question	is	more	difficult	to	approach,	
  as	 it	 either	 needs	 to	 be	 given	 to	 a	 Gamemaster-
  controlled	 character	 (which	 always	 makes	 them	
  suspect)	or	evolve	naturally	from	a	player’s	actions,	
  which	 can	 make	 dealing	 with	 the	 issue	 a	 sensitive	
  one	 as	 it	 essentially	 writes	 out	 a	 character.	 Some	
  advice	on	handling	this	is	given	on	pg.	109.
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  changing the desktop theme
  Reduced to its basic elements, this is an adventure 
  about an adversary that manipulates a civilisation 
  into doing things without question. In this sense 
  it is similar to The Macra Terror (see The Second 
  Doctor Sourcebook), which involved giant crab 
  aliens manipulating a human colony to mine gas, 
  The Krotons (see The Second Doctor Sourcebook), 
  in which aliens manipulated the survivors of a 
  society they wiped out to help them rebuild their 
  ship, and The Beast Below (see The Eleventh 
  Doctor Sourcebook), in which human refugees from 
  a ravaged Earth kept themselves blissfully unaware 
  that their spaceship was being piloted by a tortured 
  star whale.
  As these three examples show, there are many ways 
  to present an adventure like this. All that is needed 
  is a seemingly idyllic (or at least peaceful) society, 
  strange clues about something sinister going on, 
  and the population’s reluctance to even notice it, 
  much less investigate it. It’s up to the players to 
  get to the heart of the mystery and free the local 
  population to regain control of their lives.
  future trends in fashion
  One of the most striking features about the future 
  of 2000th century Earth is how utterly mundane 
  the fashions are. Most people aboard Satellite Five 
  would not look out of place at all if they’d hopped 
  into the TARDIS and exited in late 20th century/early 
  21st century Earth. Is it really possible that fashion 
  hasn’t changed all that much over the course of 
  almost two millennia?
  A quick look at some of the Doctor’s previous 
  adventures would confirm that this is not the case. 
  There are several instances where civilian and 
  military attire look very ‘futuristic’ to the eyes of 
  someone from Rose’s time. Why then did the 2000th 
  century revert to archaic styles?
  There are generally two forces at work here. The 
  first is that some fashions are more durable over 
  time. A man’s business suit, for example, hasn’t 
  changed much over the course of the 20th and 
  early 21st century except in subtle, at times almost 
  imperceptible, ways. The suit is comfortable enough 
  and practical enough that it’s proven difficult for 
  fashion to change (indeed, the greatest change in 
  many business offices is the abandonment of the suit 
  for less formal attire rather than a replacement). 
  It’s likely that many of the fashions on Satellite Five 
  seem identical to ‘modern’ fashions but if given a 
  closer inspection one might see the differences.
  The second force at work is that fashions tend to 
  be cyclical. Bell-bottomed pants and platform 
  shoes, for example, became vogue in the late 1960s 
  and 1970s only to disappear in the 1980s. They 
  returned once again, in women’s fashion in the 
  1990s. Similarly, the ‘steampunk’ subculture of the 
  early 21st century has brought back Victorian attire, 
  albeit sometimes in more risqué forms than similar 
  clothes worn in the 19th century. It’s possible that 
  the early 21st century fashions simply came in and 
  out of vogue over the course of two millennia. 
  This adventure aside, you can use fashion to 
  quickly convey information about a particular time 
  and place. The modern steampunk subculture, 
  for example, only affects a small percentage of 
  the population, but what if it blew up into a world-
  wide phenomenon? It’s likely that other aspects of 
  Victorian culture might creep in as well, with future 
  humans speaking in Victorian slang, referring to 
  frontier colonies as ‘hill stations’ whilst making 
  time for afternoon tea even when travelling in deep 
  space. 
  It’s also possible to quickly convey which culture 
  is dominant (either politically or aesthetically) by 
  dressing future humans in attire influenced by 
  
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  particular Earth cultures. The crew of a mining 
  ship may be dressed in Malaysian sarongs in 3004, 
  while a space station crew in 5505 may be wearing 
  thawbs. Whether these fashions are indicative of 
  an overall cultural movement or simply the latest 
  fashion statement is something that the players will 
  need to figure out. 
  is bAd WoLf inVoLVEd?
  One of the reasons fashion is so important in 
  this adventure in that it immediately conveys 
  to the Doctor that something is wrong. He’s 
  expecting a futuristic paradise and instead 
  he gets a banal news station that doesn’t look 
  much different from Rose’s time. In short, 
  the near-contemporary fashions help instil 
  in the Doctor a sense that this is a stagnant 
  civilisation, something that will come back to 
  the fore when he returns (relatively speaking) 
  nine decades later.
  There’s also the fact that this is a news 
  satellite that manipulates the news in order 
  to manipulate Earth’s civilisation. While 
  this is largely attributed to the Daleks, it’s 
  possible that someone else is really pulling 
  the strings to ensure the Doctor’s involvement 
  and, perhaps, luring the Daleks to Earth. In a 
  sense, Satellite Five is a giant trap that brings 
  the Daleks and the Doctor together.
  Could this be the work of Bad Wolf? It’s 
  certainly 
  possible, 
  as 
  Rose 
  scattered 
  messages to herself throughout time and 
  space. As Satellite Five is a key piece in the 
  Doctor’s final stand against the Daleks (at 
  least until his tenth incarnation), Rose may 
  have subconsciously chosen to manipulate 
  events a bit more forcefully here in order to 
  ensure that the Doctor quickly realises what 
  he is up against in his future. 
  What if adam had succeeded?
  As the Doctor noted history can be rewritten with 
  a snap of the fingers. Adam Mitchell gave himself 
  knowledge that could be used to change the course 
  of human history. Depending on how much he’d 
  learned, Adam could likely rewrite his own future 
  and potentially draw the attention of the Reapers. 
  In such a situation, the Doctor could arrive at post-
  2012 Earth and find that the Mayan Doomsday 
  predictions were true to a certain extent – the Earth 
  has been removed from history.
  What’s interesting in this case is that it may be 
  possible for a companion to influence their personal 
  future and see the consequences before actually 
  changing them. In Adam’s case, suppose the Doctor 
  forgave him for his poor judgement and took him 
  to Earth in 2020, only to find it gone. In such an 
  instance, it may be possible for the Doctor to travel 
  back in time to 2012 and fix the problem, or the 
  Doctor may discover to his horror that he’s now 
  caught in the web of time and Earth is gone forever 
  (in much the same way that he couldn’t go back in 
  time and reassure Jackie Tyler that her daughter 
  was safe during the year between visits). 
  Alternatively, a clever time traveller might use future 
  knowledge to their benefit while ensuring that the 
  timeline at large was unaffected. While this would 
  unlikely be Adam (the Doctor seemed suspicious 
  of him when he pocketed Rose’s superphone), any 
  companion could take some information from the 
  future and use it for their benefit – it may not even 
  be something that the Doctor could have caught 
  early; the companion may simply have become 
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  exposed to information that became valuable at 
  some point after the companion had been dropped 
  off. It would be very interesting for such a companion 
  to meet their future self and see what they became. 
  Would they be horrified or excited by it? What could 
  the other players do now that they are caught in the 
  web of time? Is it worth risking a temporal change 
  or must the affected companion repeat their choice, 
  even though they now regret it, just to keep time 
  intact? Could they instead find some way to mitigate 
  the damage?
  Alternatively, the characters could meet the 
  companion after she’s left them. This makes the 
  repercussions more of a straightforward adventure, 
  but with the added benefit of the villain being a former 
  companion. The companion may not even seem 
  a villain at first and, if possible, the Gamemaster 
  may even allow the player of the former companion 
  to continue to portray them (the affected player 
  could be ‘in the know’ or completely in the dark, 
  depending on whether they’re also playing a current 
  companion). This is a great way to shake things up 
  for your players, especially if they’re expecting this 
  to be simply a fun reunion adventure!
  inappropriate companions
  Not everyone is cut out to be a travelling companion 
  through time and space, a point this adventure 
  drives home. Adam is guilty of attempting to use his 
  trip to the future to provide information to himself 
  that he can exploit once he returns to his native 
  time. The Doctor isn’t having any of it and boots him 
  out at the earliest opportunity while warning him 
  not to use the future technology he had installed or 
  else he’d face the consequences.
  There are lots of reasons why a seemingly ideal 
  candidate for a companion could fall short. 
  WHAT if ‘sTAying AVErAgE’ WAsn’T EnougH?
  The Doctor got off a bit easy with Adam Mitchell in that he was able 
  to contain the damage and simply drop Adam off at home, using the 
  threat of his head opening to ensure that he doesn’t draw too much 
  attention to himself. What if he couldn’t though? What if Adam had 
  a photographic memory or could otherwise still do damage if he 
  remained home? Would the Doctor have marooned him in AD 200,000? 
  Would he have had to take Adam somewhere for a mindwipe? Would 
  he have had to do something more nefarious?
  There have been several occasions where the Doctor left a companion 
  in a ‘fish out of water’ situation. Vicki was left in Earth’s ancient past 
  (arguably Susan as well) while Victoria Waterfield was left over 100 
  years in her future. In the case of the former two they could arguably impact the course of history 
  while Victoria would have had a lot of trouble adjusting to life in the late 20th century (it’s possible 
  that the Second Doctor rectified this while working for the Time Lords by ensuring that she got a 
  more thorough education – she may even have been deposited elsewhere in time where she’d be 
  more comfortable).
  Discovering a companion that could cause great trouble if returned to their own time and place 
  can make for quite a moral dilemma, especially if the characters were ultimately responsible for 
  bringing them aboard in the first place. It’s important to remember that Adam Mitchell only came 
  aboard at Rose’s prodding and that the Doctor allowed it despite his misgivings. This makes deciding 
  what to do with the companion a more difficult choice than if the companion had snuck aboard, 
  forced their way in or was otherwise responsible for their own actions.
  Needless to say there are many uncomfortable options that could be considered, but employing any 
  of these should have an impact on the characters (and perhaps their Story Points). Generally, the 
  players should limit themselves to less aggressive options unless the companion in question forces 
  their hand.
  
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  Personal gain is the obvious one (and the one 
  Adam chose) but his ‘crime’ is something many of 
  us would take advantage of if we were offered the 
  opportunity. Reversing a mistake or averting a 
  tragedy is another – Rose is actually guilty of this 
  in the next adventure. Even benevolence can be a 
  motive: a companion uses her knowledge from the 
  future to aid another; the Doctor actually does this 
  for Donna Noble (playing the winning numbers on 
  a lottery ticket). Given that the Doctor and his ideal 
  companions have ‘fallen short’ on occasion it’s 
  possible that the real reason for Adam’s departure 
  is that the Doctor simply didn’t want to travel with 
  him and Adam provided a convenient excuse.
  When playing Doctor Who: Adventures in Time and 
  Space there is occasionally a player whose character 
  just doesn’t ‘gel’ with the rest of the group. Perhaps 
  they have little interest in the setting and plays their 
  character completely inappropriately or perhaps 
  old habits die hard and they fall back on the ‘slay and 
  loot’ tropes common in other roleplaying games. 
  When this happens, the other player characters are 
  going to have the additional complication of reining 
  the inappropriate companion in while trying to 
  complete the adventure.
  When this occurs, remember that Story Points can 
  be used to influence outcomes or reinforce tropes. 
  Story Points can keep the adventure from spiralling 
  out of control, especially if the affected player 
  develops a ‘siege mentality’ if the other players are 
  aggressive in containing them. That said if things 
  still feel out of hand then it’s best to stop the session 
  and have a discussion with all players involved 
  before the game devolves into bitter arguments and 
  passive-aggressive play.
  It’s also possible to create a companion who 
  intentionally doesn’t fit with the group. This could 
  be an NPC, but it could also be a player’s character. 
  In this case, it’s important for the Gamemaster and 
  the affected player to discuss this in advance so that 
  the player’s actions aren’t seen as disruptive or a 
  case of ‘not gelling.’ This is a perfect part for a guest 
  player to run, especially if both player and GM can 
  maintain the illusion by pretending that the player 
  may become a permanent member of the group. If 
  the player actually is looking to join the group, then 
  this first companion could be ‘inappropriate’ with 
  the intention of allowing the player to bring in a 
  proper companion immediately afterwards. 
  Where are the reapers?
  The Doctor notes in his next adventure that the 
  Reapers are creatures that cauterise temporal 
  wounds that are opened when someone carelessly 
  changes history; they slip in through the dimensional 
  cracks and consume everyone involved. As the 
  Daleks, through the Jagrafess, are basically doing 
  the same thing one wonders why the Reapers aren’t 
  involved.
  A quick answer is that the Reapers were able to 
  visit Earth under very specific circumstances. Rose 
  changed her own timeline after observing the same 
  scene once; the extra-dimensional TARDIS was 
  also in the vicinity. It was the perfect cocktail of 
  these localised events that created the hole for the 
  Reapers to slip through. Had one of those things not 
  occurred, the temporal fabric holding them back 
  would have remained in place.
  Another very real possibility is that the Reapers 
  would have come through, but they were prevented 
  from doing so by the Daleks. The Dalek Emperor is 
  a survivor of the Last Great Time War and, as the 
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  enemies of the Time Lords, the Daleks were likely 
  as adept as them in manipulating the timestream – 
  certainly they were adept enough to fight the war to a 
  stalemate and were actually on the verge of winning. 
  Given this, it’s also likely that the Daleks are as 
  adept as Time Lords in providing the fail-safes. This 
  could be how the final war was temporally locked. 
  Why does rose get a pass But adam doesn’t?
  At first it seems a bit odd and hypocritical that the 
  Doctor throws Adam out for a minor indiscretion 
  (he hasn’t used the information yet), but in the very 
  next adventure Rose rewrites history and almost 
  destroys the world yet the Doctor keeps travelling 
  with her. Is this the influence of the Bad Wolf or is 
  something else going on? Does the Doctor simply 
  like Rose more than Adam?
  Actually, it’s all about motive. Rose acted selflessly; 
  she saw her father in danger and reacted. She 
  hadn’t intended to save him from the start. Adam 
  was motivated by greed; he wanted to return home 
  and use his knowledge to better humanity with 
  himself reaping the rewards. The Doctor sees the 
  key difference, which enables him to give Rose 
  another chance while leaving Adam to his fate.
  TypE 1 inTErfAcE cHip (minor gAdgET)
  The Type 1 Interface Chip is a small implant 
  in the back of one’s skull that enables the 
  bearer to interface with simple computers. It 
  is invisible to casual inspection.
  Traits: Transmit
  Cost: 1 Story Point
  TypE 2 inTErfAcE cHip (‘fuLL infospikE’) 
  (spEciAL gAdgET)
  The Type 2 Interface Chip is the ‘Full 
  Infospike.’ The bearer essentially becomes a 
  computer and can transmit any information 
  from a huge database. Satellite Five contains 
  the entire history of the human race, so that’s 
  a lot of information! Unfortunately, the use 
  of the Type 2 Chip requires the forehead to 
  open and expose the brain to the information 
  network in order to work. The Chip opens 
  and closes through finger snapping (it is 
  presumed that the Type 2 can be adjusted to 
  only open when a particular person snaps 
  her fingers, but if this adjustment isn’t made 
  then anyone snapping fingers in the bearer’s 
  vicinity causes the Infospike to open.
  Traits: Distinctive (infospike may open 
  accidentally), Networked, Photographic 
  Memory, Transmit. 
  Cost: 4 Story Points
  VomiTomATic (minor gAdgET)
  The Vomitomatic is a sanitation gadget. Nano-
  termites are implanted in the throat and they 
  turn any physical waste that is moving in 
  the wrong direction (primarily vomit) into a 
  sanitised pale cube for easy disposal.
  Traits: Special (transforms vomit into a 
  small cube).
  Cost: 1 Story Point
  further adventures
  •	
  The Doctor forcefully ejected Adam from the 
  TARDIS and used his Sonic Screwdriver to 
  destroy the answering machine. It is possible, 
  
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  however, that Adam’s family used a remote 
  answering service (or Adam made a second call 
  somewhere else). If that’s the case then Adam 
  still has access to the files and can presumably 
  make a comfortable life for himself, which may 
  draw the attention of others.
  •	
  The Consortium of Interstellar Banks is either 
  a front or heavily influenced by agents of the 
  Dalek Emperor. In addition to Satellite Five 
  it’s likely that the Consortium is manipulating 
  the Earth Empire in other parts of the galaxy. 
  Another Jagrafess may be manipulating the 
  news being broadcast from a frontier space 
  station to keep the colonies in the dark. 
  •	
  Once the Jagrafess and the Editor were killed 
  the Earth Empire plunged into chaos. This need 
  not have happened; it’s possible that Cathica 
  could have filled the gap left by the Jagrafess 
  and restored order. Unfortunately, Dalek 
  agents were sent to ensure that didn’t happen. 
  Cathica reaches out to the Doctor for help, 
  but the message comes after Rose/Bad Wolf 
  destroys the Daleks. Can Cathica be rescued 
  without disrupting the web of time?
  Jagrafess
  Networked: The Jagrafess was linked to the 
  news network and associated chips. It had 
  complete control over Satellite 5 and its zombie 
  slaves.
  Fear Factor (4): The size of the Jagrafess is 
  terrifying. It gains a +8 to actively scare.
  Gadget (Special) – Brain Chip and Infospike: 
  The Jagrafess could read the thoughts of 
  anyone fitted with an infospike, a small neural 
  microchip installed in the skull. With the 
  chip, it could control the person if they were 
  freshly dead, giving the victim a zombie-like 
  appearance.
  Weakness: The Jagrafess ran a high body 
  temperature, so high that it needed to use 
  the entire cooling system of a space station. If 
  exposed to heat for even a short period of time 
  it will expand and explode. Anyone within a 10m 
  radius of the Jagrafess when it fatally explodes 
  will take (5/10/15) levels of damage.
  tech LeveL: 7 
   story points: 6
  aWareness
  8
  presence
  4
  coordination
  2
  resoLve
  6
  ingenuity
  6
  strength
  10
  The Mighty Jagrafess of the Holy Hadrojassic 
  Maxarodenfoe is a slug-like creature with a big mouth 
  and slimy skin. It is unknown whether ‘Jagrafess is 
  its given name or species name, but the Editor called 
  him ‘Max.’ The Jagrafess worked for a consortium 
  of interstellar banks that controlled humanity by 
  manipulating the news. This Consortium, in turn, 
  was controlled by the Daleks, as the Emperor was 
  using humanity to build its Dalek Army. 
  The Jagrafess can live to be over three thousand 
  years old but had a dangerously high metabolism that 
  required keeping its body temperature cool (this is 
  likely unnecessary on its home world). The Jagrafess 
  was plugged into Satellite Five to maintain a cool 
  body temperature – this also gave it access to the 
  computers. It used this link to absorb and manipulate 
  data, as well as to control its zombie drones. 
  skiLLs
  Convince 2, Fighting 5, Knowledge 8, Technology 5.
  traits
  Adversary (Major) – The Freedom Foundation: 
  This small band of rebels has seen through the 
  veil and is determined to bring down Satellite 5. 
  Unfortunately the last of them died at the hands of 
  the Jagrafess. But it’s human nature to carry on a 
  cause.
  Alien
  Alien Appearance
  the Long game
  
