TEXT: THE SEVENTH DOCTOR SOURCEBOOK
  
  B  credits
  Line deveLoper: Gareth Ryder-Hanrahan
  Writing: Andrew Peregrine
  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 Seventh ends in a riddle”
  The Seventh 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. 2014
  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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  THE sEvEnTH docTor sourcEbook
  B  contents
  introduction  
  4
  chapter one: the seventh doctor and companions 
  5
  Who is the Doctor? 
  6
  The Seventh Doctor 
  8
  The Seventh Doctor’s Companions 
  9
  The Seventh Doctor’s TARDIS 
  14
  chapter tWo: tooLs of the trade 
  15
  New Characters 
  16
  New Character Traits 
  19
  New Gadgets 
  21
  Artefacts 
  22
  Sample Artefacts 
  24
  chapter three: enemies 
  25
  Cybermen 
  26
  Daleks 
  28
  Fenric 
  32
  The Master 
  34
  The Rani 
  36
  chapter four: designing seventh doctor adventures 38
  Seventh Doctor Themes 
  39
  Adventure Structure 
  41
  UNIT in the Seventh Doctor’s Era 
  43
  Forgetting the TARDIS 
  44
  Going Bump in the Night 
  45
  Gamemastering the Magician 
  47
  chapter five: the seventh doctor’s adventures 
  49
  Time and the Rani 
  50
  Paradise Towers 
  56
  Delta and the Bannerman 
  64
  Dragonfire 
  72
  Remembrance of the Daleks 
  80
  The Happiness Patrol 
  89
  Silver Nemesis 
  98
  The Greatest Show in the Galaxy 
  105
  Battlefield 
  115
  Ghost Light 
  127
  The Curse of Fenric 
  137
  Survival 
  150
  What about regeneration? 
  158
  index 
  159
  
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  Having survived a sentence of death from the Time 
  Lords and an attempt on his life from his own future 
  self, it is a simple gravity beam from the Rani that 
  forces the Doctor to regenerate once more. 
  The Seventh Doctor replaced the arrogance of his 
  predecessor with an almost naïve fortitude in the 
  face of evil. At first appearing to be nothing more than 
  a mad professor, he quietly revealed a dangerously 
  sharp and focused mind. The Seventh Doctor was 
  always one step ahead of his enemies, littering 
  time with traps to catch the unwary at their weakest 
  moment. He was a true lord of time, looking ahead 
  not just to his own future but seeing the potential in 
  his companions. He constantly tested and challenged 
  not only his enemies but also those who travelled 
  with him. Only when they had survived their latest 
  encounter did his companions understand what the 
  Doctor had put them through; how they had unlocked 
  parts of themselves they never knew they had.
  In his seventh incarnation the Doctor is a mystery. 
  At first glance he seems unimpressive, but only 
  those who come to know him understand the depth 
  of his plans and secrets. He is a puppet-master, a 
  visionary, a teacher and a friend. He is a guardian of 
  the universe, the gatekeeper of secrets, and perhaps 
  even more than a Time Lord…
  Welcome to The Seventh Doctor Sourcebook. Here 
  you’ll find a wealth of information on the Seventh 
  Doctor and his adventures, to help you recreate this 
  era or to add vintage spice to your current Doctor 
  Who: Adventures in Time and Space campaign.
  hoW to use this book
  This book is designed to be a primer on capturing the 
  feel of the Seventh Doctor’s era and incorporating 
  it into your adventures. Chapter One: The Seventh 
  Doctor and Companions provides information on the 
  Doctor’s seventh incarnation and his companions. 
  Chapter Two: Tools of the Trade offers advice for 
  creating characters for this era, as well as new traits 
  and gadgets. Chapter Three: Enemies looks at the 
  some of the most dangerous opponents the Doctor 
  faced from the Rani to Fenric and Chapter Four: 
  Designing Seventh Doctor Adventures offers advice 
  on crafting your own Seventh Doctor adventures 
  and adding the right feel, tone and style for the 
  era. Chapter Five describes the Seventh Doctor’s 
  adventures. Each adventure has the following 
  sections:
  •	
  Synopsis: Where did the TARDIS materialise? 
  Who did the Doctor meet? And what horrible 
  fates awaited the travellers there? This section 
  summarises the key events of the adventure 
  as experienced by the Seventh Doctor and his 
  companions.
  •	
  Running the Adventure: Next, we discuss how to 
  run the adventure. We get into the nuts and bolts 
  of plotting and Gamemastering, how to adapt 
  the adventure to different Doctors or different 
  groups of player characters, and how to use bits 
  and pieces of the adventure in your own games.
  •	
  Characters, Monsters & Gadgets: If there are 
  important non-player characters, interesting 
  monsters, or shiny new gadgets in the adventure, 
  you’ll find them here. Sometimes, we’ll give you 
  full statistics for a character. At other times, 
  when their Attributes and Skills are obvious or 
  irrelevant, we’ll just list their key Traits.
  •	
  Further Adventures: So, what happens after 
  the Doctor leaves? (Or what happened before 
  he arrived?) These further adventure seeds 
  give ideas on spin-offs, sequels and alternative 
  histories that expand on the Doctor’s initial 
  adventures.
  There are lots of ways to use these adventures. You 
  can use our suggestions for Further Adventures, 
  or build your own adventures using the material 
  provided. In fact, if your players aren’t familiar with 
  these classic stories, then you can substitute your 
  player characters for the Seventh Doctor and his 
  companions and ‘re-run’ the adventures. Maybe your 
  player characters will take other paths and make 
  different decisions!
  introduction
  introduction
  ‘Think about me, when you’re living your life. One day after another, all 
  in a neat pattern. Think about the homeless traveller in his old police 
  box. Days like crazy paving.’
  
  chapter one
  the seventh doctor and companions
  
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  THE sEvEnTH docTor sourcEbook
  ‘How do you know what I’m like? I’ve regenerated! I 
  mean look at me, look at me!’
  B  Who is the doctor?
  Having passed through several regenerations, we 
  might imagine the Doctor has little left to surprise 
  us with. But, as so many of his enemies learn, to 
  underestimate him is a gross misjudgement. His 
  regeneration is among the most violent but also the 
  least climactic. The TARDIS is smashed across space 
  and time by gravity beams controlled by the Rani; no 
  mere fall, gentle poisoning or civilised punishment. 
  However, this time the Doctor was not in the midst 
  of saving the universe from destruction or saving the 
  life of his dying companion.
  Nevertheless, this regeneration is no less traumatic, 
  especially as the Rani captures him and quickly 
  pumps him full of lies and drugs to manipulate him 
  as part of her plans. Once more his companion is 
  unprepared for the extent of the changes. To Mel, this 
  new Doctor looks more like a mad clown, especially 
  in his previous incarnation’s clothes. He in turn has 
  been convinced she is the Rani. Only by comparing 
  each other’s pulse can they prove who is a Time Lord 
  and who isn’t.
  This new incarnation was a lot more personable 
  than the Sixth Doctor, almost his opposite. Instead 
  of striding around as if he owned the place he 
  bumbles along as if constantly apologising for 
  being in the way. He is also one of the shortest 
  Doctors, especially compared to his predecessor. 
  His mannerisms are almost birdlike, curious but 
  tentative, and more like a crow or magpie than 
  a hawk. It would be very easy to see the Seventh 
  Doctor and write him off as a failed regeneration. 
  Something must have gone a little wrong, a few too 
  many kinks not ironed out. Possibly better to give it 
  another go rather than let him ramble along talking 
  to himself like that. No wonder the Rani was quick 
  to write him off in despair as a cretin.
  While all these things are true, the Seventh Doctor 
  is far from being the weak link in the chain. If he is 
  distracted it is because several plans and possibilities 
  are running through his mind at every moment, 
  variants of probability and plans within plans. When 
  he settles on a course of action, usually at the crisis 
  point when everything is both at its most dangerous 
  and clearest, his eyes focus and there is no doubt 
  you are looking at the Doctor. The guise of the mad 
  professor drops in an instant and you are faced with 
  a Lord of Time, a man who is privy to the secrets of 
  the seventh doctor and companions
  
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  THE sEvEnTH docTor sourcEbook
  the universe, who has bested hundreds of foes and 
  faced far more desperate odds and prevailed. Then 
  you realise that everything you have done up to this 
  point, has been exactly as he designed.
  So, in short, the Seventh Doctor is a mystery.
  pLaying the seventh doctor
  If the Seventh Doctor is like any of his previous 
  incarnations, it would be his second. They both 
  maintain a ‘mad professor’ demeanour, the sort 
  of hopeless academic too focused on his thesis to 
  remember to put his shoes on the right feet, or wear 
  them at all. However, where the Second Doctor is a 
  father figure, the Seventh Doctor is more like a mad 
  uncle; the sort of relation who treats you to ice cream, 
  makes a coin appear from behind your ear, and then 
  loses you on the beach because he got distracted and 
  expected you to know the way home. His companions 
  are fellow travellers, not assistants or tourists, and 
  while they may still be waifs and strays they are 
  expected to pull their weight. He alternates between 
  shuffling along and striding forward confidently like 
  an Englishman on holiday, unaware of the dangers of 
  the foreign lands he is travelling in. While he dresses 
  less garishly than his sixth incarnation he still has an 
  eccentric sense of fashion. His casual mismatched 
  suit might seem normal enough, but he wears it with a 
  certain amount of ‘individuality’. His braces sit outside 
  his question mark jumper, and several scarves and 
  hankies drip out of his pockets as if he is carrying a 
  few magic tricks that he hasn’t properly hidden. He 
  is also never without his question mark umbrella, 
  because you never know when it is going to rain.
  The Seventh Doctor is also one of the most polite of 
  his incarnations. He rarely greets even his enemies 
  without a raise of his hat. He also takes time to 
  talk to people, not just the power brokers but also 
  anyone he randomly finds himself standing next to. 
  He rarely engages in small talk though. He really 
  wants to know who they are and how they feel. This is 
  why he gets caught up in deadly battles across time 
  and space, not to save the universe, but to save the 
  ordinary people that live there.
  While he appears to be a clown, the Seventh Doctor is 
  actually quite a mystery. His nutty professor exterior 
  serves to confuse his real intent. He is a force of 
  chaos, extremely difficult to predict and utterly 
  impossible to plan against. If he has no idea of what 
  he is going to do next, how can anyone else figure 
  it out? This madman façade isn’t really a façade 
  though. He confuses his enemies with honesty. He 
  really is the nutty professor he professes to be, but 
  that doesn’t mean he isn’t sharply focused on what 
  is going on around him. The difference is that he 
  seems to notice what everyone else is missing, while 
  ignoring the obvious.
  This chaotic way of working makes him one of the 
  least controlled incarnations. While the Seventh 
  Doctor isn’t the fool he appears, he is rarely in 
  charge of what is going on, even when his plans go 
  well. More often than not he simply steers the chaos 
  to the right conclusion rather than directly solving 
  the problem. This is because he isn’t looking for the 
  way to fix the problem; that usually occurred to him a 
  lot earlier. Instead he is looking for the right moment 
  to act, the vital opportunity when fate might turn on a 
  coin and he might nudge the outcome.
  Having said that, the Seventh Doctor is far more of a 
  forward planner than his previous incarnations. Very 
  little of what he does happens entirely by chance. It 
  is almost as if he knows what he is likely to face 
  before he opens the TARDIS doors. He arrives 
  at the best time to take on his adversaries, 
  and even sometimes has traps prepared by his 
  past or future self to aid his plans. He is both 
  magician and puppet master. Everything you 
  see is a distraction to stop you looking behind the 
  curtain. Even when it doesn’t appear so, he is usually 
  one step ahead of his opponent. They get a chance 
  to do the right thing, and then the trap closes.
  Where the Seventh Doctor differs greatly 
  from his predecessors is the way he 
  treats his companions. They are not just 
  there to share his travels. He looks for 
  a certain kind of person to join him, and 
  has very exacting standards. However, 
  he also seems to know who they could 
  become, he understands their destiny. 
  He takes them not just as company for 
  his adventures but so he can mould 
  them into what they might be. It is not 
  always an easy road; he confronts Ace 
  in particular with very dark and difficult 
  choices. He knows she will choose the 
  right path, but it is vital that the decision 
  remains hers, and the experience of 
  making it makes her stronger even if it is 
  painful. In this way the Seventh Doctor 
  might seem quite cruel. However, he 
  never burdens his companions with 
  more than they can carry, even if he 
  sometimes pushes them past what 
  they believe to be their limits.
  
  story points
  attributes
  skiLLs
  biodata
  traits
  stuff
  personaL goaL
  To defend the universe and maintain the laws of time.
  personaLity
  The Seventh Doctor seems to go through life 
  daydreaming, taking time to smell the flowers or raise 
  his hat to passers-by no matter what the crisis. However, 
  under this persona he is calculating all the angles and 
  preparing a deadly trap for his enemies. 
  background
  This Doctor appears to be something of the runt of 
  the litter, a small and quirky creature not really sure if 
  he’s coming or going. However, he rarely encounters 
  an enemy without having planned the encounter and 
  laid a cunning trap for them to walk right into. In this 
  incarnation the Doctor is more focused and directed, 
  searching out evil to pronounce judgement rather than 
  randomly bumbling into it.
  a  aWareness
  a  coordination
  a  ingenuity
  a  presence
  a  resoLve
  a  strength
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  athLetics
  convince
  craft
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  medicine
  science
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  TARDIS key
  Question mark umbrella
  Various coloured scarves and hankies
  Panama hat
  Spoons
  Pocket watch
  More than Just a Time Lord: In his seventh 
  incarnation, the Doctor seems to have evolved 
  from a mere wanderer in time and space into a 
  being of deep and extensive knowledge of the 
  universe who seems one step ahead of many 
  of the situations he ‘stumbles’ into. When the 
  Seventh Doctor uses Story Points, he spends one 
  point less, to a minimum cost of 1.
  Artron Battery
  Bio-Rhythmic Control
  Charming
  Boffin
  Brave
  Feel the Turn of the Universe
  Friends (Major: UNIT)
  Hypnosis (Minor)
  Indomitable
  Psychic
  Quick Reflexes
  Resourceful Pockets 
  Run For Your Life!
  Technically Adept
  Time Lord (Experienced x6)
  Time Traveller (All) 
  Tough
  Voice of Authority
  Vortex
  Vortex Born
  Adversary (Major: See 
  the Doctor’s description) 
  Clumsy
  Code of Conduct
  Distinctive
  Eccentric
  Impulsive
  Insatiable Curiosity 
  Obsession (Finish 
  unfinished business) 
  Random Regenerator
  a
  3
  Time Lord
  
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  THE sEvEnTH docTor sourcEbook
  B  the seventh doctor’s companions
  meLanie bush
  Mel first met the Doctor before he actually met her. 
  She was taken out of his future to attend the trial of 
  his sixth incarnation. So when the Doctor first met 
  her, unusually, she already knew him. It remains 
  unclear how they first officially met, at least in the 
  Doctor’s timeline. Despite this odd introduction, Mel 
  is a  reasonably normal girl from 20th century Earth.
  Mel is a small, elfin creature with a dancer’s physique 
  and a huge tumbling of red hair. She seems childlike 
  at times and has a somewhat naive idea of how much 
  good there is in the universe. She has a belief in the 
  ‘kindness of strangers’ to rival Jo Grant. This means 
  she is deeply disappointed with those who appear 
  brave and kind but prove to be cowards and liars 
  when the going gets tough.
  There are few dark secrets or traumas in Mel’s 
  background; in fact she’d led quite an average life 
  before meeting the Doctor. She is travelling with 
  him to see the universe rather than right wrongs, 
  seek revenge or save the innocent. Mel is happy to 
  help the Doctor because his adventures are fun, and 
  she does like to help people. However, she is really 
  a galactic tourist, looking to see the sights of the 
  universe and sneak into the VIP areas of the best 
  resorts. Mel is essentially on holiday, and looking for 
  fun and relaxation rather than wondrous sights and 
  unique experiences.
  While she certainly does not fit the stereotype, 
  Mel is actually a skilled computer programmer, 
  experienced with a wide range of systems and 
  software. While she isn’t unusually intelligent she 
  picks up knowledge easily due to her eidetic memory, 
  allowing her to remember everything she sees. 
  This ability is somewhat at odds with her ‘dollybird’ 
  appearance and leads many to underestimate 
  her skills and abilities. That said she is a hell of a 
  screamer and will often prove the power of her lungs 
  at even imagined danger.
  Of much consternation to the Doctor is her insistence 
  on good exercise and healthy eating. She maintains 
  a solid dietary and physical regime and insists the 
  Doctor does the same. All the Doctor really learns 
  from the experience is that he hates carrot juice. 
  Luckily she has mellowed a little in this regime by 
  the Seventh Doctor’s era. However, this might be 
  because she feels this new version is so tiny he 
  needs a few more good meals.
  Mel eventually left the Doctor to travel with Sabalom 
  Glitz, and keep him out of trouble. If Glitz doesn’t 
  mind carrot juice she may still tour the universe on 
  the Nosferatu II with him.
  sabaLom gLitz
  To say Glitz is a galactic con-man is really to give 
  him too much credit. He is a small time thief and 
  opportunist who would sell his grandmother for a 
  quick profit. Unlike most criminals though, he would 
  at least feel bad about it. Glitz has worked with several 
  different partners and crews, but these relationships 
  rarely last for long. This is usually because Glitz will 
  sell them out if times get tough. All Glitz really cares 
  about is making money, although he never seems 
  to quite have enough of it for long enough to decide 
  what he wants the money for.
  Glitz first met the Doctor in his sixth incarnation on 
  the planet Ravolox where he helped the Doctor and 
  Peri free an underground people from the tyranny 
  of their robot controller. However, he actually got 
  involved (with his partner Dibber) because he wanted 
  
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  THE sEvEnTH docTor sourcEbook
  to salvage a valuable black light generator powering 
  the underground systems (see The Mysterious 
  Planet in The Sixth Doctor Sourcebook).
  He next ran into the Doctor on Iceworld after he had 
  conned its ruler Kane out of 100 crowns by selling 
  rotten fruit. When the authorities caught up with him 
  (as they always do) he had already lost the money at 
  cards. The Iceworld authorities impounded his ship, 
  the Nosferatu, (the only thing he really cares about) 
  but this didn’t matter too much as he’d already sold 
  his crew into frozen slavery to Kane!
  So, in general, Glitz is not a nice person. He is 
  selfish, cowardly, untrustworthy and not a little 
  sexist (insisting Mel and Ace stay out of his Iceworld 
  treasure hunt). However, every now and again he 
  proves himself to be just a little better than people 
  expect him to be. He doesn’t kill, perhaps more 
  from cowardice than morality and avoids violence for 
  the same reasons. While he will scam anyone that 
  crosses his path, he at least feels bad about what 
  he’s done. He will usually offer a fair deal when he’s 
  been found out though, if he has any money left that 
  is. In general, Glitz is a weasel because he doesn’t 
  believe he can be a better person. Those who know 
  him can see the potential though, even if it is hard to 
  coax out of him.
  ace
  Born Dorothy Gale McShane, she prefers to be known 
  as Ace. While she has never been to Kansas, Ace 
  has much more in common with Dorothy Gale than 
  just a first name. Like Dorothy she was torn from 
  Earth by a time storm and left in a strange and alien 
  place. However, Dorothy Gale wasn’t experimenting 
  with explosives when she got taken to Oz! While 
  being stranded in space sounded exciting, Ace found 
  herself working as a waitress at a cafe on Iceworld 
  to support herself, and the glamour of galactic travel 
  soon wore off, until she met the Doctor.
  To say Ace has had a chequered past is something 
  of an understatement. Brought up in Perivale in 
  west London, she excelled at chemistry. She enjoyed 
  her life and hanging out with her gang of friends. 
  However, she did not get on well with her mother, 
  possibly her only family, and from this clash her 
  problems with authority figures began. Ace sees 
  her mother as a monster and her feelings towards 
  her are extremely complicated, mixing anger and 
  loathing with a desperate need for love and attention. 
  While it is quite possible Ace’s mother is actually 
  decent and loving, somewhere in their relationship 
  she failed to show Ace that care and compassion and 
  their connection became sour and bitter.
  Sadly, Ace’s inability to deal with authority led to 
  expulsion from school and trouble with the police. 
  Her teachers didn’t share the view that blowing up 
  the art block was creative expression, and the police 
  took a dim view of her burning down an old house at 
  Gabriel Chase. Ace has ‘authority issues’ to say the 
  least and few things put her back up more than being 
  given orders.
  While she seems brave and adventurous, in some 
  ways Ace is still running away. Her past is full of 
  disappointment and fear and by joining the Doctor 
  she thinks she’ll stay one step ahead of it. However, 
  the Doctor forces her to confront her fears. He 
  faces her with several difficult decisions, and she 
  manages to lay to rest demons that have haunted 
  her since childhood. While Ace puts on a tough 
  demeanour she isn’t shy about telling the Doctor she 
  is afraid. However, she never accepts his offer to just 
  wait in the TARDIS. Whatever the danger, however 
  frightening the opponent, Ace never backs down, 
  or screams and runs. She grabs a baseball bat and 
  stands by her friends. 
  While Ace is only 16, her life experience allows her 
  to pass for much older. She keeps her brown hair 
  tied back so it doesn’t get in the way, and while she 
  doesn’t dress like a boy she avoids girly and frilly 
  clothing. She is never without her bomber jacket 
  covered with badges and (if the Doctor hasn’t hidden 
  them) a few cans of home-made Nitro-9 explosive.
  the seventh doctor and companions
  
  story points
  attributes
  skiLLs
  biodata
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  personaL goaL
  To travel, meet new people and experience everything 
  the universe has to offer.
  personaLity
  Mel is fun loving and friendly with everyone she meets. 
  She enjoys meeting new people and joins communities 
  with ease. She can be a little naïve but always sees the 
  best in people, which makes her doubly saddened by 
  those who are found wanting.
  background
  Melanie is a young woman from 20th century Earth and 
  a computer programmer by profession. It is unclear 
  how she met the Doctor, but clear why she stayed.
  a  aWareness
  a  coordination
  a  ingenuity
  a  presence
  a  resoLve
  a  strength
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  athLetics
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  marksman
  medicine
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  Brave (Minor Good): +2 bonus to any Resolve roll when Mel needs to show courage.
  Indomitable (Major Good): +4 bonus to any rolls to resist psychic control.
  Photographic Memory (Major Good): May spend a Story Point to remember 
  something Mel has seen but the player has forgotten.
  Positive Outlook: +1 to Charm and Convince rolls, resistant to Convince attempts by 
  +1 difficulty.
  Quick Reflexes (Minor Good): Mel goes first in her Action Round unless taken by 
  surprise. 
  Screamer! (Minor Good): Spend a Story Point to stun anything or anyone else in the 
  room for one action.
  Technically Adept (Minor Good): +2 to any Technology roll to fix a broken or faulty 
  device.
  Impulsive (Minor Bad): Especially where there is injustice, Mel tends to wade in 
  before thinking.
  Insatiable Curiosity (Minor Bad): Mel can’t resist checking out what is around the 
  next corner and must pass a Resolve + Ingenuity roll at -2 to resist the urge.
  a
  5
  
  story points
  attributes
  skiLLs
  biodata
  traits
  stuff
  personaL goaL
  To make a big enough score from a con that he can 
  retire in luxury.
  personaLity
  Glitz is an untrustworthy weasel who will do anything to 
  make a fast buck. He is lazy and selfish, but at least he 
  doesn’t leave his friends to die. Well, most of the time 
  anyway.
  background
  Glitz is a small time galactic con-man. He owns a ship, 
  the Nosferatu, which he uses to trade and smuggle to 
  make a living. Unfortunately times are hard and every 
  now and again he has to short change or even sell his 
  own crew. He has had several partners, but few last 
  for long before he cheats them. Hopefully, hanging out 
  with Mel will make him a better person, but its going to 
  be hard work.
  a  aWareness
  a  coordination
  a  ingenuity
  a  presence
  a  resoLve
  a  strength
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ ○ ○ 
   ○ ○ ○ 
  athLetics
  convince
  craft
  fighting
  knoWLedge
  marksman
  medicine
  science
  subterfuge
  survivaL
  technoLogy
  transport
  6
  sabaLom gLitz
  5
  0
  2
  0
  4
  0
  3
  3
  5
  4
  3
  3
  4
  5
  3
  5
  3
  12
  The Nosferatu
  Charming (Minor Good): +2 bonus to attempts to use charm.
  Lucky (Minor Good): You may re-roll any ‘double 1s’.
  Cowardly (Minor Bad): -2 penalty to any fear roll.
  Selfish (Minor Bad): Glitz doesn’t consider others when his life or profit is on 
  the line.
  a
  3
  
  story points
  attributes
  skiLLs
  biodata
  traits
  stuff
  personaL goaL
  Ace wants to have adventures, and occasionally blow 
  stuff up.
  personaLity
  Ace is the girl you want covering your back when 
  trouble starts. She is strong, dedicated, loyal and 
  not afraid of getting her hands dirty. She just has an 
  unfortunate enthusiasm for blowing things up. 
  background
  Ace may only be 16 (even though she says she is 18) but 
  she has seen more than most people 10 years older, 
  even before she met the Doctor. She is the epitome of 
  the troubled teen, but her acting out is due to what she 
  has suffered rather than petulance or selfishness. After 
  an experiment with Nitro-9 blew her across the galaxy 
  she decided she had little to go home for. However, she 
  also discovered that being a waitress in space was little 
  different to being one in Perivale. With the ‘Professor’ 
  she was finally able to see the universe.
  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
  ace
  3
  3
  3
  2
  0
  0
  4
  1
  0
  1
  1
  3
  4
  5
  4
  5
  3
  12
  Baseball bat
  Backpack (Containing a 
  concerning amount of 
  Nitro-9).
  Enhanced tape deck 
  (see p21)
  Attractive (Minor Good): +2 bonus to any rolls that involve Ace’s looks.
  Biochemical Genius (Major Good): May create biological and chemical ‘gadgets’. 
  Using Science instead of Technology for jiggery pokery. 
  Brave (Minor Good): +2 bonus to any Resolve roll when Ace needs to show courage.
  Quick Reflexes (Minor Good): Ace always goes first in her Action Round unless 
  taken by surprise. 
  Tough (Minor Good): Reduce total damage by 2.
  Argumentative (Minor Bad): Ace will argue her point of view until forced into a 
  sulk. 
  Distrustful (Minor Bad): -2 to social rolls with new people.
  Impulsive (Minor Bad): Ace isn’t one for thinking things through.
  Insatiable Curiosity (Minor Bad): Ace will take a look at anything interesting that 
  comes her way (unless she passes a Resolve or Ingenuity roll at -2).
  Prejudice (Minor Bad): Ace suffers -3 when dealing with authority figures.
  Past Trauma (Minor Bad): Ace had several unresolved issues in her past, 
  manifesting in a fear of clowns and a lot of anger towards her mother.
  a
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  Chemistry
  Mechanics
  
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  B  the seventh doctor’s tardis
  While he has no less love for the ‘old girl’ than his 
  previous incarnations, the Seventh Doctor has far 
  less use for the TARDIS than his predecessors. In 
  most of his adventures it simply gets him to where 
  he’s going. He rarely goes back to it, even during the 
  direst of situations. He also never uses it to create 
  forcefields, move planets, trap enemies or sneak 
  around time with. It is almost as if he has learned 
  to live without her, and decided to give her a well-
  earned rest.
  In general, the TARDIS really hasn’t changed at 
  all since the Sixth Doctor’s era. The console room 
  remains the same, although that’s all we see of the 
  place during the Seventh Doctor’s era. Ace opens the 
  cupboard in the console room that was last cleared 
  out by Romana but that’s it.
  One thing that very much separates the Seventh 
  Doctor from his predecessors is that he no longer 
  feels an urge to tinker with his ship. He never 
  pulls the place apart for random maintenance or 
  tears out pieces of the console to make ‘upgrades’. 
  Consequently the whole place is a lot neater and 
  might even have a few spares. However, it may be 
  that the Doctor has finally run out of spare parts, 
  which is why he’s stopped messing with it!
  The most dramatic thing to happen to the Seventh 
  Doctor’s TARDIS is that the swimming pool had to be 
  jettisoned as it was leaking. 
  the seventh doctor’s tardis
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  4
  ingenuity
  4
  strength
  3
  skiLLs
  Knowledge 8, Medicine 2, Science (Temporal 
  Physics) 6, Survival 1, Technology 4, Transport 3
  traits
  Clairvoyance (Major)
  Face in the Crowd
  Feel the Turn of the Universe
  Psychic
  Resourceful Pockets
  Telepathy
  Vortex,
  Argumentative
  Impulsive
  Restriction (Tricky Controls, 6 Pilots)
  System Fault (Unsteerable Chameleon Circuit) 
  gadget traits 
  Scan (x3)
  Transmit
  Forcefield (Major)
  armour: 30
  speed: 12
  story points: 17
  the seventh doctor and companions
  
  chapter tWo
  tooLs of the trade
  
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  ‘Where is the game Time Lord?’
  ‘You couldn’t resist it could you? The game of traps.’
  B  neW characters
  Character groups for Seventh Doctor era adventures 
  are very similar to those of the Sixth Doctor’s era. 
  There is often only one companion with the Time Lord 
  at a time. However, the Seventh Doctor’s companions 
  are more partners than fellow travellers. The 
  Seventh Doctor is happier to leave his companions 
  to their own devices and trust their judgement. He 
  also assumes they’ll be pretty good at rescuing 
  themselves.
  You are free to use the Seventh Doctor himself and 
  one (or more) of the companions we’ve described 
  here, but you don’t have to. This section provides 
  you with some extra details to create new characters 
  of your own that might follow in the mysterious 
  footsteps of the Seventh Doctor.
  Given the universe is a dangerous place, you might 
  find you need to replace a fallen character. However, 
  most of the Seventh Doctor’s companions leave 
  of their own accord. Rather than falling in love or 
  getting left behind, the Seventh Doctor’s companions 
  eventually come to a point where they understand 
  they have outgrown their need for the Doctor. They 
  have realised their potential and feel a desire to be 
  part of the universe rather than an observer. While 
  even the Doctor often can’t predict when it might 
  occur, it is what he has been preparing them for from 
  the moment they met.
  neW companions
  Like his previous incarnation, the Seventh Doctor 
  prefers not to crowd his TARDIS and generally has 
  only one companion at a time. These companions are 
  often vagabonds like himself, people who don’t quite 
  fit in wherever they go. They are usually looking for 
  something, but not sure what it is, hoping they will 
  recognise it when they find it. The Doctor really wants 
  someone he can show the universe to, so he looks for 
  someone with the same sort of wanderlust he has. As 
  he isn’t very good at expressing his feelings he often 
  tries to be stern and serious, leaving an undertone 
  that he is reluctantly doing his companions a favour 
  by taking them on or giving them a lift. But he also 
  cannot hide his glee at being able to share his wonder 
  of the universe with a like mind.
  While the Seventh Doctor enjoys teaching his 
  companions and showing them the sights, he has so 
  many plots going on he doesn’t have time to baby sit. 
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  He expects his companions to be able to function 
  without him, even figure out their part in his plans for 
  themselves on occasion. Mel might be a screamer, 
  but she is often separated from the Doctor and forced 
  to survive on her own. It is possible that the only 
  reason the Doctor keeps an eye on Ace is to make 
  sure she doesn’t blow up anything too important with 
  Nitro-9. The Doctor isn’t looking for hangers-on or 
  an assistant; he is looking for a partner in crime. He 
  wants someone who shares his goals and can help 
  him deal with what they find, perhaps even teach him 
  something on occasion.
  Most importantly the Doctor is also looking for 
  someone with potential, someone he can nurture 
  and grow. He is very good at spotting it, especially in 
  people no one else seems to value or understand. To 
  most people, Ace was an angry teenager with violent 
  tendencies. The Doctor recognised her intelligence 
  and resourcefulness and wanted to see her grow 
  from a troubled teen into the capable and clever 
  young woman he knew she could be. So the Doctor 
  isn’t looking for ‘the best of the best’. They don’t 
  need his help and are already following their destiny. 
  The Doctor looks for those the universe has passed 
  by, those who need someone to help bring out their 
  potential because they are somehow a little lost. He 
  can be a tough, even ruthless taskmaster in forcing 
  them to confront their shortcomings, but he is only 
  really giving them the courage to face what they have 
  been running from.
  When creating companions for the Seventh Doctor it 
  is actually more important to initially focus on their 
  weaknesses and failings. Every companion should 
  have some shortcoming that they need to confront, 
  perhaps more than one. This need not make them 
  a bag of neuroses, but they shouldn’t be all that 
  organised and together. There is a shadow following 
  them, something that no matter how far they run 
  they can’t quite escape. As the campaign progresses 
  the Gamemaster should make a point of offering 
  them opportunities to face these fears. They may not 
  manage to confront them on the first or even second 
  try, but eventually they will find the strength and 
  move on.
  To help you develop a darker side to your companions, 
  you might ask yourself a few questions about them 
  and their history:
  What do they fear and why?
  Everyone is frightened of something: ghosts, 
  spiders, the dark, an old house. However, we leave 
  most of these fears behind in childhood unless we 
  suffer some trauma that holds them into our adult 
  life. What trauma held that fear for your character? 
  Can they even remember it or did they blank it from 
  their memory?
  What makes them angry?
  Rage is often a way of avoiding a problem. When 
  something touches a nerve we might get angry and 
  defensive, seeking to lash out or run from a potential 
  confrontation. Ace had problems with authority 
  based on her issues with her most important 
  authority figure, her mother. Your character might 
  have a prejudice towards some group of people or 
  even something more esoteric like an overdeveloped 
  sense of fairness or right and wrong. 
  What are they running from?
  Many companions join the Doctor to run towards 
  something, 
  but 
  often 
  the 
  Seventh 
  Doctor’s 
  companions are running away. Is your companion 
  looking to escape a bad home life? Perhaps they 
  dread a life where nothing ever happens to them, 
  or they never amount to anything. Maybe their job 
  and their responsibilities are what they are trying to 
  escape from.
  What makes people avoid them?
  Your character may be quite social, but many 
  Seventh Doctor companions are loners, and don’t 
  work well with others. Mel often made friends but 
  never seemed to keep any and Ace managed to be 
  alone even in a gang. What is it about your character 
  that makes them keep friends at arm’s length? Do 
  they fear intimacy or that those who get to know 
  them will discover ‘the truth’ that they aren’t worth 
  being friends with? Do they just find people hard 
  to understand, or that they always let them down 
  eventually? Maybe they take their frustrations out on 
  anyone nearby when things get tough?
  