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  the editor
  aWareness
  6
  presence
  2
  coordination
  2
  resoLve
  3
  ingenuity
  5
  strength
  2
  The Editor was an underling of the Jagrafess, 
  who was the Editor-in-Chief of Satellite Five for 
  the Consortium of Interstellar Banks. Due to 
  having to remain in the Jagrafess’ presence the 
  Editor had been genetically altered to remain 
  comfortable in cold temperatures. He is cunning, 
  ruthless, and likes being in control. He doesn’t 
  like mysteries and tries to resolve gaps in data as 
  quickly as possible. He is loyal to the Jagrafess 
  but maintains his autonomy; when all seemed 
  lost he tried to flee but a zombie, perhaps 
  prompted by an offended Jagrafess, held him in 
  place as the Jagrafess exploded. The Editor did 
  not survive.
  skiLLs
  Convince 2, Knowledge 5, Technology 4.
  traits
  Adversary (Major) – The Freedom Foundation: 
  This small band of rebels is determined to bring 
  down Satellite 5. The last of them died at the 
  hands of the Jagrafess.
  Environmental (Cold)
  Networked: The Editor is linked to the news 
  network. He could actually sense if information 
  was wrong. He gains a +4 to detect irregularities 
  in data.
  tech LeveL: 7 
   story points: 2
  cathica santini khadeni
  aWareness
  3
  presence
  4
  coordination
  4
  resoLve
  4
  ingenuity
  3
  strength
  3
  Cathica was a journalist on Satellite Five who 
  would do anything to get to Floor 500, where the 
  walls were supposedly lined with gold. She was 
  very good at her job and couldn’t understand why 
  others were getting promoted before her, which 
  led her to finally question what was really going on 
  at the station after initially dismissing the Doctor. 
  She managed to get to Floor 500 on her own and, 
  at the Doctor’s indirect prompting while being held 
  prisoner, Cathica opened the channels to Earth 
  and broadcast what was really happening. She 
  also raised the temperature and was responsible 
  for the destruction of the Jagrafess.
  skiLLs
  Athletics 1, Convince 3, Knowledge 3, 
  Technology 3.
  traits
  Brave: +2 bonus to any Resolve roll when 
  Cathica needs to show courage.
  Impulsive: Cathica doesn’t think things through 
  before acting.
  Obsession (Major): Cathica will do anything to 
  get to the 500th floor.
  Selfish: Cathica tends to think of her career 
  prospects first.
  tech LeveL: 7 
   story points: 4
  
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  eva saint JuLienne 
  (aka suki maccrae cantreLL)
  aWareness
  3
  presence
  3
  coordination
  4
  resoLve
  4
  ingenuity
  3
  strength
  3
  Eva Saint Julienne was an anarchist and the last 
  member of the Freedom Foundation, specifically 
  the Freedom Fifteen. The Freedom Foundation 
  believed (correctly) that Satellite Five was 
  manipulating the news and they attempted to 
  infiltrate it; Eva was the last to do so in the guise of 
  Suki MacCrae Cantrell. She was discovered by the 
  Editor, who promoted her so that he could kill her 
  and turn her into a drone. Eva in turn killed him, as 
  she retained a spark of humanity and gripped his 
  ankle when he tried to escape, which kept him in 
  close proximity of the Jagrafess when it exploded.
  skiLLs
  Athletics 2, Convince 3, Craft 1, Fighting 2, 
  Knowledge 2, Marksman 3, Subterfuge 4, 
  Survival 2, Technology 2, Transport 2.
  traits
  Dark Secret (Major): Eva is an anarchist – she 
  is the last surviving member of the Freedom 
  Fifteen who operate under the Freedom 
  Foundation.
  Weapon: Laser Pistol (4/L/L)
  tech LeveL: 7 
   story points: 4
  ZomBie drone
  aWareness
  1
  presence
  1
  coordination
  2
  resoLve
  1
  ingenuity
  1
  strength
  2
  In order to maintain control of Satellite Five 
  the Jagrafess needed absolutely loyal staff 
  – technologically animated corpses worked 
  perfectly. To keep a fresh supply the Editor would 
  ‘promote’ troublemakers or potential threats. 
  Once such people came to Floor 500 the Jagrafess 
  would kill them and they would be converted into 
  zombie drones. The Jagrafess controlled their 
  movements via remote control.
  skiLLs
  Fighting 2, Technology 3.
  traits
  Fear Factor (1): While looking alive, the frosted 
  skin and lack of body language is enough to 
  unnerve anyone. It gains a +2 to actively scare 
  someone.
  Gadget (Special) –  Brain Chip: A small neural 
  chip in the skull allows the Jagrafess to control 
  the zombies. Destroy the chip or jam the signal 
  and they die.
  Networked: The zombies are directly linked to 
  the Jagrafess and are under its control.
  tech LeveL: 7 
   story points: 1
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  ‘Time’s been damaged and they’ve come to sterilise 
  the wound by consuming everything inside.’
  B  synopsis
  London, England, 7th November 1987
  Rose asked the Doctor if she could see her father 
  while he was still alive. The Doctor took her to see 
  her parents’ wedding, but Rose remembered that 
  her father, Pete Tyler, died alone. She wanted to be 
  there for him in some way and the Doctor agreed, 
  but warned her that it would be difficult. They 
  appeared on the scene just as he was hit, but Rose 
  hesitated and the ambulance arrived, signifying 
  that he was already dead. She asked the Doctor 
  if she could try again, but the Doctor warned her 
  that they had to avoid their earlier selves. This 
  time Rose succeeded in making it to Pete, but she 
  pushed him out of the way before he was hit; she 
  changed history.
  They went to the Tylers’ flat. As Pete got changed, 
  the Doctor was fuming. He felt like Rose used him 
  and that she didn’t understand how badly she’d 
  changed history. They had a spat and the Doctor 
  left. Pete flirted a bit with Rose but she cut him 
  off and they went to church together. While in the 
  car, Pete turned on the radio and Rose recognised 
  a song from 2002 playing on it. Rose checked the 
  messages on her phone, and she heard Alexander 
  Graham Bell’s first phone call to his assistant, 
  Watson.
  The groom, Stuart Hoskins, was waiting for the 
  bride at the church. He wondered why so many 
  of his family and friends weren’t there. They 
  were likely victims of the Reapers, creatures that 
  sterilise temporal paradoxes - Rose’s change to 
  history had unleashed them. Meanwhile, the Doctor 
  returned to the TARDIS and opened the door only to 
  discover that it was just an empty box. The arrival of 
  the Reapers had closed the dimensional gate to the 
  TARDIS interior. 
  The bride, Sarah Clarke, arrived and Stuart’s dad 
  told everyone to go around the back as there were 
  so many people missing. Jackie was also there 
  along with Baby Rose. The older Rose and Pete 
  arrived at the church after spotting the car that 
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  should have killed him again. They avoided hitting 
  it when Rose alerted Pete to the danger, but she 
  called him “Dad.” They exited the car and Jackie 
  immediately accused Pete of having an affair with 
  Rose. Outside, a young Mickey was playing on the 
  swings with two friends and his mother. Suddenly 
  all of them disappeared and a frightened Mickey 
  fled to the church with the Reapers close behind. 
  The Doctor arrived and ordered everyone into the 
  church as a Reaper devoured the vicar.
  The Doctor noted that the Reapers couldn’t get 
  inside the church because it was an older building, 
  although it wouldn’t keep them out forever. As the 
  Doctor barred the door, Stuart mentioned that his 
  father, who also fell victim to the Reapers, kept 
  getting Alexander Graham Bell’s message on 
  his phone. Outside, the Reapers were devouring 
  everyone in sight. Assessing the strangeness of the 
  situation, Pete realised that Rose was his daughter, 
  all grown up. They hugged while little Mickey ran up 
  and grabbed her. 
  Rose found the Doctor, who was taking care of Baby 
  Rose for Jackie. He warned Rose that touching her 
  younger self could create a paradox and open the 
  church to the Reapers. He further told her that 
  most of the rest of the world was likely consumed 
  save for pockets of people here and there who were 
  also huddled in old buildings. Rose apologised as 
  she didn’t know her actions would have had such 
  an effect. She also noticed that the TARDIS key was 
  heating up; it was signalling to the Doctor that it was 
  still connected to the TARDIS.
  The Doctor borrowed Stuart’s dad’s cell phone 
  battery to try and bring the TARDIS back. Pete asked 
  Rose if he was a good dad and Rose tried to pretend 
  he was always there for her, as she didn’t want him 
  to know the truth. He figured it out anyway, although 
  the Doctor comforted him with the fact that if he 
  could get to the TARDIS he could stabilise time and 
  take everything back to what it was, except that Pete 
  would still be alive.
  Unfortunately, Jackie overheard and thought that 
  Rose was Pete’s love child. While attempting to 
  calm Jackie, Pete handed Baby Rose to Rose, which 
  created a temporal paradox. A Reaper appears 
  just as the Doctor was about to enter the TARDIS 
  and consumed him. The TARDIS disappeared and, 
  when Rose picked up the key, it was cold. It was now 
  impossible to retrieve the TARDIS.
  Pete finally realised the full truth that Rose’s act 
  in saving him caused the Reapers to come. He also 
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  realised that the Doctor was trying to protect Pete 
  by offering another solution rather than the obvious 
  one: the temporal crack was still there, in the form 
  of the car that should have killed Pete continuing 
  to turn the corner, disappearing, and then turning 
  the corner again. He said goodbye to Jackie and 
  Rose and ran out to meet his fate. With his death, 
  everything returned to normal. 
  There were still some minor changes though. The 
  hit-and-run was no longer a hit-and-run as the 
  stunned driver waited for the police. Jackie also 
  remembered that some bystanders mentioned that 
  a young woman held his hand as he died.
  continuity
  •	
  This is not the first time that two versions of the 
  same incarnation of the Doctor have been in the 
  same spot. The previous time was in Day of the 
  Daleks (see The Third Doctor Sourcebook).
  •	
  After Rose saves her father, the Doctor initially 
  accuses her of being just like Adam Mitchell. 
  He claims that she only joined him because he 
  mentioned that his ship was a time machine and 
  she wanted to use that for selfish reasons. 
  •	
  Rose believed (or at least rationalised) her 
  action as OK because the Doctor saves people 
  all the time. The Doctor told her that he can 
  manipulate time because he’s an expert and 
  knows when it’s safe to alter history.
  •	
  This is the first time (at least relative to the 
  Doctor’s timeline) that the Reapers have tried 
  to ‘sterilise’ a temporal wound due to changing 
  history. The Doctor claimed that this was 
  because the Time Lords would have prevented 
  them in the past, but could no longer act as 
  a stop-gap. It’s also possible that, in spite of 
  Rose’s protestations, Pete Tyler’s survival would 
  have caused major changes in the timeline.
  •	
  It is possible to visit the same time and place 
  that you’ve been previously if you’re careful not 
  to meet your earlier self.
  •	
  Due to the effects of the Time War, it seems that 
  energy released by the Blinovitch Limitation 
  Effect rips open a temporal hole that allows 
  Reapers to slip through.
  •	
  Young Mickey, frightened by the Reapers, clings 
  to Rose. She mentioned that he’d “cling to the 
  youngest blonde” if the world were ending, which 
  describes his actions in Rose. This adventure 
  establishes that Mickey is a few years older than 
  Rose.
  •	
  As a result of this adventure, Jackie’s memories 
  change from Pete dying alone to having someone, 
  a young girl (Rose), with him. Rose points this 
  out to her in The Parting of the Ways. The driver 
  also changes his actions – originally a hit-and-
  run driver, he now stops after Pete threw himself 
  in front of his car.
  
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  •	
  The TARDIS removes itself from the exterior 
  interface, leaving the shell of an empty police 
  box.
  •	
  ‘Bad Wolf’ appears on a poster.
  •	
  The Doctor actually dies for a few minutes (he 
  was consumed by a Reaper), but is restored 
  when Pete Tyler sets history right by dying.
  •	
  Alexander Graham Bell’s message to Watson 
  has changed, possibly as a result of the Time 
  War.
  •	
  Pete Tyler is peddling Vitex, a health drink, and 
  solar panels. Vitex failed spectacularly, but on a 
  parallel world it made Pete rich. He seems just 
  a bit ahead of the curve with the solar panels.
  B  running the adventure
  At first glance, this is an adventure about the 
  dangers of time travel and how making one small 
  change can completely erase the future. In fact, 
  this is actually an adventure about opening a can of 
  lethal worms and struggling to get them back into 
  the container before it’s too late. Rose Tyler saves 
  her dad from certain death, but rather than create 
  a new timeline where his continued existence has 
  consequences, a swarm of Reapers appear to 
  consume everyone on the planet. 
  Thus, this adventure is an example of a stop-gap 
  measure that you can use whenever the characters 
  are in danger of altering history in a way that 
  the Gamemaster deems inappropriate. What’s 
  important here is that Rose’s act is not in and 
  of itself enough to cause the change, but rather 
  the fact that she did it while the temporal walls 
  were weak. In spite of the Reapers’ presence, the 
  timestream prefers things be returned to normal so 
  the triggering event, the car turning the corner to hit 
  Pete, remains time-looped in order to allow those 
  that changed history to return things to normal.
  couLd pETE bE EATEn?
  One 
  interesting 
  consideration 
  in 
  this 
  adventure is that Pete is able to fix things by 
  stepping back into the role he was supposed 
  to play: getting hit and killed by a car. The 
  time-stream prefers this to the loss of 
  an entire planet and thus the echo of that 
  event remains for Pete to be able to fulfil his 
  destiny. That said the Reapers don’t seem to 
  acknowledge this; they’ll consume Pete as 
  quickly as anyone else.
  Or would they? It’s possible that, like the 
  event itself, Pete is in a time loop and 
  therefore invulnerable to the Reapers. In 
  such a case then once the world was purged 
  the Reapers would leave and the temporal 
  tear would be healed, leaving Pete alone in 
  the world. The Doctor would be gone but 
  the TARDIS may return to Earth – perhaps 
  in time it could teach Pete how to use it (or 
  perhaps it would take him into the past to 
  give him another opportunity to do what was 
  necessary to save the Doctor and the Earth 
  – the Doctor may even succeed in saving him 
  this time!).
  This ambiguity grants a Gamemaster a few 
  options when running this adventure. It 
  could be a thrilling race against time as the 
  player characters need to help Pete avoid the 
  Reapers long enough to save the world, or 
  the Reapers may not be able to touch Pete, 
  giving the players a chance to fix things if 
  they’d bungled things on the first try and 
  condemned the Earth to a quiet death.
  father’s day
  
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  changing the desktop theme
  Obviously, the easiest way to re-skin this adventure 
  is to simply choose another time-changing event 
  and run with it. Such an adventure may not need 
  to be planned at all, but rather could be the 
  result of player actions. Once their characters do 
  something that drastically changes the timeline, the 
  Gamemaster can spring the Reapers on them.
  The important things to remember are that the 
  Reapers have difficulty getting into older structures 
  (or trees, or even underground) for longer periods 
  of time and that the triggering event is continuing 
  in a temporal loop to enable the change to be fixed. 
  The characters, whether involved in the change 
  or not, should have some warning via several 
  anachronisms occurring at once (songs being 
  played from another era, a phone call from the past, 
  a first-run television series that should have ended 
  years ago or isn’t supposed to start for a couple of 
  decades), as well as the disabling of their TARDIS. 
  This should give the characters an opportunity to 
  investigate the triggering event and either resolve it 
  or find a way to close the rift and banish the Reapers 
  whilst leaving the changed event in place.
  WErE rEApErs usEd during 
  THE TimE WAr?
  As the anti-bodies of space-time, Reapers 
  heal the time-stream by feeding on everything 
  inside a time spur. This makes them a 
  dangerous threat to anyone travelling through 
  time and space and the Time Lords have 
  created safeguards to prevent the Reapers 
  from appearing.
  But what if the Reapers could be used as 
  a weapon? The Last Great Time War was 
  fought throughout time and space, with both 
  the Time Lords and the Daleks countering 
  and rewriting every move made by the 
  other. Without the barrier, a Time Lord or 
  Dalek could intentionally create a time spur, 
  trapping her enemies while the Reapers 
  feasted. This would likely be a suicide move 
  on the part of the instigator, unless they had 
  access to a TARDIS.
  ansWering the oBvious question
  What if the Doctor had succeeded in mending the 
  timeline but leaving Pete Tyler alive? This has 
  obvious personal implications, as it directly affects 
  Rose Tyler and her time as the Doctor’s companion. 
  In an alternative universe Pete managed to have 
  great success with his tonic and moved out of the 
  Powell Estate. If his investment in solar panels or 
  another scheme had panned out at least a little, 
  then the Tyler family may have moved out of their 
  home and Rose may not have ended up at Henrik’s. 
  It’s also possible that, with a better life ahead of her, 
  even if she had met the Doctor then she may have 
  turned down his offer.
  If you choose to allow the players to make a 
  historical change then you’ll have to decide the 
  consequences. While this adventure establishes 
  that time likes to preserve its original course as 
  much as possible, major changes may be difficult to 
  reconcile. Alternatively, you may wish to dissuade 
  your players from changing history too often by 
  having their manipulations cause greater impacts 
  on the timeline. 
  Here are a few ways to treat historical changes:
  •	
  Smoothing a Rough Patch. Time incorporates 
  the change as smoothly as possible, leaving 
  as much of the original timeline as intact as 
  possible. Rose has only bought Pete a few extra 
  months before he dies from another accident, 
  or his relationship with Jackie deteriorates and 
  19 year-old Rose now lives with a mother who 
  constantly complains about her “worthless 
  ex-husband and poor father.” Pete may even 
  be remarried and Rose rarely bothers to see 
  him. This keeps Rose in roughly the same 
  circumstances when she meets the Doctor. 
  There’s almost no effect on the timeline.
  •	
  A Healed Scar. There are minor changes to the 
  timeline but, while the change brings about the 
  desired effects, the changes don’t significantly 
  impact the course of history. Pete remains alive 
  and dedicated to his family, but his schemes 
  never quite pan out and they remain on the 
  Powell Estate. His existence still provides little 
  incentive for Rose to stay and she still joins the 
  Doctor after the foiled Nestene invasion. 
  •	
  Substitution. There are changes to the timeline 
  that significantly impact some people or events, 
  but time offers substitutions to counter those 
  effects. Pete survives and the Tyler family 
  moves on to greater things. The McGuffin family 
  moves in, and brash and opinionated Caroline 
  McGuffin’s daughter Violet dates Mickey and 
  
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  gets a job at Henrik’s. The Doctor meets Violet 
  one fateful evening and she helps him defeat 
  the Nestene Consciousness. She then joins the 
  Doctor in his travels.
  •	
  The Rubber Band Effect. There are significant 
  changes to the timeline but over the course 
  of weeks, months, years, or centuries time 
  makes the adjustments necessary to return 
  Earth to the regular course of history (this is 
  exactly what the Doctor expected to happen 
  to Earth at the conclusion of The Long Game). 
  Having joined the Doctor on the TARDIS, Violet 
  McGuffin picks the past. The Doctor indulges 
  her and takes her to Victorian Cardiff, where 
  they stop the Gelth. They then travel to 2006 and 
  defeat the Slitheen whilst convincing Caroline 
  and Mickey that she’s been OK. Things progress 
  as before.
  •	
  Major 
  Deviations. 
  There 
  are 
  significant 
  changes to the timeline that are never resolved 
  – the timeline simply adapts to the change. 
  The aftermath of the Last Great Time War is a 
  major deviation; so is the events of Turn Left 
  (see The Tenth Doctor Sourcebook). Pete Tyler 
  becomes so successful at his business that 
  he attracts the attention of Henry Van Statten; 
  Rose becomes Van Statten’s employee instead 
  of Adam. Unfortunately, they unleash a Dalek 
  on the world that lays waste to Salt Lake City 
  before the Doctor can stop it. The only reason 
  the Earth wasn’t destroyed by the Slitheen is 
  because the Doctor and Captain Jack, having 
  met in World War II, came to 2006 and stopped 
  them. The Daleks do conquer the Earth in 
  the future, as the Doctor refuses to use a 
  superweapon and is exterminated by them.
  •	
  The Butterfly Effect. With full props to science 
  fiction author Ray Bradbury, the Butterfly 
  Effect is a notion in chaos theory that any small 
  change creates an unrecognisable future. 
  When the Doctor returns to contemporary 
  Earth he’s shocked to discover that the world 
  is locked in a new Cold War between the United 
  States of Europe and the New Chinese Empire 
  (each supporting the opposite side in the 
  Second American Civil War) while the planet 
  already has colonies on the Moon and Mars. 
  Cybernetic replacement and enhancement is 
  commonplace. Allowing the Reapers to succeed 
  is a rather extreme form of the Butterfly Effect.
  Obviously you don’t have to stick to one method. 
  It may be convenient to use ‘substitution’ for one 
  adventure and let your imagination run wild with 
  ‘the Butterfly Effect’ in another. Just be sure that 
  when you do so that you make it clear to the players 
  why you chose one over the other. Not all temporal 
  changes affect the timeline in the same way, and it 
  is easier for the timeline to repair some divergences 
  than others.
  on pArAdoxEs And TimE spurs
  While there is certainly enough material in the 
  Doctor Who: Adventures in Time and Space 
  rulebook and in this section to offer guidance 
  on dealing with temporal paradoxes, time 
  spurs, and the Blinovich Limitation Effect, 
  some Gamemasters may wish to have more 
  comprehensive rules on time travel and the 
  perils of changing history. For that we would 
  point you towards the The Time Traveller’s 
  Companion, which provides an exhaustive 
  treatment of Time Lords and time travel. 
  pLaying in the universe that Wasn’t
  One interesting development that could happen in 
  this adventure is that the Reapers win. The Earth is 
  cleansed and the Doctor is dead. The Slitheen never 
  come to Earth and hatch their scheme elsewhere, the 
  Dalek Emperor needs to find another world to exploit 
  and create a new Dalek army, the Time Agency never 
  exists, and the Master is now truly the Last of the 
  Time Lords. 
  In such a universe Earth may stand as an example of 
  what happens when someone creates a paradox. It 
  may even be mislabelled as a casualty of the Last 
  Great Time War. It’s still possible to visit Earth’s 
  past and in the present it is simply a well-preserved 
  junkyard, ripe for exploiting or colonising. The 
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  Nestene Consciousness may even claim it, using the 
  Autons to restart the factories needed to ‘Nestene-
  form’ the Earth. 
  Another question is whether the Reaper purge 
  eliminated every living thing from the world or just 
  the humans. In the latter case, it’s possible that 
  the Silurians may awaken to an empty world (and 
  possibly encounter the last Dalek in the basement 
  of an abandoned bunker in Utah – or wherever it 
  was before Van Statten acquired it) or the Trees may 
  evolve on their own without having to share the world. 
  the importance of the tardis
  When the tear occurs in the fabric of space-time the 
  TARDIS reacts by removing itself from the time spur. 
  The Doctor seems to believe that he can resolve the 
  time spur simply by returning to the TARDIS, which 
  means that the fail-safes still exist as long as the 
  Doctor is able to make adjustments. 
  If that is the case, then what we have in this episode 
  is a critical failure on the part of the Doctor. He was 
  so caught up in giving Rose what she wanted that 
  he’d failed to account for the possibility that she’d 
  change history while the temporal wall was already 
  weakened. Had he turned on the fail-safes in the 
  TARDIS at the beginning, then this adventure would 
  never have happened. 
  WHAT WAs pETE TyLEr rEALLy LikE?
  Pardon the pun, but Rose has rose-tinted glasses when it comes to her 
  father. She doesn’t remember him and Jackie was sure to highlight 
  his positive traits for her daughter’s benefit. As a result, Rose has put 
  her father on a pedestal and it’s only natural that the actual Pete Tyler 
  would fail to live up to her expectations.
  What’s interesting here is that much is left to interpretation. Pete 
  has a habit of pursuing ‘get-rich-quick’ schemes, but whether this is 
  laziness or earnestness is never fully revealed. His health drink, for 
  example, could have either been flavoured water with little nutritional 
  value or an actual working energy drink (similar to Lucozade or 
  Gatorade, which took the world by storm in the 1980s). His interest in 
  solar panels also shows a foresight that may have panned out. There’s 
  also the suggestion that Pete may not be faithful to Jackie. He vigorously denies it, but Jackie remains 
  unconvinced and it is likely that Baby Rose is the only thing keeping them together.
  While a parallel world (first seen in Rise of the Cybermen – see The Tenth Doctor Sourcebook) 
  shows Pete to be a marketing genius and a dedicated husband, this may not necessarily be the case 
  with the ‘original.’ He could be an unfaithful con artist who finally saw a chance to do something good 
  with his life, even if it meant ending it. 
  In Doctor Who: Adventures in Time and Space there’s always the chance that a character may have 
  a rosy view of someone in their past who they really don’t remember, such as a colourful ancestor 
  (such as a Great War hero or a world explorer), a more immediate family member or guardian, or 
  simply someone that had a great indirect influence on the player character’s life. It can be fun to 
  have the character meet that person and discover that they are not the person that they thought they 
  were. Will the character get the ‘fallen’ person to rise to the occasion, or will she fall prey to their 
  villainous schemes?
  
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  further adventures
  •	
  One seemingly insignificant minor change in 
  history is that the hit-and-run driver now stops. 
  Pete Tyler is determined to have walked in 
  front of the car and the driver wasn’t to blame. 
  How might this change have affected history? 
  In the original timeline, the driver may have 
  been haunted by his actions and lived a very 
  different life, resulting in different changes. 
  The characters may meet a descendant of that 
  driver who now affects Earth’s history in a very 
  significant way.
  •	
  A weapon left over from the Time War enables 
  the user to create a rift that allows the Reapers 
  in. Unfortunately, an archaeological team 
  discovers it and inadvertently turns it on, 
  creating a rift that the Reapers must sterilise. 
  The characters have to evade the Reapers while 
  finding the temporal rift and close it before 
  the Reapers finish the job. Fortunately, the 
  archaeological site has a lot of old structures 
  that grant momentary reprieves from Reaper 
  attacks.
  •	
  The player characters meet an alien of a 
  ‘lost civilisation.’ She claims that a temporal 
  experiment went awry and the Reapers 
  cleansed her world, but she was in a time 
  bubble during the cleansing and spared. She 
  asks the characters for help restoring her 
  civilisation by travelling back to the origin of 
  the tear. Is she telling the truth or hitching a 
  ride to the past for other reasons? And even if 
  she is telling the truth, is her civilisation worth 
  saving?
  peter aLan tyLer
  traits
  Attractive: +2 bonus to any rolls that involve 
  Pete’s looks.
  Brave: +2 bonus to any Resolve roll when Pete 
  needs to show courage.
  Charming: +2 bonus to attempts to use charm.
  Empathic: +2 bonus on rolls to ‘read’ another 
  person. 
  Obsession (Major ): Pete is obsessed with finding 
  the next big thing to sell.
  Unlucky: Re-roll the dice whenever double ‘6’s 
  are rolled.
  tech LeveL: 5 
   story points: 6
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  4
  ingenuity
  3
  strength
  3
  Pete Tyler was Jackie Tyler’s husband and Rose’s 
  dad. He was an entrepreneur and made a living 
  hoping to get in on the ground floor of the next big 
  thing, including Vitex health drinks and solar power 
  panels. Unfortunately he was only able to eke out a 
  meagre living, which caused stress in his marriage. 
  Jackie also believed that he was prone to cheating on 
  her, which put even more stress on their relationship.
  Pete died in 1987 when Rose was an infant. He’d been 
  late to the wedding while getting a present and was 
  hit by an automobile just outside the church. When 
  Rose Tyler travelled back in time to see him she 
  rescued him from death, but this caused the Reapers 
  to appear and cleanse the world. Pete worked out 
  what was happening while the Doctor tried to fix it, 
  but when the Doctor was consumed Pete decided 
  to die a hero, saving his family and the world by 
  stepping out in front of the car, which was caught in 
  a time loop, and setting history right at the cost of his 
  own life.
  skiLLs
  Athletics 2, Convince 3, Knowledge 2, Subterfuge 1, 
  Survival 2, Technology 3.
  father’s day
  
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  ‘Everybody lives, Rose! Just this once, everybody 
  lives!’
  B  synopsis
  London, England, 1941
  The Doctor followed a distress call from a temporal 
  space ship crashing to Earth. The TARDIS arrived 
  in London a month after the crash. As the two 
  approached the delivery entrance of a nightclub 
  Rose spotted a boy in a gas mask (the Child) standing 
  on the roof. She decided to pursue the Child as the 
  Doctor entered the club. The Doctor tried to quiz 
  the audience on whether anyone had seen anything 
  drop from the sky and was puzzled by their laughter 
  in response (they thought he was a comedian, as he 
  was asking the question in the middle of the London 
  Blitz). 
  Meanwhile Rose discovered that the rope she used 
  to climb after the Child was tethered to a blimp and 
  she was now in the line of fire of German fighter 
  planes! She couldn’t hold on any longer and let go of 
  the rope. Fortunately, she’d attracted the attention 
  of Captain Jack Harkness, a time traveller who 
  was nearby. He used a tractor beam to lower her to 
  safety inside his spaceship. 
  The Doctor returned to the TARDIS to hear its 
  telephone ringing. He was baffled, as it wasn’t 
  connected to anything. A girl named Nancy appeared 
  and warned him not to answer it, but the Doctor did 
  anyway. All he heard was “Are you my mummy?” 
  He hung up and knocked on the door for Rose until 
  he heard the air raid siren. Nearby, the Lloyd family 
  was settling in for dinner when they also heard the 
  siren. As the family went into the shelter, Nancy 
  broke into the house with two urchins to steal food 
  and eat their dinner.
  Nancy and the urchins were tucking in with Nancy 
  playing a mother figure to them. The Doctor arrived 
  and asked why the children weren’t evacuated – 
  it turns out they were, but returned for various 
  reasons. Nancy quizzed the Doctor why he was 
  following her and the Doctor responded that Nancy 
  seemed to be part of the ‘phone call’ mystery. He 
  also hoped to find Rose. He asked her about the 
  crashed ship and showed her a sketch, but they 
  were interrupted by the Child, who was asking for 
  his mummy through the window. 
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  Nancy bolted the door as the Child 
  tried to get inside. The Doctor 
  asked what was wrong and Nancy 
  explained it wasn’t exactly a child. 
  Nancy and the urchins fled while 
  the Doctor spoke to the Child. The 
  Child explained that he was scared 
  of the bombs and needed his 
  mummy. The Doctor also noticed 
  a strange scar on the Child’s hand. 
  Unfortunately, when the Doctor 
  opened the door, the Child was 
  gone.
  Rose woke up inside Jack’s ship. 
  Jack tried to use Psychic Paper on 
  her but it didn’t work. He noted that 
  she was a time traveller too but 
  believed her to be a Time Agent. 
  He used nanogenes to repair the 
  damage to her hands from rope 
  burns and took her outside the 
  ship next to Big Ben for glasses of 
  champagne. He told her that he was 
  in possession of a Chula warship 
  that was about to be destroyed by 
  a German bomb and that he would 
  sell it for the right price.
  The Doctor found Nancy again and 
  asked her why the boy was following 
  her and whether she knew anything 
  about the crashed ship. Nancy 
  confirmed that a “bomb that wasn’t 
  a bomb” crashed a month ago near 
  Limehouse Green Station but it was 
  guarded by the army. She told him 
  that if he wanted to know what was 
  going on then he needed to speak to Dr Constantine 
  at the nearby Albion Hospital. Nancy wished him 
  luck as she returned to the house for more food. 
  The Doctor visited Dr Constantine and noted that 
  he had hundreds of gas mask-wearing patients. 
  Constantine noticed that all of them have exactly 
  the same symptoms and that the masks were fused 
  to their flesh, but none of them had burn marks or 
  were caught in the blasts. 
  Originally there was one victim, but soon everyone in 
  the ward had the same injuries. None of them were 
  dead, but they acted as if they were. Constantine 
  noted that the original victim was Nancy’s brother 
  before he also succumbed, becoming a Gas Mask 
  Zombie as well.
  Jack and Rose found the Doctor as he realised that 
  someone or something was manipulating human 
  DNA without any real understanding about human 
  beings. Jack figured out that the Doctor and Rose 
  weren’t Time Agents, just ‘freelancers’ like himself. 
  Meanwhile, Nancy was discovered by the Child in the 
  Lloyd house. As he tried to confront her, the infected 
  warders came to life and menaced the Doctor, Jack 
  and Rose, backing them against a wall. The Doctor 
  stopped the assault by playing the part of parent 
  and ordering them to go back to their room. This 
  made the warders go back to their beds as well as 
  making the Child leave the house.
  Jack explained to Rose that the gas masks were 
  actually part of the warders’ bodies. He also told the 
  Doctor that his con was to place a harmless piece of 
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  space junk where a Time Agent would find it, pretend 
  it’s valuable and have the Time Agent pay up front, 
  and then walk away when ‘dumb luck’ destroyed the 
  craft. The Doctor noted that the medical transport 
  wasn’t harmless, as it was responsible for what was 
  happening around them. Jack used his Squareness 
  Gun to help them enter the records room, where the 
  Doctor found a tape with Dr Constantine asking the 
  Child questions. All the Child was concerned with 
  was finding his mummy.
  Nancy attempted to leave the Lloyd residence but 
  was caught by Mr Lloyd. Mr Lloyd attempted to 
  turn her over to the police but Nancy stopped him. 
  She’d been watching the house and noted that Mr 
  Lloyd had an intimate relationship with the butcher, 
  which garnered him extra food. Embarrassed and 
  afraid, Mr Lloyd allowed Nancy to take whatever she 
  wished with her.
  The Child ended up in the records room, as that 
  was his ‘home.’ The Doctor, Jack, and Rose escaped 
  with the help of the squareness gun. Unfortunately 
  they ended up in another roomful of patients and 
  the battery died on the gun. The Child returned to 
  stalking Nancy, who was now with Ernie and Jim, 
  two urchins. 
  As the Doctor and Rose hid in a storeroom Jack 
  emergency teleported back to his ship. Jack 
  attempted to adjust it to help the Doctor and Rose; 
  he also blocked the signals the Child was using to 
  find them. Hearing a song on the radio, the Doctor 
  and Rose decided to pass the time dancing, but 
  the Doctor was a bit awkward. Jack teleported 
  them aboard his ship mid-dance. The Doctor noted 
  that Jack’s ship was also a Chula vessel and had 
  nanogenes. He worked out that the nanogenes 
  might be the problem and asked Jack to take them 
  to the crash site. Jack confessed to Rose that he 
  became a con man after the Time Agency stole two 
  years’ worth of memories from him.
  Nancy used wire cutters to get inside the restricted 
  area, but she was captured. As a soldier interrogated 
  her, Nancy noticed that he was exhibiting the 
  symptoms of the ‘gas mask disease.’ The Doctor, 
  Jack and Rose arrived in time to see another soldier 
  succumb. They also found and freed Nancy, who’d 
  been handcuffed. They went to the crashed ship and 
  Jack tried to convince them it was empty by opening 
  it up. Unfortunately, that triggered the emergency 
  protocol and animated all of the Gas Mask Zombies.
  The Doctor gave Rose the Sonic Screwdriver and 
  sent her with Nancy to reattach the barbed wire 
  hold she’d made. While doing so, Rose reassured 
  Nancy that the Germans didn’t win. When they 
  returned, the Doctor and Jack were arguing over 
  what was inside the medical transport. Rose 
  correctly guessed it was nanogenes. The Doctor 
  also noted that these nanogenes didn’t know what 
  