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  You don’t need to create a psychological wreck of 
  a character to fit into a Seventh Doctor campaign, 
  but give these questions a little thought and try and 
  make at least one of them apply to your character. 
  Your Bad Traits will help you with this, so make sure 
  each one you pick has a reason to be there.
  neW time Lord
  Just because this is the Seventh Doctor’s era, it 
  doesn’t mean you have to play the Seventh Doctor in 
  your campaign. However, the Time Lord you do use 
  should have a few traits in common if you are going 
  to maintain the feel of the era in your campaign. 
  Their personality isn’t as important as it might be for 
  another incarnation, and their relationship with their 
  TARDIS matters very little too. It is unlikely they will 
  be a gadgeteer, they will want to figure out problems 
  and find a solution themselves with whatever they 
  have to hand rather than rely on technology.
  What they should have is some sort of remit as a 
  guardian of time. They could be a secret and deniable 
  agent of the Time Lords as the Seventh Doctor might 
  have been, or they could work for a higher power. 
  Perhaps your Time Lord serves the White Guardian, 
  or even tries to do good as an enforced servant of the 
  Black Guardian. They may even serve the Eternals, 
  or seek to protect mortal beings from their casual 
  abuse. They might simply be the keeper of some very 
  powerful artefacts, which they have to protect from 
  the marauders of the universe.
  This means your Seventh Doctor might not even be a 
  Time Lord! The power they serve will have given them 
  the tools to do their job. It might be a device like a 
  TARDIS, but they may just as easily dump him where 
  he needs to be. The artefacts he is in control of might 
  be the source of his power, or he may have nothing 
  more than quick wits and some forward planning to 
  defeat his enemies. In fact, you might even decide 
  there is no Time Lord, but instead all the characters 
  as a group must shoulder this responsibility for the 
  universe themselves, and all be damned together for 
  their failures.
  other groups
  Being free to wander the universe, you might use 
  any group as the basis for your campaign. While the 
  Seventh Doctor was not limited to any particular time 
  and place, there is no reason not to involve UNIT or 
  Torchwood in your adventures. However, most groups 
  will need to be able to cross time and space to fulfil the 
  duties the group have got lumbered/honoured with. 
  Criminals
  Thankfully the Doctor rarely listened to any of Glitz’s 
  offers, but what if he had? The characters might 
  decide to wander the universe looking for a big score, 
  and with all of time to choose from they have plenty of 
  options. If they want to play the good guys they might 
  instead track a particular criminal or criminal gang 
  across the Vortex looking to bring them to justice.
  Ghost Hunters
  The Seventh Doctor’s era had its share of spooky 
  adventures, lending the era to more horror-themed 
  adventures. The characters might specifically hunt 
  down spirits, which might actually be invaders from 
  other worlds or trapped souls in the Vortex. It will be 
  up to the characters to figure out how best to deal with 
  the haunting, and a few may even be by real ghosts. 
  After a few encounters your characters might even 
  create a few ghost capturing and detecting gadgets 
  to give them the upper hand.
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  Prison Warders
  Given the Seventh Doctor often came across 
  adversaries 
  trapped 
  in 
  ancient 
  prisons, 
  the 
  characters could be the wardens for such a prison. 
  They must keep their house in order and maintain 
  control as their charges are all extremely dangerous. 
  Occasionally one might escape, and they must be 
  hunted down and recaptured before they can do any 
  damage. The prison they look after need not be all 
  bars and cages, though. They might run a place like 
  Iceworld or Paradise Towers that everyone knows 
  about but few know the true purpose of. However, 
  it could just as easily be a maximum security jail, 
  perhaps like Shada, the Time Lord prison (see The 
  Fourth Doctor Sourcebook), or the Stormcage (see 
  The Eleventh Doctor Sourcebook). If River Song is 
  still a resident there, good luck!
  Shadow Proclamation
  Given the Seventh Doctor often acted as a galactic 
  policeman, your characters might all work for 
  the Shadow Proclamation (see The Tenth Doctor 
  Sourcebook). It will certainly help enforce their 
  judgements if they can call on a force of Judoon 
  to back them up. Adventures might begin with an 
  investigation to discover if any wrongdoing is actually 
  occurring. The characters will need to blend in and 
  investigate to make sure. Then, when they are sure 
  who the guilty party is the fireworks start when they 
  call in back up to make some arrests.
  B  neW character traits
  The following new traits were used in designing 
  characters for the Seventh Doctor Sourcebook and 
  are available for general use. Some of these traits 
  can also be found in Defending the Earth and the 
  Time Traveller’s Companion, as well as the other 
  Doctor Sourcebooks. We have reprinted them here 
  for convenience.
  good traits
  Arrogant (Minor Good)
  While it doesn’t make you very easy to get along 
  with, you have a powerful confidence that you can 
  deal with any situation. You gain +2 to resisting fear 
  and feelings of hopelessness, but suffer –1 to social 
  interactions with those you consider to be not as 
  clever as you.
  Back Up (Minor/Major Good)
  You have a group of people you know you can rely on. 
  You might be a gang leader, the head of a group of 
  paramilitaries or even a scout leader. Whoever they 
  are, you know you can rely on their help in a time of 
  crisis. As a Minor Good trait your group has no special 
  skills or training, but they will do what they can. As 
  a Major Good trait your group is not only trained but 
  have access to decent equipment as well. It is up to 
  you to define the group, who may or may not consider 
  you their leader. The group is usually between 5 and 
  20 people strong, but the more skilled and useful they 
  are the fewer of them there are. The Gamemaster is 
  free to rule this back up is unavailable if you go too far 
  away from their usual area of operations.
  Burn Essence (Major Good)
  You are able to use your own physical form and energy 
  to empower your skills and abilities. You may spend 
  Attribute points as if they were Story Points, but no 
  more than 2 at a time. Unfortunately you suffer the 
  same effects as being wounded when Attributes are 
  reduced, which heal at the normal rate. This includes 
  reducing an Attribute to 0.
  Danger Sense (Major Good)
  The character has a sixth sense that alerts them to 
  nearby danger, at least most of the time. If taken 
  
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  by surprise, such as an ambush, the character may 
  spend a Story Point to negate the effects of being 
  taken unawares.
  Innocent (Minor Good)
  There is something about you that makes people 
  think you can do no wrong. You might be very young 
  or just have a sweet smile. Of course, this doesn’t 
  mean you actually are a goody-two shoes, just that 
  people think you are. Whenever someone is looking 
  for suspects, you may spend a story point for them to 
  pass you by. In fact, if there are other people near the 
  scene of the crime the authorities will arrest them 
  rather than you.
  Noble (Minor Good)
  You have been born into the highest levels of 
  society and are used to entertaining dignitaries, 
  ambassadors and even kings and queens. Your 
  experience gives you a +2 bonus whenever you deal 
  socially with the cream of society, especially when 
  you are in a formal environment.
  Positive Outlook (Minor Good)
  The character is relentlessly positive, upbeat and 
  cheerful. So much so in fact that they gain a +1 to 
  Convince rolls and Convince rolls against them are 
  at a -1 Difficulty.
  Reliable (Minor Good)
  When something important needs doing, you can be 
  relied on to do what needs to be done. You are an all-
  round good egg who takes responsibility seriously 
  and doesn’t desert their post. You gain a +2 to any 
  task you are left on your own to perform by someone 
  you trust.
  Well Mannered (Minor Good)
  You know how to behave in polite society and how to 
  engage in mannered small-talk. You know when to 
  speak, when to listen and how to address those you 
  speak to. You gain a +2 bonus when trying to fit in or 
  use charm in well to do society.
  bad traits
  Distrustful (Minor Bad)
  The character does not trust easily. They might 
  naturally dislike strangers or perhaps have been 
  hunted or alone for a long time. They suffer a -2 
  penalty to all social rolls with any new people they 
  meet. This penalty is only removed when the person 
  has proved true to their word.
  Indolent (Minor/Bad)
  The character is far more concerned with their own 
  pleasures and comfort. Work is something to be done 
  tomorrow or better yet by someone else. They are 
  not entirely lazy or selfish, but a strange mixture of 
  the two. To the character, everything is just too much 
  effort, and they are just too busy to do anything but 
  pursue their own pleasures. Whenever the character 
  is engaged in some leisure pastime, they suffer -2 to 
  any action that interrupts their ‘relaxation time’. 
  Marginalised (Minor/Bad)
  Due to your gender or ethnic background, you usually 
  have to work harder to prove yourself or get your 
  voice heard in your community. You suffer prejudice 
  at every turn, especially when working in non-
  traditional roles. You and your opinion are generally 
  overlooked, and your professional qualifications are 
  often questioned by those who don’t know you. You 
  suffer a -2 penalty to all social interactions based on 
  your profession, and often have to remind people of 
  your credentials.
  Prejudice (Minor/Major Bad)
  There is a group of people you just don’t like. It may 
  be based on a past trauma or simple bigotry but you 
  have a knee jerk reaction to them in any situation. You 
  also have a tendency to think “they are all the same” 
  and stereotype anyone who fits into this group. As a 
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  Minor Trait you have a low level of bigotry and simply 
  suffer a -3 to any social rolls interacting with this 
  group. As a Major Trait you are an active bigot who 
  does their best to expel or even destroy this group. 
  This trait might seem understandable if the group is 
  ‘Daleks’, but significantly less so when the character 
  is a racist or misogynist. The Gamemaster may decide 
  a prejudice against certain groups is inappropriate to 
  their campaign.
  Past Trauma (Minor/Major Bad)
  The character has suffered deep emotional trauma at 
  some point in their past or their formative years and 
  been unable to face it. The trauma might take several 
  forms but any number of things might remind the 
  character of a past they try very hard to forget. The 
  player and Gamemaster should discuss the nature of 
  the trauma and what might trigger it. It might be one 
  event or manifest in a series of phobias (such as a 
  fear of clowns and crowds). When the character finds 
  themselves confronted by their past they suffer -2 to 
  all rolls if this is a Minor trait and -4 if a major one. 
  The Major trait will also have more triggers.
  B  neW gadgets
  ace’s tape deck (major gadget)
  To replace the tape deck that was destroyed by the 
  Daleks, the Doctor constructs Ace a new one. He 
  adds a few enhancements, though, allowing it to 
  transmit and jam communications signals and even 
  display cloaked spacecraft in orbit.
  Traits: Disable (Minor Good, Communications 
  Signals Only), Scan (Minor Good), Skill (Minor Good), 
  Transmit (Minor Good), Bulky (Minor Bad).
  Cost: 2 Story Points
  daLek discombobuLater (minor gadget)
  This device transmits a beam that interferes with 
  Dalek systems and renders them momentarily 
  helpless. However, it doesn’t destroy them and 
  makes them very unpredictable. They might easily 
  start firing in all directions as the beam confuses 
  their systems. However, it does usually allow 
  someone to get close enough to deliver a fatal blow. 
  It is possible later model Daleks are shielded against 
  such effects.
  Traits: Disable (Minor), Restriction (Daleks Only).
  Cost: 1 Story Point
  niTro-9
  No. Just no. Tell your players they can’t have any. OK, fine, it’s your funeral. 
  Nitro-9 canisters are capable of blowing a hole in pretty much anything, from 
  metal to concrete, and you really don’t want to be next to one when it blows. 
  Any person within 15’  will be in small pieces. Essentially, the Gamemaster 
  can decide to inflict whatever damage they like on anyone in range. Luckily, 
  Nitro-9 is very stable when not being used. Several canisters roll about in Ace’s 
  backpack as she runs around, after all.
  The problem is that Ace never really got the fuse system right so they tend to 
  go off a little sooner than expected. When a canister is used the Gamemaster 
  should roll a dice: on an odd result the timer fires early, forcing everyone in 
  its considerable blast radius to spend a Story Point or get seriously hurt. On 
  an even roll the canister goes off late, but don’t even think about going back to see if something went 
  wrong or it’ll go off. Seriously. If you do you are really just telling the Gamemaster you want to create 
  a new character.
  
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  the doctor’s pocket Watch (major good)
  Having lost his Sonic Screwdriver some time ago 
  the Doctor has been looking for a replacement. The 
  Seventh Doctor generally eschews gadgets, but 
  does carry a rather advanced pocket or fob watch 
  latched into his left jacket lapel. From the outside 
  it appears to be an ordinary gold pocket watch on a 
  chain, depicting a hunting scene on one side. Inside 
  it offers a three screen digital readout showing the 
  time and a variety of other useful bits of information. 
  The Doctor checks it quite often, although possibly 
  not just to see the time as it monitors local energy 
  signatures and displays their relative strengths. He 
  also sets alarms to remind him of pivotal moments 
  in his schemes, although it doesn’t tell him which 
  scheme or what he should be doing! Given the 
  amount of extra functions he gave Ace’s tape deck, 
  it is possible it has several other traits and functions 
  (perhaps Transmit, Augment, Control, Disable or 
  even Forcefield).
  Traits: Scan (Minor Good), Innocuous (Minor Good).
  Cost: 2 Story Points
  time controLLer (major good)
  While the Daleks are not as advanced as the Time 
  Lords, they still have access to very powerful 
  temporal technology. Currently their ability only 
  allows them to create time corridors, gateways to 
  fixed points in time. However they are very good at 
  creating and maintaining these gateways. Lacking 
  the raw firepower of their rival Imperial Daleks, 
  the Renegade Daleks make the most use of these 
  devices. They allow them to send small teams in and 
  out of areas for quiet and discrete missions.
  The Time Controller is a small glass globe about 
  a foot across that crackles with energy inside. It is 
  not especially heavy, as a child can carry it easily. 
  However it is complicated to control, requiring a few 
  minutes for even a skilled operator, who places their 
  hands on the globe and realigns the energy matrix. 
  Once set, the Time Controller can then open a Time 
  Corridor between its current position and the co-
  ordinates it has been attuned to.
  Traits: Travel (Major Good), Slow (Minor Bad), 
  Vortex (Special Good).
  Cost:  2 Story Points
  B  artefacts
  Some devices, such as the Hand of Omega and the 
  Nemesis are beyond the scope of mere ‘gadgets’. We 
  call these rare and legendary items ‘Artefacts’ and 
  they deserve special care and attention as their power 
  can destroy stars and wipe out civilisations. The 
  Fourth Doctor also came across several Artefacts, 
  such as the Key to Time and the Dodecohedron, so 
  this detail can also be found in The Fourth Doctor 
  Sourcebook.
  Artefacts are usually just as mysterious as they are 
  powerful. Their powers and operation are not always 
  obvious, even to a Time Lord. When the Daleks took 
  control of the Hand of Omega, even they didn’t know 
  how to override the Doctor’s previous commands. 
  When such items end up in the hands of characters 
  their best option will be to investigate the legends 
  that will have probably sprung up around the device, 
  and this is where the Gamemaster can lay clues for 
  them to follow. Ancient carvings around its resting 
  place might offer a warning to the unwary. Local 
  legends from the time it was last used might offer 
  hints at how a hero of old might have operated it. 
  There may even be an order of ascetics who guard 
  the knowledge of the device and only grant their 
  secrets to those who prove worthy.
  When designing an Artefact it is important to make it 
  a vital part of the adventure. While the Fourth Doctor 
  got involved in several scrapes collecting the Key to 
  Time, finding the segment was ultimately the most 
  important prize of each adventure. So the Artefact 
  need not be all the characters are thinking about, but 
  it should never be forgotten. Luckily, Artefacts are 
  hard to forget as such powerful devices are usually 
  being sought by several people at once. This means 
  the characters will usually be racing to get hold of 
  the Artefact before the competition, or spending all 
  their time guarding it when they finally have it. 
  So the quest for, or use of, an Artefact is often an 
  adventure in its own right. But having constructed 
  that adventure, what does the Artefact do? Here the 
  tooLs of the trade
  
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  Gamemaster is not limited to statistics and Story 
  Points. Quite simply it does whatever you want it to. 
  However, a ‘God device’ that does anything is a little 
  boring so what may help is to design the Artefact as 
  if it were a Gadget, but one that requires no Story 
  Points to use (once you know how to work it) and 
  has powers beyond the limits of the usual Gadget 
  Traits. For instance, you may assign it the Gadget 
  Trait ‘Open/Close’, but as an Artefact it can open or 
  close anything. It might open doors, portals across 
  time, the secrets of the mind or even the heart of a 
  TARDIS. To give you some ideas for Artefacts of your 
  own, we offer some detail on expanding the usual 
  Gadget Traits to Artefact level:
  Delete: The device can destroy anything, planets, a 
  TARDIS, a star, whatever it is pointed at will be gone 
  in moments.
  Forcefield: The barrier this device can create is 
  impenetrable, and need not be physical. It might just 
  as easily create a prison or impenetrable shield for 
  the mind. It might be designed to hold a TARDIS or a 
  Time Lord criminal.  
  Open/Close: This device can open or close anything, 
  not limited to physical doors. It might open doors, 
  portals across time, the secrets of the mind or even 
  the heart of a TARDIS.
  Scan: In moments this device knows everything 
  there is to know about anything that comes into its 
  presence. 
  Skill: Plugged into the universal subconscious, 
  this device is almost omniscient, able to impart any 
  knowledge to its controller.
  Transmit: Nothing can stop the signal from this 
  Artefact, and nothing is outside its reach. Its voice 
  might be so powerful as to become a weapon.
  Teleport: Much like a TARDIS (almost an Artefact in 
  their own right themselves) this device can take you 
  anywhere or anywhen, and no barrier can stop it.
  Weld: What is bound together by this device cannot 
  be pulled asunder. It might create a bond as powerful 
  as love between two people, or it might weld suns 
  together to power new star systems.
  You might also give the Artefact a few restrictions, 
  which will work in much the same way as they do for 
  usual Gadgets. A One Shot Artefact will make timing 
  its use of vital importance. 
  While many Artefacts are simply powerful devices, 
  they can take many forms. In some cases the 
  Artefact might be constructed in several component 
  pieces, like the Key to Time. So, all these pieces 
  will have to be collected to get the device to work. 
  However, with a truly powerful Artefact, each piece 
  might be an Artefact in its own right with lesser 
  powers of its own. However, when assigning powers 
  to the component pieces, they should all fit the logic 
  of the device as a whole. If the Artefact controls the 
  elements, it might come in four pieces that each 
  control fire, water, earth and air. An Artefact that can 
  destroy a planet might be built of segments that are 
  powerful weapons in their own right and assemble to 
  create the super-weapon. 
  Many Artefacts are so powerful they gain a form 
  of self awareness and even sentience, in much the 
  same way as a TARDIS. This is especially true of 
  Gallifreyan Artefacts, such as the Hand of Omega 
  and the Nemesis. These items can be especially 
  dangerous as they might resist their operators or 
  even use their powers as they see fit. Such sentient 
  Artefacts are rarely truly thinking beings; instead 
  they have a very single minded personality, set on 
  pursuing the agenda they were built for. This quirk 
  can make the Artefact more frightening and alien, 
  but it can also add comic relief, especially if it is 
  something like a bomb that is desperately looking 
  forward to blowing itself up and fulfilling its purpose. 
  Such a device also offers an element of tragedy when 
  that purpose is finally complete.
  While some Artefacts are sentient, others might even 
  be living beings. This is a fine line as any sentient 
  creature, no matter how powerful, will usually be 
  classed as a character. Some, like Princess Astra 
  (see The Armageddon Factor in The Fourth Doctor 
  Sourcebook) might be considered both. It may be 
  possible to create other organic Artefacts. These 
  devices might grow and adapt to their users needs, or 
  to fulfil their purpose more successfully. They might 
  even operate themselves, using their intelligence 
  to defeat any attempt to disarm them. Using such 
  technology living time ships might be possible, for 
  instance.
  Once you have created an Artefact there is only 
  one thing left to consider: what will your players 
  do with it? The Doctor has a sensible tendency to 
  get rid of such powerful devices, but players tend 
  to be hoarders. If they build a super-weapon for 
  an adventure they are pretty likely to want to keep 
  it and use it again. Even a less destructive Artefact 
  can become a short cut to solving any adventure if 
  
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  applied with a bit of cleverness. So the Gamemaster 
  must create a decent reason the characters can’t 
  use it too often or keep it for themselves. 
  With especially powerful Artefacts there are usually 
  godlike beings looking to collect them, beings 
  that probably set the characters on the quest in 
  the first place. When they come to collect the only 
  sensible options are to hand the device over or 
  throw it somewhere they can’t get it. Either way, the 
  characters won’t have it. If they insist on keeping it, 
  the godlike being will tighten the screws until they 
  hand it over. However, some Artefacts might be too 
  unwieldy to move. While the Dodecahedron shrunk 
  to a convenient pocket size, the screens of Zolfa-
  Thura certainly didn’t (see Meglos, in The Fourth 
  Doctor Sourcebook). The other reason not to keep a 
  powerful Artefact is that others might need it more. 
  The Artefact might power a civilisation, meaning the 
  characters who steal it doom such a civilisation to a 
  new dark age. 
  Finally, the cost of using it might be too great. The 
  Artefact might require the energy of a Time Lord’s 
  regeneration, or a life to function. It might drain a 
  TARDIS’ energy, leaving it defenceless. It is up to the 
  Gamemaster to build in a ‘fail safe’ to make sure the 
  characters don’t turn into a new terror threatening 
  the universe.
  B  sampLe artefacts
  the hand of omega
  This ancient Gallifreyan device is one of the tools that 
  gave them mastery of time. It is essentially a ‘stellar 
  converter’ meaning it can manipulate the energy of 
  a sun, even turning it into a controlled black hole. 
  It is the Hand of Omega that created the ‘Eye of 
  Harmony’, the black hole that powers most Time 
  Lord technology.
  The Hand of Omega takes the form of a long box that 
  might be mistaken for a coffin. It has markings and 
  designs on the outside but they are worn away after 
  centuries of use, dulling the outside to a plain rusted 
  black colour. The Hand was given into the care of 
  the Doctor and it only really obeys his commands. 
  However it remains able to interpret those commands 
  with some intelligence, which is why it allows the 
  Daleks to believe they have mastered its use.
  As the main power of the device can manipulate solar 
  energy it is also capable of manipulating smaller 
  amount of energy. The Doctor uses it to ‘charge’ 
  Ace’s baseball bat so it might even damage a Dalek 
  (ignoring the Dalek’s armour at the very least). It can 
  also float and follow its controller when required to 
  fly itself into a sun.
  Traits: Convert (Major Good), Delete (Major 
  Good), Forcefield (Minor Good), Zap (Major Good),  
  Restriction (Obeys its guardian only).
  vaLidium, the nemesis
  Validium was created as the ultimate defence for 
  Gallifrey by Omega and Rassilon in the ancient times 
  and shouldn’t have left the place. It is a living metal 
  that possesses a certain intelligence and empathy, 
  allowing it to bind itself mentally to a controller. 
  This empathic link reaches both ways allowing 
  the validium to understand many of its controller’s 
  secrets. Like a genie in a bottle, the validium wishes 
  only to be free of a controller, but even the Doctor 
  feared what it might do if left unfettered to wander 
  the universe.
  To function, the validium needs a critical mass. So 
  when a piece escaped Gallifrey and connected to 
  Lady Peinforte (see the adventure Silver Nemesis) 
  it became a statue of her wielding a silver bow and 
  arrow. To disarm the weapon the Doctor removed 
  the bow and arrow, reducing its mass to a safe limit 
  and then sent it out into space. Unfortunately, when 
  it returned, two groups had got hold of the bow and 
  the arrow, intent on reconnecting them and taking 
  control of this powerful device. 
  Once more the Doctor stopped them both, and 
  destroyed the Cybermen who had also arrived to lay 
  claim to the validium. He commanded it to return to 
  Gallifrey where we can only hope it remains safe.
  Traits: Delete (Major Good), Zap (Major Good), 
  Restriction (Must have a certain mass to function).
  tooLs of the trade
  
  chapter three
  enemies
  
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  ‘Yeah, so who were they anyway? Who’d want to 
  kill us?’ ‘I’m afraid there is an infinite number of 
  possibilities.’
  The Seventh Doctor fought a variety of enemies, 
  and all his old foes returned to face him once again. 
  However this time he was prepared, and his conflict 
  with both the Cybermen and the Daleks became part 
  of his deadly endgame. While the Seventh Doctor 
  only faces each of these villains once, their history 
  and battles with the Time Lord deserve a little more 
  detail. 
  B  cybermen
  The Cybermen of the Seventh Doctor’s era are a 
  broken people. With their base on their home planet 
  of Telos destroyed (see Attack of the Cybermen in 
  The Sixth Doctor Sourcebook) the remains of their 
  fleet are forced to roam space. However, they remain 
  a deadly threat to those who cross their path, perhaps 
  made moreso by their desperation.
  The first Cybermen were the inhabitants of the planet 
  Mondas, who were forced to adapt when their home 
  began to travel far from its sun. They developed ways 
  to augment their bodies with cybernetic implants, 
  and as time went on they became more machine 
  than human. They became colder and more ruthless 
  as they lost their emotions and continued to augment 
  themselves with cybernetic parts. However, this 
  meant they could only increase their numbers by 
  capturing other humanoids and converting them into 
  Cybermen. For this reason they have always coveted 
  Earth and its inhabitants, especially as Earth was 
  once the twin planet of Mondas.
  Luckily, each time they have tried to conquer the 
  Earth, the Doctor has been there to stop them. In 
  their first encounter their home planet of Mondas 
  was destroyed (see The Tenth Planet in The First 
  Doctor Sourcebook). They moved to a new home 
  called Telos, conquering the inhabitants the Cryons 
  who could only survive in sub-zero temperatures. 
  Using Cryon technology the Cybermen developed 
  a way of hibernating, and stored many of their 
  people in ‘tombs’ where they might lead new 
  waves of conquest upon awakening from these 
  secret bases.
  Cybermen are cold and emotionless, and the 
  conversion process makes them utterly dedicated to 
  the Cyber cause. While they are linked they do not 
  maintain a hive mind, although each is so lacking in 
  personality they might as well be the same person. 
  There is little command structure to Cyberman 
  society. Each group is led by a Cyberleader, who may 
  be more advanced or intelligent than the soldiers 
  they command. However, if the Cyberleader is 
  destroyed, one of the other soldiers will take on the 
  mantle of leader and carry on with the mission.
  After their encounter with the Sixth Doctor there 
  is very little left of the Cyberman forces. They 
  desperately seek a new base with which to launch a 
  campaign of conquest across the galaxy once more. 
  enemies
  
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  When they heard that the comet Nemesis contained 
  a powerful Gallifreyan weapon called validium, they 
  were eager to claim it. They brought their entire fleet 
  to Earth, unaware they are walking into a final trap 
  set by the Doctor to destroy them once and for all.
  While the Nemesis destroys the Cyberfleet, it is 
  unclear if this is the last of the Cybermen. There 
  might be many tombs on deserted worlds waiting 
  to be reactivated, and other ships may have been 
  absent from the fleet. While the Doctor dealt them 
  a crippling blow, it would be naïve to assume that 
  every last trace of them was gone forever.
  cyber agents
  As Cybermen are quite distinctive, they often make 
  use of agents taken from the local population. These 
  people are brainwashed with cyber-conditioning, 
  although not converted into full Cybermen. The 
  conditioning makes them loyal agents, even slaves, 
  of the Cybermen. They are invaluable in preparing 
  the way for a Cybermen invasion, acting as spies and 
  assassins to ensure the maximum impact for the full 
  invasion. 
  The Cybermen have many ways to create Cyber 
  Agents, some being more discrete than others. In 
  the Seventh Doctor’s era they put a headphone-
  like device on captured humans which converts 
  them almost instantly. Unfortunately this makes 
  the agents stand out and if the control device is 
  removed in time the victim’s real personality may 
  reassert itself. More advanced Cyber Agents are 
  created using direct brain implants, which takes 
  longer but makes them almost undetectable. Such 
  agents might also be augmented with discrete 
  cybernetic parts to enhance their physical attributes 
  and make them better able to perform their mission.
  While vital for Cyberman operations, Cyber Agents are 
  considered an expendable resource. The process often 
  makes them unsuitable for full conversion, so most 
  are killed when the objective has been completed.
  cybermen
  Weakness (Minor) Gold: Gold particles are lethal 
  to a Cyberman, clogging its respiratory system. 
  Exposure to gold dust should be treated as if 
  the Cyberman is ‘drowning’ or suffocating in a 
  vacuum. Exposure to gold is usually lethal for 
  them.
  Weapons: Particle Blaster 4/L/L
  tech LeveL: 7 
  story points: 3-6
  aWareness
  2
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  3
  strength
  7
  skiLLs
  Convince 2, Fighting 3, Marksman 3, Medicine 2, 
  Science 1, Technology 4.
  traits
  Armour (Minor): The Cybermen’s metallic armour 
  reduces damage by 5.
  Cyborg: The Cybermen were once human, but have 
  everything apart from their major internal organs 
  replaced with machinery.
  Environmental (Minor): Cybermen can survive in the 
  vacuum of space.
  Fear Factor (3): Cybermen are pretty scary and gain a 
  +6 to rolls to actively scare someone.
  Networked (Major): Cybermen in a particular unit are 
  in communication with others of that unit.
  Slow: Due to their heavy cybernetic bodies, Cybermen 
  are slow. They only have a Speed of 1 in chases.
  Technically Adept: The Cybermen are extremely good 
  at adapting technology they find to heir own purposes.
  
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  B  daLeks
  Once more, the Doctor’s most implacable foes return 
  to haunt him in his seventh incarnation. This time, 
  however, they are fighting each other as a civil war 
  rages between the Imperial Daleks and a Renegade 
  faction. When the Seventh Doctor confronts them 
  he doesn’t just blunder across their plans as usual. 
  Instead he sets a trap for them that leads to the 
  destruction of their home planet.
  The Doctor has faced the Daleks in every one of his 
  incarnations, and was there at the moment of their 
  birth. They were born from a bitter war between 
  the Kaleds and the Thals that irradiated their entire 
  planet. When many Kaleds developed mutations, 
  their chief scientist Davros created a travel machine 
  that would allow them to function. These travel 
  machines were equipped with armour and weapons, 
  making them mobile battle-tanks, and turned the 
  helpless mutants into deadly soldiers. Not content 
  with creating a new army, Davros also manipulated 
  the development of the mutants, which he renamed 
  ‘Daleks’, so they might be loyal to him and unclouded 
  by emotions and mercy.
  The Daleks rebelled against their creator, refusing to 
  serve a non-Dalek. Davros was believed destroyed, 
  leaving no one that could stop them. But before they 
  could leave their underground base the Fourth 
  Doctor trapped them inside it, so it might be 
  years before they emerged. Eventually the Daleks 
  managed to dig themselves free and continued the 
  ages old war against the Thals. Unable to face these 
  new war machines the Thals were almost wiped 
  out and those that survived were forced to leave 
  their home planet of Skaro. This was no hardship 
  as the entire world was now a desolate irradiated 
  husk, incapable of supporting life other than the 
  Daleks. However, the Daleks did not remain on 
  their own world either. Driven by Davros’ need for 
  conquest and their own desire to purge the universe 
  of everything non-Dalek they went on a crusade of 
  destruction.
  The new Dalek Empire enslaved and destroyed 
  countless worlds. However, they were not simply 
  thugs as the Doctor discovered when they attempted 
  to manipulate the political balance between several 
  planets, including Earth, from behind the scenes. 
  They have constantly tried to ‘improve’ themselves 
  with stolen technology, even attempting invisibility, 
  and are never afraid to experiment on their own 
  kind. They even attempted to restore their humanity, 
  if only to become better conquerors. However, such 
  attempts always led to schisms and civil war. The 
  Second and Third Doctors fought their plots across 
  several different planets and star systems.
  enemies
  
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  Eventually the Daleks met their match in the form of 
  the robotic Movellans. Unable to break a stalemate 
  brought on by both sides’ reliance on coldly logical 
  battle computers, the Daleks returned to Skaro to 
  find and restore their creator Davros. The Fourth 
  Doctor was able to stop them, but this only meant 
  the war continued. Davros made several attempts 
  to adapt and control his creations, each time facing 
  the Doctor once again. In the Doctor’s Fifth and Sixth 
  incarnations it is Davros that lies behind the schemes 
  of the Dalek forces, and his defeat that has scattered 
  them once more. However, somehow Davros has 
  always managed to escape and create a new force of 
  Daleks for his plan of universal conquest.
  The Sixth Doctor came across Davros’ plot to create 
  a new Dalek race loyal to him, which he called his 
  ‘Imperial Daleks’. When the Sixth Doctor exposed 
  his scheme, the ‘real’ Daleks of Skaro arrived to 
  stop him and destroyed the Imperial Daleks. They 
  arrested Davros and took him back to Skaro as their 
  prisoner. However, it appears Davros managed to 
  be rather persuasive with his captors. We can only 
  assume Davros offered to augment the Daleks and 
  in so doing turned most of them into new Imperial 
  Daleks. The remainder of the Daleks that captured 
  him in the first place were forced to flee and became 
  the Renegade faction.
  By the Seventh Doctor’s era, a civil war has been 
  raging for many years between these two factions. 
  The Imperial Daleks hold the most advanced 
  technology and greater numbers, and they have been 
  augmented with bionics by Davros, now disguised as 
  the Dalek Emperor. The Renegade faction, led by the 
  Black Dalek, refuses to accept Davros as their leader. 
  Obsessed with ‘racial purity’ the Renegades believe 
  Davros has corrupted the Dalek race, and that the 
  Imperial Daleks must be purged as impure anathema. 
  The Imperial Daleks feel the Renegades are old, 
  impure Daleks no longer fit to be part of their species. 
  While the Imperial Daleks are more numerous 
  and have more resources than the Renegades, the 
  battle is far from over. Both sides have extensive 
  experience in temporal mechanics, and realise the 
  key to their war is mastery of time as well as space. 
  They have come to understand the subtleties of 
  temporal manipulation. The Doctor tells Ace that 
  even the Daleks would be wary of changing the 
  course of established events as the results are so 
  unpredictable. However, even though they may have 
  matured they are still one of the most deadly species 
  in the universe, but it is the Seventh Doctor who 
  deals them all the hand that will end the game.
  imperiaL daLeks
  Imperial Daleks are the most advanced type of 
  Dalek at this time. Not only do their casings have 
  the latest technology but the mutants inside are also 
  augmented with bionic parts. This form of Dalek is 
  recognisable by their white casing with gold trim. 
  Otherwise they are just as cold and single-minded as 
  ever. They are also utterly loyal to Davros, in his guise 
  as the Emperor.
  The Imperial Daleks maintain a large space fleet, 
  but usually send a single mothership on any given 
  operation. These motherships are vast, containing 
  several Daleks and assault craft. A single mothership 
  is often all that is required to take control of a planet. 
  Such assaults are usually managed by transmat 
  device if a subtle approach is required. However, 
  if large-scale landings are required the assault 
  shuttles can be launched. Each shuttle carries six 
  Daleks and one pilot (who cannot leave the control 
  position). The shuttles themselves have massive 
  ground defence systems, making an approach very 
  difficult. However, they also have an access hatch on 
  the top that is almost undefended.
  Special Weapons Dalek
  Even though Dalek weaponry is extremely powerful 
  they still sometimes require heavy ordnance. For 
  tasks of unspeakable destruction they send in the 
  Special Weapons Dalek. This Imperial Dalek is more 
  heavily armoured than usual, and instead of a gun and 
  manipulator arm it mounts a single energy cannon. 
  The blast from this beam is capable of levelling 
  buildings and destroying several Daleks with one shot.
  The Special Weapons Dalek has the same statistics 
  as any other Dalek (see pg. 30), but carries a heavy 
  exterminator weapon. While the heavy exterminator 
  does the same amount of damage (4/L/L) it is so 
  powerful it ignores the first 10 points of Armour 
  
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  protection any target may have. The weapon also not 
  only inflicts damage on the specific target, but also 
  does full damage to anything within a 10’ radius of 
  the target as well.
  Dalek Agents
  The Imperial Daleks recognise the use of servants 
  and slaves to do their bidding secretly when they 
  don’t want their plans discovered. In the interests of 
  subtlety they favour placing control devices on a few 
  local agents that can blend in with the inhabitants. 
  The control devices are implants that connect to the 
  brain, although an exposed circuit is visible behind 
  the ear if you know where to look. Those under 
  Dalek control act much as they always did, but often 
  become hesitant when asked questions as they 
  require orders from their Dalek masters. 
  It is possible to remove the control devices but 
  very difficult. It would be hard to do so without the 
  Daleks noticing as the agent is in constant telepathic 
  communication with his masters using the control 
  device’s wireless signal. If the control device is 
  removed without the operation (or the Daleks) killing 
  the agent they will usually awake with no memory of 
  their time under Dalek control.
  daLeks
  tech LeveL: 8 
  story points: 5-8
  *The Dalek mutant inside has different attributes 
  when removed from the Dalekanium casing. 
  Of course, movement outside of the armour 
  is incredibly limited (Speed 1) and they do not 
  usually survive very long. If the mutant is exposed 
  at any time, damage inflicted to the Dalek may 
  bypass the armour.
  aWareness
  3
  presence
  4
  coordination
  2
  resoLve
  4
  ingenuity
  4
  strength
  7*
  skiLLs
  Convince 4, Fighting 4, Marksman 3, Medicine 3, 
  Science 8, Subterfuge 3, Survival 4, Technology 8.
  traits
  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): Once you realise how deadly the 
  Daleks are, they are terrifying, getting a +6 to rolls 
  when actively scaring someone.
  Flight: Daleks are able to fly. When hovering their 
  Speed is effectively 1, when in open skies or space 
  they have a Speed of 6. Note that Daleks don’t 
  actually fly during the Seventh Doctor’s adventures 
  so this trait costs a Story Point to use.
  Natural Weapon – Exterminator: The legendary 
  Dalek weapon usually kills with a single shot – 
  4/L/L.
  Technically Adept: Daleks are brilliant at using and 
  adapting technology.
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  4
  ingenuity
  4
  strength
  5
  While there are several differences between Imperial and Renegade Daleks, the creatures are so 
  dangerous as to make such details academic. Imperial Daleks are cybernetically augmented and have 
  better weaponry and armour. But when both Imperial and Renegade Daleks are nearly impervious to 
  weapons fire and can kill with a single shot the differences don’t mean that much to those facing them.
  enemies
  
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  renegade daLeks
  The Daleks of the Renegade faction are an older, 
  grey model of Dalek. While not as advanced as the 
  Imperial Daleks, they are still extremely dangerous. 
  A single Renegade Dalek can destroy a whole unit 
  of well-armed army soldiers with barely a scratch. 
  With fewer resources, the Renegade faction has to 
  work with more secrecy and subtlety. They recruit 
  agents but prefer to convince them to join their 
  cause rather than force them to comply. So they 
  look for people who share their goals of racial purity 
  or just those greedy enough to serve the Daleks in 
  return for promises of wealth and power. While this 
  does not ensure the same slavish loyalty of a control 
  device, it does allow their agents more creativity 
  and initiative when their plans turn sour. 
  Essentially, Renegade Dalek agents are more 
  effective, but less likely to die for the cause. For 
  this reason the Renegades usually execute their 
  agents as a matter of course once their mission 
  is complete or their usefulness is at an end.The 
  Renegade Daleks are no longer in control of Skaro, 
  and have few spacecraft of their own. However, the 
  Renegade faction has access to much the same 
  technological advances, albeit without the genius of 
  Davros to improve them. They make particular use 
  of Time Corridor technology to move from place to 
  place more discreetly. 
  Dalek Controller
  The Renegade Daleks have learned the value of 
  creativity and imagination in their agents, and have 
  extended this to their battle computer systems. 
  However, they have also learnt the danger of trying 
  to instil such qualities in themselves. So they capture 
  a small child from the local area to function as a 
  Controller for the battle computer. 
  This child is able to leave the computer system, and 
  also makes an excellent agent as few people take 
  notice of them, or consider them a threat. However, 
  the link to the Dalek systems gives the child access to 
  the computer data banks, allowing them to understand 
  and operate Dalek technology. The connection also 
  overrides the personality of the young mind, instilling 
  her with the moral code of her masters. Coupled 
  with a child’s imagination and cunning it makes for a 
  dangerous opponent, who seems to take pleasure in 
  pursuing the Dalek agenda.
  daLek controLLer
  Vortex (Special Good): The Controller may pilot 
  time craft through the Vortex, and gains +2 when 
  doing so.
  Obligation (Major Bad): Serve the needs of the 
  Dalek race.
  tech LeveL: 5 
  story points: 8
  aWareness
  3
  presence
  3
  coordination
  4
  resoLve
  3
  ingenuity
  4
  strength
  1
  skiLLs
  Athletics 4, Convince 2, Craft 2, Knowledge 4, 
  Science 4, Subterfuge 4, Technology 5.
  traits
  Enslaved: The Dalek Controller is controlled by the Daleks.
  Face in the Crowd (Minor Good): +2 to any Subterfuge 
  Skill roll to sneak about.
  Innocent (Minor Good): Spend a Story Point to avoid 
  suspicion.
  Natural Weapons (Major Good): Lightning attack 
  (Ranged: 4/L/L).
  Networked (Minor Good): The Controller can sense 
  others of its kind and know if they are in trouble.
  Run for your Life! (Minor Good): +1 bonus to the 
  Controller’s Speed when escaping pursuit.
  Voice of Authority (Minor Good Trait): +2 bonus to 
  Presence and Convince rolls.
  