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  a human being looked like. The nanogenes took a 
  guess and guessed incorrectly – they now thought 
  that everyone on Earth should look like the Child.
  As the Gas Mask Zombies, led by the Child, closed 
  in, the Doctor realised what the Child wanted his 
  mummy and that Nancy was his mummy, not his 
  sister. He hoped that if Nancy properly answered the 
  Child then the nanogenes would stop assimilating 
  people. As Nancy finally embraced her son, the 
  nanogenes sparked to life. They recognised the 
  superior DNA in the mother and properly repaired 
  her son. Ecstatic, the Doctor lifted the Child’s mask 
  to reveal Jamie, Nancy’s son, now completely healed. 
  Meanwhile, Jack returned to his ship and stopped 
  the bomb that was coming to destroy the ship. 
  He said his goodbyes to the Doctor and Rose and 
  transported it away. The Doctor, meanwhile, 
  reprogrammed the nanogenes into a ‘software 
  patch’ and properly healed everyone else – they 
  were all now perfectly healthy and the Doctor told 
  Dr Constantine to take the credit. 
  In space, the Chula ship computer told Jack that 
  any attempt to jettison the device would cause it 
  to explode and that the stasis decay was going to 
  do that anyway in three minutes. Jack prepared for 
  his death as the TARDIS landed aboard his ship. 
  The Doctor and Rose were dancing inside (the 
  Doctor still being awkward) as Rose called for Jack 
  to join them. He did just before his ship exploded. 
  Extraordinarily happy that he was able to save 
  everyone this time, the Doctor remembered how to 
  dance.
  continuity
  •	
  This is the second time, relatively speaking, 
  that the Doctor has visited World War II. The 
  first time was during The Curse of Fenric.
  •	
  The Sonic Screwdriver can perform medical 
  scans and weld barbed wire.
  •	
  The Doctor uses his regular alias of ‘Doctor 
  John Smith.’
  •	
  This adventure seems to be a turning point in the 
  Doctor’s personal journey. By the conclusion 
  of this adventure he seems to have come to 
  terms with who he is and is starting to enjoy 
  life again. This is symbolised by his struggles 
  to learn how to dance early in the adventure 
  and then ‘remembering’ that he can dance at its 
  conclusion.
  •	
  The 
  universally 
  recognised 
  colour 
  for 
  emergencies is mauve rather than red.
  •	
  Rose has another opportunity to show off her 
  rope-climbing skills.
  •	
  The TARDIS’s exterior telephone isn’t actually 
  connected to anything.
  •	
  Earth has established a Time Agency by the 
  51st century. This likely happened after the 
  technology pioneered by Magnus Greel (see 
  The Talons of Weng-Chiang in The Fourth 
  Doctor Sourcebook) was scrapped in favour of 
  new developments, although Greel was aware 
  of Time Agents so perhaps something else 
  was going on (beyond the obvious, which was 
  that Greel learned about Time Agents from a 
  bit further in the future). See Did Earth Have a 
  Time War? on pg. 128.
  •	
  Captain Jack has Psychic Paper. This is either 
  standard issue for Time Agents or something 
  Jack picked up in his travels. Psychic Paper 
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  can backfire if the victim wants the answers to 
  different questions from the owner.
  •	
  Rose doesn’t consider herself committed to 
  Mickey. 
  •	
  The Doctor mentions that he’s been travelling 
  in the TARDIS for 900 years, indicating that he’s 
  older than that (he possibly adopted ‘the Doctor’ 
  as his name when he first fled in the TARDIS – 
  see also The Age of the Doctor on pg. 76). 
  •	
  The Squareness Gun is a product of the 51st 
  century. It was built in the Weapon Factories 
  of Villengard, which have since been destroyed 
  and a banana grove planted in its place (the 
  Doctor may have had something to do with that).
  •	
  The Chula ambulance jumped time tracks. 
  This also occurred to the Doctor in The Space 
  Museum (see The First Doctor Sourcebook).
  •	
  The bomb that almost destroyed the Chula 
  ambulance had ‘Schlechter Wolf’ stamped on 
  it. This is German for ‘bad wolf.’
  •	
  Captain Jack Harkness joins the crew of the 
  TARDIS. 
  •	
  In the future, Albion Hospital is where Dr Sato 
  examines the Pig Astronaut in Aliens of London.
  B  running the adventure
  This adventure is about an alien ambulance that 
  goes awry when treating a local patient without 
  understanding human physiology. The catalyst is 
  Captain Jack Harkness, who notices a temporal 
  disturbance and parks the ambulance near it, 
  hoping to garner attention. He’s unaware of what 
  the ambulance is carrying and, unfortunately, the 
  damaged ship allows the nanogenes to slip out. They 
  discover the injured Jamie first and make incorrect 
  assumptions about his biology, only discovering the 
  truth when they recognise the superior DNA.
  The characters need to uncover the mystery and 
  discover the true nature of the zombie. They must 
  then find the mother, who is the only one capable 
  of stopping Jamie from spreading the nanogenes 
  throughout London (and possibly the world). Captain 
  Jack is a wild card. He is at worst neutral but can be 
  very helpful in avoiding the Gas Mask Zombies while 
  solving the mystery.
  changing the desktop theme
  This adventure could easily occur in any time or place 
  – wars are good because they make the landscape 
  dangerous for travel and keep communications to a 
  minimum. Another possibility is a plague or natural 
  disaster – imagine the player characters landing 
  in Europe during the Black Plague and discovering 
  plague mask-wearing zombies assimilating whole 
  villages!
  Another way to reskin this adventure is to change 
  the nature of the catalyst. Captain Jack was just 
  a con man looking to make a quick buck at the 
  expense of the Time Agency. What if someone 
  else purposefully crashed the ambulance knowing 
  that the nanogenes would escape? What would be 
  their ulterior motive? Perhaps they are creating a 
  personal army or even working for the Axis in the 
  hope of securing some favour from the Third Reich?
  When there are no Bad guys
  This adventure is unique amongst the Ninth Doctor’s 
  adventures in that, in spite of taking place in the 
  middle of a war, there are no real ‘bad guys.’ Captain 
  
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  Jack is not a heartless criminal; he’s striking back 
  at an authority that wronged him. He accidentally 
  let the Chula nanogenes out and the nanogenes 
  themselves aren’t intentionally harmful; they are 
  simply trying to heal everyone as best they know 
  how. Thus, this adventure is not about identifying 
  a threat and eliminating it, but understanding the 
  problem and resolving it.
  When players are introduced to a scenario they tend 
  to look for the easy way out. They try to discover 
  who is mucking with history, attempting to conquer 
  the world, trying to be a god and eliminate them. 
  Throwing them into an occasional adventure with no 
  true villains helps shake things up a bit and shows 
  the players that sometimes blowing things up is not 
  the best plan. 
  If you decide to run this type of campaign make sure 
  that you give the players time to recognise it. One of 
  the things that this adventure does well is it makes 
  the ‘bad guys’ victims with ambiguous motives. It’s 
  difficult for even the most trigger-happy player 
  to gun down a child, and with the exception of 
  ‘assimilating’ others the Gas Mask Zombies aren’t 
  actively hurting people. The player characters have 
  a better chance of being killed by a German bomb 
  than a Gas Mask Zombie.
  There also needs to be a non-violent solution. In 
  this case, the Doctor realises that the spread of the 
  ‘disease’ is directly due to a young boy’s efforts to 
  find his mummy. Simply by bringing the two of them 
  together and getting the mother to acknowledge 
  her maternity is enough to stop the spread of Chula 
  nanogenes. 
  Finally, there’s a reward for the players’ actions. 
  Whilst the Doctor doesn’t realise it until it happens, 
  taking the non-violent solution directly leads to a 
  cure; the nanogenes discover what they’ve done 
  wrong and fix it. This in turn gives the Doctor the 
  ability to save everyone, an opportunity in which 
  he rarely gets to indulge. As expected, the Doctor 
  is overjoyed at this prospect, and your players will 
  certainly appreciate the affirmation that they’ve 
  done the right thing. 
  did earth have a time War?
  There’s an interesting paradox in The Talons of 
  Weng-Chiang. Earth endures the Sixth World 
  War and Magnus Greel, known as the Butcher of 
  Brisbane, fled in a Time Cabinet made using faulty 
  temporal research. The Fourth Doctor proclaimed 
  the technology to be a ‘technological cul-de-sac’ 
  and would not produce proper time travel. The 
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  implication is that beyond the faulty Time Cabinets, 
  Earth organisations lacked the ability to travel 
  through time. Yet Magnus Greel was aware of Time 
  Agents, which indicated that he must’ve interacted 
  with them. The implication is that Earth discovered 
  time travel sometime later and Greel met some of 
  them while he was in the past (a third possibility 
  is that he’d heard of a Time Lord marching with 
  the Filipino Army at the Battle of Reykjavik and 
  considered him to be a ‘time agent’).
  This story adds intriguing new possibilities to this 
  narrative. Captain Jack says unequivocally that he’s 
  a Time Agent from the 51st century. He obviously 
  wasn’t recruited by a future agency or else he 
  wouldn’t have become ‘the Face of Boe.’ Thus there 
  are several possibilities to reconcile Earth’s time 
  travel capabilities in the 51st century.
  •	
  First, and the simplest answer, is that someone 
  else took the Time Cabinet research in a 
  different direction and developed true time 
  travel. The Time Agency was established after 
  the conclusion of World War VI and that’s when 
  Captain Jack became a Time Agent. 
  •	
  Second, given that World War VI had at least 
  two opposing sides, it’s possible that each 
  had its own time travel program specifically 
  created for the sole purpose of countering 
  the other. The side that included the Icelandic 
  Alliance had the more advanced technology and 
  the Time Agency was established at that time.
  •	
  Third, the Fourth Doctor was specifically sent 
  by the Time Lords to prevent Earth from gaining 
  true time travel technology (as with the Third 
  Zone in The Two Doctors — see The Sixth 
  Doctor Sourcebook). He either failed to do so 
  or actually decided to aid Earth in an ultimately 
  unsuccessful attempt to draft them into the Time 
  War or protect them from becoming pawns in it.
  •	
  Captain Jack states that the Daleks just 
  disappeared one day and speaks as if it 
  happened within his lifetime (it had to have been 
  after the year 4000 at any rate). It’s possible that 
  the Earth government got a hold of Dalek Time 
  Corridor technology and reverse engineered it 
  to create stable time travel.
  What happens to dr constantine and those 
  that are ‘fixed?’
  At the end of this adventure Dr Constantine is left 
  with his patients at Albion Hospital all miraculously 
  WHAT AbouT THE ironsidEs?
  The Eleventh Doctor would later travel to World War II during the London Blitz 
  and discover that Prime Minister Winston Churchill was employing 
  ‘Ironsides’ (which were actually Daleks) against the Germans (see The 
  Victory of the Daleks in The Eleventh Doctor Sourcebook). Whilst 
  we’ve made the insinuation that the Dalek adventures after the Ninth 
  Doctor’s regeneration haven’t happened, relatively speaking, until the 
  Doctor changed history by deposing Harriet Jones, this is by no means 
  the only interpretation. It is equally valid to presume that the Daleks would have 
  visited here regardless to get the Doctor to acknowledge them and thereby start 
  production of the New Dalek Paradigm.
  Given that the Daleks didn’t know which incarnation of the Doctor would arrive, 
  the appearance of the Ninth Doctor’s TARDIS should tip them off that the Doctor 
  was here and they’d likely investigate. Would the Chula nanogenes ignore the 
  Daleks as ‘alien,’ or are they genetically close enough to Earth humans that 
  the nanogenes would try to transform them (presuming the Dalek force field 
  and armour couldn’t stop them?). It could make for an interesting adventure if 
  a squadron of Daleks approached the crashed ambulance just as the Doctor 
  released the software patch and they were given humanoid forms. Would 
  they still have Dalek conditioning and wait for the New Paradigm Daleks to 
  destroy them, or would they create a plan on their own? Is it possible that 
  they’ve been ‘cured’ of their Dalek Factor?
  
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  cured. Not only are they cured of the ‘Gas Mask 
  Zombie’ transformation, but they are also cured 
  of old ailments and healed of all injuries, including 
  regeneration of limbs. Whilst the Doctor believes 
  that everything will be OK and Dr Constantine can 
  bask in the glory (albeit in a low-key way), he’s 
  probably being a bit optimistic.
  First of all, there’s a question of just how those 
  affected by the Chula were fixed. Given that the 
  nanogenes are part of a war ambulance, it may 
  have imparted some of the ‘soldier’ abilities onto 
  the patients. Thus, in addition to being miraculously 
  healed, the former victims may now be super-
  strong, have some psychic abilities, or other ‘gifts.’ 
  Not only will these be difficult to explain but it could 
  launch a series of super-powered vigilantism or 
  criminal activity that will have to be cleaned up by 
  Torchwood or another authority.
  What would life be like for a medical doctor who 
  ‘cured’ his patients in such a miraculous way yet 
  couldn’t replicate any of those cures? Would he be 
  held under suspicion by Torchwood or the British 
  government? Would some of his patients be tested 
  or experimented on to see if their bodies hold the 
  secrets that cured them? Dr Constantine himself 
  may have been cured of various ailments he’d 
  been suffering in his old age (especially if, as was 
  common at the time, he was a smoker). He may also 
  exhibit some of the super-abilities as well as an 
  increased lifespan.
  While in the twilight of his career, Dr Constantine 
  could have a very difficult life ahead of him. 
  Would he blame the Doctor for it? Would he be 
  recruited by Torchwood? Perhaps he conducted 
  the experiments on his former patients himself, 
  hoping to find a clue to enable him to continue 
  curing people. Perhaps he ‘outed’ the Doctor’s 
  involvement to someone who would listen. Or 
  perhaps he went into hiding, disillusioned with 
  his inferior abilities and inexplicable cures. This 
  could be a very hard road if the nanogenes added 
  decades to his life.
  On the other hand, it’s possible that the nanogenes 
  recognised Constantine as a physician and enhanced 
  his skills. The characters might visit 1970s or 1980s 
  London and discover that he’s a youthful, healthy 
  and well-respected medical authority. Whether 
  he continues to use his skills for good or ill (and 
  whether there are unintended side-effects that need 
  to be hushed up in return for continued miracles) is 
  up to the Gamemaster!
  WHo ArE THE cHuLA?
  The Chula are an interstellar species that have 
  warships and ambulances with nanogene 
  technology. They aren’t a time travelling 
  species, so they either existed in 1941 or died out 
  sometime before them. Other than these facts, 
  the Chula are a blank slate. Gamemasters 
  looking to add a new, non-humanlike species 
  to their campaigns may wish to flesh out Chula 
  biology, culture, and technology.
  Jamie
  aWareness
  2
  presence
  2
  coordination
  2
  resoLve
  2
  ingenuity
  1
  strength
  1
  skiLLs
  Athletics 2, Fighting 1, Technology 2.
  traits
  Environmental (Minor)
  Fast Healing (Special): The Nanogenes quickly 
  heal any injuries or illness.
  Fear Factor (2): Jamie gets +2 on rolls to 
  actively scare someone.
  Infection: See overleaf.
  Networked: All Gas Masks
  Obsession (Major): “Finding his mummy?”
  Size (Tiny)
  Telekinesis (Special): Jamie can operate and 
  activate technical devices remotely.
  tech LeveL: 4 
   story points: 4
  the empty chiLd/the doctor dances
  
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  nAnogEnEs (spEciAL gAdgET)
  Nanogenes are micro-robots that can repair 
  or replace living tissue. 
  Traits: Fast Healing (Special), Restriction (if 
  life pattern is unknown then the nanogenes 
  compensate as best they can, creating 
  deformed zombies. Nanogenes can correct 
  their mistake if they are able to analyse a 
  relative of one of their patients, preferably a 
  parent).
  Cost: 4 Story Points
  further adventures
  •	
  The characters arrive in London in the 1950s 
  and discover strange activity. There’s a shadow 
  war between superheroes and supervillains 
  and some of them even have their own comic 
  books and television shows. As it turns out 
  the nanogenes had augmented some of the 
  patients and soldiers in and around Albion 
  Hospital, and now they are flexing their 
  augmented muscles. Unfortunately the Chula 
  have also noticed and sent a warship to purge 
  their ‘mistake.’ Do the characters have to 
  eliminate beloved superheroes in order to 
  preserve the timeline?
  gas mask ZomBie
  Environment (Minor)
  Fast Healing (Special)
  Fear Factor (1): Gas Mask Zombies gain +2 on 
  rolls to actively scare someone.
  Infection: The Nanogenes are communicable 
  with a single touch – if infected (see the Infection 
  Trait, on pg. 29) the victim will become another 
  zombie within a matter of hours.
  Networked: All Gas Mask Zombies may act as 
  one, usually through a ‘Prime Zombie.’
  tech LeveL: 6 
   story points: 2
  aWareness
  2
  presence
  2
  coordination
  1
  resoLve
  2
  ingenuity
  1
  strength
  2
  Gas Mask Zombies are humans transformed by 
  Chula nanogenes. The Chula were an interstellar 
  species that created microscopic nanogenes in order 
  to repair soldiers in war and return them to the front 
  lines. When Captain Jack crashed the ambulance 
  it seriously injured a small boy, Jamie, who’d been 
  playing nearby. The nanogenes attempted to repair 
  him, but without complete knowledge of humanity it 
  turned Jamie into a Gas Mask Zombie with all of the 
  benefits of a Chula warrior. 
  The nanogenes remained with Jamie and attempted 
  to repair anyone he came in contact with, considering 
  the natural human form to be damaged. This was 
  only reversed when Jamie’s mother embraced him 
  and the nanogenes recognised the superior DNA. 
  They properly fixed Jamie and the Doctor was able to 
  reprogram the rest to transform the rest of the Gas 
  Mask Zombies back to human form.
  skiLLs
  Athletics 2, Fighting 1.
  traits
  Enslaved: Only the ‘Prime Zombie’ – the initially 
  infected victim – can act independently, and even the 
  Prime Zombie typically follows a single task, in this 
  case searching for its mummy.
  
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  •	
  Dr Constantine’s ‘miraculous’ abilities become 
  known to the German government. They 
  arrange for commandos to infiltrate London 
  and bring Dr Constantine back to Germany. 
  The characters learn of the plot and decide to 
  save the innocent doctor, only to discover the 
  reason behind the kidnapping. The Germans 
  are dealing with an unknown plague that’s 
  possibly alien and hoping that Dr Constantine 
  can help them with it. Has a colony of Silurians 
  awakened or is something extra-terrestrial 
  afoot?
  nancy
  Face in the Crowd: +2 to any Subterfuge Skill roll 
  to sneak about. 
  Quick Reflexes: The character always goes first 
  in their Action Round unless taken by surprise. 
  Resourceful Pockets: Roll two dice and get 
  a ‘double’ (or spend a Story Point) to find 
  something she needs. 
  Run for your Life!: +1 bonus to her Speed when 
  escaping pursuit.
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  tech LeveL: 4 
   story points: 6
  aWareness
  3
  presence
  4
  coordination
  4
  resoLve
  3
  ingenuity
  3
  strength
  2
  Nancy was a single mother who pretended Jamie 
  was her brother in order to avoid the social stigma. 
  She believed Jamie had been killed in the Blitz 
  and transferred her maternal instincts to other 
  abandoned children in London, stealing food and 
  supplies from families whenever they went into 
  air raid shelters. She was street-smart enough to 
  choose families with whom she had leverage over the 
  heads of household.
  Nancy saved the world when she finally acknowledged 
  that the creature chasing her was in fact her son 
  Jamie. Her embrace animated the nanogenes, which 
  enabled them to properly repair Jamie and everyone 
  else affected by them.
  skiLLs
  Athletics 2, Convince 3, Knowledge 2, Subterfuge 4, 
  Survival 3.
  traits
  Argumentative: Nancy will argue her point of view 
  even if it puts her life in danger. 
  Dark Secret (Minor): Nancy is actually Jamie’s 
  mother but she pretends to be his sister because 
  she fears the prejudice of being an unwed mother.
  Eccentric (Minor): Nancy insists on her ‘guests’ 
  exhibiting proper behaviour, even when they’re 
  eating at the dinner table of a house they’ve broken 
  into.
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  •	
  A ‘time thief’ is using a Vortex Manipulator to 
  steal artwork and artefacts from history and 
  reselling them in the present. Unfortunately, 
  they brought an artefact from the ancient 
  past into the present that contained traces of 
  a disease that has been dead for so long that 
  no one in the current era has an immunity to 
  it. Can the characters isolate the artefact and 
  return it to its proper time before a virulent 
  plague wipes out a continent?
  •	
  A 
  ruthless 
  criminal 
  reprograms 
  some 
  nanogenes to create perfect soldiers that 
  are loyal only to them. The player characters 
  find themselves on an alien planet where 
  the criminal has been conquering cities by 
  converting the populations into more loyal 
  soldiers. Can they be stopped before the player 
  characters find themselves converted?
  dr constantine
  skiLLs
  Convince 4, Knowledge 3, Medicine 4, Science 3, 
  Technology 3.
  traits
  Code of Conduct (Major): Constantine won’t leave 
  his patients, even when there’s a danger to himself.
  Empathic: +2 bonus on rolls to ‘read’ another person 
  Slow Reflexes: Prior to his conversion into a Gas 
  Mask Zombie, Constantine was sick and needed 
  a walking stick. Dr Constantine loses this Trait 
  once he is cured by the nanogenes.
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  tech LeveL: 4 
   story points: 2
  aWareness
  4
  presence
  4
  coordination
  2
  resoLve
  3
  ingenuity
  4
  strength
  1
  Dr Constantine worked at Albion Hospital during 
  World War II. He was the physician in charge of 
  Jamie when he was brought in after the blast. As 
  the infection spread he refused to leave the hospital, 
  believing that it was his duty to care for them as best 
  he could. He ended up becoming a Gas Mask Zombie 
  himself but was repaired when the nanogenes were 
  given a ‘software patch’ by the Doctor. The Doctor told 
  him to take the credit for the miraculous recoveries 
  of his patients.
  
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  ‘If I’m a killer, it’s because I was born to kill.’
  B  synopsis
  Cardiff, Wales, 2006
  Margaret Blaine (or, more accurately, the Slitheen 
  pretending to be her) was now Lord Mayor of Cardiff. 
  She was attempting to build a nuclear power station 
  in the heart of the city atop the temporal rift and 
  killed anyone that realised the dangers. The TARDIS 
  also landed in Cardiff as the Doctor needed to use 
  the temporal rift to refuel. Rose called Mickey to 
  bring her passport. He wasn’t happy to see that 
  Captain Jack Harkness was now part of the TARDIS 
  team. The Doctor noted that they had 24 hours to kill 
  before the refuelling was finished.
  Margaret was confronted by Cardiff Gazette 
  reporter Cathy Salt during the unveiling of her 
  nuclear project. Cathy was concerned with the sheer 
  number of deaths associated with the project (the 
  result of Margaret’s ‘damage control’). Margaret 
  asked for a word in private. They went to the ladies’ 
  washroom where Margaret was going to kill her, but 
  relented when she discovered that Cathy was about 
  to be married and was three months pregnant.
  While out and about, the Doctor discovered 
  Margaret’s face on a newspaper. They decided 
  to smoke her out and trap her by covering all the 
  exits. The Doctor went inside to speak with her, but 
  she sent her assistant out with excuses while she 
  slipped out the window. It didn’t fool the Doctor and 
  the team cornered her. Margaret tried to use her 
  teleporter to escape, but the Doctor neutralised it 
  with the Sonic Screwdriver. 
  The TARDIS team interrogated Margaret and 
  discovered that she was trapped on Earth. Her plan 
  was to demolish Cardiff Castle and build a power 
  plant that would exploit the rift. At full power the 
  rift would explode and tear the world apart, causing 
  an explosion. 
  Margaret would be safe inside the force field bubble 
  generated by her Tribophysical Waveform Macro-
  kinetic Extrapolator (or Extrapolator for short) to 
  ride the concussion wave from the explosion back 
  to civilisation. The Doctor decided to take her back 
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  to her home planet even though Margaret noted that 
  to do so would mean her death, as her family had 
  been tried and a death sentence passed.
  Jack could use Margaret’s Extrapolator to cut 
  the refuelling time to 12 hours. Mickey and Rose 
  decided to go on a date while Margaret convinced 
  the Doctor to allow her a last meal at a nearby 
  restaurant. Jack gave the Doctor and Margaret a 
  bracelet. If one moved more than 10 feet from the 
  other, Margaret would be electrocuted. As they sat 
  down, Margaret attempted to kill the Doctor twice 
  but he was ready for her. She begged him to take 
  her somewhere safe, but the Doctor noted she was 
  doing it through a dead person’s lips.
  Mickey attempted to tell Rose that he was moving 
  on and seeing someone else, but it was really more 
  of a ploy to get a commitment out of her. While 
  talking, they noticed that there was a rumble. 
  Inside the bistro, the Doctor and Margaret felt it 
  too. The window to the bistro shattered and other 
  windows and lights all over the city shattered as 
  well. Margaret convinced the Doctor to remove her 
  bracelet as he realised the rift was opening. Jack’s 
  attempt to use the Extrapolator with the TARDIS 
  accelerated the opening of the rift. 
  As it turned out, this was part of Margaret’s back-up 
  plan in case she was discovered by a technologically 
  advanced species. Rather than nuclear power, the 
  Extrapolator would use the TARDIS. Rose entered 
  and Margaret gripped her with her Slitheen arm, 
  threatening to snap her neck if the Doctor moved 
  against her. The Doctor noted that the TARDIS 
  would be destroyed, but Margaret didn’t care, at 
  least not at first. The cracking console, however, 
  revealed the heart of the TARDIS, which fascinated 
  Margaret. 
  The Doctor told Margaret to look into the light. She 
  found it beautiful and thanked the Doctor, releasing 
  Rose before the TARDIS transformed her into an 
  egg. The Doctor noted that if he took her home now 
  and gave her to a different family then she’d have a 
  chance at a different life. 
  Rose realised that she’d left Mickey outside and ran 
  out to find him, but he hid from her and walked away. 
  Rose returned alone and the Doctor offered to wait, 
  but Rose was resigned to the fact that she wasn’t 
  good enough for him. The Doctor set coordinates to 
  Raxacoricofallapatorius to give Margaret a second 
  chance. Rose lamented that she wished she had one 
  as well.
  
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  continuity
  •	
  Six months have passed since the Slitheen 
  conspiracy in World War Three.
  •	
  The Sonic Screwdriver once again foils a 
  teleport (the last time was in The End of the 
  World – see pg. 46).
  •	
  While revealed as far back as The Edge of 
  Destruction (see The First Doctor Sourcebook), 
  this adventure drives home the point that the 
  TARDIS is an autonomous being that the Doctor 
  doesn’t fully control.
  •	
  The Doctor is no longer a vegetarian (he’d 
  become one at the conclusion of The Two 
  Doctors – see The Sixth Doctor Sourcebook).
  •	
  Rose refers to Gwyneth saving the world when 
  the temporal rift was opened. The Doctor 
  claims that it is now closed but that the TARDIS 
  can feed from the scar.
  •	
  Margaret Blaine teleported to safety as the rest 
  of her family were killed in World War Three. 
  She came to Cardiff to use the temporal rift. 
  While Gwyneth closed the rift in 1869 it left a 
  scar that Margaret Blaine managed to reopen.
  •	
  In addition to having different Prime Ministers 
  and other officials than in ‘our’ timeline, the 
  position of Cardiff Mayor holds real weight 
  in Post-Time War Earth, rather than being a 
  ceremonial role.
  •	
  Margaret Blaine’s nuclear power plant proposal 
  is known as ‘The Blaidd Drwg Project.’ This 
  roughly translates to ‘Bad Wolf,’ which is an odd 
  name if you’re trying to sell a nuclear power 
  plant in the heart of the city.
  •	
  This is the first time the Doctor and Rose realise 
  that the phrase ‘Bad Wolf’ has been cropping up 
  everywhere they go.
  •	
  Margaret Blaine’s device uses ‘tribophysics.’ 
  This is a particular application of tribology (the 
  study of interacting surfaces) that applies to 
  generating force when using motion to generate 
  friction without physically touching. Sarah Jane 
  Smith mentions tribophysics when the Doctor 
  opens a door with a simple hand wave in The 
  Pyramids of Mars (see The Fourth Doctor 
  Sourcebook).
  •	
  In spite of the Earth-centric nature of most 
  of the Ninth Doctor’s trips with Rose, she has 
  visited other planets, including Justicia and 
  Woman Wept.
  •	
  Rose also mentions going to the Glass Pyramid 
  of San Kloon. It’s someplace where Rose 
  doesn’t think she needs a contemporary Earth 
  passport (it’s possibly on Earth in the future. By 
  the year 5000 the Filipino Army is a dominant 
  force and the Philippines may have acquired 
  Hong Kong, renaming Kowloon (a district within 
  the city) as ‘San Kowloon or Kloon,’ elevating 
  the ‘eight dragons’ of the mountains and a 
  former Chinese emperor to saintly status in the 
  Roman Catholic faith. Of course, it could just as 
  easily be an off-world Earth colony).
  •	
  The Doctor mentions that the TARDIS’s 
  chameleon circuit got stuck back in 1963. 
  He liked it so he kept it and for some reason 
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  most people don’t seem to notice it’s out of 
  place wherever he goes (this could be due 
  to the Chameleon Circuit having a hypnotic 
  component that’s still in force regardless of the 
  TARDIS’ physical form).
  •	
  Mickey claims to be dating Trisha Delaney 
  (although he may only be saying this to make 
  Rose jealous). He’d drop her in a second if Rose 
  wanted him to.
  •	
  Mickey refers to the TARDIS’ Chameleon Circuit 
  as a ‘cloaking device;’ as the Eighth Doctor once 
  did (see The TV Movie in The Eighth Doctor 
  Sourcebook).
  •	
  The Heart of the TARDIS returns Margaret to 
  her infant state. Previously, in The TV Movie, 
  the TARDIS rolled back time slightly for Grace 
  Holloway and Chang Lee, enabling them to 
  ‘live again’ after they’d died. This technology 
  is likely what helps the Doctor through difficult 
  regenerations.
  B  running the adventure
  At first glance, this is a mystery adventure. 
  Margaret Blaine is building a nuclear power plant in 
  the heart of Cardiff. Why is she seemingly building 
  it to deliberately fail? Unfortunately, none of that 
  matters to the player characters, as they know 
  Margaret Blaine is up to no good the moment they 
  spot her on the front page of a newspaper. She’s a 
  Slitheen and obviously up to no good; from there 
  this adventure becomes a simple ‘capture and 
  interrogation’ so that they can learn about her 
  plan to use the temporal rift to get home in spite of 
  Earth’s destruction as a consequence.
  What makes this adventure work is that it’s not 
  the discovering of Margaret’s plan that is the meat 
  of the adventure, but rather what the characters 
  should do with her once they’ve caught her. Unless 
  you’re running a ruthless Doctor Who: Adventures 
  in Time and Space campaign the answer can’t 
  be as simple as killing her, but giving her to any 
  authority capable of containing her effectively 
  gives her a death sentence anyway. Are the players 
  comfortable with that or can they find another 
  option? Should they take Margaret at her word that 
  she’s changed?
  While the Heart of the TARDIS provides an ‘out,’ 
  you should feel free to entertain other possibilities. 
  Maybe the characters can take her into the future 
  when the Raxacoricofallapatorian government has 
  abolished the death penalty or have her incarcerated 
  by another species that won’t kill her. The characters 
  could even offer her a ‘second chance,’ promising to 
  take her back to her home planet and certain death 
  if she doesn’t change her ways.
  changing the desktop theme
  One easy way to re-skin this adventure is to take 
  away the familiar element. Without the face of 
  Margaret Blaine, the player characters are simply 
  wandering into a city where a historic landmark is 
  about to be ploughed under in the name of progress. 
  This makes the actual event more of a mystery 
  that needs to be stopped (see The Krotons in The 
  Second Doctor Sourcebook or Robot of Sherwood 
  in The Twelfth Doctor Sourcebook for adventures 
  with similar themes).
  Alternatively, you may take inspiration from the 
  familiar events and use an old adversary in a new 
  way. What might the characters have to struggle 
  with while dealing with a related problem? One 
  example is Lytton from Resurrection of the Daleks 
  (see The Fifth Doctor Sourcebook) and Attack of 
  the Cybermen (see The Sixth Doctor Sourcebook). 
  
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  In the former, Lytton is a mercenary that works with 
  the Daleks against the Fifth Doctor. In the second, 
  Lytton has sided with the Cryons against the 
  Cybermen, but the Sixth Doctor refuses to believe 
  that Lytton could be on his side and tangentially 
  sentences him to death rather than working with 
  him to defeat the Cybermen. 
  recurring enemies
  This adventure provides an example of a recurring 
  enemy. When running Doctor Who: Adventures 
  in Time and Space campaigns it can be tempting, 
  and quite fun, to bring back a memorable villain. 
  This immediately raises the stakes for the players. 
  They may feel that they’ve failed to put the villain 
  away the last time around or they fear what the 
  villain may do now that they know how they operate. 
  Recurring villains also add a personal touch, giving 
  the player characters roleplaying opportunities 
  with a recurring adversary.
  Oftentimes a recurring adversary expects an 
  appearance from those that stopped them the last 
  time around. They may be ready for them this time, 
  using new defences and tactics designed to slow 
  or thwart them. In some cases an adversary may 
  even want to attract their enemies, as in the case 
  here where Margaret wants to use the TARDIS. A 
  pseudo-friendly rivalry may even develop, as the 
  various schemes of the Master being foiled by the 
  Doctor attest.
  In order to keep things from getting stale it’s usually 
  a good idea to approach a recurring adversary 
  differently than the previous attempt. In this case, 
  in the former adventure Margaret was part of a 
  team as her family attempted to destroy the Earth. 
  This time around she’s alone; she’s lost her family 
  and she’s just trying to get back to her civilisation, 
  if not her world. She also gives the players a moral 
  quandary this time around, as returning her to her 
  people would mean her death.
  sHoWing your cArds Too QuickLy
  While there is definitely a purpose in this 
  adventure to reveal the villain straight away, 
  it does offer a lesson to Gamemasters that 
  revealing a recurring enemy too quickly can 
  spoil the mystery. Unknown adversaries 
  can hide in plain sight, often right under the 
  characters’ noses, while the early appearance 
  of a Cyberman or Dalek technology can not 
  only tip the players off over who’s involved, 
  but also assures them that they can’t be up 
  to any good. 
  Unless you have a clear reason for revealing 
  a villain early, such as a particular Cyberman 
  still having emotions and a crisis of conscience 
  or discovering that they are trapped on a Dalek 
  saucer that is in danger of being destroyed and 
  they can’t simply leave in the TARDIS, you’ll 
  want to be careful about tipping your players 
  off too early. Let them enjoy the investigation a 
  bit before you make the big reveal!
  dinner With the enemy
  The best part of this adventure is when the Doctor 
  and Margaret go out on a ‘date’ (in spite of the 
  Doctor’s protestations to the contrary). Neither 
  side is under any illusions about what the other one 
  wants, but their civil (Margaret’s attempts to kill him 
  notwithstanding) conversation reveals much behind 
  Margaret’s motives and why she is fighting so hard 
  to remain free. She even gains a sliver of trust 
  from the Doctor and he removes the electrocution 
  bracelet so that she can move more freely when 
  they need to escape to the TARDIS. Of course, she 
  betrays that trust later…
  It can make for intense roleplaying if the characters 
  can speak civilly with an enemy. There are many 
  ways that this can happen; one side clearly has the 
  upper hand and is willing to indulge her defeated 
  enemy for a chat, one side wishes to bargain and 
  piques the other’s curiosity, circumstances make 
  fighting impossible so the two fill the time chatting, 
  or a new adversary or event threatens them both 
  and they have to come to an understanding in order 
  to work together. These are all fun moments that 
  add a new dimension to an enemy and possibly 
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  open the player characters to new avenues to 
  complete an adventure that they may not have had 
  before.
  One word of caution: it can be possible to ‘humanise’ 
  an enemy too much and take the fight out of the 
  characters prematurely. There should always be 
  an overriding driving force that keeps the enemy on 
  the wrong side, even if they wish differently. Most 
  villains parley simply to get their enemy’s guard 
  down, no matter how sincere they seem. When 
  villains do turn, it should be because they feel 
  betrayed themselves (such as the Master turning 
  on Rassilon in The End of Time – see The Tenth 
  Doctor Sourcebook) or because it offers them new 
  villainous opportunities once an immediate concern 
  is dealt with. 
  is margaret BLaine psychic?
  At first glance, there are a lot of elements in this 
  adventure that don’t initially make sense. Enough 
  people knew about Margaret Blaine’s role in the 
  Slitheen conspiracy that her running to Wales would 
  not have gone unnoticed, especially considering that 
  she was using the same cover story to get elected 
  as city mayor. She’s also managed to convince 
  the populace that demolishing Cardiff Castle and 
  replacing it with a nuclear power plant in the heart 
  of the city is a great idea. Nuclear cooling towers 
  are massive, and the studies and permits alone 
  should have taken a much longer period of time, 
  even if it was fast-tracked. That Margaret was able 
  to accomplish all this and remain under the national 
  radar is nothing short of miraculous. 
  Or is it? It has been established in Image of the 
  Fendahl (see The Fourth Doctor Sourcebook) and 
  The Unquiet Dead (pg. 63) that being born near a 
  time fissure can grant psychic abilities as well 
  as augment already-present psychic abilities. 
  Margaret is aware of the rift and, indeed, plans to use 
  it in order to blast her way home. It’s possible that 
  she has low-level psychic abilities that enabled her 
  to convince the locals, who are already connected to 
  the rift, to go along with her plan. The Doctor, Rose 
  and Captain Jack are loaded with artron energy 
  and therefore immune to any suggestion from 
  Margaret. Mickey isn’t as protected, although he 
  has some resistance due to being from out-of-town 
  and therefore not saturated with rift energy.
  Further reinforcing this point are Margaret’s 
  attempts to convince the Doctor that she’s changed. 
  She may be operating under the mistaken assumption 
  that the Doctor would fall under her psychic 
  influence. Alternatively, Margaret’s connection to the 
  rift and therefore the rest of Cardiff’s population may 
  be why she’s starting to ‘go native’ and have some 
  regrets about being a Slitheen. It is this influence 
  that touches the Heart of the TARDIS and grants her 
  a second chance at life?
  ELEcTrocuTion brAcELETs 
  (minor gAdgET)
  Electrocution bracelets are two matched 
  bracelets designed to be worn by a prisoner 
  and a guard. If the prisoner moves more than 
  10 feet away from the guard then they get 
  zapped with electricity (Captain Jack says 
  ’10,000 volts,’ but he’s being colloquial – it’s 
  amps, not volts, that can kill). Given that the 
  Doctor allows their use it is likely that the 
  bracelets used for Margaret were set to 
  stun, although other models and settings are 
  available.
  Traits: Weapon (S/S/S), Restriction (only 
  activates when victim moves more than 
  10 feet away from someone wearing the 
  controlling bracelet).
  Cost: 1 Story Point
  