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  To properly co-ordinate Dalek operations the 
  Controller needs to fully connect to the Battle 
  Computer. She does this by sitting in a command chair 
  at the main computer and wearing a helmet shaped 
  like a Dalek headpiece. The connection requires no 
  wires and she can skip in and out of the seat as she 
  pleases. She can also use the energy of the system 
  to blast enemies with deadly lightning attacks. 
  Corrupting children is probably one of the Dalek’s 
  most horrible crimes. However, if the child can be 
  disconnected from the system (by destroying the 
  computer or command Dalek) her true personality 
  can reassert itself and she suffers no lasting harm, 
  even though the disconnection is highly traumatic.
  B  fenric
  Before the universe began, before time itself, there 
  were two opposing forces; we might call them the 
  dark and the light, positive and negative, good and 
  evil, although these terms meant nothing to them. 
  As they clashed the universe was born. Time, matter, 
  even life were created from their conflict. Eventually 
  the forces negated each other, but not entirely. A 
  small part of the darker force survived, the way evil 
  always survives. Not true evil, but the memory of it, 
  known by many names, one of which was Fenric.
  Fenric is not really a person or a being, but a force of 
  nature, a primal creature that is as old as the universe. 
  It is a slave to its own instinct, creating pain and 
  suffering just because this is its nature. It needs no 
  reason to do what it does other than its own existence. 
  This casual ruthlessness, coupled with millennia of 
  experience and knowledge makes it more dangerous 
  than almost any enemy the Doctor has faced.
  The Doctor and Fenric have crossed swords before, 
  in the 3rd century AD near Constantinople. In a great 
  desert, where many armies had fallen before, they 
  met for a final confrontation. But instead of bringing 
  an army the Doctor challenged Fenric to solve a 
  puzzle. Amazed at the audacity that this tiny mayfly 
  creature had in challenging his intelligence, Fenric 
  agreed. He expected to solve this puzzle instantly and 
  then enjoy crushing this troublesome Time Lord. So 
  he allowed the Doctor to carve chess pieces from the 
  bones that littered the desert sands, which he used 
  to present a chess puzzle.
  The chess puzzle was a simple one. With only a few 
  pieces remaining, how could one side win? Fenric 
  stared and stared at the puzzle, getting angrier 
  that there appeared to be no solution. As he poured 
  more effort into solving the puzzle he grew weaker. 
  Eventually the Doctor was able to force Fenric’s 
  essence into a flask, which trapped him like a genie 
  in a place called ‘the Shadow Dimensions’.
  For over seventeen centuries, Fenric remained 
  trapped, but he was not idle. Even trapped, Fenric 
  could still reach out and manipulate our universe, 
  although not directly. Reaching into an alternative 
  future he drew the last Haemovore into the past as 
  his servant, tasking it to find the flask that was the 
  key to Fenric’s freedom. The Ancient One followed 
  the flask as it changed hands across the centuries, 
  until it was eventually stolen by Viking raiders.
  The Vikings came to believe the flask, although 
  valuable, was cursed, and they buried it. However, 
  Fenric had already managed to take control of many 
  of the raiders. He imbued them and their descendants 
  with a fraction of his essence, creating ‘the Wolves 
  of Fenric’, who would become his servants when the 
  time was right. Later, Fenric conjured another time 
  storm, one that brought Ace to Iceworld where she 
  might meet the Doctor. He also manipulated a chess 
  game in the study of Lady Peinforte, to remind the 
  Doctor that he is returning and his time will come 
  once more.
  Eventually, in 1943, the flask was uncovered, having 
  lain under the English town the Viking’s descendants 
  built. When opened, Fenric was freed at last, but the 
  Doctor was there to stop him once more. Fenric took 
  control of a vast supply of chemical weapons the 
  military has been stockpiling, created with a poison 
  Fenric has been feeding into the area. He tasked the 
  Ancient One to release this poison across the world, 
  where it would destroy and corrupt the entire planet. 
  However, the Doctor presented Fenric with the old 
  chess puzzle once more, knowing he has never found 
  the solution. Still unable to comprehend that such a 
  ‘lesser being’ as a Time Lord might out think him, 
  Fenric could not resist the puzzle. As his captured 
  enemies
  
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  body failed he stole that of a Russian Captain who 
  actually traced his lineage back to the Viking invaders, 
  making him a ‘wolf of Fenric’. Unfortunately, Ace 
  told what she believed to be the Russian Captain the 
  answer to the puzzle. Both sides must join forces and 
  work together.
  Fenric was freed to continue his plan, but in the 
  meantime the Doctor had been speaking to the 
  Ancient One. He realised the poisoned world the 
  Ancient One hailed from in the future was the direct 
  result of what he will release in the present. While 
  Fenric glories in pain and destruction, the Ancient 
  One took no delight in seeing his world become a 
  poisoned wasteland. Joining forces with the Doctor 
  they once more defeated Fenric.
  While Fenric’s body was destroyed, it is unlikely 
  the essence and power of the spirit is truly gone. 
  It is quite possible there is nothing in the universe 
  powerful enough to destroy Fenric completely. While 
  it may take centuries for Fenric to rise again, he is a 
  patient creature. 
  The statistics we present for Fenric really depend 
  on the body he has possessed at the time, so the 
  Gamemaster might adjust his physical attributes 
  depending on who he consumes. Those possessed 
  by Fenric are utterly suppressed, and possibly even 
  killed in the process. Sadly, Fenric is so powerful, 
  usually the complete destruction of his body in the 
  only way he can be banished.
  fenric
  Voice of Authority (Minor Good Trait): +2 bonus to 
  Presence and Convince rolls.
  Adversary (Major Bad): The Doctor, and all that is 
  good and pure.
  Eccentric (Major Bad): Fenric cannot believe 
  any mortal creature can out think him, so his 
  arrogance won’t allow him to leave a challenge he 
  can’t solve. He will use ‘Burn Essence’ as much 
  as he can to improve his chance of beating the 
  challenge if he initially fails.
  Obsession (Major Bad): To see the entire universe 
  burn with corruption and torment.
  Selfish (Minor Bad): He puts his own needs first.
  Uncreative (Major Bad): Fenric cannot think 
  ‘out of the box’, incurring a -4 penalty to creative 
  endeavours.
  tech LeveL: 12 
  story points: 12
  aWareness
  6
  presence
  6
  coordination
  3
  resoLve
  8
  ingenuity
  8
  strength
  3
  skiLLs
  Athletics 3, Convince 4, Craft 4, Fighting 4, Knowledge 
  8, Marksman 4, Medicine 6, Science 8, Subterfuge 6, 
  Survival 4, Technology 6, Transport 4.
  traits
  Biochemical Genius (Major Good): May create 
  biological and chemical ‘gadgets’, using Science 
  instead of Technology for jiggery pokery. 
  Boffin (Major Good): Allows Fenric to create Gadgets.
  Burn Essence (Major Good): Fenric can spend his 
  Attribute points as if they were Story Points but 
  suffers the same effects as being wounded. When one 
  Attribute reaches 0 his possessed body fails and dies.
  Immortal (Major/Special Good): Fenric cannot be 
  truly killed, only his body destroyed.
  Indomitable (Major Good): +4 bonus to any rolls to 
  resist psychic control.
  Feel the Turn of the Universe (Special Good): +2 
  bonus to Awareness and Ingenuity to detect 
  something wrong with time or space.
  Keen Senses (Major Good): +2 to all Awareness rolls.
  Possess (Special Good): Fenric may attempt 
  possession with a +4 bonus.
  Psychic (Special Good): +4 against mental attacks and 
  Fenric may attempt to read minds.
  Tough (Minor Good): Reduce total damage by 2.
  
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  B  the master
  Having already faced the Daleks and the Cybermen, it 
  is only fitting the Seventh Doctor’s final confrontation 
  should be with his old adversary, The Master. The 
  Doctor and the Master have been opponents since 
  their time as children on Gallifrey. Both decided to 
  leave the cloistered halls of the citadel but for very 
  different reasons. While the Doctor wanted to just 
  see the universe, the Master wanted to conquer it 
  and see it bow down before him.
  Throughout the Doctor’s third incarnation they 
  clashed constantly, but eventually his plans for 
  universal domination took their toll and the Master 
  ran out of lives. He returned to Gallifrey in a broken 
  body held together only by his will, planning to take 
  control of a power that would allow him to live past 
  his final incarnation. When that failed he crafted 
  a subtler plan to steal the power of the Keeper of 
  Traken, possessing the body of Consul Tremas, 
  the father of the Doctor’s companion Nyssa, and 
  rejuvenating himself. The Master last encountered 
  the Doctor during his trial (see The Ultimate Foe 
  in The Sixth Doctor Sourcebook), when the Master 
  proved to be a secret ally manipulating events in the 
  Doctor’s favour – to his own ends, of course.
  The Master’s plots are usually carefully considered 
  and planned before their execution. He is meticulous 
  in their detail and works hard to cover all the angles, 
  often predicting his opponent’s responses and planning 
  for them. This is one of the reasons the Doctor is so 
  hard to defeat; he is so horribly unpredictable, even 
  to himself. The Master is also fond of using agents to 
  further his plans, often unwitting ones. He likes to stay 
  back and monitor the situation carefully so he might 
  adjust his plan, and to keep his enemies unaware 
  of who is really behind the scheme. For such plots 
  his extraordinary powers of hypnosis have proved 
  invaluable. Many of his agents are left mesmerised 
  into playing their part without any understanding of 
  what they are doing, and so if they are captured can 
  say nothing. Only when the trap is ready to be sprung 
  does the Master come out of hiding, like a spider in a 
  web, to take the prize for himself.
  While the Master is a megalomaniac, a genius and a 
  ruthlessly selfish survivor, he is ever the gentleman. 
  He is always polite and civilised, even urbane to his 
  enemies. In fact, the more he respects them for 
  their skill and ability, the more polite he tends to be. 
  Rudeness is the evidence of a lesser mind; only those 
  who are weak or fearful get angry or emotional with 
  their enemies. So the more dangerous the enemy, 
  the more eager the Master is to prove he is above 
  such things. This doesn’t mean he plays fair though. 
  He will backstab, double cross and cheat his way to 
  victory using any means necessary. While he sees 
  his plots and machinations as a game he has no 
  problem with breaking the rules. If that defeats his 
  enemy, then they weren’t thinking ahead far enough. 
  Any move is fair play and to not make the most 
  advantageous one is simply lunacy. 
  This attitude is one of the reasons the Master wants 
  to see the Doctor destroyed. He has been defeated 
  at almost every turn and constantly seeks to even 
  the score. He doesn’t want the Doctor dead; there is 
  no fun in that. He wants the Doctor to know he has 
  been beaten, to kneel before him and be forced to 
  acknowledge it. It will also be a shame to see the 
  Doctor destroyed as then there will be no one left with 
  the intelligence and experience to truly understand 
  just how clever the Master is. This makes him prone 
  to gloating, which often proves to be his downfall. 
  After his encounter with the Seventh Doctor, the 
  Master’s fate is unclear. Is he destroyed as the feral 
  planet tears itself apart around him? Does he finally 
  give in to the animal instincts he has been fighting for 
  so long? We cannot be certain. But with the Master, 
  it is better to assume he is still alive unless you 
  actually see his body, and even then he has still been 
  known to return. While he has many skills, his main 
  talent has always been to survive, no matter the cost.
  enemies
  
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  the master
  aWareness
  4
  presence
  6
  coordination
  4
  resoLve
  6
  ingenuity
  9
  strength
  3
  skiLLs
  Athletics: 2, Convince: 5, Craft: 2, Fighting: 2, 
  Knowledge: 6, Marksman: 3, Medicine: 4, Science: 4, 
  Subterfuge: 5, Survival: 4, Technology: 5, Transport: 4
  traits
  Attractive (Minor Good): +2 bonus to any rolls that 
  involve the Master’s looks.
  Boffin (Major Good): Allows the Master to create 
  Gadgets.
  Charming (Minor Good): +2 bonus to attempts to use 
  charm.
  Hypnosis (Special Good): +2 bonus to control 
  another’s actions and feelings and may attempt to 
  possess subject.
  Indomitable (Major Good): +4 bonus to any rolls to 
  resist psychic control.
  Percussive Maintenance (Minor Good): May re-roll 
  repair attempts.
  Photographic Memory (Major Good): May spend a 
  Story Point to remember something the character 
  has seen but the player has forgotten.
  Reverse the Polarity of the Neutron Flow (Major 
  Good): May reverse a test result once per adventure.
  Technically Adept (Minor Good): +2 to any 
  Technology roll to fix a broken or faulty device.
  Voice of Authority (Minor Good Trait): +2 bonus to 
  Presence and Convince rolls.
  Block Transfer Specialist (Major Good): +3 to any 
  Mathematics roll and +1 to all Jiggery-Pokery rolls.
  Time Lord*
  Time Lord, Experienced x 12 (Special Good)
  Time Lord Engineer (Major Good): Doubles the 
  bonus of Technically Adept to +4.
  Time Traveller (Major Good): Familiar with all Tech 
  Levels.
  Vortex Born (Major Good): May re-roll a failed test 
  involving time or time travel.
  Adversary (Major Bad): Most everyone, but 
  especially the Doctor and the Daleks.
  Eccentric (Major Bad): Megalomaniac, control freak, 
  twisted game player: take your pick!
  Obsession (Major Bad): Beat the Doctor and conquer 
  the universe, and not always in that order.
  Selfish (Minor Bad): The Master only ever thinks of 
  himself.
  Wanted Renegade (Special Bad): Not only the Time 
  Lords seek to bring the Master to justice.
  Weakness (Minor Bad): -2 to rolls when Gloating, he 
  can’t resist it.
  personaL goaL
  To rule the universe and see everyone bow down 
  before him, especially the Doctor.
  personaLity
  The Master is ruthless and callous, considering 
  nothing more important than furthering his 
  plans and protecting his own life. He kills without 
  hesitation, but only when his plans require it, as dead 
  bodies create complications. He considers all other 
  life forms beneath him, and that to command them is 
  his birthright.
  background
  A graduate of the Academy from the same chapter 
  as the Doctor, the Master was one of Gallifrey’s 
  brightest students. However, he developed a lust 
  for power and obedience bordering (if not crossing 
  into) madness. He has committed atrocities against 
  countless cultures and nearly destroyed the entire 
  universe on at least one occasion. Luckily, the Doctor, 
  his arch-enemy, has always been there to stop him, 
  much to his annoyance.
  equipment: Compression Eliminator (2D6/L/L)
  regenerations used: 12+ (Now in stolen body)
  tech LeveL: 12 
  story points: 6
  *The Master can no longer regenerate, nor does he 
  have any of the anatomical advantages of a Time 
  Lord.
  
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  B  the rani
  Not every renegade Time Lord wants to rule the 
  universe, or even try to stop those who do. Some 
  leave Gallifrey simply so they might pursue their 
  interests in peace and without interference. This is 
  true in the case of the Rani, a contemporary of both 
  the Doctor and the Master at the Prydonian Academy. 
  Unfortunately the interests she wants to be left alone 
  to pursue are possibly far more horrific than anything 
  the Master might consider.
  The Rani is a gifted biochemist, able to manipulate 
  the stuff of life almost on a whim. On the one hand 
  she is looking to create the perfect life form, but 
  on the other she just enjoys taking apart anything 
  biological to see how it works. She is a mistress of 
  all kinds of biology, able to augment her servants 
  or create deadly insects and diseases. Her most 
  complicated experiment linked several stolen 
  geniuses together so she might calculate the 
  right equations to grow a living, planet-sized time 
  manipulator. With such a device she would be as a 
  goddess, able to go to any point in a species’ history 
  and remake it to her design.
  Despite eschewing power, the Rani does control a 
  planet called Miasimia Goria. She uses it as a global 
  laboratory, experimenting to enhance the population 
  to make better servants. Unfortunately a side effect 
  of one of her experiments left her people without the 
  ability to sleep, which was driving them mad. So she 
  used times of violence in Earth’s history as a cover 
  for stealing the vital neuro-chemicals she required 
  from humans to solve the problem. While the process 
  killed the victim, at such times no one noticed a few 
  more bodies. 
  Luckily the Sixth Doctor arrived in 19th century 
  England to stop her. Against her better judgement 
  the Rani teamed up with the Master, but even this 
  was not enough to deal with the interfering do-
  gooder (see The Mark of the Rani in The Sixth Doctor 
  Sourcebook).
  While beautiful and intelligent the Rani is utterly 
  amoral. Anything that isn’t Gallifreyan is a ‘lesser 
  species’ to her. To her they are no more worthy of 
  concern than an ant. No pain or torment she inflicts 
  with her experiments is great enough to stir her 
  conscience. There are Nazi doctors who showed 
  more concern for their patients.
  The Rani finds both the Doctor and the Master 
  extremely tiresome. Whenever she runs into one, 
  the other can’t be far behind, and both of them 
  have a tendency to mess up her carefully organised 
  experiments. Their battles across time and space 
  are met with a withering stare, as an elder sister 
  might tire of her younger brother’s childish antics. 
  She sees their conflict as a pointless squabble that is 
  frankly beneath both of them, and wishes they would 
  do something more useful. Even their goal to control 
  or save the universe seems like a waste of time and 
  effort to her. Controlling the universe would only be 
  an annoying distraction, and saving it a hobby she 
  simply doesn’t have time for.
  First and foremost the Rani is a scientist, and might 
  form an alliance with anyone who can assist her 
  experiments. She does not look to do harm, it’s 
  just that she doesn’t care if she causes it. It is also 
  important to remember she is a Time Lord. Like the 
  Doctor and the Master she meets her adversaries 
  face to face and defeats them with her intelligence. 
  Despite being attractive she never uses her sexuality 
  or attempt to manipulate her enemies by appearing 
  weak and in need of protection. She tends to avoid 
  guns (her biological weapons are far more deadly) 
  but has no qualms about using any tool that gets the 
  job done. Who, or whatever that tool might be.
  enemies
  
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  THE sEvEnTH docTor sourcEbook
  the rani
  aWareness
  4
  presence
  5
  coordination
  4
  resoLve
  6
  ingenuity
  9
  strength
  2
  skiLLs
  Athletics: 3, Convince: 3, Craft: 1, Fighting: 1, 
  Knowledge: 5, Marksman: 2, Medicine: 4, Science: 
  4 (Biology, Chemistry), Subterfuge: 4, Survival: 2, 
  Technology: 3, Transport: 3.
  traits
  Attractive (Minor Good): +2 bonus to any rolls that 
  involve the character’s looks.
  Biochemical Genius (Major Good): May create 
  biological and chemical ‘gadgets’. Using science 
  instead of Technology for jiggery pokery. 
  Boffin (Major Good): Allows the Rani to create Gadgets.
  Doctorate (Minor Good): +3 when using Biology or 
  Chemistry.
  Indomitable (Major Good): +4 bonus to any rolls to 
  resist psychic control.
  Reverse the Polarity of the Neutron Flow 
  (Major Good): May reverse a test result once per 
  adventure.
  Quick Reflexes (Minor Good): The Rani always goes 
  first in her Action Round unless taken by surprise. 
  Technically Adept (Minor Good): +2 to any 
  Technology roll to fix a broken or faulty device.
  Time Lord (Special Good)
  Time Traveller (Major Good): Familiar with Tech 
  level 5 and below.
  Tough (Minor Good): Reduce total damage by 2.
  Voice of Authority (Minor Good Trait): +2 bonus to 
  Presence and Convince rolls.
  Vortex (Special Good): The Rani may pilot time craft 
  through the Vortex, and gains +2 when doing so.
  Insatiable Curiosity (Minor Bad): The Rani will 
  investigate anything that sparks her curiosity 
  unless she passes a Resolve + Ingenuity roll at -2.
  Obsession (Major Bad): Experimentation and 
  biological advancement.
  Selfish (Minor Bad): The Rani puts her own needs 
  first.
  Voice of Authority (Minor Good): +2 Presence and 
  Convince rolls to get people to do what the Rani 
  wants.
  Wanted Renegade (Special Bad): The Rani’s 
  methods are unconventional, which is why she left 
  Gallifrey. 
  personaL goaL
  To continue her experiments in peace.
  personaLity
  The Rani is elegant and clinical, the epitome of 
  the brilliant doctor who is unconcerned with her 
  patients. To her, anyone who isn’t a Time Lord isn’t 
  really any more than an animal to her. Certainly 
  she has favourite pets, but they don’t really have 
  feelings. While she is polite and mannered, she is 
  also utterly ruthless and used to getting what she 
  wants. She always works to a precise plan and 
  engages enemies with her intellect, which is also 
  her greatest weapon.
  background
  The Rani is not only a graduate of the same year 
  but the same class at the Prydonian academy as 
  the Doctor and the Master. Like them she found the 
  rules of Gallifrey not to her taste, so she left. Not 
  even the Time Lords should be allowed to meddle 
  with her experiments. As she keeps to herself and 
  has few plans to take over the universe the Time 
  Lords mostly leave her alone. A cynic might suggest 
  they hope to benefit from the incredible discoveries 
  she has made, even if they are at the cost of so many 
  lives.
  equipment: Mind Control Worms (Special Gadget): 
  Hypnosis (Special), Weapon (4 /L /L).
  regenerations used: 1
  tech LeveL: 10 
  story points: 7
  
  chapter four
  designing seventh doctor adventures
  
  39
  THE sEvEnTH docTor sourcEbook
  “Time for a quick adventure, and then back for tea.”
  Chapter Seven of Doctor Who: Adventures in 
  Time and Space offers a wealth of information on 
  creating adventures, so this chapter is designed 
  to complement it rather than replace it. As you are 
  already familiar with how to construct adventures 
  we’ll concern ourselves here with how to make 
  adventures that reflect the themes and style of the 
  Seventh Doctor era. 
  As you might imagine, there are certain traits and 
  tropes that Seventh Doctor adventures share with 
  his other incarnations. In terms of story structure 
  they often follow similar paths. As with other eras, 
  that also includes a few well-chosen cliffhanger 
  moments for the end of each session. The usual 
  themes of fighting against terrible odds and terrible 
  evil remain just as relevant as they have always been. 
  The Doctor is still a wanderer, an explorer and a 
  little eccentric. The Seventh Doctor also had his turn 
  fighting the evil of the Daleks and the Cybermen as 
  his predecessors had done.
  However, there are also several elements that will give 
  your adventures a more specific feel for the Seventh 
  Doctor era. So without further ado we should take a 
  look at them, before the tea starts getting cold.
  B  seventh doctor themes
  While it certainly isn’t a good idea to cram everything 
  into one adventure, there are several themes 
  that you might incorporate into Seventh Doctor 
  adventures. One or two will do, most usually one 
  for the main plot and one for a sub-plot. This being 
  the Seventh Doctor, such themes might also be 
  used for sub-plots based on one of the companion’s 
  backgrounds as well. It is very much in the style 
  of the Seventh Doctor to make the adventures 
  personally relevant to his companions, especially 
  their fears and weaknesses.
  the mad magician
  The Seventh Doctor is not quite the bumbler through 
  time his previous incarnations were. Like a magician 
  he is often using cunning and misdirection to confuse 
  both friend and enemy alike. Nothing is quite what it 
  seems and the Doctor certainly keeps his cards very 
  close to his chest.
  In the same way, each adventure might be layered 
  and deceptive. Good guys might turn out to be bad 
  guys and the most obvious threat masks a more 
  dangerous foe. What you seek is not what you need, 
  and what you need turns out to have been under 
  
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  your nose all the time. To solve such 
  adventures you need to find the man 
  behind the curtain, but which curtain? 
  Misdirection, as with any good magic 
  trick, is key.
  justice not right
  Like his previous incarnations, the 
  Seventh Doctor was always ready to draw 
  a line in the sand against evil. However, 
  he is usually looking for justice, not 
  necessarily right. He is a judge, the 
  keeper of the laws of time, not a rogue 
  agent looking to make an on-the-spot 
  moral decision. Justice is about the big 
  picture, and as such is not always fair to 
  every wronged party. 
  Despite his chatty exterior, the Seventh 
  Doctor did not stay his hand when whole 
  planets were to be destroyed in the name 
  of justice. In these adventures the Doctor 
  must often punish his enemies, not just 
  defeat them. He offers them a choice: 
  change their ways or be annihilated. 
  Unlike his fourth incarnation, he no 
  longer baulks at the genocide of an evil 
  force, but he still does not commit such 
  acts casually. He works according to 
  the law and offers his foes a fair chance 
  to prove their innocence or contrition. 
  The companions too may have to face these same 
  decisions, and so may find themselves acting as 
  judge, jury and even executioner.
  great poWer, great responsibiLity
  The Seventh Doctor has a little more responsibility 
  than his previous incarnations. He is trusted with 
  powerful devices like the Hand of Omega and the 
  secrets of the Nemesis. These are not just oddities 
  he’s picked up but a sacred trust granted to him by 
  the Time Lords. They are a responsibility to be taken 
  very seriously indeed. 
  A devious Gamemaster might give the characters 
  the responsibility of taking care of something 
  exceptionally powerful and dangerous, perhaps 
  something they have very little understanding of. 
  How might they use the device, and who will come 
  looking for it? More to the point, why were they given 
  the device? What is it that they can do with it that no 
  one else can?
  foLLoWing your oWn footsteps in time
  The Seventh Doctor is very good at laying trails of 
  breadcrumbs for himself to follow. Sometimes he 
  has to figure out not what the bad guys are doing, 
  but how to fathom the clues he has left for himself 
  ahead of time. Cryptic messages might dog the heels 
  of the characters, but can they trust them? How can 
  they really know they are from their future selves, 
  and if the timeline changes how can these messages 
  be trusted? What happens if the characters decide 
  not to heed their future selves’ advice? Maybe their 
  future selves have planned even for this?
  crossing your oWn timeLine
  The reverse of the above is also possible. If the 
  characters meet younger versions of themselves, 
  what advice might they give them? Is it even right to 
  explain who they are? How careful do you have to be 
  when you are holding your own mother as a babe in 
  your arms? Knowing what you know now, would you 
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  warn yourself to avoid the trials and torments you 
  know are yet to come? Can you warn your younger 
  self of the terrible tragedies you failed to avoid? If you 
  do, will you be the same person?
  temptation
  Everyone has a bad side, and it’s very tempting to 
  take the easier path. Both villains and characters can 
  be slaves to their own desires. But where the villains 
  succumb to their base natures the characters should 
  manage to rise above theirs. Temptation need not be 
  attractive. Ace often declares she is scared rigid, but 
  resists the temptation to take the easy way out and 
  stay in the TARDIS. 
  Temptation appeals to our most basic urges and 
  needs. When it becomes personal it is very difficult 
  to resist. Sometimes there is nothing wrong with 
  following your dreams and desires, but when there 
  is a cost, to either you or someone you know, it 
  becomes a more difficult decision.
  enLightenment through confLict
  Adventuring with the Seventh Doctor is not all fun: he 
  has a plan for you. The Seventh Doctor likes to test 
  his companions, putting them through the mangle 
  so they might become stronger for their experience. 
  Ace is practically tormented by the Seventh Doctor, 
  who takes her to her most feared places and makes 
  her face her issues with her mother and her terror of 
  Gabriel Chase. 
  It isn’t clear what the Doctor intends, but Ace certainly 
  learns from her experiences. It need not just be the 
  companions though. Every character might be faced 
  with their deepest secrets, fears and even desires so 
  they might be tested. 
  britishness
  There has always been something very British 
  about the Doctor and his seventh incarnation is no 
  exception. He is polite to strangers and raises his 
  hat to those he meets. He is not just an explorer but 
  seems at times to be a Victorian adventurer. Just 
  like the Victorians he always thinks he knows better. 
  At the end of an adventure the time travellers seek 
  not glory or fame but a nice cup of tea. When sorely 
  tested, can the characters remain polite and calm?
  a dish best served coLd
  By his seventh incarnation the Doctor has made a lot 
  of enemies. Even those he has beaten are unlikely to 
  accept their defeat and have been planning revenge 
  for many years. Revenge is a powerful force and 
  while many parts of the universe praise the Doctor 
  for his vital assistance, just as many places curse his 
  name and plot his downfall. 
  In a Seventh Doctor adventure the Gamemaster 
  shouldn’t be afraid to bring back old enemies, who 
  have a personal stake in the characters’ defeat. 
  Conquest of the universe, untold wealth and power 
  beyond imagining all shriven to nothing compared 
  to the chance to finally even the score after an 
  ignominious defeat. This time they have a plan, one 
  designed specifically to destroy the characters, and 
  they will not be caught out by the same tricks as last 
  time.
  B  adventure structure
  As well as the themes listed above, many of the 
  Seventh Doctor’s adventures fit into a particular 
  type of plot. Again, you need not be constrained by 
  the types of adventure we detail below, but they do 
  follow the style of the Seventh Doctor. So if you create 
  a campaign, you may find it a good idea to include 
  several of these forms of scenario to give your 
  adventures a Seventh Doctor twist.
  aLien invasion
  This type of adventure is quite standard for any 
  era of Doctor Who. Aliens are coming to destroy or 
  conquer and the characters must stop them. It’s a 
  pretty simple and straightforward sort of adventure 
  with clear goals and an obvious enemy. This 
  makes it perfect as an introduction or as a climax 
  to a campaign. An alien invasion allows you to run 
  adventures on a grand scale and add a lot of action to 
  the plot. You may also like to involve UNIT to give the 
  characters a little back up.
  
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  What is special about Seventh Doctor adventures is 
  that these invasions are often quite local. The bad 
  guys might eventually be looking to take over the 
  world, but for now they want to form a beachhead 
  in a sleepy little village. Quite often this is because 
  the area has some strategic value or an artefact the 
  invaders need for their ultimate plans. Even though 
  the conflict is small, the stakes are still high. If the 
  good guys cannot stop them here, stopping the main 
  invasion will be near impossible. 
  Sometimes though, the invasion is not really 
  concerned with Earth. The planet is not the prize but 
  merely a staging ground. While the inhabitants will 
  get caught in the crossfire, the invaders are actually 
  seeking the destruction of a third party. The Daleks 
  bring their civil war to Earth, as does Morgaine. So 
  when the first wave of invaders land it is not up to the 
  characters to stop them as much as find out what 
  the hell is going on and what else might be following 
  them. Can they strike a deal with their enemies or 
  are both sides as terrible as each other? Maybe the 
  invaders have actually come to help against what is 
  already on the way.
  something here is Wrong
  Another classic Doctor Who adventure is one where 
  the Doctor lands somewhere that appears normal 
  but where something appears to be terribly wrong. 
  Sometimes it may be obvious, such as the brutal 
  oppression of the Happiness Patrol. However, it 
  can also be subtle, as in the strange manor in Ghost 
  Light. In fact, this type of adventure works best when 
  there is something odd but the characters can’t quite 
  put their finger on it. It instantly creates a mystery 
  and makes the characters think hard about what it 
  might be rather than try to follow a linear plot. As 
  they wander around looking to pin down what is 
  nagging at them they begin to interact with the world 
  and discover the various powers and players in the 
  adventure. By the time they find out what is really 
  wrong, and then start trying to fix it, they have already 
  walked too far into the plot of the villain.
  the trap is set
  The Seventh Doctor in particular likes to set traps for 
  his enemies and let them come to him. These plots 
  might take years to draw in their target but when they 
  do the Doctor is waiting to spring the trap. It’s never 
  easy, of course, as the villains in question are both 
  dangerous and cunning, but their own greed and 
  thirst for power is usually the key to their undoing. 
  While it is unlikely the characters will conceive of 
  a trap quite as clever as the Doctor’s, there is no 
  reason they shouldn’t find themselves part of his 
  plot. He might not even appear, having set the wheels 
  in motion he trusts the characters to prevail and for 
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  events to unfold as he has predicted. 
  In fact, he may trust the characters’ 
  skills so much, he has told them little to 
  nothing about how this trap is supposed 
  to work!
  the prisoner
  Some of the Seventh Doctor’s enemies 
  have already been dealt with and are 
  actually prisoners in their lair. Now 
  that considerable time has passed the 
  original purpose of the prison has been 
  long forgotten, and the prisoner in 
  question has found a way to assert their 
  authority. The prison might have become 
  a residence (as in Paradise Towers) 
  or even a galactic trading point (as in 
  Dragonfire). Of course the prisoner is 
  still a prisoner, even if they have the run 
  of their jail. Such prisoners have been 
  planning a jailbreak for many years, even 
  centuries, because there is one thing 
  their captors failed to take into account. 
  It might be a weakness in the prison, or 
  that they leave the key tantalisingly out of 
  reach to torment them. All it takes is for 
  some naive visitor to bring them the key 
  or the last component they need to create 
  a device that will let them escape…
  an oLd enemy
  Someone like the Doctor makes a lot of enemies. 
  Those who escape justice often come looking for 
  revenge, or at least payback. However, some (like 
  the Rani) might bear little malice, but see the Doctor 
  as a useful tool. When such an enemy makes an 
  appearance they will have a plan, and it will be one 
  they have considered carefully. They will know the 
  characters well and use their nature against them. 
  Whatever their vice, be it an inability to resist a 
  mystery or a sucker for a damsel in distress, this will 
  be the hook that draws them into the trap. Only when 
  the trap is sprung will the enemy reveal themselves 
  and by then it may be too late.
  B  unit in the seventh doctor’s era
  While we see little of UNIT during the Seventh 
  Doctor’s era, we do see its beginning and its evolution 
  into its modern incarnation. In Remembrance of the 
  Daleks we meet the Intrusion Countermeasures 
  Group, a small arm of the British military tasked with 
  dealing with ‘unique threats’. What no one wants to 
  really admit at this point is that by ‘unique threats’ 
  we are really talking about alien invasions. Later, 
  in Battlefield the Doctor encounters a new, more 
  modern UNIT. Having faced several alien invasions 
  they are now taken very seriously, with open support 
  from not only the British government but several 
  foreign ones as well. This new UNIT is a worldwide 
  defence force, well equipped and trained to deal with 
  anything that might seek to dominate the Earth.
  The Intrusion Countermeasures Group (ICG) makes a 
  perfect setting for a small scale UNIT style campaign. 
  While they have the support of armed soldiers, they 
  are a very small organisation, one where everyone 
  knows everyone else. Resources are tight, and 
  constantly need to be justified. They are finding their 
  feet and constantly having to prove to their superiors 
  the threats they face are real and not some trick to 
  get hold of more funds. Even so, with few of their 
  superiors understanding what they do, the members 
  of the ICG have a lot of autonomy, and are free of a lot 
  of military hierarchy.
  
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  ICG characters might also be a very varied group. 
  While the standard military archetypes are to be 
  found here, the unit also values scientific staff. In 
  fact, they rely on their physicists and biologists to 
  recognise potential threats and determine the right 
  way to defeat them. It is also quite likely Torchwood 
  would infiltrate such a group, possibly giving them 
  support clandestinely as they saw fit, or quietly 
  stealing any intelligence they acquire.
  Eventually the ICG proves there is a need for a more 
  dedicated and better-equipped force, and UNIT is 
  formed. Given the ICG is a British organisation, and 
  UNIT an international one; it is quite possible that 
  other countries had their own ICG units, which were 
  amalgamated under UNIT. These early days of UNIT 
  would also make for a very interesting campaign. 
  The various ICG groups would have to work together, 
  and share technology and resources, but might 
  not entirely trust each other. They may also have 
  conflicting orders from their own governments, more 
  eager to steal what they can from foreign powers 
  than work against an alien threat. 
  Several years later we meet the fruits of these early 
  attempts at détente, modern UNIT. This UNIT has 
  developed further than the Brigadier ordering five 
  rounds rapid. The men and women who serve in 
  this force are better equipped to face non-terrestrial 
  opponents. New forms of technology and weaponry 
  give them more than a fighting chance against alien 
  creatures, who often prove invulnerable to common 
  bullets. It is no longer just about “every man doing 
  his best” but applying training and intelligent force 
  to a threat that they understand (at least in general 
  terms). This is not to say the Brigadier is a dinosaur, 
  and his wealth of experience is not only accepted 
  but valued, but modern UNIT is a force that values 
  strategy and tactics over “getting stuck in”.
  UNIT campaigns in this era are more able to deal 
  with alien threats than ever before. What they 
  need, they get. Anti-Dalek weapons, silver bullets, 
  gold plated ordnance for Cybermen; nothing is too 
  ridiculous. The powers that be recognise that if UNIT 
  falls, nothing else matters so they get all the help 
  they need. There have been plenty of other changes 
  too. Much like the modern army, women are now 
  in respected command positions and a mixture of 
  backgrounds and nationalities serve together. 
  Adventures using this most modern UNIT are 
  very different from the UNIT of the past. No more 
  blasting away desperately at the enemy. Now they 
  bring technology to the battle in a way they never 
  could before. With the resources behind them to get 
  the job done, they can apply intelligence as well as 
  brute force. Each engagement is designed to test 
  the enemy and retreat with minimal losses, until 
  enough has been learned for formulate a way to 
  destroy them. The battle to save Earth is now a war 
  of strategy and intelligence, not individual heroism 
  and the occasional lucky break. Not to say that every 
  now and again they don’t just need the right man in 
  the right place with the gumption to stare a demon in 
  the eye and pull the trigger.
  B  forgetting the tardis
  Unlike his previous incarnations, the Seventh Doctor 
  rarely uses the TARDIS as more than a vehicle. It 
  is there simply to get him to the next adventure. 
  In some adventures we don’t even see the control 
  room. Once he arrives the Doctor relies on what he 
  has available rather than return to the TARDIS for a 
  special gadget, or use its incredible energy to create 
  powerful force fields or manifest some ancient 
  Gallifreyan power. It is almost as if the Doctor 
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  has decided the old girl needs a rest. As an arch 
  manipulator, maybe the Doctor considers using the 
  TARDIS somehow cheating in the game; to use such 
  an awesome device would make it all too easy.
  We usually encourage Gamemasters and players to 
  remember their TARDIS and find new and interesting 
  ways to make use of its incredible power. But for 
  Seventh Doctor campaigns the opposite is true. Now 
  the Gamemaster should encourage the characters to 
  avoid resorting to gadgets and the safety of their blue 
  box. This might be tough, as the TARDIS is a powerful 
  device, and it might be hard for some players to give 
  up.
  The easiest, but rather heavy-handed way to reduce 
  TARDIS use is to restrict it. Maybe a rock fall cuts 
  off access to it. The bad guy might steal it or its key. 
  Perhaps powerful energy has built up and it is not 
  safe for humans to be inside it for a little while. While 
  effective, this method is like using a hammer to crack 
  a nut and your players may well feel hard done by. So 
  use it sparingly, and back up the removal of access 
  by making it part of the plot. If a villain has stolen 
  it, what are they going to do with it? What caused 
  the energy build up and can they find something to 
  help fix it? It will certainly feel less like ‘taking their 
  toys away’ if the purpose of the adventure is to find a 
  way to get the TARDIS working or get it under their 
  control again.
  A more subtle method is to simply make the players 
  forget about the TARDIS. You can do this by making 
  it clear the answers to their problems exist outside 
  their blue box. Clues and resources should be a little 
  more obvious, although their function and use might 
  not be. Only when the characters leave the TARDIS 
  do they begin to discover answers to what is going 
  on. They need to talk to people and find out what 
  they know to get to the bottom of the mystery. In fact, 
  people are the key here. It should be quickly apparent 
  that scanning for alien tech or doing a sensor sweep 
  won’t glean half as much information as talking to 
  the maid or interviewing the local bartender. 
  Each piece of information should also raise a few 
  more questions and deepen the mystery. It may be 
  obvious their mysterious host has an aversion to cats, 
  but why and how can it be used? Once the characters 
  start following the clues they won’t need to make use 
  of their TARDIS. If they realise the answer, however 
  obscure, is outside the TARDIS it is in the characters’ 
  best interests not to spend much time inside it.
  B  going bump in the night
  Much as they are exciting and incredible, the 
  Doctor’s adventures can also be dark and terrifying. 
  Horror plays a strong part in many of the Seventh 
  Doctor’s adventures, but never relies on shocks and 
  frights. Instead the horror is one of lingering dread, 
  
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  where something is twisted and wrong. Under the 
  mundane surface, something sickening and horrific 
  lies beneath, watching and waiting. It must be faced 
  not only with bravery but also with faith and purity, 
  lest it corrupt you too. There are plenty of techniques 
  and themes the Gamemaster can use to create fear 
  and dread in a game. So here are those that relate 
  best to the style of the Seventh Doctor’s adventures.
  isoLation
  Our greatest fears come out when we are alone. 
  When we are isolated we know there is no help 
  on the way. With a TARDIS, it is hard to cut off the 
  characters completely, as they need only run there 
  to escape. However, if they run away, things can only 
  get worse. It is easy to isolate the area the adventure 
  is in; a deserted asteroid, a lonely house in the middle 
  of nowhere, a breakdown on an empty road. People 
  don’t come to these places, so there is no one to help 
  you, and no one to stop the villain if you don’t. Just to 
  emphasise the point, you might have help arrive in 
  the form of a policeman who is quickly dispatched. 
  It becomes clear that if the characters call for help 
  they are only responsible for more deaths.
  While the Gamemaster will need to be subtle about 
  it, another good tool to increase the isolation is to 
  split the character group. This is often hard as most 
  gamers know that ‘splitting up the party’ is probably 
  the worst mistake they can ever make. However, 
  you don’t need to get them all alone. If you can just 
  get one of them alone you can torment just that 
  character. Even if you can’t get any of them alone, 
  just breaking the group down into pairs will help. You 
  might give them too many clues and not enough time 
  to allow them to check them all out together. This 
  forces them to separate at least a little to cover more 
  ground. 
  It is also possible the players themselves might 
  help break up the group. If they are put in the right 
  situation, the stresses between the characters and 
  a few arguments might naturally break the group. 
  If you try this approach, make them feel safe before 
  pushing their character’s buttons. Only when they 
  have stormed off in a huff do they realise they are 
  alone, and the place might not be quite as safe as it 
  first appeared.
  primaL fears
  Another way to invoke the right sort of atmosphere 
  is to rely on more primal fears, the fears that 
  bypass our conscious mind that we are almost pre-
  programmed to be terrified by. Fear of being alone, 
  the dark, confined spaces and even poisonous 
  creepy crawlies are all things that provoke at least 
  some sort of response in most people. When players 
  imagine what their characters are going through, 
  when you describe something scuttling over their 
  foot as they squeeze down the thin secret passage, 
  or how they can’t see the others when the lights go 
  out, their natural empathy with their character will 
  put them on edge. 
  Shocks and scary monsters don’t bring anywhere 
  near this sort of fear to the gaming table, because the 
  players can’t empathise with what their character 
  might feel. Haemovores might be scary to meet, but 
  the players don’t know what its like to stand in front 
  of one. They do know what it is like to be alone in a 
  dark room.
  fear of the mundane
  Ordinary things are not meant to be scary, so when 
  they are, they are doubly so. The Psychic Circus is an 
  excellent example of this. While clowns often come 
  under ‘primal fears’ they and the circus are meant to 
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  be fun and safe. When they turn out to be dangerous 
  and corrupt it makes us doubt everything else we 
  believe to be safe and secure. The key to fear of the 
  mundane is to offer small clues that something is 
  deeply wrong. The smile of the clowns might be 
  too false, the maids in the house too polite, and the 
  plants in the forest a sickly rather than natural shade 
  of green. 
  These oddities show the players that little can 
  be trusted. If even the most basic parts of their 
  environment are somehow wrong, how can the most 
  complicated parts be right? Worse yet, what can they 
  trust to behave as they expect? They will have to be 
  on their guard against everything, because anything 
  could prove dangerous.
  A lot of this sort of fear comes from corruption, 
  where something familiar has become different 
  and unnatural somehow. In Ghost Light this sort 
  of corruption is the most evident. Something alien 
  has taken control of something familiar and twisted 
  it. While the alien force is doing its best, it simply 
  does not understand the subtleties of what it is 
  using and it is perverting it in horrible ways, even 
  if it doesn’t intend to. All this makes the enemy 
  more unpredictable and harder to understand and 
  therefore defeat.
  vioLence is not enough
  Most importantly, and doubly so in Doctor Who, 
  violence is rarely the answer. The creature or force 
  you fight cannot simply be dispatched with gunfire 
  or explosives. Sure, Ace may find a few well-placed 
  canisters of Nitro 9 often do the job, but it rarely 
  defeats the real threat. Violence is the easy answer, 
  and when it fails the stakes rise dramatically. We are 
  conditioned to think that enough force (be it physical, 
  mental or even social) will eventually solve any 
  conflict. When the force we can bring to bear proves 
  unequal to the task, we feel weak and powerless. If 
  the characters are also in physical conflict with the 
  enemy, it may already be too late to find another key 
  to their destruction. 
  Time may be already running out which only makes 
  the situation worse. So let your characters sometimes 
  throw their best shot and see their enemy brush past 
  it without concern. Then you’ll see the look of fear on 
  the faces of your players that their characters have 
  on theirs.
  B  gamemastering the magician
  Finally, another important aspect of many Seventh 
  Doctor adventures is his pre-planning and puppet-
  mastery of the situation. On several occasions he 
  knows far more than he tells Ace and has planned for 
  almost every eventuality. Very little of what he does is 
  by accident, and he is often leading his enemies into 
  a trap. If the Seventh Doctor is being played by the 
  Gamemaster this isn’t a problem. The Gamemaster 
  can use him to direct the plot and manipulate the 
  adventure as much as they feel like doing. 
  However, what if the Seventh Doctor is a player’s 
  character? How can the player know so much and 
  still enjoy the adventure? More to the point, how can 
  the Doctor remain in charge of the situation and plan 
  for things the player never saw coming? To a certain 
  degree the answer will depend on your group and 
  play style, and we’ll return to the problem in more 
  detail in some of the individual adventures. But in the 
  meantime we can offer you three options to help play 
  the Doctor’s quiet mastery of the situation:
  
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  GM hints
  The Gamemaster can offer a few secret hints to 
  the Doctor’s player as time goes on. During each 
  encounter the GM might pass a short note with detail 
  only the Doctor might know. This means he can plan 
  with a small advantage but need not know the whole 
  plan ahead of time. However, the problem here is that 
  the Gamemaster is almost running the character by 
  giving them a crutch. A way around this might be to 
  offer the clues in cryptic language or as a puzzle. If 
  the Doctor’s player (or the player group as a whole) 
  can solve the clues they gain valuable information 
  that will help them outflank the opposition. 
  Story Points
  The Doctor’s Story Points are a marvellous 
  mechanism designed to solve this very problem. 
  The Gamemaster can allow the Doctor to spend 
  Story Points to retroactively plan for almost every 
  situation. For instance, if the player group finally 
  reach the master computer and discover they need a 
  Reflux Capacitor to reprogram it the Doctor’s player 
  spends a Story Point and the Doctor produces a 
  Reflux Capacitor with a cheery grin and polite raise 
  of his hat. It doesn’t matter the player didn’t know 
  he’d need to carry such a device, but the Doctor will 
  have planned for it. 
  Of course, this can only be done as many times as 
  the Doctor has Story Points, but this means the 
  player will have to spend them carefully and 
  use this ability only when it is really 
  necessary. 
  This ability might not only 
  produce the right object. It 
  might be used to declare the 
  Doctor had programmed a 
  device a specific way even after 
  it begins its countdown. He might 
  have also manipulated events in the 
  past, his identity disguised as a mysterious 
  deliveryman or even Merlin. It is still up to the 
  player to be inventive and clever, when they use this 
  ability to ‘retcon’ their own past as if they had planned 
  it from the start.
  Co-GM
  If the above ideas seem complicated the Doctor’s 
  player can be in league with the Gamemaster from 
  the start. In this scenario the Doctor is played by a 
  Co-Gamemaster, who knows the adventure and what 
  the Doctor is expected to do. However, they don’t have 
  the Gamemaster’s power to judge rulings and control 
  the player’s adversaries. Effectively the Doctor 
  becomes a ‘directed NPC’ with the player free to play 
  him as they like. However, the Doctor’s player has 
  a specific plan in mind as well as an understanding 
  of the adventure and will be looking to manipulate 
  events to suit it, with the help of the Gamemaster 
  as well. While this does take the mystery out of 
  the adventure for the Doctor’s player, it does allow 
  him to plan ahead. It might also be useful training 
  for a player who is looking to run an adventure as a 
  Gamemaster but wants a little practice first. 
  If you do use this option it is very important to 
  ensure the Doctor does not steal all the limelight. 
  It should be part of his plan to allow his friends 
  and companions do a lot of the work, he simply 
  manoeuvres the pieces into the right places. That 
  way the real players won’t feel that the Gamemaster 
  and the assistant who is playing the Doctor are 
  sidelining them.
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  chapter five
  the seventh doctor’s adventures
  
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  ‘They kidnapped the Doctor, and no one would do 
  that unless they were desperate for his help. He’s 
  not exactly predictable.’
  B  synopsis
  Planet Lakertya, the Present Day
  Rocked by powerful energy beams, the TARDIS was 
  brought to Lakertya by the Doctor’s old enemy, the 
  Rani. The crash left Mel unconscious and forced the 
  Doctor to regenerate, leaving him very confused 
  and disoriented. Taking advantage of his condition, 
  the Rani captured and drugged him, then disguised 
  herself as Mel to gain his confidence. She needed 
  the Doctor’s help to fix a vital machine for her 
  current experiment.
  Left behind in the TARDIS, Mel went in search of the 
  Doctor, and ran into Ikona, a local Lakertyan rebel. 
  He told Mel how his people had been enslaved by 
  the Rani, although Ikona was one of the only ones to 
  fight her rule. The Lakertyans were an indolent and 
  obsequious people, unwilling to risk a revolt. Ikona 
  warned Mel about the deadly traps laid on his planet 
  by the Rani, and the bat-like Tetraps who guarded 
  her complex and kept the locals in line.
  With the Doctor confused, but working on repairing 
  her machine, the Rani returned to her TARDIS to get 
  more parts for the repairs. Mel used the opportunity 
  to sneak inside. Unfortunately, the Doctor thought 
  she must be the Rani, and she failed to recognise 
  him after his regeneration. Luckily a check of 
  each other’s pulses revealed who was Gallifreyan 
  and who wasn’t. The Doctor realised he was being 
  played by the Rani and investigated the machine and 
  the Rani’s computer to try and understand her plan. 
  He found she had been monitoring a large asteroid 
  filled with ‘strange matter’, a powerfully radioactive 
  and super dense material.
  Beyus, another slave of the Rani and the leader of the 
  Lakertyans, showed Mel and the Doctor the Rani’s 
  secret collection. She had stolen some of Earth’s 
  greatest minds, including Einstein, Louis Pasteur 
  and Hypatia. All of them were kept comatose in 
  an alcove, and Beyus explained how the geniuses 
  were connected into a powerful computer system. 
  Together, the geniuses created an incredible 
  mind, far greater than the sum of their individual 
  intellects. There was only one empty place, which 
  was reserved for the Doctor! As the Doctor and 
  Mel plotted how they might understand the Rani’s 
  scheme, Beyus begged them to obey her orders for 
  the sake of his people. 
  Hoping to learn more of her plan the Doctor 
  continued the charade when the Rani returned 
  and he repaired the machine. However, the Rani 
  time and the rani
  time and the rani
  
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  realised he was no longer her puppet and turned on 
  the device before the Doctor could get her to explain 
  its purpose. The Doctor made a run for it, stealing 
  a vital part as he escaped. Unfortunately bat-like 
  Tetraps captured Mel, paralysing her with their 
  venom. The Rani offered a trade, the part for Mel, 
  but double-crossed the Doctor using a hologram of 
  Mel to make the exchange. When the Doctor tried 
  to sneak into the complex to rescue Mel he was 
  captured by the Tetraps and Beyus was forced to 
  connect him to the Rani’s genius gestalt, despite 
  Mel’s protestations.
  Luckily, the Doctor’s eccentricity brought chaos to 
  the Rani’s gestalt genius brain and she was forced to 
  disconnect him. However, the brief connection with 
  the Doctor had allowed the brain to calculate the 
  final equations the Rani required. These equations 
  solved a formula the Rani used to create the precise 
  material that would explode the strange matter of 
  the asteroid. Certain she could not be stopped the 
  Rani revealed her plan to the Doctor. Detonating the 
  asteroid at a precise time would turn the entire planet 
  into a ‘Time Manipulator’, an organic device capable 
  of controlling time itself. With this organic machine 
  the Rani planned to go back and rewrite the evolution 
  of countless worlds to her own grand design.
  The Rani saw to it the material produced by 
  the formula was loaded into the rocket she had 
  prepared. The Doctor was forced to run once more 
  as the Tetraps closed in. With everything in place, the 
  Rani set the rocket control countdown and retired to 
  the safety of her TARDIS. She ordered the Tetraps 
  to stand guard, unconcerned that the explosion of 
  the asteroid and conversion of the planet would 
  destroy them as well. The Doctor, Beyus and the 
  Lakertyans managed to take control of the complex 
  in the Rani’s absence, delaying the countdown. Livid 
  at their interference, the Rani was forced to fire the 
  rocket manually, but with the precise timing out of 
  alignment, the rocket missed the asteroid.
  Lakertya was free at last and the Rani’s complex 
  was destroyed. While it appeared that the Rani had 
  escaped, the Tetraps had actually taken control of 
  her TARDIS. As she had been willing to leave them 
  to die, they decided she would make an excellent pet 
  on their home planet.
  continuity
  •	
  It is a little unclear what actually causes the 
  Doctor to regenerate. Surely if it is purely the 
  buffeting the TARDIS receives, Mel would have 
  been killed rather than knocked out. The Doctor 
  might have been especially unlucky, smashing 
  his head on the console for instance. We might 
  also consider if he was perhaps weak from a 
  previous adventure. As we have still not seen 
  him meet and collect Mel from her own time, 
  perhaps there is a far more dangerous prelude 
  to this adventure, and it is the consequences 
  of this that are really responsible for his 
  regeneration.
  •	
  It is also worth noting that in this adventure the 
  Doctor’s regeneration is an important (but not 
  essential) part of the plot. He is not just ‘off his 
  game’ as usual. His weakness is specifically 
  useful for the Rani to be able to convince him to 
  fix the machine.
  •	
  We again get a check on the Doctor’s age, 
  although it is strange that he is so vague about 
  everything else in this adventure but spot on 
  with his age. He is apparently 953, which is 
  an age he shares with the Rani, even if their 
  birthdays might not be quite the same. If it is 
  true that the Master, Doctor and Rani were all 
  in the same Prydonian class at the Gallifreyan 
  academy, we might suspect the Master’s age is 
  also the same. 
  B  running the adventure
  The Rani’s plan is quite complicated and layered. She 
  wants to explode a unique asteroid in a particular 
  place. To do this she needs the formula to a very 
  specific substance that will react with the asteroid’s 
  chemical composition precisely. To calculate the 
  
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  formula she needs a gestalt of geniuses wired 
  together, including a time-sensitive mind, to make 
  the calculations. In this case the asteroid will 
  convert the entire planet and its biomass into a 
  Time Manipulator. This planet-sized brain machine 
  will allow her an unspeakable level of control over 
  time itself. 
  While the plan is complicated, involving the 
  characters is actually quite simple. The Rani has 
  a plan but a vital machine has developed a fault. 
  She lacks the skills to repair this vital component 
  of it, so she captures the Doctor to fix it for her. In 
  the adventure she chooses to dupe the Doctor with 
  drugs as he is weak from regeneration.  However, 
  she is not averse to threatening lives to force his 
  compliance later on. So the Gamemaster needs to 
  consider what skills the characters might have that 
  the villain of this piece doesn’t so she needs their 
  help.
  It is also quite possible the Rani is not the only 
  one who has discovered the asteroid’s potential 
  for creating a Time Manipulator. Another rogue 
  Time Lord might be trying the same scheme. In 
  fact, maybe the Rani is not trying to create the 
  device herself, but is calculating the necessary 
  co-ordinates so she can intercept someone else’s 
  rocket before it hits the asteroid. She really objects 
  to people interfering in her experiments after all. 
  If the characters stop her scheme, they will only 
  discover someone else is launching the rocket they 
  really need to stop!
  The villain in question need not be the Rani, but it 
  should be someone the characters have run into 
  before, otherwise she won’t know their use. In the 
  adventure, the Rani tries to convince the Doctor she 
  is Mel. But what if Mel had been the Rani all along? 
  Perhaps the villain is actually a character or a very 
  close friend. It might turn out they only thought she 
  was their friend, but they were grossly mistaken 
  about her in their previous encounters. If you don’t 
  want to retire a character after the adventure, it 
  might turn out the villain actually replaced the real 
  character some time ago. They might be duplicated 
  with a ‘ganger’ in a similar way to Amy Pond (see The 
  Rebel Flesh/The Almost People in The Eleventh 
  Doctor Sourcebook)
  If the Rani is the villain of the piece this adventure is 
  a great opportunity to lie to the players. It they don’t 
  know they have been drugged, the Gamemaster 
  can tell them whatever she likes. It is important 
  to describe not what is really going on, but what 
  their characters believe they are seeing. This isn’t 
  cheating at all (despite what the players may insist!) 
  as long as the Gamemaster subtly allows them rolls 
  to resist the drugs they are being fed with. Should 
  some but not all the characters resist the mind 
  altering chemicals their next question is which of 
  them are right and which are wrong? The whole 
  situation is a great excuse for the Gamemaster to 
  play dirty.
  Lakertya
  The planet Lakertya is a dry, desolate world, 
  inhabited by lizard-like humanoids who are treated 
  as slaves by the Rani. The entire planet resembles 
  a vast quarry, with huge open areas of barren rock 
  and stone. Very little grows in this arid, dry climate, 
  but at least the rocks and cliffs offer plenty of hiding 
  places. Around the Rani’s complex are several 
  deadly traps, and her guard of Tetraps. While the 
  guards regularly patrol the inhabited areas, anyone 
  in the rocky wilderness outside can usually go 
  where they please with impunity.
  key Locations on Lakertya 
  •	
  The Rani’s Complex: Set apart from most 
  Lakertyan dwellings is the Rani’s fortress 
  compound. It has only one entrance, although a 
  determined infiltrator might get in through the 
  rocket launch doors on the roof. The complex 
  is centred around the Rani’s brain gestalt 
  machine, which contains alcoves for all her 
  geniuses. Behind a locked door lies the control 
  area for the organic computer brain that distils 
  the genius’s intellect into a gestalt. The rocket 
  she intends to use to shatter the asteroid is in a 
  launch platform on top.
  •	
  The Centre of Leisure: This open recreation 
  centre supplies food and drink as well as 
  several entertainments for the local people. 
  Most Lakertyans spend their time here, so the 
  Rani has installed the area with one of her most 
  deadly traps. The globe hanging in the centre 
  contains a swarm of deadly insects, the sting of 
  which is fatal. The globe is compartmentalised, 
  allowing the Rani to release as many or as few 
  of the deadly insects she deems necessary to 
  enforce obedience.
  sphere traps
  The Rani has littered the area around her complex 
  with deadly sphere traps. When a victim breaks 
  time and the rani
  
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  a tripwire they are encased in a sphere of energy 
  that spins them through the air. When the sphere 
  collides with a surface it explodes, reducing the 
  victim to a skeleton. Luckily, if the sphere lands in 
  water the detonation can fail, although the target is 
  still trapped in the force sphere.
  The tripwires are extremely difficult to notice, 
  requiring an Awareness + Subterfuge roll (Difficulty 
  21) to avoid. If triggered, the character had better 
  spend Story Points to ensure the sphere lands in 
  water. 
  If the sphere does land in water, someone outside it 
  can attempt to disarm it. This requires an Ingenuity 
  + Technology roll (Difficulty 14). There may be time 
  to try and disrupt the sphere with a Gadget before it 
  lands, and cancelling the sphere will free the victim. 
  They will probably still suffer falling damage, but 
  that’s better than getting killed.
  further adventures
  •	
  Accidental Asteroid Attack: Having survived 
  the Rani’s plan the asteroid of strange 
  matter continues travelling through space. 
  Unfortunately it is on a collision course with 
  an inhabited planet. Worse yet, the planet 
  has a certain amount of strange matter on 
  it as well. If it hits, not only will millions die, 
  but the explosion will be immense, and may 
  even create a Time Manipulator by accident! 
  Unfortunately, if you can’t blow up the asteroid, 
  how do you stop it?
  Lakertyans
  Unadventurous (Major Bad): Few Lakertyans 
  enjoy adventure and excitement.
  tech LeveL: 5 
  story points: 5
  aWareness
  3
  presence
  2
  coordination
  3
  resoLve
  1
  ingenuity
  3
  strength
  2
  skiLLs
  Athletics 3, Craft 3, Knowledge 2, Medicine 2, 
  Science 3, Subterfuge 2, Survival 2, Technology 3, 
  Transport 2.
  traits
  Alien Appearance (Minor Bad)
  By the Book (Minor Bad): Lakertyans do not like to 
  act against procedure.
  Indolent (Minor Bad): -2 to actions requiring exertion.
  Keen Senses (Minor Good): +2 to Awareness rolls 
  that use sight.
  Quick Reflexes (Minor Good): Lakertyans are swift, 
  acting first in their Action Round unless taken by 
  surprise. 
  Most Lakertyans are quite indolent, happy to spend all their time in the leisure complex as their technology 
  sees to pretty much all their needs. While none of them like being slaves, they all fear their lives will be 
  much worse if they resist, so they cling on to the Rani’s promise that she will leave them alone when she 
  has no more use for them. Only a fool would believe this, but denial is a powerful thing. 
  The Lakertyan leader is Beyus, who serves the Rani faithfully, convinced that collaboration will lead to 
  her eventually letting his people go. He maintains this attitude even after his daughter Sarn is killed by 
  one of the Rani’s traps. However, his wife Faroon is not so philosophical after such a terrible loss and 
  helps Ikona convince Beyus to stand up to the Rani.
  
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  •	
  To Rescue the Rani: The characters receive 
  a transmission from the Rani. She wants to 
  be rescued from the Tetraps and needs their 
  help. If the characters refuse, she tells them 
  she will do what the Tetraps are asking of her 
  and create a deadly biological weapon that will 
  destroy billions. 
  •	
  The New Tetrap Empire: The Tetraps begin 
  a new policy of expansion, quickly taking 
  control of nearby planets. They use deadly 
  biological weapons and seem to be capable of 
  amazing physical feats. Have they forced the 
  Rani to augment them physically and provide 
  them with new weapons? Perhaps the Rani 
  has taken control of them, again, but if so, 
  what is this new conquest seeking to achieve. 
  Maybe the Rani is still a prisoner, but when 
  augmenting the Tetraps has imbued some 
  with new loyalties in the same way Davros 
  manipulated the early Daleks. If so,  war and 
  bloodshed will soon be unleashed when the 
  Rani makes her move.
  •	
  Fly Killers: While it is laudable the Lakertyans 
  decide to destroy the Rani’s deadly insects, it 
  turns out that to create an antitoxin for their 
  sting they need an ingredient the Rani invented. 
  There are rumours she has a hidden base that 
  might contain the substance. However, such a 
  place is bound to be dangerous. Even if the Rani 
  is still a prisoner of the Tetraps, she will not 
  have left it unguarded.
  ikona
  Quick Reflexes (Minor Good): Ikona always 
  goes first in each Action Round unless taken by 
  surprise. 
  Sense of Direction (Minor Good): +2 bonus to any 
  Navigation roll.
  equipment: Glittergun (see boxout)
  tech LeveL: 5 
  story points: 5
  aWareness
  3
  presence
  2
  coordination
  3
  resoLve
  3
  ingenuity
  3
  strength
  3
  skiLLs
  Athletics 3, Convince 1, Fighting 1, Knowledge 2, 
  Marksman 3, Medicine 2, Science 3, Subterfuge 3, 
  Survival 3, Technology 2, Transport 2.
  traits
  Alien Appearance (Minor Bad)
  Brave (Minor Good): +2 bonus to any Resolve roll 
  when Ikona needs to show courage.
  Danger Sense (Major Good): May spend a Story 
  Point to avoid surprise.
  Distrustful (Minor Bad): -2 to social rolls with new 
  people.
  Impulsive (Minor Bad): Ikona is not very good about 
  thinking things through.
  Keen Senses (Minor Good): +2 to Awareness rolls 
  that use sight.
  Outcast (Minor Bad): -2 to social rolls with 
  Lakertyans when recognised.
  There is only one rebel on Lakertya, and it is Ikona. He is not content to do as he is told by anyone, and 
  remains disgusted by his people’s indolence and submission to the Rani. Ikona’s heart is in the right place, 
  but he is so tired of inaction he is rather too impetuous. Having been fighting on his own for so long he is 
  very suspicious of other people. In fact, his people skills in general have atrophied somewhat. However, 
  once convinced he can trust someone he is extremely loyal. In truth he has been desperate to find allies 
  since he begun resisting the Rani.
  time and the rani
  
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  WEbguns
  The Tetraps use webguns, designed to capture their targets. The attacker uses Coordination + 
  Marksman against the target’s Coordination + Athletics. Should the attacker win the target is caught 
  in the sticky strands the gun fires and immobilised until cut free. The strands will dissolve in an hour 
  though if no help is at hand. 
                                                gliTTErguns  
  Ikona’s glittergun is an improvised weapon based on little more than 
  a firework. It fires a bright charge that does little damage but serves  to 
  confuse and disorient the target. This is especially true for those with more 
  eyes than most. 
  When hit by a glittergun the target must make a Resolve + Athletics roll 
  against a difficulty of 10 + their Awareness. If they fail they are stunned for 1D6 
  rounds, suffering a –3 to all actions if they are forced to defend themselves.
  tetraps
  Tough (Minor Good): Reduce total damage by 2.
  equipment: Webgun (see boxout)
  tech LeveL: 5 
  story points: 5
  aWareness
  4
  presence
  1
  coordination
  3
  resoLve
  2
  ingenuity
  2
  strength
  4
  skiLLs
  Athletics 3, Fighting 3, Knowledge 2, Marksman 3, 
  Subterfuge 2, Survival 3, Technology 2.
  traits
  Alien (Special Good)
  Alien Appearance (Major Bad)
  Keen Senses (Minor Good): +2 to Awareness rolls 
  that use sight.
  Natural Weapons (Minor Good) – Claws: Claws that 
  do Strength +2 damage.
  Natural Weapons (Minor Good) – Tongue: The 
  Tetrap’s forked tongue can inject a paralysing venom 
  into its victim, causing Stun damage.
  Obligation (Minor Bad): Serve the Rani.
  The Rani’s servants are a race of bat-like creatures, who are not quite as loyal as they first appear. They 
  see the Rani as something akin to a goddess, implying she has given them new technology and possibly 
  enhanced them biologically as well. After all, few species have eyes in the back of their heads. The Tetraps 
  live in underground communities, and enjoy a liquid diet of a thick blood-like substance. While they fear 
  and worship the Rani even the Tetraps know when they are being taken for a ride.
  When the Rani commands them to guard the rocket, they realise she has given them a suicide mission with 
  barely even a thank you. The Tetraps decide a time has come for a change. Instead of obeying her rather 
  offhanded commands they take control of the Rani’s TARDIS. Taking her prisoner they take her back to 
  their home planet where she might become their servant, or even slave.
  
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  ‘No doubt you’ve been allowing the Cleaners to kill 
  off some of your people as well as the Kangs, for 
  reasons that are for the moment beyond me. But 
  then, I’m not a power-crazed psychopath.’ 
  B  synopsis
  Paradise Towers, an Earth Colony in the far future
  After seeing the brochure, Mel insisted the Doctor 
  take her to ‘Paradise Towers’ which boasted a huge 
  rooftop swimming pool. The Doctor didn’t want 
  to go but when they arrived and found the place 
  dark, dingy and vandalised he became a little more 
  interested. Before they got far, Mel and the Doctor 
  ran into a gang of teenage girls calling themselves 
  the ‘Red Kangs’. The Red Kangs, and their rivals the 
  Blue and Yellow Kangs had to be constantly wary of 
  the Caretakers, a regimented group of men charged 
  with keeping the place in good order. Unfortunately, 
  something had been killing off both Caretakers and 
  Kangs, although the rivalry between both groups 
  made it impossible for them to work together.
  When a group of Caretakers attempted to arrest 
  the Red Kangs, Mel and the Doctor were separated. 
  The Doctor was taken to the Chief Caretaker, 
  who believed him to be the ‘Great Architect’ who 
  built Paradise Towers. Unfortunately, the Chief 
  Caretaker believed things were just fine without the 
  Great Architect and ordered the Doctor’s execution. 
  Using the Caretakers’ rigid rules against them the 
  Doctor escaped while the Chief Caretaker went to 
  the basement to tend to his ‘pet’. This pet was a 
  powerful computer who was constantly hungry, 
  demanding and becoming far harder for the Chief 
  Caretaker to control. It was also responsible for 
  the disappearances, using the cleaning robots to 
  murder the inhabitants. 
  While separated from the Doctor, Mel ran foul of 
  another group, the ‘Rezzies’ or Residents. Some of 
  these old ladies were cannibals given the lack of 
  food in the dilapidated building. Luckily, a soldier 
  called Pex was able to help free Mel. However, when 
  they met the Blue Kangs, they told Mel that Pex was 
  paradise toWers
  paradise toWers
  
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  a coward. He was meant to fight in the war that took 
  the young men and women from Paradise Towers, 
  leaving it populated with children and old people. 
  While hiding out with the Red Kangs, the Doctor 
  was shown a promotional film for Paradise Towers, 
  which explained how it was the last building created 
  by Kroagnon, ‘the Great Architect’. The Doctor 
  remembered Kroagnon’s previous construction 
  ‘Miracle City’ and how Kroagnon tried to kill the 
  inhabitants that he felt had polluted his creation. It 
  became clear Paradise Towers was not only built as 
  a refuge for those who could not fight in the war, but 
  as a prison for the insane architect.
  The Doctor realised that the Chief Caretaker’s ‘pet’ 
  was actually the mind of Kroagnon trapped in a 
  computer system. He rushed to the basement with 
  the Kangs but was too late to stop Kroagnon taking 
  control of the Chief Caretaker’s body. Using the 
  robot Cleaners, Kroagnon set about systematically 
  destroying all life in the Towers.
  The remaining Rezzies, Caretakers and Kangs 
  were forced to the top of the building, where the 
  Doctor and Mel were reunited. After much arguing 
  a tentative alliance was formed between the various 
  rival groups to defeat Kroagnon. The Doctor put a 
  plan in motion to destroy Kroagnon after luring 
  him out of his command centre by insulting his 
  architectural ability. However, the timing of the plan 
  failed and instead of Kroagnon walking into a room 
  full of explosives, the Doctor was forced to fight 
  Kroagnon in a desperate attempt to destroy him. 
  Unfortunately, Kroagnon quickly gained the upper 
  hand and was about to destroy the Doctor. But 
  Pex finally found the courage he had once lacked 
  and threw himself at Kroagnon, setting off the 
  explosives and killing them both.
  With Paradise Towers free of the Great Architect, the 
  various rival factions made peace. They mourned 
  Pex together and,  in remembering his sacrifice, 
  they found common ground to rebuild together.
  continuity
  •	
  The Doctor has been forced to jettison the 
  TARDIS swimming pool as it was leaking. 
  It appears to be the only one as Mel insists 
  on going to Paradise Towers because of this 
  swimming pool. However, at some point the 
  TARDIS manages to manufacture a new one 
  (see The Eleventh Hour in The Eleventh Doctor 
  Sourcebook).
  •	
  The Doctor also makes a point of raising his hat 
  to inanimate objects quite often. When Mel asks 
  him why he is being polite to a broken piece of 
  technology he replies that “you never know!” 
  After all, life in the universe takes on many 
  forms.
  •	
  The mind of Kroagnon trapped in the basement 
  computer continually screams to the Head 
  Caretaker that it is hungry. This might make us 
  wonder if a similarly starved disembodied life 
  form called ‘The Wire’ might be some sort of 
  relative (see The Idiot’s Lantern in The Tenth 
  Doctor Sourcebook). 
  B  running the adventure
  This adventure is unusual in that the real villain 
  of the piece doesn’t reveal himself for quite some 
  time. At first it seems the Cleaner robots have gone 
  haywire, then that the Chief Caretaker is running the 
  show, before it finally becomes clear that Kroagnon 
  is pulling the strings. So this adventure is a mystery 
  first, one with a lot of opportunities for side plots 
  and player driven storylines. 
  