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  further adventures
  •	
  Sometimes you can’t teach an old dog new 
  tricks. A reborn Margaret is the same as the old 
  and she finds a way to travel back in time and 
  try to fix her mistakes, specifically to prevent 
  her family’s death. Unfortunately, her actions 
  summon the Reapers, and the characters need 
  to discover the triggering event in order to fix 
  it (if using the Doctor, then perhaps she killed 
  him in the past, which separated the TARDIS. 
  The only way to fix things is for someone to take 
  the shot that took out the Doctor or convince 
  Margaret to undo her plan).
  •	
  Sometimes you can teach an old dog new tricks. 
  A reborn Margaret is now on the side of good 
  and actually reaches out to the Doctor when 
  she notices her family trying to destroy another 
  world. She’s remorseful but can’t bring herself 
  to stop them so she’s relying on the characters to 
  do it for her. Unfortunately, her divided loyalties 
  make her sound suspicious – do the players, 
  especially if they know of Margaret, trust her, or 
  does their hesitance threaten the colony?
  •	
  An interstellar criminal has no problem forcing 
  people to perform crimes for him by using 
  electrocution bracelets with a ‘lethal’ setting to 
  motivate them. The characters need to figure 
  out how to stop him without leaving too many 
  bodies in his wake. Unfortunately, his latest 
  heist is taking place at an intergalactic peace 
  conference and his victims are too valuable to 
  take risks.
  •	
  Margaret was correct to fear discovery; someone 
  has, and they called on the Judoon for assistance. 
  Unfortunately, the Judoon were a half-step short 
  and the Doctor time-shifted away with Margaret 
  just as Cardiff was transported to the moon. The 
  Judoon are now making a methodical search of 
  the city as the air runs out. The characters have 
  to convince the Judoon that Margaret is gone 
  before the city suffocates.
  cathy saLt
  traits
  Brave : +2 bonus to any Resolve roll when the 
  character needs to show courage.
  Impulsive: Cathy doesn’t think things through 
  before acting.
  Insatiable Curiosity: Cathy will investigate 
  anything that sparks her curiosity unless she 
  passes a Resolve or Ingenuity roll at -2.
  Obsession (Minor): Wants to please her mother.
  tech LeveL: 5 
   story points: 2
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  2
  strength
  2
  Cathy Salt is a journalist for the Cardiff Gazette. 
  During this adventure she is pregnant by her fiance 
  Jeffrey, which pleased her mother. Cathy was 
  curious about the new nuclear power plant and 
  investigated it, learning that there’d been several 
  strange and convenient accidents leading to the 
  deaths of people opposed to the project or those 
  charged into verifying its safety. She also discovered 
  that Mr Cleaver, a nuclear adviser, had posted 
  some of his findings online questioning the safety 
  of the project just before he was decapitated. She 
  confronted Margaret Blaine, who invited her into the 
  ladies’ room with her. Margaret planned to kill her, 
  but Cathy’s stories about her family touched her and 
  reminded her of the loss of her own. Without Cathy 
  knowing it, Margaret spared her life even though 
  Cathy’s future article would threaten her plans.
  skiLLs
  Convince 2, Knowledge 3.
  Boom toWn
  
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  margaret BLaine
  – damage includes poison effect) and breathe 
  a cloud of poisonous gas at a close target 
  (1/3/4). These additional weapons can only be 
  employed once every seven days as they need 
  time to replenish.
  Outcast: The Slitheen have been outcast by the 
  other families from Raxacoricofallapatorius. If 
  they return, they will be arrested and executed.
  Shapeshift (Minor): Not exactly shape shifting 
  but the Slitheen use compression fields and 
  can wear skin-suits to disguise themselves as 
  other races.
  Weakness (Major): As a calcium-based 
  lifeform they are extremely reactive when they 
  come into contact with acetic acid. Contact 
  does 4 levels of damage every round. Three 
  Attributes reduced to 0 in this way can produce 
  explosive results.
  tech LeveL: 6 
   story points: 5
  aWareness
  3
  presence
  5
  coordination
  4
  resoLve
  5
  ingenuity
  4
  strength
  8
  Margaret Blaine or, more accurately, Blon Fel Fotch 
  Passameer-Day Slitheen, is a criminal who slew 
  and took the skin of a senior member of MI5. She 
  participated in the Slitheen plan to spark a nuclear 
  war on Earth and sell the radioactive remains, but the 
  Doctor’s actions killed her family. She was the only 
  survivor, having teleported in time to the Isle of Dogs. 
  She fled to Cardiff, where she used her credentials to 
  run for City Mayor and propose a nuclear power plant 
  that would bring jobs to the city. She killed anyone 
  who got in her way and built the project to fail, as she 
  planned to use the resulting explosion to catapult 
  herself back into space. 
  During her time as mayor, however, Margaret began 
  to feel more human and reflected on her life choices. 
  She believed herself to be a victim of nurture, as she 
  had been trained to be a killer from an early age. 
  Although she initially wanted to use the TARDIS to 
  further her plans and threatened Rose in the process, 
  Margaret stared into the Heart of the TARDIS and 
  was moved by it. In turn, the TARDIS reverted her 
  to her embryonic state inside an egg and the Doctor 
  deposited her in a hatchery back home, enabling her 
  to live her life again.
  skiLLs
  Athletics 2, Convince 2, Fighting 3, Medicine 2, 
  Science 2, Subterfuge 4, Survival 2, Technology 2, 
  Transport 3.
  traits
  Alien
  Alien Appearance
  Alien Senses (Smell): Margaret has an excellent 
  sense of smell, giving a +2 bonus on Awareness 
  rolls that involve smell.
  Fear Factor (2): Giant, green and with dangerous 
  claws, the Slitheen gain a +4 bonus on rolls when 
  actively scaring someone.
  Natural Weapons: Massive claws that can do a 
  great deal of damage (Strength +2). As a female 
  Margaret can fire a poisoned dart from their 
  finger (Coordination + Marksman to hit, (2/5/7) 
  
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  Bad WoLf/the parting of the Ways
  ‘Then prove yourself, Doctor. What are you, coward 
  or killer?’
  B  synopsis
  Satellite Five, Earth Orbit, 200,100 and London, 
  England, 2006
  The Doctor, Rose and Captain Jack arrived on 
  Satellite Five a century after the Jagrafess was 
  defeated. Each of them had amnesia as to how they 
  got there and each was participating in a different 
  game show, all futuristic versions of early 21st 
  century game shows: Big Brother, The Weakest 
  Link and What Not to Wear. They soon discovered 
  that the games had sinister elements – the Doctor 
  would get disintegrated if evicted from the Big 
  Brother house, Rose would get disintegrated if she 
  lost a round in The Weakest Link, and Jack would 
  get cut up by the What Not to Wear robots that want 
  to ‘improve’ his appearance.
  Apparently, 
  their 
  sudden 
  appearances 
  also 
  surprised management on Floor 500, as they had no 
  idea that they had been entered into the games. Only 
  the Controller, a woman attached to the computers 
  through fibre-optic cables, might know, but she 
  didn’t say anything.
  The Doctor decided to get himself evicted by 
  breaking a camera. This horrified the occupants, 
  especially Lynda, but when the Doctor walked 
  through the eviction hall the system shut down 
  rather than destroy him. The Doctor counted on the 
  fact that someone had brought him into the game 
  for a reason. Meanwhile, Rose learned that the 
  station was being run by the Bad Wolf Corporation 
  and Captain Jack used a concealed laser to shoot 
  the robots that were keeping him in the game. 
  The Doctor escaped from the house and brought 
  Lynda with him, promising to keep her safe. She 
  explained the games to the Doctor and asked 
  him if he’d take her with him. The Doctor agreed 
  but insisted that they find his friends and get off 
  the Game Station first. He wondered who ran 
  everything and Lynda showed him a sign – the 
  Bad Wolf Corporation. Lynda told him that the 
  breakdown of Satellite Five had caused a global 
  breakdown, creating anarchy and destroying the 
  economy. The Doctor realised this world was his 
  fault.
  Bad WoLf/the parting of the Ways
  
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  Captain Jack salvaged an energy rifle from the 
  robots and used his wrist computer to find the 
  Doctor. Once he found them, they tried to hack into 
  the computers to find Rose. The Doctor discovered 
  that it was difficult to do so because there was 
  another system interlaced with the broadcast 
  computers. The station was transmitting something 
  else. The Doctor finally found Rose but by the time 
  they reached her she’d lost the final round to fellow 
  competitor Rodrick and was disintegrated. 
  The Doctor and Jack had little time to mourn as 
  security was called and they were arrested. They 
  escaped and headed to Floor 500, where they hoped 
  to get answers. The Doctor tried to intimidate 
  the station managers into telling him who was in 
  control, but soon realised they were just as in the 
  dark as he was. One manager, Pavale, explained 
  that the Controller had been hooked up to the 
  station when she was just 5 years 
  old and only spoke to members of 
  the staff. Pavale further noted that 
  he’d been tracking the strange 
  transmissions too. 
  The Controller suddenly called out 
  to the Doctor, claiming that she had 
  sought him out and brought him 
  here. She could speak to him now 
  because a solar flare was blocking 
  transmissions. She needed him 
  to fight her masters but had to 
  bring him through the games to 
  allay suspicion. She said that her 
  masters were hiding in dark spaces 
  and had been shaping the Earth for 
  hundreds and hundreds of years. 
  She also said that her masters 
  feared the Doctor.
  Jack found the TARDIS and learned 
  through it that the ‘disintegrator 
  beams’ 
  weren’t 
  disintegrating 
  anyone 
  – 
  they 
  were 
  actually 
  transmat beams. Rose had been 
  transported through space. The 
  Doctor tried to get more information 
  out of the Controller but as the 
  solar flares had ended her masters 
  heard her and transmatted her 
  away. As it turned out she and Rose 
  were now on a Dalek ship and she 
  smiled because, in spite of them 
  exterminating her, she’d brought 
  about their end.
  Now with management on his side, the Doctor 
  used the station scanners to discover two hundred 
  Dalek saucers lying in wait – half a million Daleks! 
  Noticing that they had been detected, the Daleks 
  contacted the Game Station and ordered the Doctor 
  to leave them be or Rose would be exterminated. 
  The Doctor countered, insisting that he was going 
  to save Rose and destroy them. With that, he and 
  Jack hopped into the TARDIS. Panicking, the Daleks 
  launched their invasion of Earth.
  The Doctor took the TARDIS to the Dalek mothership. 
  Jack attached the Extrapolator, which provided 
  it with a force field that protected it from Dalek 
  missiles. The Doctor materialised around Rose and 
  the Dalek guarding her; Jack destroyed the Dalek 
  with his improvised pistol. The Doctor then walked 
  outside to speak to the Daleks, still protected by the 
  force field. He discovered that they were humans 
  
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  who had been converted into Daleks by the Dalek 
  Emperor, who’d managed to survive the Time War.
  The Doctor returned the TARDIS to the Game 
  Station and turned up the transmitters to prevent 
  the Daleks from transmatting aboard. Most of the 
  station was evacuated except for a hundred people 
  stranded on Floor 0. Lynda also remained behind by 
  choice. Pavale pointed out that the fleet was coming 
  and the Doctor decided to convert the station into 
  a Delta Wave Generator, which would destroy the 
  fleet. Unfortunately, the Daleks would penetrate 
  the station before the Doctor could finish building it.
  Captain Jack decided to organise a defence force. 
  The Extrapolator would hold the Daleks at Floor 
  494 or below, but once they got inside they could 
  fight their way up. Jack went to Level 0 to look for 
  volunteers to hold off the Daleks. Most, including 
  Weakest Link winner Rodrick, did not volunteer. 
  Jack told them to keep quiet and hopefully the 
  Daleks wouldn’t come down to their level.
  Rose asked the Doctor why he couldn’t just go back 
  in time and warn everyone, but he explained that he 
  was stuck in the course of events now. The Doctor 
  realised that the Delta Wave Generator would take 
  too long to build, threatening Rose. He tricked 
  her into getting into the TARDIS and starting the 
  emergency program. The TARDIS returned her to 
  her home time on Earth as a pre-recorded hologram 
  of the Doctor told her that he was doomed and that 
  she was to have a good life. Mickey found her crying 
  against the now-locked door of the TARDIS.
  Jack contacted the Doctor and learned that Rose 
  was gone. He asked the Doctor if the Delta Wave 
  Generator was going to be ready and, at this point, 
  the Emperor Dalek came on the Doctor’s viewscreen 
  and goaded him to tell Jack the truth – the Delta 
  Wave Generator could be ready but not refined. 
  If the Doctor pushed the button, it would destroy 
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  every human on the station and planet Earth as well 
  as the Daleks. The Doctor reasoned that colonial 
  humanity would survive and Jack agreed with him. 
  The Doctor also tried to get the Emperor to speak 
  about Bad Wolf, but the Emperor maintained that he 
  knew nothing about it.
  Jackie and Mickey ate dinner with Rose at a local cafe 
  but Rose wasn’t hungry. She was upset because, 
  relatively speaking, the Doctor was fighting for his 
  life and she wasn’t there. Jackie and Mickey told her 
  to try to live her life like he wanted her to, but she 
  couldn’t. Instead, she ran out of the café and onto a 
  play area, where she saw ‘Bad Wolf’ written on the 
  concrete. Rose reasoned that it was a message, one 
  that kept coming to her throughout space and time. 
  It was telling her that she could go back. 
  Meanwhile, the Daleks invaded the Game Station. 
  In spite of Jack’s hopes they invaded Level 0, 
  exterminating everyone on it. They then worked their 
  way up, both inside and outside the station. They 
  exterminated Lynda by shattering the window. Jack’s 
  forces tried to hold them off but, unfortunately, Jack 
  had lied about the effectiveness of human weaponry. 
  The remnants of his team made a futile last stand on 
  Floor 499. Jack told the Doctor he had 20 seconds left 
  before he, too, was exterminated. 
  Back in the past, Rose tried to open the TARDIS with 
  Mickey’s car but it didn’t work. Jackie tried to talk 
  Rose out of it one last time but, when that failed and 
  Rose mentioned she’d met her Dad, she borrowed a 
  recovery truck from a friend. This truck was strong 
  enough to open the door and Rose ran inside. She 
  tied the chain to the console and Mickey used the 
  truck again, prying open enough of the console 
  to expose Rose to the Heart of the TARDIS. She 
  absorbed the TARDIS’ energy and shut the doors, 
  returning the TARDIS to the future and leaving 
  Mickey and Jackie behind.
  The Doctor was surrounded by Daleks as he 
  finally completed the Delta Wave Generator. The 
  Dalek Emperor goaded the Doctor into using it, as 
  it wanted to see the Doctor become like a Dalek. 
  Instead, the Doctor backed off, claiming it was 
  better to be a coward than a mass murderer. The 
  Emperor was about to give the order to exterminate 
  the Doctor when the TARDIS arrived. Rose emerged, 
  surrounded by temporal energies. She claimed to 
  be the Bad Wolf and sent the message through time 
  to herself. She also wiped every Dalek, including the 
  Emperor, from existence. She also subconsciously 
  brought Jack back to life.
  Unfortunately, the power inside Rose threatened to 
  kill her. The Doctor saved her the only way he knew 
  how. He kissed her and absorbed the energy into 
  himself. They returned to the TARDIS where the 
  Doctor lamented that he couldn’t take her to all of 
  the places that he’d wanted to. Rose was confused 
  and asked why. The Doctor explained that his body, 
  like hers, couldn’t hold all of the energy either and 
  it was killing him. Fortunately, he could regenerate. 
  A stunned Rose watched as the Doctor transformed 
  into his next incarnation in front of her.
  continuity
  •	
  The Doctor, Rose, and Jack visited Kyoto, Japan 
  in 1336 before arriving on Satellite Five. 
  •	
  Sonic Screwdrivers can’t open locks with 
  deadlock seals.
  