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  Paradise Towers is a place to be explored, and the 
  player characters might run into anything as they 
  wander about. In fact, the Doctor only wanders into 
  the main plot by chance.
  The Gamemaster shouldn’t present the characters 
  with a trail of breadcrumbs to follow, but instead 
  let them go in whatever direction they please. The 
  Doctor ran into the Red Kangs first, but what if 
  he’d run into the Caretakers earlier? Perhaps the 
  characters arrive in time to save the last Yellow 
  Kang. Maybe they decide to go to the basement first. 
  The Gamemaster shouldn’t be too hurried about 
  facing them with killer robots and mad despots. 
  There is a wealth of role-play opportunities in seeing 
  how they interact with all the various factions. 
  When adapting the adventure, the geography of the 
  building can be adapted as the Gamemaster sees fit. 
  What if Kroagnon isn’t in the basement but resides 
  in the plush swimming pool penthouse? Kroagnon 
  might not even be the villain. He may have created 
  an automated system to look after the building 
  that keeps him trapped here. The Chief Caretaker 
  might even be a robot designed to interact with and 
  operate the system. This might make Kroagnon, 
  now perhaps an old man rather than a machine, the 
  only key to shutting down the system.
  The morality of the various groups can also be 
  adapted. Maybe the Kangs aren’t as naive as they 
  first appear. They may play games, but perhaps 
  all their games have a deadly twist. After all, if the 
  nice old ladies have turned to cannibalism, why not 
  the Kangs too? While he might still seem useless, 
  maybe Pex is actually more than he appears. He 
  might really be fighting to protect Paradise Towers, 
  and secretly been responsible for it surviving this 
  long.
  A key factor in the adventure is isolation. The 
  people here are cut off from the outside world, 
  to the point that the outside is almost a myth to 
  them. As the adventure progresses the characters 
  should also feel trapped in the place. They might 
  feel doubly so if one of the factions takes control 
  of their TARDIS! 
  It’s unclear what really happened with the war 
  that all the young men and women (except for Pex) 
  went to fight. Did they win? If so, why didn’t they 
  return to the Towers? If they lost, who killed them 
  and will they too decide to visit the Towers to finish 
  the job? Perhaps the war was actually a lie to rid a 
  society of some of its more dangerous citizens, the 
  serial killer old ladies and delinquent gangs. If so, 
  Paradise Towers might be more prison than palace 
  and a dangerous place to find yourself alone in.
  WHErE is ParadisE ToWErs?
  Given the isolation of Paradise Towers it is 
  difficult to place it in context. The occupants 
  appear human, and the technology isn’t 
  incredibly advanced, so it might be the 
  remains of an Earth colony. Having said that, 
  the picture of the Cleaner robot stencilled on 
  the wall by the TARDIS is very reminiscent 
  of the style used by the Cybermen in their 
  iconography. Maybe this is actually Mondas 
  before the Cybermen?  
  The war the rest of humanity is fighting could 
  be against anything, possibly even Daleks, 
  which might explain why no one came back 
  from it. Perhaps, if it is Mondas, the war is 
  being fought against the growing Cyberman 
  threat. Given the residents of Paradise 
  Towers are either too old or too young for 
  cyber-conversion they have been ignored by 
  the victorious Cybermen.
  paradise toWers
  Paradise Towers is a vast apartment building of 
  304 floors. The top floor boasts a very attractive 
  swimming pool and the entire place is designed 
  to accommodate several other leisure activities. 
  While the apartments are quite average, nowhere 
  is cramped and much of the space has been used 
  for courtyards and bridges to make it appear like 
  a city rather than a tower block. Sadly the building 
  has gone downhill quickly since opening. Few of the 
  paradise toWers
  
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  residents were able to properly maintain it and no 
  supplies from the outside were forthcoming. It is 
  now grey and dilapidated, with many of the walls 
  covered in graffiti. 
  key Locations in paradise toWers 
  •	
  Fountain Courtyard: One of the more open public 
  areas, the courtyard forms a great community 
  space. Sadly it is now full of junk and rubbish and 
  the fountain hasn’t worked in years.
  •	
  Caretaker’s Office: In the middle of the building 
  is a large security office occupied by the Chief 
  Caretaker. It forms an HQ for the Caretakers 
  and allows them to coordinate their activities 
  and keep an eye on potential troublemakers. 
  It has holding facilities for prisoners and a 
  security desk with several monitors for the 
  duty Caretaker to keep an eye on the hundreds 
  of cameras throughout the building. 
  pex
  equipment: Blaster (4/L/L).
  tech LeveL: 4 
  story points: 6
  aWareness
  3
  presence
  2
  coordination
  4
  resoLve
  2
  ingenuity
  3
  strength
  4
  skiLLs
  Athletics 4, Craft 2, Fighting 2, Marksman 2, 
  Subterfuge 2, Survival 2, Technology 1.
  traits
  Attractive (Minor Good): +2 bonus to any rolls that 
  involve his looks.
  Charming (Minor Good): +2 bonus to attempts to 
  use charm.
  Cowardly (Minor Bad): -2 penalty to any roll made to 
  resist getting scared and running away.
  Dark Secret (Minor Bad): Draft dodger.
  Impulsive (Minor Bad): Character doesn’t think 
  things through before acting.
  Outcast (Minor Bad): -2 to social rolls with Kangs 
  and Caretakers when recognised.
  Pex is a soldier who has decided it is his job to “put the world of Paradise Towers to rights”. Unfortunately 
  he is known to the Kangs as a “cowardly cutlet”. Little more than a boy himself at the time, he was drafted 
  into the war. However, he escaped the fighting by stowing away on the shuttle that took the residents to the 
  new Paradise Towers. He has felt guilty about this ever since but lacked the courage to make a real change. 
  In the final battle with the Great Architect Kroagnon he finally finds his courage. He saves the Doctor by 
  forcing Kroagnon into a room wired with explosives. While he saves the day he loses his life, but creates 
  a lasting legacy. His sacrifice becomes the binding force that brings the rival tribes of Paradise Towers 
  together.
  
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  •	
  Swimming Pool: Floor 304 is the only unspoiled 
  part of Paradise Towers, mainly as it is tricky to 
  get the lifts to go there. Floor 304 is designed 
  for leisure and remains well kept by the Cleaner 
  robots. Unfortunately, the Cleaners are under 
  instructions to kill anyone they find here.
  •	
  Kang Brainquarters: Each of the Kang gangs 
  have their own HQ they refer to as their 
  “brainquarters”. The entire point of their games 
  is to reach an opposing Kang’s brainquarters 
  and enter it to claim victory. When this occurs 
  the win is recorded and the game begins again. 
  All the Kangs consider their brainquarters home 
  and live there together with whatever they have 
  scavenged. Each also has a pyramid structure 
  draped with the appropriate colour material that 
  forms the centre for many of their rituals.
  •	
  Apartments: All the Rezzies have apartments 
  assigned to them by the Caretakers. In most 
  cases these are two-person flats, but there 
  are also some single occupancy ones that are 
  significantly smaller. Each apartment has a 
  basic kitchen and sitting room, with a bedroom 
  and bathroom attached.
  •	
  Basement: Below Paradise Towers is the lair 
  of Kroagnon. Few of the inhabitants even know 
  the chief caretaker
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  tech LeveL: 5 
  story points: 8
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  3
  ingenuity
  3
  strength
  3
  skiLLs
  Athletics 2, Convince 3, Knowledge 2, Marksman 2, 
  Science 2, Subterfuge 3, Survival 1, Technology 2.
  traits
  By the Book (Minor Bad): Character must be 
  convinced to act against procedure.
  Dark Secret (Major Bad): He has a ‘pet’ in the 
  basement who he delivers bodies to.
  Indomitable (Major Good): +4 bonus to any rolls to 
  resist psychic control.
  Military Rank (Major Good): Head of the Caretakers.
  Obsession (Major Bad): Take care of his ‘pet’.
  Selfish (Minor Bad): The Chief Caretaker puts his 
  own needs first.
  The leader of the Caretakers is a dictatorial and pedantic dictator, as much a slave to his rules as everyone 
  else. The term ‘little Hitler’ might have been invented for him. He considers Paradise Towers to be his 
  domain even to the point of executing anyone who might challenge his authority. However, the Chief 
  Caretaker has secrets of his own. He believes the mind of Kroagnon in the basement to be his pet, and he 
  does his best to indulge its every whim. Eventually he meets his end when Kroagnon decides his body will 
  best serve his purposes as a host. 
  paradise toWers
  
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  there is a basement, and those that do avoid 
  it. The Cleaners regularly come here to offer 
  new bodies to Kroagnon, whose mind remains 
  trapped in a plain cubic computer system.
  further adventures
  •	
  Battle for the Towers: The war has not gone 
  well and the remains of the army are forced 
  to fall back. They choose Paradise Towers to 
  make their last stand against the enemy they 
  have fought against for so long. Unfortunately 
  the inhabitants have fought for their home 
  and have no desire to see it become a military 
  camp. Worse yet, the soldiers will bring their 
  enemy to lay waste to the place once more. 
  Can the enemy be defeated before they reach 
  the towers? Can the inhabitants work with 
  the soldiers if they are forced to defend their 
  homes?
  kangs
  Technically Inept (Minor Bad): -2 penalty to any 
  attempt to fix electrical or computer equipment. 
  equipment: Crossbow (2/4/6), Vivid, ragged 
  clothing of the right colour. 
  tech LeveL: 2 
  story points: 6
  aWareness
  3
  presence
  2
  coordination
  4
  resoLve
  3
  ingenuity
  3
  strength
  2
  skiLLs
  Athletics 4, Craft 2, Fighting 1, Marksman 3, 
  Subterfuge 3, Survival 4.
  traits
  Brave (Minor Good): +2 bonus to any Resolve roll 
  when the Kangs need to show courage.
  Code of Conduct (Major Bad): The Kangs have 
  several rules and rituals they follow without 
  question.
  Distinctive (Minor Bad): -2 penalty to rolls to 
  blend in. Others have a +2 bonus to remember or 
  recognise the character.
  Keen Senses (Major Good): +2 to all Awareness rolls.
  Obligation (Major Bad): All Kangs are loyal to their 
  own tribe and serve its needs before all others.
  Quick Reflexes (Minor Good): Kangs always go first 
  in their Action Round unless taken by surprise. 
  The Kangs are girl gangs divided into three factions: Red, Yellow and Blue. They dress is a ragged punky 
  style, wearing a collection of scraps of the right colour for their gang, even dying their hair the right colour 
  too. They were brought to the Towers as very young children and have been playing games ever since, even 
  though most are now aged between 16 and 20. At the beginning of the adventure, the last of the Yellow 
  Kangs is killed by a Cleaner, but the intent of the Kangs’ games is not to kill or “make unalive” each other. 
  The Kangs are steeped in ritual and sayings. Playground games like pat-a-cake have become solemn 
  greeting rituals. They have also taken their names from the words they see around them: ‘Bin Liner’, ‘Fire 
  Escape’ and ‘No Exit’. Most of their sayings are taken from the Paradise Towers brochures, especially their 
  favourite ‘Build high for happiness’.
  The Caretakers refer to them as ‘Wall-scrawlers’ as they mark territory and victories with graffiti. 
  Otherwise the Kangs work hard to obey the rules (No Ball Games, No Visitors) even though they don’t 
  actually understand them very well.
  
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  •	
  Art Invasion: With peace in Paradise Towers at 
  last, tourists have started to appear. Kroagnon 
  was an artistic genius and his final masterpiece 
  has become something of an attraction. Several 
  groups are now looking to buy the towers, or 
  make deals with the inhabitants to make a few 
  changes that might support the tourist trade. 
  Is it good or bad that people are showing an 
  interest and can the inhabitants remain united 
  amidst many tempting offers? What will happen 
  if a few Rezzies still have a taste for exotic meat 
  and the tourists start disappearing? 
  •	
  Final Solution: While Kroagnon may be gone, 
  his legacy remains. The Caretakers uncover 
  details in the tower system that suggests 
  Kroagnon left a doomsday device somewhere 
  in the building that will destroy the towers. Is it 
  a bluff or was the Great Architect prepared to 
  destroy his greatest creation if it could not be 
  his? None of the inhabitants know how to find, 
  let alone disarm such a device. Their attempts 
  have also been made more difficult by the 
  Cleaner robots, who have begun to act oddly 
  once more.
  caretakers
  aWareness
  3
  presence
  2
  coordination
  3
  resoLve
  3
  ingenuity
  2
  strength
  3
  The nemesis of the Kangs are the Caretakers, 
  an all male group of uniformed guards. While 
  their uniforms may be ragged and they are 
  just as underfed as everyone else, they remain 
  stalwart in their duty to patrol and maintain 
  Paradise Towers. Each Caretaker is named after 
  the section he patrols, but there are not enough 
  of them to maintain a full building-wide security 
  programme. The Caretakers are led by the Chief 
  Caretaker, who usually remains in the security 
  office. His Deputy keeps the day-to-day schedule 
  running, even though he rarely understands it. 
  The Caretakers operate a very precise schedule 
  and slavishly obey their rulebook. They believe 
  it has a rule for every contingency, and if they 
  cannot find the right one, they become paralysed 
  with indecision. Despite having read it several 
  times, few of them really understand the rules 
  and their purpose. They memorise and quote 
  rules constantly, but none of them claims to 
  know the entire book. 
  skiLLs 
  Athletics 2, Fighting 3, Knowledge 1, Marksman 
  2, Subterfuge 2, Survival 2, Technology 3.
  traits
  By the Book (Minor Bad): A Caretaker must be 
  convinced to act against procedure.
  Dependency (Major Bad): Caretakers suffers 
  -4 to all rolls when they are without orders or 
  a clear rule to follow.
  Sense of Direction (Minor Good): The 
  Caretakers get a +2 bonus to any roll made to 
  regain their direction when lost.
  equipment: Tattered uniform, communicator.
  tech LeveL: 4 
   story points: 6
  paradise toWers
  
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  cLeaner robots
  aWareness
  3
  presence
  0
  coordination
  4
  resoLve
  5
  ingenuity
  0
  strength
  8
  The job of basic cleaning and maintenance is left 
  to a selection of robots who are supposedly under 
  the control of the Chief Caretaker. However, they 
  are actually taking their orders from Kroagnon. 
  They patrol the corridors of Paradise Towers, 
  looking for lone victims, who they attack by 
  grabbing them by the neck and crushing. The 
  victims are brought to the basement so Kroagnon 
  can decide if they are suitable to use as a host. 
  Generally the inhabitants leave the Cleaners to 
  do their own thing, which is why they never expect 
  to find their metallic claws around their necks. 
  skiLLs 
  Athletics 2, Fighting 3, Subterfuge 3.
  traits
  Armour (Major): The Cleaner Robots’ tough shell 
  reduces damage by 10.
  Natural Weapons (Minor Good) – Metallic 
  Claw: Strength +2 damage.
  Obligation (Major Bad): Obey Kroagnon.
  Robot (Special Good)
  Slow (Minor Bad): Cleaners move at half their 
  Speed rate.
  Slow Reflexes (Minor Bad): Cleaners always 
  acts last in an Action Round.
  Tough (Minor Good): Reduce total damage by 2.
  tech LeveL: 5 
   story points: 3
  the rezzies
  aWareness
  3
  presence
  3
  coordination
  2
  resoLve
  3
  ingenuity
  3
  strength
  1
  The residents or ‘Rezzies’ are a group of old 
  ladies who survive day to day by catching rats 
  and other vermin. When not hunting for food 
  they like to knit. Not every Rezzie is content with 
  scraps though, and some have turned cannibal 
  to balance their diet. Tabby and Tilda are one 
  such predatory couple, who lure guests into their 
  apartment with tea and cake. 
  skiLLs 
  Convince 3, Craft 4, Fighting 1, Knowledge 2, 
  Survival 4, Technology 1*
  traits
  Slow Reflexes (Major Bad): Rezzies always 
  acts last no matter what they are doing.
  Unadventurous (Minor Bad): Rezzies avoid 
  adventure and excitement.
  *Tabby and Tilda have Convince 4, Fighting 3 
  and Subterfuge 4. They also do not have the 
  ‘Slow Reflexes’ trait, but do have the Dark 
  Secret (Cannibal) trait.
  tech LeveL: 4 
   story points: 4
  
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  deLta and the bannermen
  “Are you telling me you are not the happy hearts 
  holiday club from Bolton, but instead a spaceman in 
  fear of attack from some other spacemen?”
  B  synopsis
  Wales, Earth, 1959
  Upon arriving at a somewhat out-of-the-way 
  galactic toll booth, Toll Port G715, Mel and the Doctor 
  were surprised to discover they had won a prize for 
  being the station’s ten billionth customers. This prize 
  turned out to be a trip to the 1950s with a coach party 
  of aliens. Despite her recent experience at Paradise 
  Towers, Mel was keen to take up the offer of a free 
  holiday. She joined the other holiday makers, all 
  alien Navarinos adapted to appear human on their 
  spacecraft, which was designed to 
  appear as a 1950s bus. The Doctor 
  was less than enthusiastic so took the 
  TARDIS instead. Just as the bus was 
  about to leave, a young woman called 
  Delta jumped aboard at the last minute.
  The space bus nearly crashed thanks to 
  a collision with a satellite, and landed at 
  the ‘Shangri-La’ holiday camp in Wales. 
  Mistaken for another group of holiday 
  makers, the aliens were assigned 
  chalets and Mel ended up as Delta’s 
  chalet-mate. Despite Mel’s attempts to 
  strike up a conversation, Delta refused 
  to open up to her, and concerned herself 
  with her only luggage, a strange egg. 
  That evening the camp organised a 
  dance. The local mechanic Billy, who 
  also played in the dance band, was 
  instantly attracted to Delta. After the 
  dance, Billy came to visit Delta at her 
  chalet in the hopes she would return 
  his affections. As he arrived, an alien 
  child hatched from the egg Delta was 
  carrying, much to Mel’s surprise. 
  Her secret somewhat revealed, Delta 
  confided in Mel and Billy that she was 
  actually the Chimeron Queen and the 
  last of her kind except for her child. She 
  was being hunted by Gavrok and his 
  ‘Bannermen’, a vicious group of killers 
  dedicated to destroying her people.
  Mel insisted they enlist the Doctor’s help and they 
  organised an evacuation of the holiday camp to keep 
  everyone safe before the deadly Bannermen arrived. 
  Sadly, not everyone escaped and the Navarinos 
  were killed when their ship was obliterated. 
  The Doctor attempted to reason with Gavrok, 
  reminding him how many interstellar laws he was 
  breaking, but Gavrok ignored his threats. 
  Meanwhile, Delta and her child had remained 
  hidden. The child was growing at an exponential 
  rate thanks to the especially rich food Delta was 
  feeding her. Hopelessly in love, Billy stole some 
  and began eating some of the food to make himself 
  more Chimeron in the hope he would be able to stay 
  with Delta.
  deLta and the bannermen
  
  65
  THE sEvEnTH docTor sourcEbook
  After several attempts to keep on the move and 
  avoid the Bannermen, they eventually caught up with 
  Delta. The Doctor organised a stand at the holiday 
  camp, and they quickly prepared what defences they 
  could. They connected up the camp sound system to 
  amplify the sonic scream Delta’s child was able to 
  produce. The scream incapacitated the Bannermen 
  and caused Gavrok to fall foul of a booby trap he 
  had placed on the TARDIS. With their leader gone 
  the remaining Bannermen proved easy to subdue. 
  Delta and her daughter took their ship and set off to 
  make a new home with Billy.
  continuity
  •	
  In this adventure we learn there are other 
  advanced species with time travel technology, 
  which 
  they 
  use 
  for 
  holidays. 
  The 
  bus 
  spacecruiser isn’t as advanced as the TARDIS 
  but is still able to use a warp drive to return 
  to 1959. Unfortunately this technology is in the 
  hands of ‘Nostalgia Tours’, a company with a 
  bad reputation across five galaxies. 
  •	
  The TARDIS also proves unable to resist the pull 
  of the toll booth, unless the Doctor knew that by 
  landing just then they would be the place’s ten 
  billionth customer…
  •	
  We might also speculate about whether there is 
  something odd about Goronwy the bee-keeper. 
  He’s certainly odd enough to be another Time 
  Lord, but maybe he is something more. He gives 
  the Doctor a jar of honey at the end; maybe this 
  means something, or maybe he is just a nice old 
  man.
  •	
  Delta talks about taking her case to “the 
  authorities”. This might mean the Shadow 
  Proclamation (see The Stolen Earth in The 
  Tenth Doctor Sourcebook). They would certainly 
  have laws against genocide.
  B  running the adventure
  Unlike many of the Seventh Doctor’s adventures, 
  this one is not very complicated at all. No secrets, 
  cunning 
  plots 
  or 
  mysterious 
  devices 
  from 
  ancient Gallifrey. Instead we have Gavrok and the 
  Bannermen who are hell bent on destroying Delta, 
  the last of the Chimerons. While it may start quietly, 
  this is an action adventure, with chases, gunfire and 
  lots of running. In fact, with the Doctor throwing 
  together a gadget to win the day at the end it has 
  quite a lot in common with an adventure for ‘The A 
  Team’.
  The Gamemaster can use the toll booth and the 
  Navarinos, but this adventure can easily fit in with 
  whatever the characters are doing. All they need 
  to do is run into Delta as she tries to escape and 
  follow her so they can help. Where they meet her 
  and where she is running to hide isn’t really that 
  important. As the environment defines a lot of 
  what might be possible and what tactics might 
  be available, changing the setting will alter the 
  adventure considerably. What if the Bannermen 
  caught up with Delta at the toll booth, or the 
  Navarino cruiser turns out to be a massive space 
  liner that the Bannermen board?
  It is also very easy to change who the good and bad 
  guys are. It does seem rather odd that Billy should 
  fall so hopelessly in love with Delta as soon as they 
  meet. Perhaps as a queen she has some power over 
  men so that she might find a mate; a pheromone 
  lure, for instance. She actually wants Billy to fall for 
  her so she can use him to breed, after which she will 
  kill and maybe even eat him – something that is not 
  
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  THE sEvEnTH docTor sourcEbook
  that unusual among insects, which the Chimerons 
  seem to have much in common with. The characters 
  might become targets of the queen’s power, if not as 
  potential mates then as slaves besotted enough to 
  protect her at all costs. Even if they find out they are 
  being manipulated, the characters will have to fight 
  hard against her control.
  As the Bannermen are all male, they might be 
  escapees from a Chimeron prison, where they 
  were all being kept as potential sacrificial mates. 
  They broke out and vowed to avenge themselves 
  on the Chimeron so no more innocent men would 
  have to die to further their species. This would add 
  an interesting moral element; after all, while the 
  Chimeron may kill, they are only acting according to 
  their nature. Does that make them evil, and worthy 
  of genocide?
  Finally, we also have to wonder why Gavrok is so 
  intent on destroying Delta. It appears his group are 
  mercenaries, so where is the profit in this escapade? 
  The Gamemaster might consider introducing a 
  villain who has employed Gavrok for a substantial 
  fee. If Gavrok fails, this villain will almost certainly 
  find another stooge to send after Delta, and this 
  time they’ll be after the characters too. 
  However, it is possible that Gavrok has already 
  failed and it is the characters who are initially sent 
  after Delta. If they are decent people their employer 
  will insist that she is utterly evil. It doesn’t matter 
  if the characters insist on capturing her alive; once 
  in his power, the villain will be able to do what he 
  likes. 
  For an extra twist, Gavrok hasn’t been destroyed, 
  only fired by his boss for failure. He is looking to take 
  Delta from the characters, and possibly kill them to 
  show his former employer he is still the best.
  toLL port g715
  The galactic toll booth that catches the TARDIS is 
  just as bland and grey as its name suggests. It is 
  a large grey installation set on a reasonably out of 
  the way space lane. Each ship that tries to pass it, in 
  normal space or the Vortex, is caught and landed in 
  one of the bays so a toll might be collected. So for all 
  its functional tedium it is actually a very advanced 
  piece of technology.
  The platform is entirely automated, and allows ships 
  to land and refuel as well as diverting them from 
  their journey. It is manned by a single toll-keeper, 
  who wears a uniform somewhat out of keeping with 
  the rest of the place. Basically, unless you’ve won a 
  prize, it’s not a place you are going to want to stay in 
  for very long.
  the shangri-La hoLiday camp
  This holiday camp may itself be a bit rubbish, but it 
  is set in the middle of some of the best countryside 
  Wales has to offer. The camp welcomes visitors 
  through its arched gate that leads to an open area 
  with swings and slides for the children. The main 
  building houses the chalets on two levels built in a 
  horseshoe shape around a courtyard. The camp’s 
  ‘Yellowcoat’ entertainment staff offer guests a wide 
  programme of group activities and entertainments. 
  The spirit of this sort of holiday is to get involved 
  with all it has to offer, as well as meeting new 
  people in the many group activities. By today’s 
  standards the park and staff are annoyingly perky 
  and enthusiastic, and almost fascistic in their 
  insistence you ‘join in’.
  deLta and the bannermen
  
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  THE sEvEnTH docTor sourcEbook
  key Locations in shangri-La 
  •	
  The Main Hall: Most entertainments take place 
  in the main hall, which can be rearranged to 
  house a dance one night and a variety show the 
  next, as well as offering children’s activities 
  during the day. When larger events are planned 
  it may be closed so the staff can decorate it. It is 
  a short walk back to the chalets from here, and 
  close to the large storage area where linen and 
  other camp equipment is kept
  •	
  The Dining Room: Meals are served during strict 
  hours to the guests in the dining room. Several 
  tables with coloured, checked tablecloths fill 
  the place, each seating four guests. People are 
  encouraged to fill up each table, so those not in 
  a group of four can meet and get to know other 
  guests. The kitchen is attached to the dining 
  room and serves rather bland but serviceable 
  repast.
  •	
  The Chalets: The individual chalets are small 
  units arranged on two levels in a large building. 
  Each is very basic and accommodates two 
  people, but only just. A single door leads out to 
  the shared courtyard and is the only exit.
  deLta, the chimeron queen
  Obligation (Major Bad): Protect the Chimeron 
  people and ensure their survival.
  equipment: Pistol (4/8/L), egg incubator.
  tech LeveL: 6 
   story points: 10
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  3
  ingenuity
  4
  strength
  2
  skiLLs 
  Athletics 3, Convince 3, Fighting 2, Knowledge 3, 
  Marksman 3, Science 2, Subterfuge 2, Survival 1, 
  Technology 3, Transport 2.
  traits
  Adversary (Major Bad): Gavrok and the 
  Bannermen have sworn to destroy Delta and her 
  people.
  Attractive (Minor Good): +2 bonus to any rolls that 
  involve Delta’s looks.
  Brave (Minor Good): +2 bonus to any Resolve roll 
  when Delta needs to show courage.
  Distinctive (Minor Bad): -2 penalty to rolls to 
  blend in. Others have a +2 bonus to remember or 
  recognise her.
  Delta is the last of the Chimeron people, after a battle with the Bannermen murdered the rest of them. 
  However, it is possible her people were simply one tribe of Chimeron as she talks of there being other 
  brood planets. But these may just be some form of spawning ground, so it is lucky that Delta escapes the 
  Bannerman assault with an egg that quickly hatches into a new queen.
  Delta herself is very human-looking, although her skin has an odd sheen to it that almost glows. The 
  other Chimerons are similarly humanoid but have a deep green skin pigment. The Chimeron maintain a 
  society similar to bees; a queen produces new members of the hive which are mostly drones. When a new 
  queen hatches she sets up a new colony. Chimerons even have their own equivalent to ‘royal jelly’, a food 
  substance that turns larvae into a queen rather than a drone. This Chimeron royal jelly not only helps the 
  new queen develop at a rapid rate, but also converts Billy into enough of a Chimeron to remain with Delta.
  Delta herself comports herself as a queen might, an attitude that might be considered regal and aloof or 
  just plain arrogant and haughty. However, she does mellow when she allows herself to trust the strangers 
  she is forced to rely on. 
  
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  the cast of thousands
  This adventure has several more characters, a 
  small legion of them to tell the truth. However, few 
  if any of them really deserve their own statistics 
  as they are unlikely to be involved in combat or any 
  challenge. Nevertheless, they offer several role-
  playing opportunities and it would be remiss of us 
  not to offer some detail.
  Burton and the Camp Staff: The leader of the 
  camp is Mr Burton, who is in charge of around 20 
  ‘Yellowcoats’ (the nickname coming from their 
  distinctive yellow uniform blazers) who entertain 
  the guests and another 20 or so kitchen and 
  logistics staff. While Burton spends as much time 
  with the guests as possible he is responsible for 
  pretty much all the paperwork in the camp. While 
  he may seem a jobsworth, Burton is dependable in 
  a crisis and cares about the well-being of his staff.
  WeismuLLer and haWk
  Unlucky (Minor Bad): Re-roll the dice whenever 
  double ‘6’s are rolled. These two don’t have 
  many good days.
  equipment: Camping equipment, satellite 
  tracking equipment.
  tech LeveL: 4 
   story points: 5
  aWareness
  2
  presence
  3
  coordination
  3
  resoLve
  2
  ingenuity
  3
  strength
  3
  skiLLs 
  Convince 2, Knowledge 2, Marksman 2, Science 2, 
  Subterfuge 2, Technology 3, Transport 2.
  traits
  Dark Secret (Minor Bad): Actually American secret 
  service agents.
  Friends (Minor Good): As secret service agents 
  they have a little support from their organisation, 
  although it’s a long way away.
  Obligation (Minor Bad): They need to follow the 
  orders of their superiors.
  Resourceful Pockets (Minor Good): These two 
  have been given a lot of odd equipment; some of 
  it is even useful. Roll two dice and get a ‘double’ 
  (or spend a Story Point) to find something they 
  need.
  These two somewhat anachronistic Americans are actually government agents charged with tracking a 
  recent satellite launch. They are not the most elite agents the United States has to offer and may even have 
  been sent to England just to get them out of the way. When they first encounter the Bannermen they are 
  hopelessly outmatched and easily taken prisoner after most of their equipment is destroyed. 
  The satellite they are tracking is the same one that the Navarino bus crashes into. So when the remains of 
  it is pulled out of the front grillez of the bus, everyone is happy to hand it over to them. It isn’t entirely clear 
  if that will qualify as a job well done for this pair.
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  Murray and the Navarinos: The alien Navarinos 
  are a happy go lucky bunch of tentacular aliens who 
  have been put in human form to avoid upsetting the 
  natives. The group is led by the bus driver Murray, 
  who is something of a clutz, and not an especially 
  good driver either, but a pretty decent guy all the 
  same. The Navarinos are a gentle, peaceful, liberal 
  people who just want to have a nice holiday in a 
  human era they all love. This makes their collective 
  death at Gavrok’s hands all the more tragic.
  The Toll-keeper: Despite the grey and depressing 
  appearance of the toll port, its single occupant cuts 
  quite a glamorous figure. His uniform is covered in 
  purple sequins and he welcomes those he meets 
  with the enthusiasm of a game show host. He is 
  interrogated and murdered by Gavrok in his hunt 
  for Delta.
  Goronwy: There is little that disturbs this local bee 
  keeper. He barely turns a hair when Americans ask 
  him about falling satellites and aliens attempt a 
  showdown in his house. If it doesn’t involve bees, 
  Goronwy really isn’t interested, in which case he’ll 
  sit and read about bees until someone needs his 
  expertise. He does make very good honey though 
  and unsurprisingly knows an awful lot about 
  apiary.
  Agents and Hunters: Gavrok is not without agents 
  across the universe. There are plenty of mercenaries 
  looking to claim bounty, no matter who is offering 
  gavrok
  to any rolls that involve his looks. Also provides 
  +2 to intimidate rolls.
  equipment: Zap pistol (4/8/L).
  tech LeveL: 6 
   story points: 8
  aWareness
  4
  presence
  2
  coordination
  4
  resoLve
  4
  ingenuity
  3
  strength
  5
  skiLLs 
  Athletics 4, Fighting 4, Marksman 5, Science 2, 
  Subterfuge 2, Survival 2, Technology 3, Transport 3.
  traits
  Impulsive (Minor Bad): Gavrok rarely considers his 
  options, especially if he is armed.
  Obsession (Major Bad): Destroy the Chimerons! No 
  mercy!
  Selfish (Minor Bad): Gavrok is not known for his 
  altruism.
  Tough (Minor Good): Reduce total damage by 2.
  Voice of Authority (Minor Good Trait): +2 bonus to 
  Presence and Convince rolls.
  Unattractive (Minor Bad): Gavrok isn’t that bad to 
  look at, but his manners are repulsive. -2 penalty 
  The leader of the Bannermen is Gavrok, a tyrannical madman who believes might makes right. Gavrok 
  rules the Bannermen as their only commander, unwilling to trust any of his subordinates with officer 
  status. He is brutish, murderous and single-minded. He kills anyone who gets in his way, or that he has no 
  use for any more. It will not surprise you to discover be doesn’t get invited to many parties. 
  Gavrok is very difficult to negotiate with. He cares nothing for the laws he might have broken and refuses 
  to compromise in any way. He quite simply does what he wants, when he wants and kills anyone who gets 
  in his way. While he isn’t especially clever, he isn’t a fool either and has a solid tactical cunning. However, 
  his lack of subtlety and an insistence on barging in with full force rather than carefully assessing a situation 
  are significant weaknesses.
  
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  it. One such agent joins the Navarino tour and gives 
  away Delta’s position to the Bannermen. Gavrok 
  kills him for his trouble by sending deadly feedback 
  back down his communications device. Given that 
  he tells the Doctor he rather enjoys killing people 
  it’s no great loss.
  further adventures
  •	
  Nostalgia Down!: A Nostalgia tour bus has 
  crash landed in the middle of a dangerous 
  period of history. It might be Jerusalem during 
  the Crusades, Paris in the revolution or even a 
  dinosaur-infested prehistoric era. As the only 
  other people with a time machine, the company 
  pleads with the characters to mount a rescue. 
  However, the company is mainly keen on saving 
  lives simply to avoid another law suit.
  •	
  False Accusation: While on holiday the 
  characters are spotted by a bounty hunter, 
  who mistakes them for a dangerous criminal. 
  Very soon a group of mercenaries or police are 
  arriving to arrest them. How do they explain 
  they aren’t who they have been mistaken for, 
  especially when the invader’s policy is to shoot 
  first and ask questions afterwards?
  •	
  Hi-de-Hi!: The 
  characters 
  accept 
  a 
  job 
  welcoming an alien dignitary and his party, 
  who has a love of the 1950s holiday camp 
  experience. Unfortunately the camp they are 
  sent to prepare and run has almost no staff and 
  barely works. They are going to have to fix the 
  place, cook the food and even worse, entertain 
  the guests with variety acts and daytime 
  activities! Grab your Yellowcoat, it’s nearly 
  time to judge the glamorous grandmother 
  contest!
  biLLy
  aWareness
  2
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  3
  strength
  3
  The camp’s mechanic and general handyman is 
  Billy. While he is a keen biker, the job is very much 
  a stopgap rather than a career. He really dreams of 
  leaving the place, possibly with his band, of which 
  he is the lead singer. Billy has lived in the area 
  all his life, and grown up with his friend Rachel. 
  Unfortunately, he sees Rachel as a sister, despite 
  her obvious attraction to him. Billy falls instantly 
  in love with Delta from the moment he sees her. 
  He steals some of her Chimeron royal jelly to 
  make himself more like her in the hope they can 
  be together. When the Doctor discovers this he 
  warns him it might provoke terrible mutations, but 
  Billy appears to take to the process very well. He 
  becomes almost Chimeron and leaves with Delta 
  and her child once the Bannermen are dispatched.
  skiLLs 
  Athletics 3, Craft 2, Subterfuge 2, Technology 3, 
  Transport 4.
  traits
  Attractive (Minor Good): Billy’s resemblance to 
  James Dean gives him a +2 bonus to any rolls 
  that involve his looks.
  Technically Adept (Minor Good): +2 to any 
  Technology roll to fix a broken or faulty device.
  equipment:  Vincent motorbike (with sidecar), 
  mechanic tool kit.
  tech LeveL: 4 
   story points: 8
  deLta and the bannermen
  
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  racheL (ray)
  aWareness
  4
  presence
  2
  coordination
  3
  resoLve
  4
  ingenuity
  3
  strength
  2
  Rachel is a really sweet girl from the Valleys who 
  is doomed to be ignored by the boy she has loved 
  for so many years. She has known Billy since they 
  were children, but nothing she does seems to 
  turn his head. She even learned how to ride and 
  repair motorbikes just to impress him. It didn’t. 
  This makes Billy’s attraction to Delta very hard 
  on Rachel, but frankly she is better off without 
  him. She proves far more use to the Doctor than 
  anyone else while Billy moons over Delta. 
  skiLLs 
  Athletics 3, Craft 1, Fighting 1, Knowledge 2, 
  Science 2, Subterfuge 1, Technology 3, 
  Transport 3.
  traits
  Brave (Minor Good): +2 bonus to any Resolve 
  roll when Rachel needs to show courage.
  Empathic (Minor Good): Ray pays attention to 
  people and gets a +2 bonus on rolls to ‘read’ 
  another person.
  Face in the Crowd (Minor Good): Sadly, no 
  one ever really notices Ray, she gets +2 to any 
  Subterfuge Skill roll to sneak about.
  Obsession (Minor): Ray really wants Billy to 
  notice and fall in love with her.
  Reliable (Minor Good): +2 to any task she is left 
  to perform by another.
  tech LeveL: 4 
   story points: 10
  bannermen
  aWareness
  3
  presence
  2
  coordination
  3
  resoLve
  3
  ingenuity
  2
  strength
  4
  Gavrok’s army are called the Bannermen. They 
  dress in black armour and many bear his red 
  banner on their backs like the ancient Samurai, 
  hence their name. While Gavrok may be a thug, 
  his men are more trained and skilled than you 
  might imagine. They operate as an effective and 
  professional fighting force, and are well trained 
  and equipped. They follow Gavrok because he 
  delivers on his promises on money and murder, 
  the Bannerman’s two favourite things. Gavrok is 
  also careful to look after his men, although he 
  has no problem with sacrificing them in combat if 
  that is what is required for victory.
  skiLLs 
  Athletics 3, Fighting 3, Marksman 3, Subterfuge 
  2, Survival 2, Technology 2, Transport 3.
  traits
  Impulsive (Minor Bad): It doesn’t pay to 
  hesitate when Gavrok is in charge.
  Obligation (Major Bad): Obey Gavrok (or he’ll 
  probably kill you).
  Selfish (Minor Bad): Thinking about number 
  one keeps you alive.
  equipment: Zap guns (4/L/L), battle armour
  (4 points).
  tech LeveL: 6 
   story points: 6
  
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  ‘If Kane knew we were after the Dragon’s treasure, 
  your life expectancy wouldn’t be looking too clever 
  at the moment. He’s a cold man, Doctor. Cut him 
  open and you won’t find a heart, just a lump of ice.’
  B  synopsis
  Iceworld, in the very far future
  Drawn by an interesting energy reading, the Doctor 
  brought Mel to ‘Iceworld’ a frozen spaceport and 
  trading centre on the dark side of the planet Svartos. 
  Even though the place was full of alien travellers, 
  they ran into an old ‘friend’, Sabalom Glitz and made 
  friends with a bored waitress called Ace. Glitz was 
  in trouble again, having conned the commander of 
  Iceworld, a dangerously ruthless man called Kane.
  However, Glitz had a plan; he was going to use a 
  map he’d bought to find the fabled lost treasure of 
  Iceworld, a treasure purported to be protected by a 
  Dragon. The Doctor was intrigued, as was Mel, but 
  Glitz insisted she and Ace stay out of it. Unbeknownst 
  to the Doctor and Glitz they were being used. Kane 
  had ensured Glitz got hold of the map, which had 
  been installed with a tracking device. Not only was 
  the treasure real, but Kane wanted it for himself, 
  and planned to use the Doctor and Glitz to find it for 
  him.
  While Glitz and the Doctor wandered the ice-
  covered undercity, Ace showed Mel her homemade 
  explosive called Nitro-9. To pass the time and do 
  something useful, they used the explosives to open 
  a blocked corridor the authorities were unable 
  to deal with. For their trouble they were arrested 
  and taken to Kane. Kane had been building an army 
  by freezing mercenaries in such a way that their 
  memories were destroyed to ensure their loyalty. 
  Ace nearly became one of them, but she and Mel 
  escaped into the undercity.
  Eventually, Mel and Ace met up with the Doctor and 
  Glitz, just in time to find the Dragon! The creature 
  was a robotic lifeform, who guarded a powerful 
  energy crystal. Kane was desperate for this power 
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  source, as it would allow him to leave Iceworld. 
  He was actually a brutal criminal, exiled from his 
  home planet over 3000 years ago. His ship had been 
  brought to the dark side of Svartos and the power 
  source removed and left in the care of the ‘Dragon’ 
  to keep him trapped there. 
  With the tracking device in the map still working, 
  Kane was able to pinpoint the Dragon’s position. 
  He sent his guards into the undercity to destroy it 
  and claim the crystal. Then he released his frozen 
  mercenaries to kill or drive off the inhabitants of 
  Iceworld in preparation for his escape. Most of the 
  people tried to escape using Glitz’s ship. As the ship 
  lifted off, Kane destroyed it.
  Kane’s guards managed to kill the Dragon, but 
  when they attempted to take its head back to Kane 
  a booby trap killed them. The Doctor arrived too 
  late to save the Dragon, but he did get hold of the 
  crystal. Checking some star charts the Doctor 
  realised that Kane had made a terrible 
  mistake. Meanwhile Ace had returned 
  to her quarters to pick up more Nitro-9, 
  but Kane was waiting for her and took 
  her prisoner. 
  When Kane offered to exchange Ace for 
  the crystal the Doctor obliged, seeing 
  an opportunity to have a chat. True 
  to his word Kane released Ace when 
  the Doctor handed him the crystal. 
  Using the crystal, Kane powered up 
  the flight systems of Iceworld, and the 
  whole station lifted off into space. As 
  Kane prepared to take his revenge on 
  the people who had imprisoned him, 
  the Doctor suggested he check his 
  newly operational star charts. Kane 
  discovered his home planet was gone, 
  destroyed by a supernova over 2000 
  years before. Denied the revenge that 
  had been keeping him going, Kane 
  threw himself into a beam of unfiltered 
  sunlight and melted.
  Never one to miss an opportunity, Glitz 
  decided to take control of Iceworld, 
  renaming it after his old ship as the 
  Nosferatu II. Mel decided it was time 
  to finally leave the Doctor, if only so 
  someone was keeping an eye on Glitz. 
  But the Doctor was not alone for long, as 
  he decided to take on a new companion 
  who needed a lift back to Earth: Ace.
  continuity
  •	
  In this adventure, we lose Mel but Ace joins the 
  Doctor’s adventures. Mel’s choice to leave is a 
  little abrupt, but given how dreadful the Doctor 
  proves at saying goodbye she might have been 
  trying to broach the conversation for a while.
  •	
  We meet Sabalom Glitz again, last seen in 
  The Ultimate Foe (see The Sixth Doctor 
  Sourcebook) who recognises Mel but has to 
  be reintroduced to the Doctor. Glitz is there 
  to rescue the Doctor from the first actual 
  cliffhanger we’ve seen since Romana was 
  pushed off one (see the The Stones of Blood 
  in The Fourth Doctor Sourcebook). While Glitz 
  gets a brand-new ship (after losing his pride 
  and joy, the Nosferatu), he is less than happy 
  that Mel decides to stay with him to keep him 
  out of trouble. We might wonder what sort of 
  adventures this ‘odd couple’ will have across 
  the universe together.
  
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  •	
  The guards on Iceworld are also a cut above the 
  usual stock. When the Doctor engages one in 
  philosophical debate as a distraction it turns 
  out the guard has been looking forward to a 
  decent intellectual conversation for a while.
  B  running the adventure
  This adventure is almost the epitome of the ‘bait 
  and switch’ device. The heroes are lured after 
  something they think they want; only to discover it 
  isn’t quite what they thought when they get it. The 
  characters come across a map that supposedly 
  leads to treasure. However, someone else is after it 
  and has seen to it they get the map so they can lead 
  him to it. The treasure itself turns out to be the key 
  to the villain’s prison.
  With all the characters keeping their cards quite 
  close to their chest, their motivations are easily 
  swapped around. Kane might be a political prisoner, 
  seeking to return home to right the wrongs of his 
  government. While he is outspoken he isn’t evil, 
  and much of his record is actually government 
  propaganda. However, like many political dissidents 
  he may have gone too far and committed acts of 
  terrorism. Depending on what he actually did, this 
  might make him an interesting moral conundrum. 
  Can a freedom fighter looking to remove an 
  oppressive government really be the villain, but can 
  someone responsible for the deaths of innocents be 
  a hero?
  Kane might not even be the real villain. He might 
  be a figurehead that Belazs hides behind as the 
  true villain of the piece. If she isn’t a character, 
  Ace might even be an agent of Kane’s sent to join 
  them and make sure the bad guys get the treasure 
  once they find it. Incidentally, Ace’s introduction in 
  this adventure also proves it’s a perfect place to 
  bring in a new character. Plenty of strange folk find 
  themselves on Iceworld, and not all of them arrive 
  intentionally.
  The treasure need not be what it appears to be 
  either. Maybe it really is just gems and jewels and 
  the Dragon is actually a huge reptilian monster. The 
  Dragon itself might also be the treasure, as it might 
  be the only being able to interface with Iceworld 
  and fly it. If you really want to turn the tables, the 
  Dragon is actually trapped in the undercity because 
  it has been hunting Kane. He’s been hiding from it 
  for years. It seeks a way out so it can destroy him 
  (possibly hurting a lot of other innocent people in 
  the process).
  If you really fancy upping the ante, you may have 
  noticed Kane’s control room looks a little similar to a 
  TARDIS console. He might actually be a Gallifreyan, 
  trapped here for crimes against the Time Lords 
  and regenerated into a form that cannot stand 
  sunlight. However, this means he is a criminal from 
  the ancient times, the time when Gallifreyans used 
  the universe as their plaything. What horrendous 
  crime can he have committed to deserve such a 
  punishment? More interestingly the Time Lords 
  that banished him might still be around for him to 
  wreak his vengeance upon…
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  iceWorLd
  On the dark side of the planet Svartos is a renowned 
  trading and refuelling port called Iceworld. While 
  on first inspection it might appear to be just a huge 
  freezer centre it offers several services for space 
  travellers. It has more in common with a motorway 
  service station, offering food, accommodation, 
  fuel and spares for space travellers. Most people 
  believe Iceworld to be a colony complex, and only 
  Kane knows the place to actually be a powered 
  down spacecraft. Few would care if they did know, 
  as it is an excellent place to trade goods where the 
  authorities don’t ask too many questions. Kane and 
  his white-uniformed guards run Iceworld, and also 
  provide a basic emergency service. However, Kane 
  rarely deals directly with visitors, leaving most of 
  the day to day running of the place to his second in 
  command, Belazs.
  key Locations in iceWorLd 
  •	
  Control Room: Iceworld is run from a large, 
  open plan control room, not unlike the TARDIS 
  control room. It has two levels to it and also 
  houses Kane’s frozen army of mercenaries.
  •	
  Restricted zone: Next to the control room 
  is an area restricted to Kane where he rests 
  in a refrigeration capsule to bring his body 
  heat down. He is extremely vulnerable here 
  so only allows his closest minions access. 
  He commissioned an ice sculpture of his 
  former lover Xana here, killing the artist on 
  its completion so none but Kane might gaze on 
  her beauty. The statue melts when Kracauer 
  attempts to kill Kane by shutting down the 
  refrigeration unit.
  •	
  Cafe: Most visitors to Iceworld pause for a while 
  in the local cafe, which serves a variety of food 
  and drink. The place is usually full of a varied 
  clientele and finding a table can be difficult. The 
  food on offer is quite simple fare, but perfectly 
  acceptable. The place is owned by a human 
  called Alexander, who is not the friendliest 
  boss. When Ace worked here as a waitress the 
  service could be somewhat flaky.
  •	
  Docking area: Iceworld has several areas to 
  dock ships, including a large landing pad for 
  those the size of the Nosferatu. When a ship 
  lands, a docking tube snakes out to let the 
  passengers enter Iceworld. The docking tube 
  opens into a wide plain area that welcomes 
  travellers with several advertising posters.
  •	
  Undercity: Under Iceworld is a collection of ice 
  caves and walkways that few bother to explore. 
  There is little here to interest most travellers, 
  and the rumour of a Dragon below keeps the 
  curious away. Those who investigate the place 
  might be drawn to see the Singing Trees and the 
  Ice Gardens, but few know of these attractions.
  •	
  Singing Trees: This cave in the undercity is 
  actually the lair of the Dragon. The ‘trees’ are 
  ice sculptures that trill in the breeze that flows 
  through the room to create a constant flutelike 
  music. The cave’s true purpose is as an archive 
  
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  room that details Kane’s crimes and history. 
  The ‘ice’ is actually a series of complicated 
  optic circuits that form the archive computer.
  •	
  Ice Gardens: Another tourist secret of the 
  undercity are the Ice Gardens, a cave of 
  beautifully shaped ice crystals. The place has 
  another function though as a navigation chamber. 
  It contains a full set of local star maps, although 
  they are all out of date by over 3000 years.
  the nosferatu
  Glitz’s ship is a rather well worn transport ship 
  that he loves more than anything in the universe. 
  We might suggest he loves it like a child, but 
  he’d probably sell his children to keep his ship. 
  The Nosferatu is a large square and functional 
  spacecraft, and not a lot to look at really. While 
  its control cabin is a little cramped, it has space 
  for almost all the inhabitants of Iceworld to get on 
  board. The ship is a bit of a mess inside, although it is 
  functional and reliable. It ideally requires a crew of 
  around 10 to move cargo and keep the maintenance 
  schedule up to date. However, a single pilot can get 
  the ship off the ground.
  beLazs
  equipment: Energy pistol (4/L/L).
  tech LeveL: 6 
   story points: 6
  aWareness
  4
  presence
  3
  coordination
  4
  resoLve
  3
  ingenuity
  3
  strength
  3
  skiLLs 
  Athletics 3, Convince 3, Fighting 1, Knowledge 2, 
  Marksman 3, Subterfuge 3, Technology 3, 
  Transport 2.
  traits
  By the Book (Minor Bad): Belazs loves to follow 
  procedure, especially when dealing with criminals.
  Keen Senses (Minor Good): +2 to Awareness rolls 
  that use sight.
  Obligation (Major Bad): Belazs must serve Kane 
  forever.
  Obsession (Major Bad): To escape Kane by any 
  means she can.
  Voice of Authority (Minor Good Trait): +2 bonus to 
  Presence and Convince rolls.
  Belazs is Kane’s second in command, and to those on the station who deal with her is a no nonsense 
  enforcer of Kane’s laws. While she has been well rewarded for her service, and even had a tryst with 
  Kane in the past, she is now having second thoughts. She joined the service at 16, making what she felt 
  was a somewhat uninformed choice. Now at 33 she wants to escape, but Kane’s service is forever. When 
  she shows the Doctor the mark left in her palm for taking ‘Kane’s Sovereign’, even he recognises the 
  permanency of the bond she has made. Belazs wants only to escape. At first she tries to take Glitz’s ship, 
  but soon realises that only with Kane’s death can she truly be free of him. Her insurrection fails and Kane 
  kills her.
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  further adventures
  •	
  The Glitz Conspiracy: Things are not going too 
  well for Glitz in his new job as the lord of a new 
  Iceworld. It’s a profitable enterprise, which is 
  great. Unfortunately, someone in his employ is 
  moving against him and looking to take over. 
  Is it one of Kane’s old guards, a resident or an 
  outsider? Unable to trust any of his own people, 
  Glitz asks the characters to get to the bottom of 
  the mystery. 
  •	
  Crystal Dreams: The crystal that powers 
  Iceworld, the Dragonfire, is losing power. It 
  needs to connect to the great solar crystal of 
  Proamon, after which it will be fine for another 
  3000 years. The problem is, Proamon is gone 
  and its sun is gradually forming into a black 
  hole. Might there be a large enough lump 
  of crystal left in the old Proamon system to 
  recharge the crystal before Iceworld dies? 
  If so, the characters will have to conduct heir 
  search while steering clear of the black hole. 
  Additionally, someone else has noticed the long 
  lasting power potential of Proamon crystals, 
  and they are not willing to share.
  •	
  ANT Below: There wasn’t just a Dragon 
  underneath Iceworld. The dark side of Svartos 
  is crawling with giant scorpions, reptilian 
  monsters and clawed terrors. So when the 
  daughter of a high ranking official gets lost 
  down in the caves, someone is going to have to 
  find her before the monsters do.
  the dragon
  Obligation (Major Bad): To protect and guard 
  the Dragonfire.
  Robot (Special Good)
  tech LeveL: 6 
   story points: 8
  aWareness
  4
  presence
  4
  coordination
  3
  resoLve
  5
  ingenuity
  3
  strength
  7
  skiLLs 
  Athletics 3, Fighting 2, Marksman 4, Science 3, 
  Subterfuge 5, Technology 3.
  traits
  Alien Appearance (Major Bad)
  Armour (Major Good): Reduce damage by 10.
  Code of Conduct (Minor Bad): The Dragon avoids 
  causing harm where possible.
  Environmental (Major Good): As a robot the 
  Dragon can survive anywhere.
  Immortal (Special Good): The Dragon will never 
  die of natural causes.
  Five Rounds, Rapid (Major Good): May fire during 
  the “Runners” or “Doers” phases.
  Natural Weapons (Major Good): Ranged laser 
  blasts from its eyes (4/8/L).
  Deep below Iceworld, a Dragon is rumoured to reside, and for a change, the rumours are actually true. 
  Considered by the guards to be an ANT (Aggressive Non-Terrestrial), the Dragon is actually a tall reptilian 
  humanoid robot. Inside its head it keeps the ‘Dragonfire’ a power crystal capable of turning Iceworld into 
  a starfaring vessel again.
  The Dragon generally avoids explorers in the undercity, but it can drive off the curious with powerful lasers 
  mounted in its eyes. If it is treated politely, however, it is quite willing to help those who seek to know more 
  about Kane and his crimes. It will lead such people to the Singing Trees where the truth can be revealed.
  
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  kane
  Obsession (Major Bad): To return to Proamon 
  for revenge!
  Tough (Minor Good): Reduce total damage by 2.
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  Weakness (Major Bad): Direct heat does 4 levels 
  of damage to Kane each round.
  tech LeveL: 6 
   story points: 10
  aWareness
  4
  presence
  3
  coordination
  3
  resoLve
  4
  ingenuity
  4
  strength
  4
  skiLLs 
  Athletics 2, Convince 2, Fighting 2, Knowledge 3, 
  Marksman 2, Science 3, Subterfuge 2, Technology 2, 
  Transport 2.
  traits
  Dark Secret (Minor Bad): Kane is actually a 
  criminal.
  Dependency (Major Bad): Kane suffers -4 to all 
  rolls if he is unable to bring his blood temperature 
  down every four hours or so.
  Environmental (Minor Good): Kane suffers no ill 
  effects from the cold.
  Immortal (Special Good): The deep cold Kane lives 
  in keeps him preserved forever.
  Indomitable (Major Good): +4 bonus to any rolls to 
  resist psychic control.
  Natural Weapon (Special Good) – Cold Touch: 
  Anyone in solid contact with Kane’s bare flesh 
  (such as the victim of a grapple) suffers 4 points of 
  damage each round from the intense cold.
  To the visitors of Iceworld, Kane is nothing more than the slightly eccentric manager of a local spaceport. 
  However, he is in fact an exiled criminal from a now-dead world called Proamon. Over 3000 years ago he 
  was part of the Kane-Xana gang, a brutal group of revolutionary criminals. They believed themselves to be 
  dedicated freedom fighters, but were actually thieves and terrorists. 
  When the gang was captured, Kane’s lover Xana killed herself to escape arrest, for which Kane blamed 
  the authorities. Kane was brought to the icy dark side of Svartos and the power core of his ship removed, 
  marooning him as a permanent exile. Kane saw his punishment as victimisation and vowed revenge on his 
  homeworld.
  As the inhabitant of an almost sunless planet, Kane’s body temperature runs at over a hundred degrees 
  below freezing. This means he needs to rest in a refrigeration unit to stop his blood boiling, even in the cold 
  conditions of Iceworld. This is why he hasn’t escaped before; he needs the extreme conditions on the ship 
  to survive. The upside of his condition is that it does make him immune to extreme cold, even that of liquid 
  nitrogen, and means he is cold enough to kill with a touch.
  Kane is utterly ruthless and single-minded, for over 3000 years all he has thought about is his lost lover 
  and how to escape and take revenge. So, when the Doctor proves to him his planet is gone, he has nothing 
  to live for any more.
  dragonfire
  
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  kracauer
  aWareness
  3
  presence
  2
  coordination
  3
  resoLve
  2
  ingenuity
  2
  strength
  3
  Poor Kracauer is something of a stooge. He is 
  a loyal senior officer in Kane’s guard. That is, 
  until Belazs convinces him that if they don’t 
  destroy Kane they will eventually be killed 
  by him. Interestingly, Belazs finds an excuse 
  not to be with Kracauer when he makes his 
  move. By turning up the heat on Kane while 
  he is refrigerating, Kracauer nearly kills him. 
  Unfortunately there are no points for second 
  place and Kane freezes him to death for his 
  temerity.
  skiLLs 
  Athletics 2, Fighting 2, Knowledge 2, Marksman 
  3, Subterfuge 2, Technology 3, Transport 2.
  traits
  Obligation (Major Bad): Kracauer took Kane’s 
  sovereign, and is bound forever.
  Unlucky (Minor Bad): Re-roll the dice 
  whenever double ‘6’s are rolled.
  equipment: Energy pistol (4/L/L).
  tech LeveL: 6 
   story points: 6
  frozen mercenaries
  aWareness
  2
  presence
  2
  coordination
  2
  resoLve
  5
  ingenuity
  2
  strength
  5
  Kane has been buying and freezing mercenaries 
  for many years, and has built up quite a collection 
  in that time. The process destroys the victim’s 
  neural pathways, making them forget who they 
  are. This makes them very pliable as a fighting 
  force, as they rarely question their orders. 
  However, in cases of extreme rage they can 
  retain some of their memories, but that doesn’t 
  often make them any easier to deal with. The 
  freezing process effectively turns these people 
  into zombies. They are slow moving, but also 
  extremely strong. Even two canisters of Nitro-9 
  aren’t enough to stop them.
  skiLLs 
  Athletics 3, Fighting 3, Marksman 2, 
  Subterfuge 2, Technology 1, Transport 1
  traits
  Amnesia (Major Bad): The mercenaries have 
  no memory of their past.
  Armour (Minor Good): Their frozen bodies 
  reduce damage by 5.
  Enslaved (Major Bad): Must obey the will of Kane.
  Environmental (Major Good): The dead suffer 
  no ill effects from any environment.
  Slow Reflexes (Major Bad): As you’d 
  traditionally expect, the zombies act last no 
  matter what they are doing.
  Tough (Minor Good): Reduce total damage by 2.
  tech LeveL: 6 
   story points: 4
  
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  ‘The Hand of Omega is inside this box. The most 
  powerful and sophisticated remote stellar control 
  manipulator device ever constructed.’
  ‘Are you sure you want the Daleks to have it?’
  ‘Absolutely.’
  B  synopsis
  Earth, Totter’s Lane, 1963
  The Doctor brought Ace back to a once familiar 
  place, Earth in 1963, and Coal Hill School close 
  to a scrap merchant in Totter’s Lane. Outside the 
  school the Doctor noticed a van with some very 
  peculiar technology, overlooking the young girl 
  watching him from the school gates. Never one to 
  be shy the Doctor introduced himself to the van’s 
  occupant, Professor Rachel Jensen, who was trying 
  to find the source of some very odd readings. Before 
  Rachel could tell the Doctor she was working on a 
  classified project, she was called to the scrapyard 
  in Totter’s Lane by her superiors and the Doctor 
  naturally decided to tag along.
  These superiors turned out to be the military, led 
  by Group Captain Gilmore, who had already lost a 
  man to an assailant with an energy weapon while 
  investigating the scene. Now backup had arrived 
  he felt more confident of destroying the invader. 
  However, when the soldiers assaulted the area they 
  found a lone Dalek who proved more than a match 
  for them until the Doctor used some of Ace’s Nitro-9 
  to destroy it.
  Ace and the Doctor left the military to busy 
  themselves securing the area and returned to the 
  school where the energy readings were detected. 
  The Doctor told Ace he was actually expecting to 
  find the Daleks here as they sought something he 
  had hidden a long time ago: the Hand of Omega, 
  a powerful piece of Gallifreyan technology. 
  Investigating the cellar of the school they discovered 
  a transmat device that was the source of the energy 
  readings. This device was transporting Daleks 
  from a mothership stationed in orbit. However, they 
  appeared quite different to the Dalek found in the 
  scrap yard. It appeared there were two factions of 
  Daleks here, both looking for the Hand of Omega. 
  The Imperial Daleks in the mothership were bionic 
  creatures that served the Emperor Dalek. 
  The Renegade faction had broken away and refused 
  to serve the Emperor or have their mutations 
  ‘enhanced’. While the Doctor had planned to let 
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  the Daleks have what they want, the two factions 
  complicated things and the military was in danger 
  of being caught in the crossfire.
  The Doctor went to retrieve the Hand of Omega 
  from its hiding place at an undertakers, but agents 
  of the Renegade Daleks learned of its location. 
  When they tried to retrieve it the Imperial Daleks 
  detected the power source and dispatched an 
  assault shuttle (since the Doctor had put their 
  transmat is out of action). When the shuttle landed 
  the Imperial Daleks poured out and engaged the 
  Renegade faction for control of the Hand of Omega. 
  The Imperial Daleks were victorious, but while 
  they were away from the shuttle the Doctor snuck 
  aboard and hacked into their computer system.
  As the shuttle returned to the mothership with 
  the Hand of Omega, the Doctor rigged up a 
  communication device to speak with the Dalek 
  Emperor himself. The Emperor turned out to be 
  Davros, who the Doctor goaded into 
  using the Hand of Omega. Davros 
  believed the device would turn Skaro’s 
  sun into a power source similar to 
  the Time Lord’s Eye of Harmony. With 
  this power his Daleks could expand 
  their time technology and use it to 
  destroy the Time Lords. Unfortunately 
  he had been led into a trap and the 
  Hand of Omega destroyed Skaro’s sun 
  instead, vaporising the home planet 
  of the Daleks. Then it returned to the 
  mothership to destroy that too before 
  returning the Gallifrey.
  The Doctor’s plan worked, the Imperial 
  Daleks destroyed the Renegades, and 
  were themselves destroyed by the Hand 
  of Omega. However, at the last moment, 
  Davros abandoned the mothership, 
  escaping so he might rebuild his 
  creations once more.
  continuity
  •	
  Given that the Doctor returns to 
  his old home in Totter’s Lane, 
  this episode is full of history and 
  references. Coal Hill School is where 
  Susan went to school and where 
  Barbara Wright and Ian Chesterton 
  first met her as teachers. When 
  Susan brings her teachers to meet 
  her grandfather, they visit the 
  junkyard at 76 Totter’s Lane (see An Unearthly 
  Child in The First Doctor Sourcebook). It’s also 
  where Clara Oswald subsequently teaches (see 
  The Day of the Doctor in The Eleventh Doctor 
  Sourcebook).
  •	
  After all this time we learn why the First Doctor 
  came here: he was hiding the Hand of Omega. It 
  is unlikely his plan to destroy the Daleks began 
  here; after all he hadn’t encountered them 
  yet. However, at some later date he must have 
  decided to leak the location to draw them in. He 
  may have made some of his plans when he last 
  returned here seeking the source of a distress 
  beacon (see Attack of the Cybermen in The 
  Sixth Doctor Sourcebook).
  •	
  While the Hand of Omega destroys Skaro, the 
  Doctor will later have to travel there to collect 
  the Master’s remains after his execution by the 
  Daleks (see The Eighth Doctor Sourcebook). 
  
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  So, we might assume the Daleks find either a 
  new home or rebuild their old one before the 
  end of the Seventh Doctor’s era. 
  •	
  The Doctor mentions his age again, noting he 
  is over 900 years old as we already know (see 
  Time and the Rani). He also treats Davros to a 
  list of his titles – “President-elect of the High 
  Council of Time Lords, Keeper of the Legacy 
  of Rassilon, Defender of the Laws of Time and 
  Protector of Gallifrey”.  Now it’s possible he’s 
  only inventing some impressive titles to scare 
  Davros, but what if they are real? He has been 
  voted in as president twice before, after all.
  •	
  What is Rassilon’s legacy and how might the 
  Doctor have been charged with keeping it? Is he 
  a lot older than he looks? He does let slip to Ace 
  when explaining the Hand of Omega that “we, 
  I mean they, had trouble with the prototype”. 
  Was the Doctor there in the early times with 
  Rassilon and Omega, or does he simply use ‘we’ 
  to refer to his people? 
  •	
  The title of Defender and Protector of Gallifrey 
  and the Laws of Time suggests his unofficial 
  status might have become official. The Time 
  Lords have always used him as a ‘black ops 
  agent’ to do things their own laws don’t allow 
  them to. What if the Doctor is now some sort of 
  sanctioned off book agent of the Time Lords? 
  The title may have been given to him after 
  his trial, possibly by way of apology (see The 
  Ultimate Foe in The Sixth Doctor Sourcebook). 
  This would let him go about manipulating time 
  as he sees fit for ‘the common good’ with the 
  official blessing of the Time Lords. It would 
  give him carte blanche to do as he pleases, and 
  would explain why the Time Lords are happy to 
  let him look after the Hand of Omega. While the 
  Time Lords have misplaced things in the past, 
  losing track of a device that can destroy stars 
  seems unprofessional even for them!
  •	
  It may seem odd that UNIT isn’t involved in this 
  adventure, but in 1963 they didn’t yet exist. UNIT 
  won’t be formed for another five years, under 
  Colonel Lethbridge-Stewart, after a Yeti attack 
  in the London Underground (see the The Web 
  of Fear in The Second Doctor Sourcebook). 
  However, it is encounters like this one with the 
  Daleks that will lead the military to decide there 
  is a need for a specialised task force. 
  •	
  Finally, as if confirmation were really needed, we 
  learn that stairs pose no problem for a Dalek.
  remembrance of the daLeks
  
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  B  running the adventure
  There is so much going on here it is a 
  little difficult to know where to start. 
  It’s definitely the sort of adventure 
  best saved for an experienced group 
  of characters. One group of Daleks is 
  bad enough, but this adventure pits two 
  in open conflict over one of the most 
  powerful artefacts of ancient Gallifrey. 
  So our first piece of advice is tread 
  carefully (especially as characters can 
  often do more damage than Daleks with 
  such a device – see pg. 22)!
  If you run this adventure using the 
  Doctor, it makes sense for him to have 
  placed the Hand of Omega here as a 
  lure and chosen this time to play his 
  endgame. However, a less renowned 
  Time Lord is unlikely to have been given 
  stewardship of such a potent device. So 
  maybe the Doctor has actually left it to 
  them to sort out. Once he has left the 
  Hand of Omega at the undertakers he 
  contacts the characters and asks them 
  to retrieve it. He might be watching on 
  the sidelines to make sure things go well, 
  but he’s actually chosen the characters 
  for the job as he knows they won’t 
  manage to keep the Hand of Omega from 
  the Daleks. He can be cunning like that, 
  and keeping himself out of it ensures the 
  Daleks won’t smell a rat.
  This adventure might also fit a UNIT campaign very 
  well. While there is no UNIT as yet, the characters 
  may serve in a military investigation group. This 
  adventure might prove the catalyst that allows 
  the characters to get funding and begin UNIT 
  themselves. In fact, many of the characters in 
  this adventure, such as Gilmore, Rachel, Mike and 
  Allison would make excellent characters. The only 
  problem is that without the Doctor they may be 
  hopelessly outclassed by the Daleks.
  There are plenty of ways to change the story as well 
  as you might expect with so much going on. The first 
  is to change the Doctor’s agenda. What if he actually 
  doesn’t want the Daleks to have the Hand of Omega? 
  It’s not a bluff; he really is fighting to keep it from 
  them! Should he fail, the Time Lords themselves 
  might be forced to intervene before the Daleks 
  really do use it to destroy Gallifrey and become 
  masters of time.
  aLLying With the daLeks
  With two factions of Daleks, their agenda might be a 
  little different as well. While we hesitate to suggest 
  one is actually made up of ‘good’ Daleks it is still 
  possible to find allies of the moment. It doesn’t 
  really matter which faction is the potential ally, as 
  either side is dangerous enough. However, given 
  the Renegades’ limited resources it makes sense 
  that they might be looking to join forces against 
  the Imperial Daleks. There are a few reasons they 
  might find an alliance acceptable:
  •	
  The Imperial Daleks actually want to destroy 
  the Earth, just to make sure there are no other 
  powerful artefacts left there by the Doctor. 
  The Renegades therefore reason they might 
  find useful cannon fodder allies among its 
  inhabitants.
  •	
  The Renegades are actually the broken remains 
  of Daleks from the future. They have come 
  
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  back to stop their past selves using the Hand 
  of Omega, as they do not actually possess the 
  skills to use it properly. They know for a fact 
  that their experiments will actually bring the 
  Dalek Empire to its knees.
  •	
  The Renegades are actually robot imposters 
  created by the Movellans (see Destiny of the 
  Daleks in The Fourth Doctor Sourcebook) to 
  look like Daleks to distract the Imperials while 
  they plan a new offensive.
  •	
  The Renegades are actually infected with the 
  Movellan virus (see Resurrection of the Daleks 
  in The Fifth Doctor Sourcebook). They have 
  slowed its progress but need help to find a cure. 
  If the humans don’t help them they will destroy 
  everything, if the Imperials don’t destroy them 
  first.
  •	
  The Renegades are actually just radio-
  controlled empty shells left over from previous 
  conflicts or fashioned out of fibreglass. The 
  military constructed them to draw out and 
  distract the ‘real’ Daleks. They may get more 
  than they bargained for.
  •	
  The little girl is actually a computer genius 
  who has hacked into the Dalek systems. She is 
  playing a huge game and sees the Imperials as 
  more toys to play with.
  76 totter’s Lane
  This junkyard in Shoreditch, in the East End of 
  London has become somewhat mysterious; more 
  for what it might be than for what it actually is. The 
  place is an open yard, entered through large wooden 
  gates with the name I. M. Foreman painted on them 
  as the proprietor. The yard itself is full of scrap and 
  junk, collected over who knows how many years. A 
  few small buildings sit around the edge of the yard, 
  but only serve as more storage space rather than 
  offices or habitation. 
  What makes this place special is that it might be 
  the closest the Doctor has to a home outside the 
  TARDIS, or it could just be a junkyard. Foreman 
  might be a clue to the Doctor’s name or Susan might 
  just as easily have borrowed it to for herself. There 
  is an implication that the Doctor owns the junkyard, 
  but he might just as easily have just parked the 
  TARDIS here once. His connection is well known 
  enough to the Daleks for them to begin their search 
  for the Hand of Omega here.
  coaL hiLL schooL
  Near the junkyard lies the school that Susan 
  Foreman attended. It is a school like most others, 
  except for the fact that the Daleks have taken 
  control of it to use it as a forward base. There are 
  few children here, although the little girl who serves 
  as the Renegade’s battle computer spends a lot of 
  time here observing. What has happened to the rest 
  of the staff and pupils is unclear, but it is perhaps 
  safest to assume this adventure takes place during 
  a school holiday. The Headmaster is the only adult 
  on the premises, and while he is a very average 
  human being he is also under the control of the 
  Imperial Daleks. 
  remembrance of the daLeks
  
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  key Locations in coaL hiLL schooL 
  •	
  Playground: The main courtyard of the school 
  is a simple tarmaced area with a hopscotch grid 
  as its only feature. However it also makes a 
  perfect spot for the Daleks to land their assault 
  shuttle, which has been here before to set up 
  the transmat. This previous landing has left 
  four tell-tale piles of ash where the landing 
  rockets fired.
  •	
  Cellar: The basement of the school (accessed 
  by a small door in the main corridor and a 
  simple flight of steps) is the most important 
  area as far as the Daleks are concerned. Here 
  they have set up a transmat receiver station so 
  they can deploy their troops quietly and quickly. 
  The Headmaster’s primary job is to defend this 
  area, and he is usually assisted by an Imperial 
  Dalek guard as well. 
  •	
  Science Labs: Overlooking the playground on 
  the second floor is a series of science labs. 
  Like most of the classrooms they have large 
  windows that look into the corridor as well so 
  passing teachers might see the misdoings of 
  unattended pupils. The labs are well equipped 
  with glassware and chemical apparatus that 
  remains set up between classes.
  ratcLiffe’s buiLder’s merchants
  The Renegade faction has made their base at the 
  business premises of their agent, George Ratcliffe. 
  Ratcliffe owns a builder’s merchant that is not 
  group captain ian giLmore
  equipment: Pistol (2/5/7).
  tech LeveL: 5 
   story points: 6
  aWareness
  3
  presence
  3
  coordination
  4
  resoLve
  4
  ingenuity
  3
  strength
  3
  skiLLs 
  Athletics 3, Convince 2, Craft 1, Fighting 3, 
  Knowledge 3, Marksman 4, Science 1, Subterfuge 2, 
  Survival 1, Technology 1, Transport 2.
  traits
  Brave (Minor Good): +2 bonus to any Resolve roll 
  when Gilmore needs to show courage.
  Code of Conduct (Minor Bad): Gilmore follows 
  orders and does his best for his men.
  Military Rank (Major Good): Group Captain.
  Obligation (Major Bad): Protect the Earth and take 
  care of his men.
  Tough (Minor Good): Reduce total damage by 2.
  Voice of Authority (Minor Good Trait): +2 bonus to 
  Presence and Convince rolls.
  The Group Captain leads a small team charged with investigating strange incursions from hostile life forms. 
  No one in the ministry wants to say aliens yet, in fact Captain Gilmore laughs at the Doctor’s suggestion he 
  is facing little green men. However, he doesn’t laugh for long. When a Dalek slaughters several of his men 
  and proves impervious to his best weapons he quickly understands that humanity is outclassed by these 
  extra-terrestrial visitors. 
  Officially his team is there to respond to threats that cannot currently be classified. So they really have very 
  little idea about what they are facing. Luckily Gilmore cares about the safety of his men and isn’t too proud 
  to take advice from someone outside the chain of command who seems to know what they are doing.
  