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  •	
  The Doctor is known to the Daleks as ‘The 
  Oncoming Storm.’
  •	
  Satellite Five was renamed the Gamestation 
  after the revelation of the Jagrafess a century 
  before. There are a hundred different games 
  and all have particularly nasty implications. 
  In total, the Game Station broadcasts 10,000 
  channels. Everyone watches them and failure 
  to purchase a TV licence could get one executed. 
  •	
  In spite of the Doctor’s hopes after defeating 
  the Jagrafess, humanity has not recovered. 
  The Great Atlantic Smog Storm has plagued 
  the planet for 20 years. Apparently the act 
  of shutting off the news collapsed both the 
  planet’s government and the economy. 
  •	
  Several 21st century game shows have survived 
  into the 2001st  century.
  •	
  Captain Jack knows about the Daleks and 
  that they were destroyed. Thus the Time War 
  hadn’t wiped out their existence – they’d been a 
  scourge of the universe until they’d disappeared 
  sometime before the 51st century and never 
  returned. Rodrick, the winning contestant on 
  The Weakest Link, also believed that the Daleks 
  disappeared around that time.
  •	
  This is the third appearance of a Dalek Emperor. 
  This one is obviously not Davros (who fought 
  the Seventh Doctor – see Remembrance of the 
  Daleks in The Seventh Doctor Sourcebook) and 
  is immobile (like the one that the Second Doctor 
  met in The Evil of the Daleks).
  •	
  The Dalek assault reshapes the continents of 
  Earth.
  •	
  The Doctor, Jack and Lynda are threatened 
  with incarceration on the Lunar Penal Colony. 
  The Doctor was imprisoned there in Frontier in 
  Space (see The Third Doctor Sourcebook).
  •	
  Torchwood gets its first mention here as a 
  Weakest Link question. The Great Cobalt 
  Pyramid was built over its remains and may be 
  a monument to the organisation.
  •	
  The Face of Boe is referenced as the oldest 
  inhabitant of the Isop Galaxy. Captain Jack 
  gains his immortality from Rose, which may set 
  him on a course to become the Face of Boe.
  •	
  The Bad Wolf Corporation runs Satellite Five. 
  This is what inspires Rose, while fuelled with 
  the power of the TARDIS, to scatter its name 
  throughout her timeline.
  •	
  The Heart of the TARDIS again interfaces 
  with a lifeform, but rather than regress Rose 
  it empowers her. Humans cannot survive this 
  process unless the energy is siphoned off. Time 
  Lords can only bear it through regeneration.
  B  running the adventure
  This adventure begins as a mystery and then 
  becomes a revelation – it is the climax of season-long 
  plot threads. At first, though, it puts the characters 
  in a bizarre situation; they are contestants on reality 
  shows that encourage them to play well or risk 
  incineration. That is, until one or more characters 
  figure out the obvious, which is whoever put them 
  in these ‘death traps’ really doesn’t want them dead 
  (unfortunately, this is only restricted to the Doctor; 
  his companions aren’t so lucky, but fortunately 
  the ‘disintegrations’ are actually transmat beams 
  that turn the ‘incinerated’ characters into Dalek 
  hostages.
  Bad WoLf/the parting of the Ways
  
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  Once the veil is lifted, this adventure quickly 
  becomes a base under siege with the characters 
  trying to stop the Daleks against impossible odds. 
  They have to hold the Daleks off long enough for 
  the boffin amongst them to perform some jiggery-
  pokery, and, in the end, get a last-minute rescue 
  from a character that has opened the Heart of the 
  TARDIS.
  Unless you’ve been using ‘Bad Wolf’ as a meme 
  through previous adventures, you may want to 
  provide an alternative solution against the attacking 
  Dalek army. Maybe the crack in time that preserved 
  the Dalek Emperor is still around and could be 
  opened to suck it back in, or maybe the characters 
  have an opportunity to expose the Emperor as a 
  ‘false god’ to the new Daleks, causing them to turn 
  on it. You might even take a page from Evolution of 
  the Daleks (see The Tenth Doctor Sourcebook) and 
  have the new Daleks ‘remember’ their humanity and 
  refuse to wipe out their own species just because 
  the Emperor willed it.
  changing the desktop theme
  It’s difficult to reskin this adventure because it is the 
  culmination of season-long story arcs. You could 
  change the window dressing by changing the reality/
  game show theme to scripted television; in the 
  future such shows may be interactive, immersing 
  the ‘viewer’ into a virtual universe populated by 
  the series characters. You could also place them 
  in video games. Perhaps each character finds 
  themselves in a giant battlesuit navigating a war-
  torn wasteland or, worse, each player finds himself 
  in a stereotypical soap opera situation.
  Alternatively, the Daleks can be swapped for 
  any species that has an egomaniacal ruler. The 
  Mondasian Cybermen are an obvious fit, so too are 
  the Ice Warriors (they want to Marsiform the Earth), 
  the Silurians (they really want their planet back) 
  or the Nestenes (they’re going to be successful 
  this time, honest!). If you’re running this adventure 
  during a long-running campaign you’ll want to use an 
  adversary that has really gotten under the players’ 
  skins.
  In all cases, you’ll need to decide whether to use a 
  Bad Wolf-style conclusion or come up with your own, 
  exploiting a weakness of the invaders. If you decide to 
  do the latter then you’ll need to find some way to get 
  that information into the players’ hands; otherwise, 
  you run the risk of “the Sontarans are attacking 
  en masse? How do we stop them? Let’s just toss 
  enough Story Points at them until inspiration hits!”
  
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  same set, neW adventure
  One of the cool things about this adventure from a 
  Gamemastering point of view is that it uses the same 
  setting as The Long Game, simply repurposed and 
  with a fresh coat of paint. Rather than being a news 
  network Satellite Five has now been transformed 
  into the Game Station but it is physically still the 
  same place. The rooms and corridors are familiar 
  and the top floor, Floor 500, is still the control level.
  When you are creating new adventures, it’s always 
  great when you can re-use something that you’ve 
  already made, especially if you didn’t get your 
  ‘money’s worth’ the first time around. Maybe the 
  players didn’t explore as much of a starliner as 
  you thought, or they avoided going into the castle 
  entirely. A new adventure gives you another chance 
  to use that material.
  Alternatively, maybe the players did thoroughly 
  explore the old setting but you’d like to get use out 
  of it again. Maybe that medieval castle is now a 20th 
  century tourist attraction, or the characters find 
  themselves aboard a second interstellar ship that is 
  the same model of the one they’d been in previously. 
  There are certainly differences now, but the players 
  will still have some familiarity with the setting. 
  Let’s face it, it would be awesome for a character 
  to regale his 1920s companions of how he spoke to 
  Richard III on the very spot that now sports a fish 
  and chips stand!
  using the famiLiar as verisimiLitude
  When the Doctor first arrives (at least this time 
  around) on Satellite Five, now the Game Station, he 
  and his companions are inserted as contestants on 
  various game shows. What’s interesting is that all 
  of these game shows are futuristic updates of those 
  Rose would be familiar with on 21st century Earth. 
  That seems an amazing coincidence – or is it?
  There are many games and formats that have 
  withstood the test of time. People still play 
  draughts, chess and noughts and crosses. It’s not 
  unforeseeable that popular game show formats may 
  be revisited throughout time, especially when there 
  are tens of thousands of channels to fill programming 
  with. Additionally, it’s likely that the Controller, 
  who plucked the Doctor and his companions 
  from the early 21st century (assuming the visit to 
  Raxacoricofallapatorius was a journey through 
  space and not time), would deposit them in games 
  that they’d have a good chance of understanding and 
  surviving. Updated versions of 21st century game 
  shows would certainly fit that bill.
  Bad WoLf/the parting of the Ways
  
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  Alternatively, this could be the result of the Bad 
  Wolf manipulating time to ensure that the Doctor 
  and Rose survive to the point where Rose gets sent 
  back in time. In this case, Rose has determined 
  what game shows would be resurrected and simply 
  chose ones with which she was familiar. 
  In a Doctor Who: Adventures in Time and Space 
  campaign, using familiar elements like futuristic 
  versions of game shows help the players adjust 
  to the setting and roleplay accordingly. Imagine a 
  scenario where the characters are deposited into 
  totally unfamiliar game shows and the Gamemaster 
  had to have NPCs spend several minutes teaching 
  the rules to the players – how tedious! 
  Using the familiar also lets the Gamemaster inject 
  a bit of humour into the adventure, especially when 
  the ‘updates’ don’t exactly track with the original. It 
  also allows for the elements of surprise and terror. 
  Seeing the Anne Droid running The Weakest Link is 
  hilarious, but having her incinerate the losers turns 
  the ‘game’ into something else entirely.
  the Best Laid pLans…
  A recurring theme throughout the Doctor’s life 
  since he met Rose was that the term ‘Bad Wolf’ 
  was popping up everywhere. In this adventure Rose 
  realises what it means and that she is supposed 
  to use the TARDIS to rescue the Doctor and, by 
  extension, the universe. This is because she saw 
  that the ‘Bad Wolf’ meme was still following her 
  even after she left the Doctor. In a roleplaying game, 
  however, there’s a good chance that your players 
  are going to miss that, as there was really nothing 
  that differentiated the last two instances of ‘Bad 
  Wolf’ cropping up (as the name of the Satellite Five 
  corporation and on the playground) from all of its 
  previous appearances. The Gamemaster would be 
  relying on ‘more of the same’ to stoke the players 
  into action. In Rose’s case it worked, but your 
  players could easily miss something that subtle.
  Whenever you’re giving a meta-plot a slow burn to 
  last through the course of a season you have to be 
  careful that it’s going to work through the entire run 
  of stories. Over the course of any given campaign 
  old players may leave and new ones join, some 
  players may be absent for one or more adventures, 
  and characters may change based on decisions 
  WHErE’s THE cAVALry?
  One obvious question during this adventure is what happened to Earth’s defence forces? Surely they 
  wouldn’t be caught so flat-footed that no ship saw the Dalek fleet or that they couldn’t put up a 
  significant defence, even if it was ultimately doomed? How did the Daleks essentially attack the 
  Earth unchallenged?
  The answer lies in Resurrection of the Daleks (see The Fifth Doctor 
  Sourcebook). Over the course of centuries, as it built his army, the 
  Dalek Emperor also seeded the Earth with Dalek Duplicates, clones 
  of actual people who are fiercely loyal to the Daleks. These clones 
  are embedded in governments and businesses and have been keeping 
  the Dalek fleet a secret. When the time came for the Dalek assault 
  the Duplicates sprang into action, paralysing the Earth defences long 
  enough for the Daleks to overcome them.
  Viewed in this light, it is possible that the Editor working for the 
  Jagrafess was a Dalek duplicate himself!
  
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  made and random circumstances. A Gamemaster 
  can never be certain if the group they start with will 
  be the group they end with. Thus, you have to ensure 
  that any ‘plot crumbs’ lead to the conclusion.
  You also have to ensure that you aren’t so heavy-
  handed with your plot crumbs that the players 
  anticipate the ending before it happens. How anti-
  climactic would it be, for example, if Rose kept 
  seeing glimpses of herself over the course of several 
  adventures rather than ‘Bad Wolf’ and realises after 
  the events of Father’s Day that she’s coming back 
  in time to see herself? When the Doctor boots her 
  away in the TARDIS she already knows that this isn’t 
  the end as she hasn’t visited herself yet (note that 
  in a two-player game this isn’t a problem. It’s OK 
  for Rose’s player to quickly realise that she needs 
  to come back and the one thing with the power to do 
  that is the Heart of the TARDIS). 
  The Bad Wolf meme accomplishes both of these 
  brilliantly. The Bad Wolf meme is vague enough 
  that it doesn’t matter who spots the references 
  as long as the string seems to follow the group 
  as a whole. This same vaguer prevents them from 
  figuring out the solution along the way. Thus, when 
  Rose (or any character) is returned to the past she 
  is still in the dark until the Bad Wolf comes huffing 
  once more.
  Now to return to the original quandary, one way to 
  ensure that the players get the message is to have 
  the Bad Wolf references start coming hard and fast, 
  leading them back towards the TARDIS. ‘Huffing 
  and puffing’ could even be used allegorically to 
  goad them into wrenching the TARDIS doors open 
  and pulling up the floor. The Heart itself could even 
  be whispering ‘Bad Wolf’ from beneath the grates. 
  It may seem a bit heavy-handed, but given that it 
  was the players themselves that left (or, relatively 
  speaking, will leave) the plot crumbs then it is 
  intentionally so!
  dELTA WAVE gEnErATor
  The Delta Wave Generator, which fries the 
  brains of all sentient beings within its range 
  (unless properly calibrated), isn’t listed as a 
  gadget because it’s more about using jiggery-
  pokery to resolve the plot than an actual 
  gadget that a player character might carry 
  around with them. Creating a Delta Wave 
  Generator should cost several Story Points 
  and involve characters spending the better 
  part of the adventure trying to create it.
  running Large-scaLe BattLes
  The second part of this adventure is a high-stakes 
  battle – an entire army of Daleks invades the Game 
  Station and attacks the Earth. In addition to the 
  player characters there are a couple hundred people 
  left on the Game Station. How can a Gamemaster 
  keep track of everything and run a realistic battle?
  The simple answer is: you don’t.
  From an adventure point of view, the whole battle is 
  just an excuse to put the character (the Doctor) into 
  a situation where he has to make a choice – does he 
  destroy a second world, his adopted home, to stop 
  Bad WoLf/the parting of the Ways
  
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  the Daleks, or does he let them win this time? For 
  that to happen he needs to be able to finish the Delta 
  Wave Generator, making the entire battle a race 
  against time. From the Gamemaster’s perspective, 
  all that they need to consider is whether the 
  protective measures taken can slow the Daleks 
  down long enough for him to succeed?
  The characters know that taking on the Daleks with a 
  full frontal assault will only get them exterminated. 
  They aren’t expecting to ‘win,’ just to buy time. Any 
  meeting with a squad of Daleks is simply an obstacle 
  to overcome in that attempt, since there’s always 
  another squad on its heels. The Doctor has never 
  relied on straight military force to solve a problem; 
  he’s always looking to provide that ‘edge,’ that one 
  thing that can turn the tide. The battle becomes 
  about whether the characters have time to exploit 
  that edge before the enemy succeeds.
  Unless you’re using the rules from Defending 
  the Earth: The UNIT Sourcebook in Doctor Who: 
  Adventures in Time and Space large scale battles 
  essentially form part of the background. You already 
  know what’s going to happen. No matter what the 
  player characters and non-player characters do, 
  the Daleks are going to take the satellite. What the 
  players need to concentrate on is the ‘edge.’ This 
  requires a number of steps and relevant task roll.
  First, do the characters know what ‘the edge’ is? 
  Does the enemy have an exploitable weakness? Is 
  there something available that can turn the tide? 
  Can a bit of jiggery-pokery come up with a solution? 
  This step may require some investigation if the 
  enemy is unknown.
  Second, do the characters have what they need to 
  manifest ‘the edge?’ If the Cybermen are vulnerable 
  to gold, is there enough gold around, or must the 
  characters mix a ‘Cocktail Polly’ (see The Moonbase 
  in The Second Doctor Sourcebook) that would have 
  a similar effect? Does the satellite have enough 
  power to create a Delta Wave? This step may require 
  a ‘search and retrieval’ operation, possibly forcing 
  them to evade the enemy in the process.
  A dArkEr TEnTH or ELEVEnTH docTor
  One of the great things about running Doctor Who: Adventures in Time and 
  Space campaigns is that you get a chance to play with ‘what-ifs.’ In this case, 
  what if the Doctor had decided to push the button? What if Bad Wolf Rose 
  returned to find the Daleks and humanity destroyed, with a regenerating 
  Doctor lying on the floor? He’d likely still help her, which would use up 
  another regeneration, so now the 11th Doctor is left to take Rose home for 
  Christmas. The new Doctor would not likely look like either of the Ninth 
  Doctor’s successors (we’re only counting the Tenth Doctor once!) and 
  it’s been established that new incarnations are influenced by events and 
  companions from their last incarnation. What form would a Doctor who has 
  been forced to destroy two civilisations to stop the Daleks take? Would he 
  continue as he had, or would he disavow TARDIS travel to live out the rest 
  of his lives in self-imposed exile? Would the personas of the Valeyard or the 
  Dream Lord bubble to the surface? The possibilities are interesting!
  Don’t forget that you can have your cake and eat it too. A quick trip to a parallel or divergent universe 
  could see the characters come into contact with the Dark Doctor while still preserving the timeline 
  of the original. Perhaps they’ll find a way to help the Doctor reverse his mistakes, or perhaps they’ll 
  find a Doctor too wracked with guilt once he discovers that he’d cheated the first time (thanks to the 
  Moment) only to fall short when he had to stand on his own.
  
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  Third, do the characters have enough time to 
  manifest ‘the edge?’ If not, can they do something 
  to make the time? Here, the Doctor has everything 
  he needs to build a Delta Wave Generator, but the 
  Daleks will get to him before he can finish. The 
  Doctor, therefore, relies on Captain Jack to rally the 
  remaining people to aid with the defence, knowing 
  that ultimately they’re all going to perish. This 
  requires several social and tactical task rolls to 
  rally a defence and the Gamemaster can run one or 
  two individual small-scale combats just to keep the 
  pressure building.
  Finally, can the characters execute ‘the edge?’ 
  Hopefully they’ve bought enough time to get ‘the 
  edge’ ready, but in some cases they may need to take 
  it somewhere where it will have the biggest impact 
  (like dropping anti-plastic into a vat of Nestene 
  Consciousness). Once the edge is implemented, the 
  Gamemaster can narrate the favourable outcome.
  Overall, large scale battles offer many opportunities 
  for important task rolls and pressure situations 
  without resorting to a battlemat full of armies 
  (although those are great fun too!). Just remember 
  that, in the spirit of DW:AiTaS, the victors aren’t the 
  ones with the overwhelming force, but those who 
  use their wits to overcome adversity!
  compAcT LAsEr dELuxE (mAjor gAdgET)
  This laser pistol has a collapsible frame that 
  allows it to be easily concealed.
  Traits: Weapon – Laser (4/L/L), Special (can 
  be hidden in small places; -4 on attempts to 
  find it)
  Cost: 2 Story Points
  dEfAbricATor (minor gAdgET)
  This accessory enables a subject to be 
  completely stripped by deleting their clothes. It 
  is essentially a variant of the Squareness Gun.
  Traits: Delete, Restriction (doesn’t work on 
  living tissue).
  Cost: 1 Story Point
  further adventures
  •	
  The Dalek Emperor’s initial attempts to convert 
  humans into Daleks end in failure. Some of 
  these failed experiments escape and board an 
  Earth solar luxury liner, looking for assistance. 
  Unfortunately, their Dalek programming is still 
  strong and they begin butchering their way 
  through the crew and passengers even as they 
  beg for help. Can the characters stop them 
  before the captain deems all to be lost and 
  pushes the self-destruct button?
  •	
  The characters arrive on Earth just as the 
  Dalek invasion is taking place. While they know 
  that humanity survives the attack, there is a 
  key politician who, in the near future, brokers 
  an interstellar peace that lasts for 3000 years. 
  Unfortunately, she’s currently stuck in a building 
  surrounded by attacking Daleks. Can the 
  characters ensure that she survives as well?
  Bad WoLf/the parting of the Ways
  
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  •	
  The Dalek Emperor is hard to kill. Even as the 
  Bad Wolf threatened it, the Emperor’s defence 
  mechanisms kicked in and time-ported it away. 
  Unfortunately for it, Bad Wolf managed to do 
  some damage and the Dalek Emperor crashed 
  in Mexico just before Hernán Cortés meets the 
  Aztecs. The Dalek Emperor offers Moctezuma 
  a defence against the invaders – all it requires 
  are a few sacrifices to convert and some gold to 
  reshape. Can the characters stop the Emperor 
  before newly minted gold Daleks exterminate 
  the Spanish conquistadors?
  Lynda moss
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  2
  strength
  2
  Lynda Moss was a contestant on the latest 
  incarnation of Big Brother. She was chosen 
  randomly to play the game. The Doctor helped her 
  escape without being disintegrated and asked her 
  to travel with him. She agreed, but unfortunately 
  the Daleks invaded the station and exterminated 
  her before she could take the Doctor up on his 
  promise.
  skiLLs
  Athletics 1, Convince 2, Knowledge 2, 
  Technology 2.
  traits
  Attractive (Minor Good): +2 bonus to any rolls 
  that involve Lynda’s looks.
  Brave (Minor Good): +2 bonus to any Resolve 
  roll when Lynda needs to show courage.
  Charming (Minor Good): +2 bonus to attempts 
  to use charm.
  tech LeveL: 7 
   story points: 1
  anne droid
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  4
  ingenuity
  1
  strength
  4
  The Anne Droid was the robotic host of The 
  Weakest Link onboard the Game Station. It 
  apparently disintegrated losing contestants with 
  an energy beam, but this was really a transmat 
  beam. Jack reprogrammed it to defend floor 495 
  against the Daleks. Her memorable catchphrase 
  before she shot anyone – Daleks included – was 
  “You are the Weakest Link. Goodbye.”
  skiLLs
  Convince 3, Knowledge 5, Marksman 4, 
  Technology 3, Transport 2.
  traits
  Robot
  Armour (Minor Good): Reduce damage by 5.
  Gadget – Transmat Beam: The Anne Droid is 
  equipped with a gun in its mouth that seemingly 
  incinerates people but actually transmatted 
  them aboard the Dalek Mothership.
  Slow (Major)
  tech LeveL: 7 
   story points: 2
  