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  dissimilar to 76 Totter’s Lane. A double wooden 
  gate leads into a small yard, which is backed by a 
  warehouse and office building. A series of garages 
  sit along one side of the yard where vehicles or 
  materials can be stored. Behind a small storeroom 
  lies Ratcliffe’s office, where the Renegade Dalek 
  battle computer and command chair can be found. 
  The computer consists of a desk and screen that 
  multicoloured lights constantly play over. Ratcliffe 
  comes here to get his orders from the Dalek 
  commander, which he then relays to his men.
  further adventures
  •	
  The Shoreditch Murderer: Several people have 
  been killed late at night in the Shoreditch area 
  near Totter’s Lane. The police are looking for 
  a killer who seems to drain their victim of an 
  odd selection of minerals. In fact the killer is 
  a Dalek mutant that survived the destruction 
  of its armoured casing during the battle. It 
  is feeding on random passers-by simply to 
  survive and trying to collect enough scraps of 
  technology to build a distress signal.
  •	
  Jenny Dreams: The little girl, let’s call her Jenny, 
  who was connected to the Dalek computer has 
  seemingly recovered from the experience. 
  However, she still has nightmarish dreams 
  of metallic monsters doing terrible things to 
  strange beings from other worlds. It seems 
  she is still connected to the Daleks somehow, 
  sergeant mike smith
  Prejudice (Minor Bad): For all his charm, Mike 
  is a racist.
  Quick Reflexes (Minor Good): Mike dynamically 
  goes first in his Action Round unless taken by 
  surprise.
  tech LeveL: 5 
   story points: 6
  aWareness
  3
  presence
  4
  coordination
  4
  resoLve
  3
  ingenuity
  3
  strength
  3
  skiLLs 
  Athletics 3, Convince 2, Fighting 3, Knowledge 2, 
  Marksman 3, Subterfuge 3, Survival 1, Transport 3.
  traits
  Attractive (Minor Good): +2 bonus to any rolls that 
  involve Smith’s looks.
  Brave (Minor Good): +2 bonus to any Resolve roll 
  when the character needs to show courage.
  Charming (Minor Good): +2 bonus to attempts to 
  use charm.
  Dark Secret (Major Bad): Working as part of 
  Ratcliffe’s association and a Dalek agent.
  Impulsive (Minor Bad): Just like any hero, Mike 
  doesn’t think before diving in.
  Military Rank (Minor Good): Sergeant.
  Mike seems a decent enough chap, and works as Gilmore’s right hand man. He is dynamic, daring, 
  unconventional and downright heroic. Unfortunately, under all that he is also a racist and a bigot. He is 
  secretly part of Ratcliffe’s group of neo-Nazis and honestly believes in racial segregation. This also makes 
  him a knowing Dalek agent. While he doesn’t want to lead a revolution or see blood spilled, he genuinely 
  believes white people are better than everyone else. His attitude is almost worse that Ratcliffe’s as it is the 
  sort of casual racism shared by many of the ‘men on the street’ and those who read right wing tabloids. 
  The sort of people who say “I’m not racist but…” When Mike’s secret allegiance is discovered he turns to 
  Ratcliffe and his Dalek allies rather than trying to make amends. Ace is drawn to his fighter pilot charm, 
  making her feel doubly betrayed by both his treachery and morality. The most sickening thing about Mike 
  is that he truly believes he is one of the good guys.
  remembrance of the daLeks
  
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  and might be a way to discover their plans and 
  save lives. However, can the characters put a 
  little girl through all that again? If they don’t 
  find a way to sever her connection at least, the 
  dreams might drive her mad. Worse yet, if the 
  Daleks discover what she can do, they might 
  decide to clean up this loose end.
  •	
  Davros must be Exterminated!: The Renegades 
  destroyed in Shoreditch were only a strike 
  team, not the entire movement. With Skaro 
  and the Imperial Daleks destroyed, they are 
  now the main Dalek force in the galaxy. After 
  waging a more direct war against the remains 
  of the Imperial Daleks they turn their attention 
  to Davros. There are rumours he escaped and 
  they want to hunt him down. Unfortunately 
  they need a Time Lord to track him across 
  time and space. Will the characters help the 
  Daleks hunt down their creator, and if they do, 
  can they trust them not to exterminate them 
  afterwards?
  •	
  Lost Property: What else might the Doctor 
  have left in Totter’s Lane? Is it as dangerous 
  as the Hand of Omega? A strange build up of 
  energy in the junkyard suggests something 
  dangerous is hidden there. Unfortunately, the 
  energy readings have been picked up by other 
  interested parties who know of the area’s 
  significance, and they are looking to claim 
  whatever might be there for themselves.
  george ratcLiffe
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  tech LeveL: 5 
   story points: 5
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  3
  ingenuity
  3
  strength
  3
  skiLLs 
  Athletics 2, Convince 3, Craft 2, Fighting 2, Knowledge 
  2, Marksman 2, Subterfuge 3, Transport 2.
  traits
  Back up (Minor Good): The ‘association’ are all 
  loyal to the cause.
  Charming (Minor Good): +2 bonus to attempts to 
  use charm.
  Dark Secret (Major Bad): Leading the Renegade 
  Dalek agents.
  Prejudice (Major Bad): Ratcliffe is an unapologetic 
  neo-Nazi.
  Selfish (Minor Bad): Ratcliffe puts his own needs 
  first.
  Mr Ratcliffe is a despicable human being, but one who hides as a pillar of the community. He is a local 
  businessman and also runs the local chapter of the Territorial Army. However, he has formed them into 
  an ‘association’ that does more than serve in time of war. His men work for the town and do what they can 
  for their country. That might sound very laudable, until you discover what sort of England Ratcliffe thinks 
  needs protecting. Ratcliffe’s association is actually a group of neo-Nazis, waiting for the day they can purge 
  England of the corruption of all foreigners. He has even been imprisoned for insisting England should have 
  fought with Hitler’s Nazis in the war rather than against them. His views of racial purity and segregation 
  are pretty much the same as the Daleks, and this has made him the perfect agent for the Renegade faction. 
  Filled with dreams of a new England under Dalek (and his) control he has given the Renegades everything 
  they ask for and is wholly dedicated to their agenda. It is then ironic that despite his loyal service the Daleks 
  decide to kill him for no better reason than he isn’t a Dalek and they have no use for him any more.
  
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  professor racheL jensen
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  3
  ingenuity
  5
  strength
  2
  Jensen is one of the most renowned scientists of 
  her generation. So she was doubly annoyed when 
  she was essentially drafted by the military to act as 
  scientific adviser for Gilmore’s operation. While she 
  hates being pushed around by the military, she does 
  secretly relish the opportunity to put her expertise 
  to practical use. In the same way that Gilmore gets 
  a reality check on the power of his armed forces, 
  Rachel comes to understand she really knows little 
  about the science she is supposedly an expert on. 
  This both at once frustrates and excites her. On the 
  one hand a space vagrant is forced to talk to her like 
  a child because her understanding is so limited. On 
  the other hand there are whole universes of science 
  she has yet to even discover, let alone explore.
  skiLLs 
  Athletics 2, Convince 3, Knowledge 2, Science 5, 
  Subterfuge 1, Technology 3, Transport 1.
  traits
  Boffin (Major Good): Allows Rachel to create 
  Gadgets.
  Cutting Edge Technology (Minor Good): Rachel 
  has no penalty when operating technology from 
  one Technology Level above her home time period. 
  Insatiable Curiosity (Minor Bad): Rachel will 
  investigate anything that sparks her curiosity 
  unless she passes a Resolve + Ingenuity roll at -2.
  Marginalised (Minor/Bad): -2 to all 
  professional social interaction.
  tech LeveL: 5 
   story points: 6
  aLLison WiLLiams
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  4
  strength
  2
  Allison is a qualified physicist, with a solid 
  expertise in her field. It is why she got the job as 
  Professor Jensen’s assistant. Unfortunately, it 
  doesn’t seem to matter how many degrees you 
  have, the military types just expect her to act as 
  a secretary or make the tea. It’s frustrating, and 
  annoying, but at least she is not the only woman on 
  the team, and working with Rachel is a fantastic 
  opportunity to partner with such an eminent 
  scientist. Allison is young and eager to learn, but 
  also dedicated, skilled and resolute. Yes, she can 
  make a cup of tea, and it’ll be a bloody good one, 
  but she’d far rather answer your questions about 
  physics because that’s what she’s here for.
  skiLLs 
  Athletics 2, Convince 2, Fighting 1, Knowledge 2, 
  Marksman 1, Science 4, Technology 3, 
  Transport 2.
  traits
  Attractive (Minor Good): +2 bonus to any rolls 
  that involve the character’s looks.
  Face in the Crowd (Minor Good): +2 to any 
  Subterfuge Skill roll to sneak about.
  Marginalised (Minor/Bad): -2 to all 
  professional social interaction.
  tech LeveL: 5 
   story points: 5
  remembrance of the daLeks
  
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  ‘Don’t forget, when you smile, I want to see those 
  teeth.’
  B  synopsis
  Terra Alpha, 24th century
  On the Earth colony Terra Alpha, something was 
  wrong, and the Doctor decided to take Ace there to 
  investigate the rumours he’d heard about the place. 
  When they arrived, things looked peaceful enough. 
  However, several citizens had been executed by the 
  ‘Happiness Patrols’ led by the colony administrator 
  Helen A. The only crime they were guilty of was 
  being unhappy, and the forced smiling had taken its 
  toll on the population.
  Deciding the best way to get to the bottom of things 
  was to get arrested, the Doctor declared he was 
  feeling a little down to one of the patrols. 
  He and Ace were instantly arrested, and 
  noticed the Happiness Patrol had decided 
  to cheer the TARDIS up by painting it pink! 
  While incarcerated in a ‘Waiting Zone’ Ace 
  and the Doctor met Harold V who told them 
  any form of sadness was a capital crime. 
  Wearing black, listening to sad music, 
  even reading poetry was considered 
  dangerously subversive. Those who were 
  captured were taken to ‘The Kandy Man’ 
  for use in his experiments or publicly 
  executed in the main forum, by being 
  smothered in fondant.
  Having learned all they could from the 
  Waiting Area, the Doctor and Ace escaped 
  but got separated. Ace made an ally in 
  the form of Susan Q who was a member 
  of the Happiness Patrol but had lost her 
  faith in the organisation. The Doctor met 
  Earl Sigma, a travelling blues musician 
  and medical student who had got stuck 
  on Terra Alpha. He also met Trevor Sigma 
  who was conducting an official census of 
  the planet. Using Trevor Sigma’s access 
  to the administration centre, the Doctor 
  managed to confront Helen A. She insisted 
  her programme of executing ‘Killjoys’ was 
  not only making Terra Alpha a happier 
  place but also meeting the galactic 
  guidelines on population control. 
  Meanwhile, Ace had discovered a demonstration 
  by the factory workers who keep the city running. 
  She also ran into the tribal indigenous inhabitants 
  of the planet who lived in the tunnels under the 
  city. She and the Doctor realised these oppressed 
  people had the power to topple the regime if they 
  could stand united. So the Doctor led a public 
  demonstration where he invited all the subversives 
  to come to the main forum and laugh themselves 
  silly. 
  With no protocol for executing happy people, 
  the Happiness Patrol was powerless to stop the 
  laughter and chaos. A joyful revolution quickly 
  followed, and Helen A was forced to surrender the 
  control centre and make a run for it. Without their 
  leader, the Happiness Patrol fell apart and freedom 
  prevailed. The TARDIS got repainted blue, as the 
  blues returned to the colony.
  the happiness patroL
  
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  continuity
  •	
  Ace turns out to have an interest in 
  dinosaurs, so the Doctor promises 
  to take her to the Cretaceous period 
  sometime. 
  •	
  Having only travelled with the Doctor 
  for a short time, she is also adept at 
  playing the spoons.
  •	
  When asked his name by Trevor 
  Sigma, 
  who 
  refuses 
  to 
  accept 
  nicknames, the Doctor mentions his 
  nickname at the Academy was Theta 
  Sigma (see The Armageddon Factor 
  in The Fourth Doctor Sourcebook).
  •	
  As if we needed reminding, the 
  Doctor once more shows how much 
  he hates guns. When two patrolmen 
  treat 
  their 
  task 
  of 
  murdering 
  members of the factory procession 
  as a video game he cannot stand 
  by and do nothing. He shows the 
  patrolmen they are executing real 
  people by getting them to train their 
  guns on him and look him in the eye. 
  They find themselves unable to fire. 
  Interestingly, the Doctor will find 
  himself in the reverse situation later 
  on (see the adventure Battlefield).
  This is another adventure where we never see inside 
  the TARDIS. However the outside gets repainted 
  bright pink by the Happiness Patrol. The Doctor 
  quite likes it but loses no time painting it blue again 
  before he leaves!
  B  running the adventure
  After the complexity of the last adventure, this one 
  is very simple, but also very player driven. The 
  minute the characters arrive they will discover the 
  Happiness Patrol is executing anyone who is sad. 
  It should be pretty clear to them this is a bad thing 
  and they need to do something about it! In a sense, 
  that’s all there is to this adventure but that makes it 
  a lot harder to run. The emphasis is on the players 
  figuring out a plan and making it work, but toppling 
  a regime is never easy.
  The Doctor goes about taking down Helen A in two 
  stages. First, he investigates what is going on to get 
  an idea of what he is up against. Then he looks for 
  allies he can bring together so he can mount a real 
  assault on the regime. In the Doctor’s case the key 
  is when he finds out the factory workers have the 
  power to hold the city to ransom and the primitive 
  tunnel dwellers are more numerous and organised 
  than first expected.
  While this adventure can be a simple romp trying 
  to topple an insane dictator, it need not be quite 
  as silly as that might sound. All the bright pink 
  and enforced smiles can be very threatening if not 
  played for laughs. The Gamemaster can create a 
  very dark atmosphere by allowing the characters to 
  wander the city of Terra Alpha for a while. The dark, 
  empty streets might seem more oppressive with 
  the strange addition of ‘elevator musak’. In fact, if 
  the Gamemaster likes to use music during the game 
  a tape of this awful tuneless rubbish might be quite 
  useful in evoking atmosphere.
  The Happiness Patrol might also not be quite as 
  insane as it first appears. It might be the case that 
  Terra Alpha is in the grip of an epidemic of mood-
  altering drugs (see Gridlock in The Tenth Doctor 
  the happiness patroL
  
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  Sourcebook). Criminal gangs are feeding the 
  population shots of ‘happy’ (or even ‘sad’) to help 
  them cope with the depressing world they live in. 
  The Happiness Patrol in this case seeks out drug 
  users, made obvious by their emotional state, 
  and follows a zero tolerance policy with extreme 
  vigilance. While this might sound draconian, the 
  drugs might have turned a friendly, prosperous 
  city into a hell-hole in the grip of criminal gangs. In 
  such an adventure, the characters will have to help 
  root out the drug gangs. However, at the same time 
  they’ll have to work hard to deal with the fanatical 
  Happiness Patrol.
  Another possibility for adapting the adventure is to 
  make Silas P the leader of a resistance movement 
  rather than an undercover agent. What if the lies he 
  tells killjoys are actually true? He might work as an 
  undercover agent so he can help killjoys. The secret 
  safe house he mentions may actually exist and he 
  has a network of killjoys looking to revolt ‘when the 
  time is right’.
  Given this adventure involves nothing more 
  complicated than arriving on a planet; it can also 
  be an easy adventure to bring almost any group of 
  characters into. Portals or spacecraft might bring 
  Torchwood agents, Time Agents or just ordinary 
  people here as well as Time Lords and companions. 
  Or the characters might actually be sent here, 
  possibly instead of Trevor Sigma, to conduct an 
  overdue government survey.
  terra aLpha
  Until the Happiness Patrols, there was little very 
  special about Terra Alpha. It is one of several Earth 
  colonies in the system, and lies not too far away 
  from the galactic core. Even so, it is something of a 
  backwater. While it sees a few tourists each year it 
  only gets visited by Earth officials when it is time for 
  its bi-yearly census.
  The society of Terra Alpha operates a rigid class 
  system. Each citizen has a letter of the alphabet as 
  a surname, which grades them into social groups, 
  A being the highest caste and Z being the lowest. 
  Citizens can be re-graded as a punishment or 
  reward, moving up or down the alphabet. Visitors 
  are all accorded the surname ‘Sigma’, which has 
  its own rights, privileges and restrictions. Most of 
  Terra Alpha is a dark concrete jungle, where few 
  people are able to see the sky. Under Helen A, the 
  buildings are painted in dark colours and ‘musak’ is 
  constantly played throughout the city on ubiquitous 
  speakers. Few people wander the streets and most 
  keep themselves to themselves. 
  key Locations on terra aLpha 
  •	
  Administration Centre: Terra Alpha is ruled from 
  the bright beige offices of the Administration 
  Centre. From here, announcements can be 
  made citywide and all the important areas can 
  be observed using the camera system. Helen 
  A essentially runs the colony from this suite of 
  rooms.
  •	
  The Forum: This social centre of the colony has 
  become a place of entertainment and execution. 
  It is a large open area surrounded by a balcony 
  and a rough colonnade. In the centre is a large 
  square plinth around three feet high and ten 
  feet wide where the condemned await their fate. 
  Executions are officially by firing squad, but 
  Helen A prefers drowning then in fondant once 
  they believe they have been given a reprieve. 
  Several tired-looking balloons adorn the area 
  to make the executions look a bit more fun.
  
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  •	
  Forum Entrance: The main entry to the Forum 
  also serves as a meeting area. A wide staircase 
  leads up to the entrance of the Forum, 
  decorated in Gothic-style arches. The steps are 
  sometimes used as a stage of sorts and there 
  is certainly enough space in the area at the 
  bottom of the stairs to fit a large audience.
  •	
  The Waiting Zones: Officially Terra Alpha 
  has no prisons, such places would be too 
  depressing. Instead it has Waiting Zones, small 
  areas marked out with white tape against one 
  of the buildings. An armed guard looks after the 
  area, and while no one is a prisoner, she will 
  happily shoot anyone who tries to leave. Some 
  Waiting Zones are equipped with fruit machines 
  that pay out a video of Helen A telling a bad joke 
  very badly as a prize. Most people laugh, as 
  Helen A is able to kill anyone touching the fruit 
  machines by charging them with electricity.
  •	
  The Kandy Kitchen: The underground lair of 
  the Kandy Man is a sugar-caked factory. From 
  here, fondant and sugar are processed and 
  sent all over the city through massive pipes. 
  Levers near the Kandy Man’s lab area direct 
  the flow of the system to where it is required. 
  Most of the area is taken up by the Kandy Man’s 
  lab where he perfects his craft, and tests it 
  on those strapped into two nearby chairs. A 
  large staircase leads out of the kitchen, but it 
  is possible to get in or out by travelling through 
  the larger pipes connecting to the room.
  •	
  The Undercity Tunnels: Under the city are a 
  series of large tunnels, used to move sweets 
  and sugar across the city. The tunnels are made 
  of steel and easily big enough for a human to 
  stand upright in. they are rarely used by the 
  populace, but have become the home of the 
  ‘Pipe People’ the original inhabitants of Terra 
  Alpha who have been displaced here.
  •	
  The Factories: Terra Alpha’s economy is based 
  on the factories and processing plants that toil 
  ceaselessly below. The workers are poorly paid 
  and expected to work in bad conditions. They 
  are ruthlessly oppressed so Helen A might 
  remain in control, as the wealth and economic 
  power of the planet lies with what the factories 
  produce.
  supporting cast
  There are several inhabitants of Terra Alpha that 
  deserve a mention but don’t really have enough 
  significant skills to warrant full detail on their 
  statistics. Nevertheless, they can become useful 
  allies or antagonists depending on the character’s 
  actions.
  Joseph C: Helen A’s husband is a dotty old man, 
  happy to let his wife run everything as it allows him 
  to read the paper and drink cocktails all day. He 
  appears blissfully unaware about what is going on. 
  However, he is shrewd enough to see when the tide 
  is turning and steals Helen A’s escape shuttle from 
  her with Gilbert M when everything starts going 
  wrong.
  Gilbert M: Nominally the Kandy Man’s assistant, 
  Gilbert M is in fact his creator. He is an exile from the 
  planet Vasilip where a lab accident saw him release 
  a deadly poison that killed half the population. He 
  is only really sorry that this disaster lost him his 
  job. Like Joseph C, he knows that staying out of the 
  limelight is the best way to stay alive.
  Harold V: Harold V used to be Harold F when he 
  was Helen A’s chief joke writer. However, when 
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  his brother ‘disappeared’ along with several 
  other people he knew, Harold tried to contact the 
  neighbouring colony of Terra-Omega. He was 
  demoted to V for his temerity and sent to the Waiting 
  Zone where Helen A eventually executed him just to 
  make a point.
  Earl Sigma: A tourist who got stuck on Terra Alpha, 
  Earl Sigma is a medical student and blues virtuoso. 
  He was travelling the colonies after completing his 
  fifth year as a post-med psychology student. His 
  harmonica playing was a way to fund his journey 
  and he busks his way around the city. However, his 
  mournful blues tunes quickly shift to up-tempo jazz 
  when the Happiness Patrol passes by.
  Trevor Sigma: The galactic census agent takes 
  his job very seriously. He wears a pinstripe suit 
  and bowler hat, which looks oddly incongruous 
  among the pink tones of Terra Alpha. Trevor is only 
  interested in performing his duties, and ignores 
  anything not relevant to them. He is a rather 
  tediously serious individual who has little in the way 
  of a sense of humour.
  Patrol Guards: While women serve in the Happiness 
  Patrol, there is a more utilitarian militia in the form 
  of the patrol guards, who are mostly male. They 
  siLas p
  Obsession (Minor Bad): He loves finding and 
  disposing of killjoys.
  tech LeveL: 5 
   story points: 8
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  3
  ingenuity
  4
  strength
  3
  skiLLs 
  Convince 4, Fighting 1, Knowledge 2, Marksman 2, 
  Subterfuge 4, Technology 2, Transport 2.
  traits
  Charming (Minor Good): +2 bonus to attempts to 
  use charm.
  Eccentric (Minor Bad): Silas P rather enjoys seeing 
  others suffer.
  Empathic (Minor Good): +2 bonus on rolls to ‘read’ 
  another person.
  Face in the Crowd (Minor Good): +2 to any 
  Subterfuge Skill roll to sneak about.
  As far as we can see, Silas P is the only male member of the Happiness Patrol. However, instead of riding 
  with the patrol cars, he roots out killjoys as an undercover agent. He quietly engages those he finds alone 
  who look a little down and tells them there is a resistance movement. He says there is a safe place they 
  can go to express themselves. He offers them his card if they are interested, at which point he knows them 
  to be subversives and calls the Happiness Patrol. For Silas, job satisfaction is not just executing killjoys (of 
  whom he has uncovered 47) but the look on their face when they realise he has trapped them. Ironically, 
  when Silas tries his tricks on the Doctor, the tables are turned. His conversation with the Time Lord leaves 
  him so confused the Happiness Patrol executes him as a killjoy.
  
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  THE sEvEnTH docTor sourcEbook
  tend to get the mopping-up detail and often complain 
  that the women of the Happiness Patrol get the best 
  guns. They are so divorced from what they do that 
  they see killing as a form of computer game, until the 
  Doctor puts some of them straight on the matter.
  Factory Workers: The workers are rarely seen 
  as they spend their time toiling in the factories. 
  However, they often organise demonstrations 
  through the city. Dressed in black bearing placards 
  they are a clear sign of civil disobedience, which is 
  why Helen A orders them gunned down by sniper 
  fire should their procession carry on for too long.
  further adventures
  •	
  The Sweet Keeper: While the Kandy Man may 
  have gone, his research has not. People are 
  dying, but with a smile on their face. Someone 
  has finally perfected his deadly candy that kills 
  with pleasure. Luckily, most children seem 
  immune, having such a capacity for sugar they 
  hardly notice, but to adults the sweets are fatal. 
  The sweets are being made by a child genius 
  who is trying to find the perfect sweet, unaware 
  of the damage he is doing. However, a drug 
  cartel has considered the possibilities and are 
  giving them to adults. They hunt for the child so 
  they might ensure their supply.
  the happiness patroL
  primitives
  equipment: Spear (Strength +2 damage)
  tech LeveL: 2 
   story points: 6
  aWareness
  3
  presence
  2
  coordination
  4
  resoLve
  4
  ingenuity
  2
  strength
  3
  skiLLs 
  Athletics 3, Craft 3, Fighting 3, Subterfuge 4, 
  Survival 3.
  traits
  Alien Appearance (Major Bad)
  Empathic (Minor Good): +2 bonus on rolls to ‘read’ 
  another person.
  Outcast (Minor Bad): -2 to social rolls with 
  inhabitants of Terra Alpha.
  Tough (Minor Good): Reduce total damage by 2.
  Unadventurous (Minor Bad): The Pipe People try to 
  avoid excitement.
  Also known as ‘Pipe People’, the indigenous people of Terra Alpha are a race of large eyed tribesman with 
  grey skin and alien features. The arrival of humanity forced them out of their homes and left them to build 
  a new life in the pipes of the undercity. Understandably, they are none too happy about having their planet 
  taken away from them, but there is little they can do. They have little in the way of technology and the 
  best weapons they can muster are spears. It is a daily battle to find enough food to survive. However, they 
  are quick to join the rebellion when it becomes clear that there is hope the regime might be toppled. The 
  primitives have a language of their own, and while they understand English are unable to speak it. They 
  have somewhat Germanic names, such as Wences and Wulfric.
  
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  •	
  Fighting the Flab: With a new regime, Terra 
  Alpha returns to exporting its only real 
  commodity: sweets. People come from across 
  the galaxy to get hold of the best candy in the 
  universe. Unfortunately some people are 
  overindulging, and obesity and heart attack 
  rates 
  have 
  increased 
  exponentially. 
  Are 
  people just eating too much or have the Terra 
  Alphans added something more sinister to their 
  sweets? Can the characters find out? It will be 
  tough to get to the truth, as the livelihood of 
  the inhabitants and the economy of the planet 
  depends on the sweet industry.
  •	
  Goth Revolution: With people free to be 
  unhappy once more, some of them decide 
  to take it to extremes. A huge Goth/Emo 
  subculture begins to develop on Terra Alpha. 
  the kandy man
  Weakness (Major Bad): If the Kandy Man is 
  subjected to acidic or carbonated liquids the 
  affected part will stick to any surface like glue. 
  Weakness (Major Bad): If denied the ability to 
  move the Kandy Man begins to seize up, gaining 
  the ‘Slow Reflexes’ trait (Minor or Major Bad 
  depending on how long he has been immobilised).
  tech LeveL: 5 
   story points: 6
  aWareness
  3
  presence
  4
  coordination
  2
  resoLve
  3
  ingenuity
  4
  strength
  6
  skiLLs 
  Athletics 2, Craft 4, Knowledge 2, Science 3, 
  Subterfuge 2, Technology 3.
  traits
  Biochemical Genius (Major Good): May create 
  biological and chemical ‘gadgets’ using Science 
  instead of Technology for Jiggery-Pokery. 
  Distinctive (Minor Bad): Looking like a massive 
  liquorice allsort, the Kandy Man is hard to miss. -2 
  penalty to rolls to blend in. Others have a +2 bonus 
  to remember or recognise him.
  Obsession (Minor Bad): To create the perfect 
  sweet.
  Robot (Special Good)
  Tough (Minor Good): Reduce total damage by 2.
  Voice of Authority (Minor Good Trait): +2 bonus to 
  Presence and Convince rolls.
  The Kandy Man is one of the oddest robots ever designed. It is a self-aware machine built out of sweet 
  ingredients formed around a metal frame. It was something of an experiment by Gilbert M who feels it 
  has somewhat run its course and become a little tiresome. The Kandy Man has become Helen A’s chief 
  executioner. He makes the strawberry fondant used for executions and is often given prisoners to use as 
  subjects for his experiments. The Kandy Man’s dream is to invent a sweet so wonderful that those who eat 
  it die of sheer pleasure.
  While the Kandy Man is a dangerous and intelligent opponent, he does have a couple of design flaws. 
  Carbonated liquids can melt the top layer of his glucose coating. This means a squirt of lemonade at his 
  feet can stick him to the floor. The stickiness of the sugar used in his construction also means he has to 
  keep moving or he will seize up.
  When forced to escape his Kandy Kitchen the Kandy Man leaves through the fondant tunnels. Unfortunately 
  the primitives in control of the kitchen fill the tunnel with deadly fondant, melting the Kandy Man and 
  reducing him to a metal frame with a few electronics, this being the state he arrived on Terra Alpha when 
  Gilbert M brought him here in a suitcase.
  
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  the happiness patroL
  the happiness patroL
  equipment: Blaster Carbine Mk IV (4/L/L).
  tech LeveL: 5 
   story points: 6
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  3
  strength
  3
  skiLLs 
  Athletics 3, Convince 2, Fighting 2, Knowledge 2, 
  Marksman 3, Subterfuge 2, Technology 2, 
  Transport 2.
  traits
  By the Book (Minor Bad): The Happiness Patrol 
  strictly obey Helen A’s directives against killjoys.
  Distinctive (Minor Bad): The pink hair and uniform 
  makes it tricky (-2 penalty to rolls) to blend in. 
  Others have a +2 bonus to remember or recognise 
  them.
  Quick Reflexes (Minor Good): The Happiness 
  Patrol are swift and well trained, going first in their 
  Action Round unless taken by surprise.
  While they have a fun name, the Happiness Patrol are essentially Helen A’s elite, well-dressed death squad. 
  This all-female group of soldiers, dressed in light pink, short-skirted power suits, patrol the city looking 
  for ‘killjoys’. Anyone they find who doesn’t look happy is terminated on sight by this gang of armed kabuki 
  faced executioners. The Happiness Patrol is organised into six patrols, designated A to F. Some patrol 
  groups are known for their brutality more than others, but they all have the same standing orders. Those 
  unassigned to a patrol group are often used as guards on the waiting zones. Aside from martial training 
  the women of the Happiness Patrol are expected to be perky and joyful at all times. To join the patrol they 
  must also audition, proving their credentials as entertainers as well as assassins.
  There are three particular members of the Happiness Patrol that are worth a special mention:
  Daisy K: Helen A’s right-hand woman, effectively the second in command of the Happiness Patrol. She gets 
  all the blame and little of the glory.
  Priscilla P: Possibly the most bloodthirsty member of the Happiness Patrol. She is both utterly cold and 
  very trigger-happy. While she has been assigned as a waiting zone guard she longs for the day she can go 
  out on patrol and destroy some killjoys.
  Susan Q: Left to guard Ace, Susan already had doubts about her chosen career. She lets Ace escape and 
  later joins Ace and the Doctor in their attempt to topple Helen A’s regime. 
  The more middle class members of the 
  population are concerned, believing these 
  black clad creatures of the night to pose some 
  sort of danger. What is most concerning is 
  that a substantial number of these denizens 
  of darkness appear to be committing suicide. 
  Is it the movement causing the depression, 
  or is the movement a symptom of a powerful 
  depression taking over the folk of Terra Alpha 
  for some other reason? Perhaps the truth is 
  that someone doesn’t like this new subculture 
  and is engineering these apparent suicides to 
  cover their own killing spree.
  
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  heLen a
  aWareness
  3
  presence
  4
  coordination
  2
  resoLve
  3
  ingenuity
  3
  strength
  2
  The tyrannical ruler of Terra Alpha is a hawkish 
  woman who bears no small resemblance to a 
  certain British Prime Minister of the 1980s. Helen 
  A has a vision of the perfect society that would not 
  be out of place in the pages of a right-wing tabloid. 
  She believes those who are not happy under her 
  rule are simply not trying hard enough.  Helen A 
  loves sweets, especially strawberry fondant, and 
  models her fashion style in a similar vein. She 
  dresses in shades of pink and purple and wears 
  her hair in a high ‘punky/new romantic’ style. She 
  paints her face almost like a kabuki mask. While 
  she has a husband (Joseph C) she only really cares 
  about her pet Fifi, a wolfen rat of a dog with a 
  vicious attitude to everything except Helen A. Only 
  when Fifi is killed does Helen really understand 
  that true sadness cannot be denied or ignored.
  skiLLs 
  Convince 3, Knowledge 2, Marksman 2, Science 3, 
  Subterfuge 2, Technology 2.
  traits
  Back up (Major Good): Helen can call on the 
  Happiness Patrol.
  Disctinctive (Minor Bad)
  Eccentric (Major Bad): Helen is pretty loopy, 
  believing in enforced smiling and denial as the 
  key to happiness.
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  tech LeveL: 5 
   story points: 10
  fifi
  aWareness
  3
  presence
  2
  coordination
  4
  resoLve
  5
  ingenuity
  2
  strength
  3
  Helen A’s most beloved pet is a Stigorax, a sort 
  of rat-like wolverine. While it is all cuddles and 
  cute toothy grin for Helen, Fifi is a psychopathic 
  sadistic ball of teeth and claws eager to tear apart 
  anything it gets set loose on. It takes a can of 
  Nitro-9 just to slow it down. Fifi is only dispatched 
  when a sugar rockfall crushes is, and even then 
  it manages to crawl out to find Helen A again. Fifi 
  obeys Helen A without question, but mostly as she 
  sends it out to chew up her enemies. However, 
  there is a real bond of affection between the two, 
  and Fifi’s death forces Helen to feel the only real 
  emotion she has felt for years.
  skiLLs 
  Athletics 3, Fighting 4, Subterfuge 2, Survival 2.
  traits
  Alien Appearance (Special Bad)
  Fear Factor (Special Good): 1
  Keen Senses (Major Good): +2 to all 
  Awareness rolls.
  Natural Weapons (Minor Good): Teeth and 
  claws that do Strength +2 damage.
  Tiny (Minor Bad)
  Tough (Minor Good)
  story points: 8
  
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  ‘This time there will be a reckoning with the 
  nameless Doctor whose power is so secret. For I 
  have found his secret out. In good time, I will speak 
  it. I shall be his downfall.’
  B  synopsis
  Windsor, England, 1988
  A comet was on its way to Earth, and three deadly 
  adversaries raced to claim it for themselves. 
  The comet, called Nemesis, was more than just 
  a piece of space rock. It was actually a space 
  capsule containing a dangerous piece of Gallifreyan 
  technology, a weapon made of a living metal called 
  validium. The Doctor sent it into space in 1638, to 
  keep it out of the hands of a dangerous noblewoman 
  called Lady Peinforte. However, the validium had 
  been with Lady Peinforte long enough to take the 
  form of a silver statue in her image, which she called 
  her Nemesis. To deactivate the statue the Doctor 
  removed a silver arrow and bow from Nemesis 
  before hurriedly sending it into space.
  Unfortunately, Lady Peinforte would not be denied. 
  She found where the Doctor had hidden the arrow 
  and hired an astrologer to calculate when the 
  comet might return to Earth. Using the power of the 
  arrow she crossed time with her servant Richard to 
  1988, when the decaying orbit of the comet would 
  bring it back to Earth. However, she was not alone 
  in seeking the prize. A group of neo-Nazis led by a 
  German nobleman called de Flores had located the 
  bow and sought the power of the statue to create a 
  new Reich. 
  Unfortunately, a third group also sought the comet. 
  As de Flores’ team and Lady Peinforte arrived at 
  the landing place of the comet, a strike force of 
  Cybermen also appeared to claim it. A pitched battle 
  ensued, with no side able to get close to the comet. 
  The Doctor and Ace arrived to claim Nemesis too 
  but decided to wait until the fighting died down. 
  However, while everyone was occupied, the Doctor 
  managed to steal the bow from de Flores’ men.
  Eventually, the Cybermen took control of the statue, 
  but needed the bow and arrow to awaken it. They 
  decided to use the statue as bait, hoping to draw 
  out the owners of the bow and the arrow. Their plan 
  worked and Lady Peinforte brought the arrow to the 
  tomb the Cybermen had hidden the statue inside. 
  Compared to the Cybermen, Lady Peinforte and 
  Richard were ‘primitives’, but they were armed with 
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  gold-tipped poison arrows that kept them at bay. De 
  Flores made a deal with the Cybermen to help take 
  the statue back. His men, who were less vulnerable 
  to her arrows, assaulted Lady Peinforte’s position 
  and managed to secure the statue, although Lady 
  Peinforte and Richard got away. Not wanting any of 
  them to get the statue, the Doctor interfered with 
  everyone’s plans once more. He used the bow to 
  activate the validium and allowed Ace to blow up 
  the Cybermen’s ship with Nitro-9 while they were 
  guarding the statue.
  The Cybermen eventually prevailed and took the 
  statue to a hangar at an airstrip to guard it while 
  it fully awakened. However, the Doctor managed 
  to take control of the statue while Ace fended off 
  the Cybermen with a catapult and a bag of gold 
  coins. The Doctor prepared to send the statue to 
  destroy the Cyberfleet hiding in orbit. However, 
  Lady Peinforte arrived and threatened to reveal the 
  Doctor’s greatest secrets, told to her long ago by 
  the statue, unless the Doctor handed it over to her. 
  The Doctor told her she was nothing more than his 
  pawn, though, a convenient way to bring the silver 
  arrow to where he wanted it. Lady Peinforte lost 
  what remained of her power-crazed mind and was 
  disintegrated when she tried to take the statue for 
  herself.
  De Flores arrived to make a final bid for the statue, 
  but was killed by the last remaining Cyberman, the 
  Cyberleader. The Cyberleader told the Doctor to 
  hand over control of the statue by threatening Ace’s 
  life. The Doctor acquiesced and sent the rocket 
  bearing the validium to the Cyberfleet. However, 
  the Doctor had left additional instructions with the 
  statue and it vaporised the entire fleet. Before he 
  could destroy the Doctor the Cyberleader was killed 
  by Richard, using the last gold-tipped arrow.
  With the Cybermen destroyed and the statue safe 
  once more, Ace asked the Doctor what secrets Lady 
  Peinforte was going to reveal about him. He only 
  answered her with a smile.
  continuity
  •	
  The Doctor and Ace both turn out to be big jazz 
  fans, especially the ‘smooth blowing’ talent of 
  Courtney Pine, who Ace asks for an autograph. 
  After the Daleks destroyed Ace’s stereo tape 
  deck (see Remembrance of the Daleks) the 
  Doctor has built her a new one. It not only plays 
  Jazz, but can also receive and jam Cyberman 
  transmissions and monitor spacecraft in Earth 
  orbit.
  •	
  To keep track of his long-term plans the Doctor 
  has an alarm set on his watch to remind him 
  something important is going to happen. 
  Unfortunately the alarm doesn’t tell him what 
  he’s forgotten, but does tell him how concerned 
  he ought to be about forgetting it.
  •	
  In Windsor castle, Ace and the Doctor come 
  across a painting of Ace by Thomas Gainsborough 
  (1727-1788). As neither of them remembers it 
  being painted, it appears they will one day have 
  an adventure in the 18th century. 
  •	
  The Doctor uses his skills in hypnosis to stun 
  the security guards at Windsor Castle. He 
  appears to need a pair of glasses to do it, and 
  the effect only leaves them stunned for a few 
  seconds. The Doctor’s skills seem to have 
  atrophied a little since his earlier incarnations.
  •	
  Nemesis has been circling the Earth every 25 
  years, and the Doctor tells Ace each time it has 
  passed the planet it has only added to the strife 
  and trouble humanity has had to suffer. When 
  
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  the Doctor speaks to the statue and 
  orders it to destroy the Cybermen 
  it asks if it can finally be free. The 
  Doctor tells it he has more work to 
  be done, although we never discover 
  what he might have in mind. It is 
  possible the validium is so dangerous 
  the Doctor never intends to grant it 
  freedom.
  •	
  Throughout the adventure the Doctor 
  plays chess, apparently against 
  himself. We will discover later this is 
  a message from Fenric that they will 
  meet again soon (see The Curse of 
  Fenric).
  •	
  Upon hearing the growl of a wild 
  animal, Richard is concerned there 
  may be bears in the nearby woods. 
  Lady Peinforte points out that 
  people being chased by bears only 
  happens in the theatre, a reference 
  to the famous stage direction in 
  Shakespeare’s A Winter’s Tale, “Exit, 
  pursued by a bear”.
  •	
  What secret about the Doctor does 
  Lady Peinforte know? Could it be his 
  name? We learn later the lengths 
  people will go to discover his name, 
  and the danger such knowledge 
  poses (see The Name of the Doctor and The 
  Time of the Doctor, in The Eleventh Doctor 
  Sourcebook).
  B  running the adventure
  The first thing you may notice about this adventure 
  is that it bears a certain similarity to Remembrance 
  of the Daleks. Once more the Doctor has laid a 
  powerful trap for one of his oldest enemies. Tempting 
  them with a rumour of a powerful Gallifreyan device 
  he tricks them into using the device, ultimately 
  destroying them. Many of the same problems and 
  opportunities arise in both adventures.
  Where this adventure differs from Remembrance 
  of the Daleks is that the various factions are not 
  all dire enemies. While de Flores, Lady Peinforte 
  and the Cybermen all want Nemesis, their conflict 
  isn’t personal. They have no desire to destroy each 
  other, except where they stand in each other’s way. 
  This means there is room for negotiation. When one 
  faction has control of the statue, the characters 
  might get the other two to strike an alliance to take 
  it from them. Of course, each side will do their best 
  to betray the other, and none of them can be trusted, 
  but that will just make negotiations interesting. 
  It is also important to remember there is a certain 
  desperation in each faction’s actions. The Cybermen 
  are a shadow of their former power, and understand 
  that the survival of their species might be in the 
  balance if they fail. This makes them more cautious 
  and less willing to risk their soldiers. De Flores 
  might also think he is part of ‘the master race’ but he 
  quickly understands he commands a small force who 
  are badly out of their depth. While Lady Peinforte is 
  all too confident, Richard is in a constant state of fear 
  from the moment they arrive in 1988.
  Alter any of the three factions or play with a different 
  Time Lord and the adventure is bound to unfold very 
  differently. A different monster might take the place 
  of the Cybermen. Any political group might have got 
  hold of the silver bow, perhaps even UNIT. It might 
  be interesting for one of the factions to be potential 
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  trustworthy allies of the characters, especially if the 
  rest of the opposition are rather dangerous. While 
  Lady Peinforte has brought the arrow from the 
  past, anyone else could have initially encountered 
  Nemesis and there are a few ways they might find 
  their way to the 20th century. Having said that, no 
  one needs to have come from the past. Maybe Lady 
  Peinforte was dealt with when the Doctor initially 
  sent the statue into space and now another faction 
  has come across the arrow in much the same way 
  de Flores’ group found the bow.
  If you enjoy ‘troupe style’ play, you might allow each 
  player to control a faction (Peinforte and Richard; 
  de Flores and his militia; the Cybermen; and the 
  Doctor). This means as the Gamemaster you just 
  sit back and ask each of them what their plans are, 
  allowing the players to attempt to plot and fight 
  between each other.
  There are also a few ways to adapt the adventure 
  if you are running it more conventionally. Lady 
  Peinforte might be an ally rather than an enemy. She 
  might have actually helped the Doctor put the statue 
  in orbit in the first place. She would make a very 
  useful ally if the characters are not as experienced 
  as the Doctor. As we’ve mentioned above, the three 
  factions could be anyone, although the Gamemaster 
  would be very mean to have three of the Doctor’s 
  enemies fighting over the statue, such as the 
  Cybermen, Autons and, say, the Sycorax.
  magic and time traveL
  Lady Peinforte apparently uses magic to travel 
  through time to 1988, adding to her reputation as 
  a witch. However, her power actually comes from 
  the Silver Arrow. The arrow’s Gallifreyan origin and 
  connection to its other parts allows it to move through 
  time. Without it, all the potions in the world won’t 
  get Peinforte and Richard across time. However, 
  Nemesis has told Lady Peinforte some of the secrets 
  of time travel. So she may well have created her 
  potion using her rather primitive understanding of 
  Gallifreyan temporal theory. While the arrow is still 
  the important ingredient, her potion may still have 
  some sort of effect. At the very least it might weaken 
  the veil between two times, possibly enough to allow 
  communication with the future or past. In a similar 
  way it might summon what appear to be ghosts, 
  faded images from the past or future.
  You may decide that Lady Peinforte has actual 
  magical powers, but this would be rather rare. Even 
  if something appears to be magical, there is usually a 
  scientific reason for even the strangest occurrences 
  and abilities. However, the advanced technology and 
  understanding of the Gallifreyans can often appear 
  to be magic, as it grants an understanding of the 
  basic building blocks of time and reality. Even so, 
  by Lady Peinforte’s understanding, such powerful 
  ‘magic’ requires a blood sacrifice, not something 
  most players should be happy to perform.
  Windsor castLe
  Windsor Castle was built around 1070 CE by William 
  the Conqueror, looking to consolidate his newly 
  conquered lands following the battle of Hastings. 
  The castle may not be the oldest in Britain, but it 
  is the oldest and largest castle to be continuously 
  inhabited in the world. It is one of the Royal Family’s 
  official residences and functions as a private home 
  as well as a site for several formal duties. Ten British 
  monarchs lie interred here, and it was used as a 
  prison by Oliver Cromwell during the Civil War. The 
  castle is open to the public, and Ace visited it on a 
  school trip. As it still functions as a Royal residence, 
  you might catch sight of an elderly lady walking her 
  corgis if you go through the wrong door. The castle 
  offers its visitors several state rooms, apartments, 
  exhibitions and sights including the changing of the 
  guard. There is, of course, also a little shop.
  