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  converted daLek
  Statistics as Dalek (see pg. 102), with additional 
  Trait:
  Enslaved: Daleks made from human stock feel 
  inferior and a sense of self-loathing. They would 
  never question the Emperor Dalek or any other 
  Skarosian Dalek.
  imperiaL guard daLek
  Statistics as Dalek (see pg. 102), with additional 
  Traits:
  Enslaved: Daleks made from human stock feel 
  inferior and a sense of self-loathing. They would 
  never question the Emperor Dalek or any other 
  Skarosian Dalek.
  Armour (Special): The enhanced Dalekanium 
  casing reduces damage by 15. This does reduce 
  the Imperial Guard Dalek’s Coordination to 1.
  story points: 5-8
  assauLt daLek
  Statistics as Dalek (see pg. 102), with additional 
  Traits:
  Enslaved: Daleks made from human stock 
  feel inferior and a sense of self-loathing. They 
  would never question the Emperor Dalek or any 
  other Skarosian Dalek.
  Weapon (Fireclaw): The statistics for Assault 
  Daleks are no different from the basic Dalek, 
  as their claws allow them to do much the same 
  as their manipulator arms. However, they can 
  use the blowtorch to set fire to objects or to 
  burn through doors and other obstacles (doing 
  (2/5/7) levels of damage per round to a door or 
  barrier).
  dALEk VAriAnTs
  Technically, all of the Daleks that the Doctor faced in this adventure were Dalek variants, as even the 
  standard Daleks were created from converted humans. These Daleks treated the Emperor Dalek as 
  if it were a god (and to be fair the Emperor Dalek considered itself one) worthy of worship. 
  In addition to these converted Daleks, there were two other Dalek variants that were also created 
  from converted humans. One is the Imperial Guard Dalek, which had a black helmet and was tasked 
  with protecting the defenceless Emperor Dalek. Another is the Assault Dalek, which had a fireclaw 
  in place of a plunger. Assault Daleks made it easier to infiltrate structures by cutting through doors 
  and walls.
  In addition, given that the Emperor Dalek was creating an army, it’s likely that there were other 
  Dalek variants than these two. Certainly the Emperor Dalek might have built a few Special Weapons 
  Daleks or Supreme Daleks – if you have a variant from another sourcebook you could certainly add 
  it to the Emperor’s army!
  Bad WoLf/the parting of the Ways
  
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  emperor daLek
  Forcefield (Major Trait): Bullets appear 
  to stop in the air in front of the Emperor 
  Dalek, dissolving on contact with its powerful 
  forcefield. Damage is reduced by two levels 
  (from Disastrous to Failure, from Bad to no 
  effect, and so on).
  Huge (Major): The Emperor Dalek is enormous 
  and gains +4 to its effective Strength and gains 
  +2 to its Speed (if detached from the command 
  saucer). It does make it easier to hit (+4) and to 
  see (+8).
  Scan: The Emperor Dalek can interface with 
  computers and with living beings, and absorb 
  data in great quantities.
  Slow (Major)
  Technically Adept: The Emperor Dalek is brilliant 
  at using and adapting technology.
  tech LeveL: 9 
   story points: 9
  aWareness
  5
  presence
  8
  coordination
  2
  resoLve
  5
  ingenuity
  7
  strength
  10*
  *The Dalek mutant inside has different Attributes 
  when removed from the Dalekanium casing – see pg. 
  101.
  The Dalek Emperor is encased in an immobile 
  shell that leaves the mutant inside visible (but still 
  protected). It has no weapons but is protected by the 
  most advanced armour and force-fields. A cadre of 
  Imperial Guard Daleks surround it at all times.
  While it might seem strange that their leader is 
  immobile, it is not that simple. The Emperor’s housing 
  might be static but it is actually part of its command 
  carrier spacecraft. Effectively, the Emperor is the 
  command saucer, the most powerful spacecraft 
  in the Dalek fleet, making it far from immobile 
  and unarmed. Should the Emperor decide to visit 
  a planet it can always move into a more standard 
  Dalek casing (though usually larger). However, it 
  is unlikely it would have any interest in doing so. 
  It only needs to know if the Daleks have prevailed, 
  something it can oversee from the power and safety 
  of its spacecraft.
  The Emperor was believed to be destroyed in the 
  Time War along with its ship. It was actually cast 
  through the Vortex, heavily damaged. This did little 
  for the Emperor’s mental state, driving it into a state 
  of deluded deified madness. 
  skiLLs
  Convince 4, Knowledge 10, Medicine 5, Science 8, 
  Technology 8, Survival 4, Transport 3.
  traits
  Armour (Major Trait): The Dalekanium casing 
  reduces damage by 15.
  Cyborg
  Environmental: The Emperor Dalek is able to 
  survive in the vacuum of space, or underwater.
  Fear Factor (5): In spite of being unarmed, the 
  Emperor Dalek projects a terrifying presence. It gets 
  a +10 to rolls when actively scaring someone.
  
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  index
  A
  Adherents of the Repeated Meme 
  52
  Alien Expert 
  83
  Aliens of London/World War Three 
  71
   
  (The) Age of the Doctor 
  76
   
  Changing the Desktop Theme 
  77
   
  Continuity 
  75
   
  Further Adventures 
  82
   
  (The) Question of Domestics 
  78
   
  Running the Adventure 
  77
   
  Slitheen 
  80
   
  Spaceship Earth? 
  81
   
  Synopsis 
  71
   
  What if Rose Had Called Her Mum First? 78
  Animated Plastic 
  42
  (General) Asquith 
  84
  Auton 
  43
  Auton Facsimile 
  42
  B
  Bad Wolf/The Parting of the Ways 
  142
   
  (The) Best Laid Plans… 
  149
   
  Changing the Desktop Theme 
  147
   
  Continuity 
  145
   
  (A) Darker Tenth or Eleventh Doctor 
  151
   
  Delta Wave Generator 
  150
   
  Further Adventures 
  152
   
  Running the Adventure 
  146
   
  Running Large-Scale Battles 
  150
   
  Same Set, New Adventure 
  148
   
  Synopsis 
  142
   
  Using the Familiar as Verisimilitude 
  148
   
  Where’s the Cavalry? 
  149
  (Margaret) Blaine 
  141
  Boom Town 
  134
   
  Changing the Desktop Theme 
  137
   
  Continuity 
  136
   
  Dinner with the Enemy 
  138
   
  Further Adventures 
  140
   
  Is Margaret Blaine Psychic? 
  139
   
  Recurring Enemies 
  138
   
  Running the Adventure 
  137
   
  Showing your Cards too Quickly 
  138
   
  Synopsis 
  134
  C
  (Lady) Cassandra O’Brien.Δ17 
  54
  Cassandra’s Assistants 
  53
  Changing the Desktop Theme 
  30
  Chapter One: The Ninth Doctor 
  and Companions 
  6
  Chapter Three: The Ninth Doctor’s 
  Adventures 
  31
  Chapter Two: Playing in the 
  Ninth Doctor’s Era 
  19
  Clive 
  41
  (Dr) Constantine 
  133
   
   
  D
  Dalek 
  102
  Dalek 
  87
   
  Changing the Desktop Theme 
  91
   
  Continuity 
  90
   
  Dalek Mutant 
  98
   
  Daleks 
  94
   
  Further Adventures 
  98
   
  How was this Dalek Connected to
   
  the Last Great Time War? 
  92
   
  Running the Adventure 
  91
   
  Synopsis 
  87
   
  What is Salt Lake City’s Population? 
  90
   
  Why doesn’t An yone Remember the
   
  Previous Dalek In vasions? 
  93
   
  Why was the Dalek’s Contamination 
   
  a Surprise? 
  91
  (Emperor) Dalek 
  155
  Dalek Mutant 
  101
  Dalek Variants 
  154
   
  Assault Dalek 
  154
   
  Converted Dalek 
  154
   
  Imperial Guard Dalek 
  154
  (Charles) Dickens 
  70
  Doctor Who? A Question of Numbers 
  5
  (The) Doctor’s Journey 
  23
  (Anne) Droid 
  153
  E
  (An) Earth Without the Doctor 
  21
  (The) Editor 
  113
  (The) Empty Child/The Doctor Dances 
  123
   
  Changing the Desktop Theme 
  127
   
  Continuity 
  126
   
  Did Earth Have a Time War? 
  128
   
  Further Adventures 
  131
   
  Running the Adventure 
  127
   
  Synopsis 
  123
   
  What about the Ironsides? 
  129
   
  What Happens to Dr Constantine and 
   
  those that are ‘Fixed?’ 
  129
   
  When there are No Bad Guys 
  127
   
  Who are the Chula? 
  130
  (The) End of the World 
  44
   
  Changing the Desktop Theme 
  48
   
  (A) Classic, Legendary Earth 
  48
   
  Continuity 
  46
   
  Further Adventures 
  53
   
  How did the Trees Evolve? 
  50
   
  Is Jabe Realy Dead? 
  50
   
  (The) National Trust 
  48
   
  Other Aliens 
  52
   
  Running the Adventure 
  47
   
  Synopsis 
  44
   
  Teleportation Devices, 
   
  or the Lack Thereof 
  49
   
  What’s Wrong with Religion? 
  49
   
  Where are the Silurians – or the Apes or
   
  the Dolphins? 
  48
  Everything Old is New Again 
  27
  F
  (The) Face of Boe 
  56
  Father’s Day 
  115
   
  Answering the Obvious Question 
  119
   
  Changing the Desktop Theme 
  119
   
  Continuity 
  117
   
  Could Pete be Eaten? 
  118
   
  Further Adventures 
  122
   
  (The) Importance of the TARDIS 
  121
   
  On Paradoxes and Time Spurs 
  120
   
  Playing in the Universe that Wasn’t 
  120
   
  Running the Adventure 
  118
   
  Synopsis 
  115
   
  Were Reapers used during
   
  the Time War? 
  119
   
  What was Pete Tyler Really Like? 
  121
  G
  Gadgets
   
  Anti-Plastic 
  41
   
  Auton Transmitter 
  40
   
  Compact Laser Deluxe 
  152
   
  Defabricator 
  152
   
  Electrocution Bracelets 
  139
   
  Metal Machine  
  52
   
  Nanogenes 
  131
   
  Skin Suit  
  82
   
  Type 1 Interface Chip 
  111
  index
  
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  Type 2 Interface Chip (‘Full Infospike’) 111
   
  Vomitomatic 
  111
  (Indra) Ganesh 
  86
  Gas Mask Zombie 
  131
  (The) Gelth 
  68
  Gelth Zombies 
  69
  (Diana) Goddard 
  101
  Gwyneth 
  67
  H
  (Captain Jack) Harkness 
  11, 15
  How to Use this Book 
  4
  Huge 
  30
  I
  Introduction 
  4
  J
  Jagrafess 
  112
  Jamie 
  130
  (Harriet) Jones 
  80
  K
  (Cathica Santini) Khadeni 
  113
  L
  (The) Lonely Veteran 
  23
  (The) Long Game 
  103
   
  (Is) Bad Wolf Involved? 
  108
   
  Changing the Desktop Theme 
  107
   
  Continuity 
  105
   
  Further Adventures 
  111
   
  Future Trends in Fashion 
  107
   
  Inappropriate Companions 
  109
   
  Running the Adventure 
  106
   
  Synopsis 
  103
   
  What if Adam had Succeeded? 
  108
   
  What if ‘Staying Average’ 
   
  Wasn’t Enough? 
  109
   
  Where are the Reapers? 
  110
   
  Why does Rose get a Pass 
   
  but Adam Doesn’t? 
  111
  M
  (Adam) Mitchell 
  10, 14
  (Lynda) Moss 
  153
  (The) Moxx of Balhoon 
  51
  N
  Nancy 
  132
  Nestene Consciousness 
  43
  (A) New Era 
  20
  (The) Ninth Doctor 
  8
  The Ninth Doctor’s
  Companions and Acquaintances 
  9
  (The) Ninth Doctor’s TARDIS 
  18
  P
  Pig Astronaut 
  82
  Platform One Technicians 
  58
  (Sergeant) Price 
  86
  R
  Raffalo 
  55
  Rebooting the Universe 
  23
  Robot Spider 
  58
  Rose 
  32
   
  Animating Plastic Items 
  40
   
  Are a Bunch of Shop Dummies Really in
   
  Danger of Taking over the World? 
  38
   
  Changing the Desktop Theme 
  37
   
  Continuity 
  34
   
  Did the Nestenes Participate
   
  in the Time War? 
  37
   
  Further Adventures 
  41
   
  Nestene Jets 
  40
   
  Nestenes 
  39
   
  Origin Stories 
  38
   
  Perhaps you’ve Mistaken me 
   
  for Someone Else? 
  35
   
  Running the Adventure 
  36
   
  Starting in Media Res 
  37
   
  Synopsis 
  32
   
  Using Famous Landmarks 
  39
   
  S
  (Eva) Saint Julienne (aka Suki MacCrae 
  Cantrell ) 
  114
  (Cathy) Salt 
  140
  Same Spirit, Different Character 
  28
  (Dr) Sato 
  84
  Security Commander 
  100
  Security Guards 
  98
  Simmons 
  100
  Size  
  30
  Slitheen 
  85
  (Mickey) Smith 
  12, 17
  (Gabriel) Sneed 
  69
  Soldier 
  83
  (The) Steward 
  55
  T
  Technicians 
  98
  Temporal Echoes 
  22
  Tiny  
  30
  (New) Traits 
  29
   
  Alien Organs 
  29
   
  Biochemical Genius 
  29
   
  Immaterial 
  29
   
  Infection 
  29
   
  Slow 
  29
  Trees of the Forest of Cheem 
  57
  (Jackie) Tyler 
  11, 16
  (Peter Alan) Tyler 
  122
  (Rose) Tyler 
  10, 13
  U
  (Fixing) UNIT (and Other Anachronisms) 
  22
  (The) Unquiet Dead 
  59
   
  (A) Celebrity Historical 
  64
   
  Changing the Desktop Theme 
  64
   
  Continuity 
  62
   
  Further Adventures 
  68
   
  History is Relative 
  65
   
  How Sinister is Sneed? 
  64
   
  Is Magic In distinguishable from Science? 66
   
  (The) Mystery of Gwyneth 
  66
   
  Running the Adventure 
  63
   
  Synopsis 
  59
   
  What’s Wrong with Charles Dickens? 
  67
   
  You Can Rewrite More than
   
  One Line of History! 
  66
  V
  (Henry) Van Statten 
  99
  W
  Who is the Doctor? 
  7
  Why is the Doctor Sticking to Earth? 
  26
  Z
  Zombie Drone 
  114
  
  daLeks!  cyBermen!  sontarans!
  The list of threats is endless and no place in the universe 
  is ever truly safe from danger. But there’s one man who’s 
  made it his mission to defend the defenceless, help the 
  helpless, and save everyone he can. The Doctor!
  Doctor Who: The Card Game is by internationally renowned
  designer Martin Wallace, and has been designed for both 
  seasoned timetravelling gamers and newly regenerated 
  players.
  In Doctor Who: The Card Game you:
  •	
  Defend the universe with the Doctor and his companions.
  •	
  Exterminate your opponents with Daleks, Cybermen and 
  other enemies.
  •	
  Control locations through time and space to win.
  •	
  Use Jammy Dodgers, Sonic Screwdrivers and other clever 
  plans to save the day.
  The new, second edition of Doctor Who: The Card Game features 
  the same great game as the first edition, but with loads of new 
  cards, including the Ninth, Tenth and Twelfth Doctors, companions 
  such as Clara and Rose, new locations and enemies, and a set of 
  variant rules for playing with two players!
  The game contains everything you need to play: a set of English rules, 
  132 cards, a set of counters and a player aid card.
  1
  CB72105 $29.99
  ISBN: 978-0-85744-241-3
  MARTIN WALLACE
  www.cubicle7.co.uk
  BBC, DOCTOR WHO (word marks, logos and devices), TARDIS, DALEKS, CYBERMAN and K-9 (word marks and devices) are trade marks of the British Broadcasting Corporation and are used under licence. BBC logo © BBC 1996. 
  Doctor Who logo © BBC 2012. Dalek image © BBC/Terry Nation 1963. Cyberman image © BBC/Kit Pedler/Gerry Davis 1966. K-9 image © BBC/Bob Baker/Dave Martin 1977.
  
  Celebrating the 50th anniversary of Doctor Who, this 
  Sourcebook explores the Eighth Doctor’s adventures on 
  Earth and beyond. With detailed information on all the 
  allies, enemies, aliens and gadgets that he encounters, as 
  well as examining each of his adventures, the book contains 
  a wealth of material for the Doctor Who: Adventures in 
  Time and Space RPG, and is also a fact-packed resource 
  for fans of the show!
  After being shot in a gang war in San Francisco, the Doctor 
  regenerates just in time to stop the Master one more time. 
  His eighth incarnation had much to contend with, not least 
  the Time War, during which he had a fateful encounter with 
  the Sisterhood of Karn once more. 
  As well as detailing the Eighth Doctor’s adventures, this 
  sourcebook also contains a complete campaign – The 
  Doom of the Daleks – that sees the Doctor’s deadliest foe 
  erasing him from existence, forcing his companions into a 
  race against time itself to save him!
  THE EIGHTH DOCTOR SOURCEBOOK
  CB71117
  ISBN: 978-0-85744-248-2
  BBC, DOCTOR WHO (word marks, logos and devices), TARDIS, DALEKS, CYBERMAN and K-9 (word marks and devices) are trade marks of the British 
  Broadcasting Corporation and are used under licence.
  BBC logo © BBC 1996. Doctor Who logo © BBC 2012. Dalek image © BBC/Terry Nation 1963. Cyberman image © BBC/Kit Pedler/Gerry Davis 1966. 
  K-9 image © BBC/Bob Baker/Dave Martin 1977.
  www.cubicle7.co.uk
  
  Coming Soon
  
SOURCE: textdata/thevault/Doctor Who/AITAS Collection/2 Regeneration-Specific Sourcebooks/9th Doctor Sourcebook, The.pdf