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  If you are a Time Lord, security is quite lax, but if the 
  Queen is in residence they can get somewhat jumpy 
  around strange interlopers. The basement contains 
  a collection of all manner of trinkets and treasures. 
  It is here the Doctor left the Silver Bow, although 
  it was stolen a few years later and moved between 
  private collectors.
  peinforte manor
  Lady Peinforte owns a manor near to Windsor 
  Castle with its own grounds and manor house. 
  By 17th century standards it is a large and well-
  appointed home. It is built with solid oak beams in 
  the Tudor style, although this means the ceilings 
  are quite low. The house survives through to 1988, 
  Lady peinforte
  Selfish (Minor Bad): People are mere tools to 
  her.
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  Vortex (Special Good): Lady Peinforte has a 
  basic understanding of time travel.
  equipment: Elegant 17th century gown, longbow 
  with gold-tipped arrows (2/6/L).
  tech LeveL: 3 
   story points: 10
  aWareness
  4
  presence
  5
  coordination
  3
  resoLve
  5
  ingenuity
  5
  strength
  2
  skiLLs 
  Athletics 2, Convince 3, Craft 2, Knowledge 3, 
  Marksman 4, Medicine 2, Science 3, Subterfuge 3, 
  Technology 1.
  traits
  Argumentative (Minor Bad): Lady Peinforte is used 
  to being in charge.
  Arrogant (Minor Good): Few things phase this lady, 
  +2 vs. fear.
  Eccentric (Minor Bad): Lady Peinforte is power 
  hungry, and getting worse.
  Empathic (Minor Good): +2 bonus on rolls to ‘read’ 
  another person.
  Indomitable (Major Good): +4 bonus to any rolls to 
  resist psychic control.
  Five Rounds, Rapid (Major Good): May fire during 
  the ‘Runners’ or ‘Doers’ phases.
  Noble (Minor Good): +2 bonus with proper society.
  Obsession (Major Bad): To say she wants the 
  validium is an understatement.
  Had Lady Peinforte been born in a different time, she might have been one of the Doctor’s most dangerous 
  opponents. She is intelligent and resolute as well as cunning and unflappable. However, she is also power 
  mad to the point of mania and extremely arrogant. Lady Peinforte is used to being in charge, having been 
  born into 17th century English aristocracy. While she might have lost her fortune and power to a husband 
  or male relative, her ruthless use of poison ensured she remained the only heir to the family fortune. When 
  she encountered the validium it took on her form and while she didn’t understand exactly what it was she 
  did understand it was powerful, dangerous and something she could control. She learnt a lot from the 
  statue before the Doctor managed to send it into space, including knowledge of time travel and a few of the 
  Doctor’s secrets as well.
  Lady Peinforte is the very definition of ‘stiff upper lip’. The strangeness of the future doesn’t phase her in 
  the slightest, neither does opening her own tomb or fighting Cybermen. In fact, the Cybermen are almost 
  the least of her problem because she prepares carefully, ensuring a good supply of gold-tipped arrows. 
  But for all her planning her sanity is her weakness, and when she attempts to claim the statue by throwing 
  herself on it she is vaporised.
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  but has passed out of Lady Peinforte’s family by 
  then. The main room becomes a pleasant rustic 
  tea room, and much of the house is broken into 
  individual apartments. The urban sprawl of Windsor 
  has gradually enclosed the grounds, merging the 
  manor with the town.
  Lady peinforte’s tomb
  Richard was loyal enough to his lady to build the 
  tomb she always wanted for herself. The building is 
  a large tower set on a hill just outside the town. The 
  tower only has one floor, where Lady Peinforte’s 
  crypt lies. The crypt takes up most of the room, and 
  bears the legend ‘Death is but a Door’, a reference 
  to a secret door at the back of the crypt. Lady 
  Peinforte’s body does not lie in the tomb though, as 
  she was disintegrated by Nemesis. She believes this 
  to be a sign she will live forever. The Cybermen hide 
  Nemesis in the crypt, thinking the sight of her own 
  death will drive Lady Peinforte mad. She barely bats 
  an eyelid. However, Richard is thoroughly unnerved 
  by his own tombstone, which stands above his grave 
  outside the main tomb.
  further adventures
  •	
  Cyberman Down: While the fleet has been 
  destroyed, not every Cyberman was vaporised. 
  The remains of some cybertechnology falls to 
  Earth and the person that discovers it makes 
  the fatal mistake of plugging it into a computer. 
  Now the computer is looking to rebuild the 
  Cybermen and conditioning those it can to 
  search out more cybertech so it can begin full 
  conversions.
  •	
  Tea-Time Time-Rift: The portal that brought 
  Lady Peinforte to 1988 has not closed properly. 
  It has caused a growing rift in time, bringing all 
  manner of oddities into this old English teashop. 
  It’s only going to get worse until someone finds a 
  way to close it. Unfortunately, some unpleasant 
  folk on the other side of the rift want to keep it 
  open as they are intent on taking more from the 
  future than jam and scones. 
  •	
  Frozen Nemesis: The characters arrive on 
  a peaceful planet and are surprised to find a 
  statue in the town square made of validium. It 
  seems inert, but why is it here? Has the Doctor 
  sent it here to keep it safe or is it waiting to 
  awaken to pursue some plan of the Doctor’s. 
  Can the characters help the Doctor? If they find 
  out his plan, will they want to?
  richard
  aWareness
  3
  presence
  2
  coordination
  4
  resoLve
  2
  ingenuity
  3
  strength
  4
  As the Doctor has a companion, so too does Lady 
  Peinforte in the form of Richard. While Richard 
  is a hardened criminal, he is left confused and 
  frightened by the sights and sounds of the future. 
  While he is not so foolish to stand against his lady, 
  he is itching to go home the moment they arrive 
  in 1988. Richard is a skilled thief and a passable 
  archer. He is also a loyal companion, especially 
  when he is working for someone as frightening as 
  Lady Peinforte. He knows his place and expects 
  little of life, knowing that if he does as he’s told he 
  has a good chance of surviving.
  skiLLs 
  Athletics 3, Craft 3, Fighting 3, Marksman 3, 
  Subterfuge 4, Survival 2, Transport 2.
  traits
  Five Rounds, Rapid (Major Good): May fire 
  during the ‘Runners’ or ‘Doers’ phases.
  Obligation (Major Bad): It’s generally best to do 
  what Lady Peinforte says.
  equipment: Middle class 17th century clothes, 
  longbow with gold-tipped arrows (2/6/L)
  tech LeveL: 3 
   story points: 8
  
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  neo-nazi soLdier
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  2
  strength
  3
  De Flores’ men also share his dream of a new Reich, 
  but are somewhat less willing to risk their lives 
  for it. Even so, they are trained and professional 
  soldiers rather than just thugs (despite their Neo-
  Nazi beliefs) and work well as a fighting unit. 
  Unfortunately the initial encounter with Cybermen 
  proves that they are not the supermen they believe 
  themselves to be.
  skiLLs 
  Athletics 4, Fighting 3, Knowledge 2, Marksman 
  3, Subterfuge 2, Survival 2, Technology 2, 
  Transport 2
  traits
  By the Book (Minor Bad): De Flores’ men are 
  dedicated and obey orders.
  Sharpshooter (Minor Good): The soldiers may 
  aim for 2 actions rather than 1.
  Obligation (Minor Bad): Serve de Flores and 
  the new Reich.
  Prejudice (Major Bad): Bigotry is a prerequisite 
  for being a Neo-Nazi.
  equipment: Uniform, Uzi machine gun (4/8/L).
  tech LeveL: 5 
   story points: 6
  de fLores
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  3
  ingenuity
  4
  strength
  3
  De Flores still dreams of a united Europe under 
  fascism. From his home in South America he has 
  been planning for a new Fourth Reich for most 
  of his life. When the silver bow came into his 
  possession, after its theft from Windsor Castle 
  many years ago, he realised it was the key to his 
  dream. Unfortunately, he was unaware the silver 
  arrow was missing still. While he is organised and 
  experienced, he and his men are unprepared to 
  face either the Cybermen or Lady Peinforte.
  skiLLs 
  Athletics 3, Convince 4, Fighting 2, Knowledge 3, 
  Marksman 3, Science 3, Subterfuge 2, Survival 2, 
  Technology 2, Transport 2.
  traits
  Charming (Minor Good): +2 bonus to attempts 
  to use charm.
  Epicurean Tastes (Minor Good): +2 to 
  appraising the quality of luxury items and to 
  impressing others with their taste and style.
  Obsession (Major Bad): Claim the validium to 
  issue a new Reich!
  Prejudice (Major Bad): As a Neo-Nazi, de 
  Flores has the bigotry of a Dalek!
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  equipment: Uniform, Uzi machine gun (4/8/L).
  tech LeveL: 5 
   story points: 8
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  ‘Fun for all the family? I don’t know how they’ve got 
  the nerve!’
  B  synopsis
  Segonax, the Future
  The TARDIS was invaded by a strange robot 
  advertising the ‘Amazing Psychic Circus’. While Ace 
  was less than impressed with this temporal junk 
  mail and the thought of seeing clowns, the Doctor 
  insisted they take a look. When they arrived on 
  the planet Segonax they discovered several other 
  visitors had been drawn to the circus, and especially 
  its talent show. When they reached the big top the 
  Doctor was keen to get involved but Ace found the 
  place creepy. 
  In the darkened auditorium the Doctor and Ace 
  discovered the only other audience members were a 
  family, mother, father and daughter, who all looked 
  very bored. However, the Doctor wasn’t part of the 
  audience for long as he was chosen to perform. 
  Luckily, Ace chose this moment to run away as it 
  turned out the Doctor had walked into a trap. Those 
  chosen to perform were vaporised by the family if 
  they failed to entertain them, and no one could leave 
  the ring while they proved entertaining.
  The Doctor managed to escape the cage backstage 
  with the help of another prospective performer 
  called Mags. Wandering the maze-like tent 
  corridors backstage they came across an old cave 
  marked in runes. Deep in the cave laid a well with 
  a staring eye at the bottom. It seemed the circus 
  had become the puppet of some dark power. While 
  wandering, the Doctor ran into Ace, who had met 
  Bellboy, one of the original members of the circus. 
  Bellboy explained the circus was a happy place 
  until they came here, but that those who refused 
  to serve the dark eye had been killed. He was only 
  being kept alive to fix the robot clowns. Bellboy 
  also introduced them to Deadbeat, who used to be 
  called Kingpin until he lost his mind. Deadbeat had 
  a medallion marked with an eye, which the Doctor 
  reasoned must be the key to defeating the dark 
  power. However, the medallion had a piece missing.
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  The Doctor charged Ace and Deadbeat with the 
  task of fixing the medallion while he and Mags 
  returned to the circus to confront the family. The 
  Doctor attempted to stall the performance but it all 
  went wrong, although the family enjoyed the chaos. 
  When the Doctor escaped once more, the family 
  demanded more entertainment, taking the lives 
  of more of the circus folk when they failed to find 
  a new act. Meanwhile, Ace and Deadbeat found the 
  missing piece of the medallion, under guard by a 
  robot bus conductor. With the medallion restored, 
  Deadbeat’s mind returned and he became Kingpin 
  once more. They hurried back to  the circus to help 
  the Doctor.
  The Doctor now realised who he was dealing with 
  and insisted they open a path to their true reality. He 
  was brought to the stone arena of the Dark Circus, 
  where the family watched in their true forms as the 
  stone Gods of Ragnarok. The Doctor performed 
  several magic tricks to keep them entertained, but 
  just as they ran out of patience Kingpin threw the 
  medallion down the well where it appeared in the 
  Doctor’s possession. Using the medallion to reflect 
  the power of the Gods of Ragnarok back towards 
  them he destroyed the Gods and the Dark Circus. 
  The Psychic Circus tent imploded in a cloud of pink 
  smoke. Mags and Kingpin decided to start a new 
  circus, although Ace and the Doctor declined their 
  invitation to join. After all, they both now found 
  clowns quite creepy.
  continuity
  •	
  While looking for her Nitro-9 (which the Doctor 
  may have hidden) Ace goes digging through a 
  cupboard in the control room. She finds the 
  Fourth Doctor’s scarf and the blue polka-dot 
  jacket Mel wore in Paradise Towers. She leaves 
  both behind.
  •	
  Before the robot mail arrives in the TARDIS the 
  Doctor is practicing his juggling. This might 
  suggest he planned to allow the junk mail 
  robot to enter the TARDIS. While the TARDIS 
  isn’t impervious to intruders (like the Keeper of 
  Traken, Sutekh and even the Titanic) it seems 
  odd that a small robot manages to break 
  through the shields.
  •	
  The Doctor insists he has fought the Gods of 
  Ragnarok ‘throughout time’ even if this is the 
  first time we’ve seen them. He also has a piece 
  of a sword that was once used by a Gladiator 
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  who died entertaining them. This suggests the 
  Doctor has faced them before at least once in 
  ancient Rome, but failed to destroy them.
  B  running the adventure
  As Ace says, clowns are really creepy. So this 
  adventure allows the Gamemaster to indulge their 
  taste for the chilling and surreal. It is an adventure 
  about masks, where nothing is what it seems and 
  secrets lie behind every face. While the circus might 
  appear to be simple wholesome family fun there 
  is a darkness here. It is full of shadows and the 
  circus folk are outsiders, possibly even dangerous 
  or untrustworthy. These are all themes the 
  Gamemaster can evoke to layer on an atmosphere 
  of fear and suspense.
  Getting the characters into the adventure couldn’t 
  be much simpler. They just need to hear about the 
  circus and decide to go. They need not have their 
  own TARDIS either. The transmat receiver might 
  allow aliens, Time Agents and Torchwood agents 
  to attend the circus as well. In fact, a group of 
  perfectly mundane humans might find themselves 
  transported here as the winners of a competition. 
  There may be other circus folk looking to send 
  the best talent they can find to the Psychic Circus, 
  wherever they find it.
  The only problem (as always) will be the players. 
  They may just not want to visit a circus, so the 
  Gamemaster will have to give them a reason. Those 
  with an artistic bent might be attracted to the talent 
  competition, especially if it offers a grand prize. It is 
  possible Flowerchild or Bellboy might find a way to 
  send for help. However, the adventure will be more 
  interesting if the characters initially arrive without 
  knowing anything might be wrong here. 
  Once they arrive, at least one of the characters 
  will be chosen to perform. In fact they might all be 
  chosen. The Gamemaster should be careful here 
  though as entering the ring usually means death. 
  So, there should be a few NPCs available (like Nord 
  and Whizzkid) who can go first and be killed. This 
  will offer the characters a moral quandary as new 
  acts arrive. Do they behave like the captain to save 
  themselves and send others to their death to stay 
  alive?
  To adapt the adventure, the Gamemaster might 
  change which of the circus folk are actually happy 
  to serve the Gods of Ragnarok. For instance, the 
  seemingly innocent Flowerchild might be the real 
  villain with help for the characters coming from the 
  chilling Chief Clown. The motives of the Gods might 
  also be different. Perhaps the circus folk found a 
  way to trap them in the form of the family. When they 
  vaporise an act their life-force goes to the circus 
  not the Gods, which has enabled the circus folk to 
  extend their own lives. The Gods may or may not be 
  concerned at the deaths they have caused, but they 
  will certainly want to be freed. Unfortunately, to do 
  so the characters will have to find out what traps 
  them (perhaps the medallion) and find a way to use 
  it (perhaps by breaking it or throwing it to the eye).
  segonax
  This rather dull planet serves as a home for the 
  Psychic Circus, which has ended its long tour and 
  remained here for quite some time. Segonax is a 
  rather dry sandy world and the circus rests far from 
  any form of civilisation. A small platform several 
  miles from the circus functions as a teleport 
  receiver and is the way most visitors arrive. Near 
  the platform is a stall run by a local woman who 
  has something of a tabloid attitude to ‘weirdos’ and 
  most visitors. Her stall sells a variety of local fruit, 
  some of which are an acquired taste. 
  
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  Those arriving at the platform have to walk or drive 
  about five miles to get to the circus. However, the 
  route is easy to follow as a single dirt road leads 
  straight there. The surface of the planet is littered 
  with broken junk and those who fancy a side trip 
  on their way to the circus might find plenty to 
  investigate. Old robots lie buried in the sand and the 
  circus bus can be found broken down by the side of 
  the road.  
  the psychic circus
  The Psychic Circus itself rests alone on a low 
  plain surrounded by sand dunes. It is a simple and 
  almost barren place, consisting of a large ‘big top’ 
  tent. The entrance is widened with wooden arches 
  that advertise the various acts and lead into the box 
  office. Once tickets are acquired at the box office 
  a clown leads guests along the tent corridor that 
  brings them into the big top where they can take 
  their seats in the dark.
  Outside the circus the area is plain and quiet. A lone 
  stilt-walking clown welcomes travellers and ushers 
  them towards the tent. However, there are no 
  queues of people or entertainers working outside 
  the big top. However, the sound of circus music and 
  the roar of a large crowd can be heard from inside 
  the big top, drawing visitors closer.
  key Locations at the psychic circus 
  •	
  The Box Office: All visitors must pass the box 
  office to enter the big top. The area contains 
  a small caravan that serves as a ticket stall 
  and is manned by Morgana who also offers 
  Tarot readings and a warning not to enter. The 
  area is also used as a storeroom and contains 
  examples of several old posters and a collection 
  of Flowerchild’s kites.
  •	
  The Ring: From the box office visitors travel 
  along a short corridor to find themselves at 
  the ringside. The circus ring itself is around 
  20 feet in diameter making it quite small; its 
  most unusual feature is that the ring is circled 
  with a low wooden barrier that is punctuated 
  with several ancient stones. The auditorium is 
  very dark and occupied by a family of three: a 
  mother, a father and their daughter. They are 
  actually the Gods of Ragnarok so rarely talk 
  to strangers although they will offer them 
  popcorn.
  •	
  The Green Room Cage: Those chosen to 
  perform are led backstage to the ‘green room’ 
  where they quickly find themselves caught in 
  a cage with other potential performers. The 
  cage is made of simple steel bars but is quite 
  secure. Once outside it the escapee is free to 
  sneak around the backstage area and its maze 
  of fabric corridors.
  •	
  Backstage: Despite the apparent size of the 
  big top, the area backstage and between the 
  ring and box office is actually a maze of fabric 
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  corridors. There are few patrols here (usually 
  by the clowns) so those sneaking around are 
  not often challenged. However, the circus is a 
  small operation and everyone knows who ought 
  to be there. Those wandering the area for the 
  first time will find it easy to get lost in the maze 
  of identical silken corridors.
  the tempLe
  The big top of the Psychic Circus is set up over an old 
  stone temple that leads deep into the earth. While 
  the temple itself can only be entered from deep in 
  the backstage corridors, the stones of the temple 
  form the edge of the ring. The entrance to the temple 
  stands out somewhat, being a square stone arch 
  amidst the fabric corridors. Strange ancient runes 
  are carved around the openings, which correspond 
  to those on the ring stones. Passing through the 
  arch leads to a long natural cavern, at the end of 
  which is a deep pit. At the bottom of the pit, amidst 
  swirls of mauve energy, a baleful eye stares up 
  eternally.
  the dark circus
  The Gods of Ragnarok exist in their own dimension, 
  called the Dark Circus. The best way to reach the 
  Dark Circus is to convince the Gods to bring you there, 
  which they can do with ease by creating a tunnel to 
  their lair for you to traverse. The dimensional tunnel 
  is colourful and surreal, and buffets the traveller 
  with powerful winds as they force their way through. 
  It is also possible to reach the Dark Circus using the 
  well in the temple. However, living beings may not 
  survive the fall. 
  The Dark Circus itself is a stone arena in the Roman 
  style. It is built of dark grey stone blocks with high 
  walls. It resembles a gladiatorial arena more than 
  a theatre. There is only one seating area where the 
  three Gods sit and watch the entertainments. Those 
  in the sawdust-covered arena are trapped among 
  high stone walls and iron gates.
  the circus foLk
  The original Psychic Circus troupe was a happy-
  go-lucky collective of hippies and show-folk. They 
  toured extensively, treated each other equally and 
  settled disputes by discussing problems. It all 
  changed when Kingpin came across the temple and 
  the well, where he lost his mind trying to control the 
  power of the Gods of Ragnarok. Some of the circus 
  folk tried to rebel against the power of the Gods 
  which forced them to deliver more acts to entertain 
  them. However, most of the troupe decided to follow 
  the will of the Gods, either for the promise of power 
  or out of fear.
  The circus folk have few skills beyond their act, 
  although each is highly talented in the particular 
  area. Some are wholly dedicated to the Gods, even if 
  they don’t quite understand them, others live in fear 
  and wish only to escape.
  Bellboy: The clown robots are built and maintained 
  by Bellboy who is a mechanical genius. His greatest 
  robot lies buried in the sand outside the circus and 
  is equipped with powerful lasers. He might pass the 
  control box on to someone he trusts. Bellboy is in 
  love with Flowerchild, and they planned to escape 
  together. However, after her death he gives up and 
  allows his robots to kill him at the behest of the 
  Chief Clown.  
  Deadbeat/Kingpin: Once the leader of the circus, 
  Kingpin lost his mind encountering the Gods and 
  became Deadbeat. As Deadbeat he sweeps the 
  stage and grins maniacally at the prisoners, but a 
  patient listener can gain his trust and reach what 
  remains of Kingpin.
  
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  Flowerchild: The circus kites are made by 
  Flowerchild, a blonde hippie girl, who is able to 
  construct psychic kites. These kites were once 
  simple colourful delights. However they have now 
  become spy drones for the circus to track down its 
  errant members. The sweet and kind Flowerchild 
  is in love with Bellboy. They attempt to escape 
  together but she is killed by the Bus Conductor 
  trying to reclaim Kingpin’s missing medallion piece.
  Chief Clown: The most chilling member of the 
  troupe is the Chief Clown, who dresses in white 
  ‘Pierrot’ style make up and costume. He has joined 
  the Gods, enjoying the power they offer, as well as 
  the control he has over the others. He is utterly 
  corrupt and will stop at nothing to achieve his ends; 
  the killing is simply a bonus. He is killed by laser 
  fire when Ace manages to reactivate Bellboy’s giant 
  robot. 
  Ringmaster: Wearing a sequinned top hat and tails 
  with an American motif, the Ringmaster keeps the 
  show going in the big top. He introduces all the acts 
  in rhyme and always manages to keep a smile on 
  his face. He happily supports the Gods, enjoying 
  the success and notoriety of the circus. However, 
  when he fails to produce a new act, the Gods kill 
  him without a second thought.
  Morgana: The box office is run by Morgana who is 
  able to read the future using cards or her crystal 
  ball. She tries to get people not to come to the circus 
  as she is sick of the killing. However, she fears the 
  Gods and fellow performers too much to act openly 
  against them. Morgana is the epitome of the gypsy 
  fortune teller, all scarves, jewellery and colourful 
  skirts and shawls. Morgana is killed by the Gods 
  when the circus runs out of acts.
  There are two other members of the circus, 
  Peacepipe and Juniperberry, who have both met 
  their end trying to escape before the Doctor arrives.
  visitors
  The Psychic Circus still attracts several visitors to 
  its out of the way location. They usually arrive at 
  the transmat receiver and are almost as strange 
  as the circus folk. When running this adventure 
  you should create several other visitors, each 
  with their own reason to come to the circus. Some 
  might come for the fame they might accrue from 
  the ‘talent competition’ others might simply love 
  the circus. In the Doctor’s encounter with the 
  circus we meet two:
  Nord: A Viking biker from the stars, Nord is 
  aggressive, rude and unsociable. However, this 
  might be a front as he does his best to act tough. 
  Nord dresses in stylised armour with a Viking 
  theme and rides a loud three-wheeled motorbike. 
  When Ace suggests she can help him tune it he tells 
  her to get knotted. Nord offered a strongman act 
  that impressed the Gods, but when asked to tell a 
  joke he dismally failed.
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  Whizzkid: This rather nerdy kid is the circus’ 
  biggest fan. He has studied the history of the troupe 
  and the places it has visited. To visit the place is a 
  dream come true for him, and includes the bonus of 
  meeting the famed explorer Captain Cook (a piece of 
  whose shoe he owns). Sadly Whizzkid is overcome 
  with the glamour of standing in the ring and the 
  Gods slaughter him. Should the characters meet 
  him before he is vaporised, Whizzkid’s knowledge 
  of the circus’ history might prove very useful.
  the gods of ragnarok
  The Gods of Ragnarok are beings of such power, 
  statistics are meaningless. However, this does not 
  mean they are indestructible or without limitation. 
  There are three Gods, who exist in their Dark Circus 
  awaiting the end of time, the time of Ragnarok. 
  While they wait they expect to be entertained as 
  their eternal vigil bores them in the extreme. They 
  have slipped into our reality seeking entertainment 
  several times, most notably among the blood-
  drenched age of the Roman gladiatorial arena. When 
  they find a way to patronise a certain entertainment 
  it often sees something of an upswing. After all, 
  people try their best when under the threat of death 
  from their audience. So the Gods might be found in 
  the shadows of any golden age of entertainment, 
  such as the heyday of the theatre or the great days 
  of Hollywood.
  When in our reality, the Gods manifest as a family, a 
  mother, father and a child, dressed in clothes with a 
  forties/fifties style, although the forms might vary. 
  When encountered in the Dark Circus, from which 
  they are actually observing our reality from, they 
  appear in their true form. In their own lair the Gods 
  are grey figures shrouded in thick robes and hoods, 
  but all made entirely of stone. They rarely move or 
  engage in conversation, preferring to express their 
  displeasure by burning their entertainment to ashes 
  with powerful energy bolts.
  The Gods cannot be destroyed in our reality as 
  their form is little more than a projection. To truly 
  face them you must convince them to allow you to 
  perform directly before them in the Dark Circus. 
  the cLoWns
  aWareness
  2
  presence
  3
  coordination
  4
  resoLve
  4
  ingenuity
  2
  strength
  6
  While the circus folk perform the various acts, they 
  maintain a ‘chorus line’ of robot clowns to fill out 
  the stage and entertain the crowd with tumbling 
  and juggling between acts. Since the circus moved 
  to a darker purpose they have become the Chief 
  Clown’s personal militia. He uses them to hunt 
  down errant troupe members and patrol the 
  corridors when acts escape.
  skiLLs 
  Athletics 5, Fighting 2, Subterfuge 2, Transport 2.
  traits
  Fear Factor (Special Good) 1: Clowns are 
  creepy.
  Quick Reflexes (Minor Good): These speedy 
  devils always go first in their Action Round 
  unless taken by surprise. 
  Robot (Special Good)
  tech LeveL: 6 
   story points: 6
  
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  They can open a portal for a supplicant, but some 
  vehicles fitted for dimensional travel might be able 
  to break into the Dark Circus. Unfortunately, here 
  they are more powerful. Their medallion is the only 
  defence, which reflects their power back at them. 
  While the medallion’s existence in our world helps 
  them make a link here, they must make sure it 
  doesn’t fall into the wrong hands.
  further adventures
  •	
  Fear of Clowns: The characters are asked to 
  help a small boy overcome his fear of clowns 
  by taking him to the circus. Having defeated 
  the Gods of Ragnarok, they are the only people 
  he feels safe with. However, the clowns in this 
  circus are quite sinister, and somehow know 
  the characters have destroyed several of their 
  kind. Can the characters help the boy overcome 
  his fear, when surrounded by killer clowns bent 
  on revenge? 
  •	
  Agent’s Fee: Mags and Kingpin need the 
  character’s help to convince a major act to join 
  their new circus. If they get this magician to join 
  them his fanbase alone will ensure they have a 
  decent first year at least. Unfortunately he owes 
  money to some very nasty people who insist he 
  works for them until the debt is paid, including 
  the growing interest. Can the characters talk the 
  Magician into joining, and keep him safe from the 
  mob? 
  the bus conductor
  it down. This requires an opposed roll using 
  Dexterity + Athletics against the Conductor.
  equipment: Conductor’s uniform, ticket machine 
  with built-in energy weapon (4/8/L).
  tech LeveL: 6 
   story points: 6
  aWareness
  3
  presence
  1
  coordination
  3
  resoLve
  4
  ingenuity
  1
  strength
  8
  skiLLs 
  Athletics 3, Fighting 4, Marksman 3, Subterfuge 4, 
  Transport 1.
  traits
  Armour (Minor Good): Reduce damage by 5.
  Quick Reflexes (Minor Good): The Conductor 
  always goes first in his Action Round unless taken 
  by surprise. 
  Robot (Special Good)
  Obligation (Major Bad): Kill everyone that enters 
  the bus.
  Slow (Minor Bad): The Conductor moves at half his 
  Speed rate.
  Request Stop (Major Bad): If they know to look for 
  it an opponent can try and hit the Request Stop 
  button on the Conductor’s head which will shut 
  Lost amidst the sands is the old tour bus of the troupe, all that remains of their touring days. Understanding 
  that Kingpin’s medallion could be used to destroy the Gods, it was broken and one of the pieces stored in a 
  cash box in the bus. The circus folk didn’t want it destroyed in case they one day needed it. However, hiding 
  it wasn’t enough so they put a guard on duty, the Bus Conductor.
  The Bus Conductor is a large robot ticket inspector who politely strangles anyone he comes across. He is 
  extremely strong and dangerous, and able to sneak up on his victims. However, he can be confused easily, 
  especially by asking for a complicated ticket. As Bellboy created him under duress he installed a ‘Request 
  Stop’ button under his hat that shuts him down completely.
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  captain cook
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  Selfish (Minor Bad): He’ll throw his own mother 
  to the lions if it bought him a moment to escape.
  tech LeveL: 6 
   story points: 10
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  3
  ingenuity
  4
  strength
  2
  skiLLs 
  Athletics 3, Convince 4, Fighting 1, Knowledge 3, 
  Marksman 3, Subterfuge 3, Survival 3, Technology 2, 
  Transport 3.
  traits
  Charming (Minor Good): +2 bonus to attempts to 
  use charm.
  Dark Secret (Minor Bad): The Captain is not the 
  great explorer his reputation suggests.
  Distinctive (Minor Bad): -2 penalty to rolls to 
  blend in. Others have a +2 bonus to remember or 
  recognise him.
  Keen Senses (Major Good): +2 to all Awareness 
  rolls.
  Lucky (Minor Good): Cook may re-roll any ‘double 1s’.
  The renowned explorer Captain Cook has travelled the universe and trekked across the wilds in the deepest 
  parts of the galaxy. It you believe his press releases he is brave and dedicated, fearless in the face of the 
  unknown and relentless in his pursuit of the mysteries of the universe. 
  In actual fact the reason the Captain has managed to survive so long is because he holds true to the old 
  explorer axiom that you need not outrun an enraged lion, as long as you can outrun the person you are 
  with. There is no one the Captain will not sacrifice to keep himself alive, and will happily put anyone else in 
  front of any danger that threatens him. 
  The Captain took on Mags as a companion knowing her homicidal tendencies might one day be useful. He 
  comes to the circus knowing there is a dark power at work, convinced he can control it. Unfortunately his 
  ‘lion tamer’ act with Mags fails disastrously and she tears him apart when overcome by rage. Even so, the 
  captain is resurrected by the Gods of Ragnarok as a slave until he is finally cast into the well in a tussle with 
  Ace and Kingpin. To be fair, though, he is quite philosophical about his death, regarding it as an unfortunate 
  occupational hazard.
  •	
  Your Greatest Fan: The character’s actions have 
  drawn them the attention of a fan who follows 
  them everywhere asking questions and getting 
  in the way. Unfortunately, the fan is related to a 
  very powerful noble who can help him track the 
  character across space and time. The only way 
  to get rid of this lodestone is for the characters 
  to allow the fan to join them on an adventure. 
  Unfortunately, the fan is blissfully unaware of 
  any danger and assumes they are always safe 
  with the characters.
  
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  mags
  Tough (Minor Good): Reduce total damage by 2.
  Werewolf (Special Good):  See below.
  tech LeveL: 6 
   story points: 8
  aWareness
  3
  presence
  3
  coordination
  4
  resoLve
  3
  ingenuity
  3
  strength
  3
  skiLLs 
  Athletics 3, Fighting 2, Knowledge 2, Subterfuge 3, 
  Survival 3, Technology 2, Transport 2.
  traits
  Alien Appearance (Minor Bad): Mags has wild hair, 
  strange eyes and a bestial demeanour.
  Dark Secret (Minor Bad): Mags doesn’t like people 
  knowing she is a Werewolf.
  Keen Senses (Major Good): +2 to all Awareness rolls.
  Phobia (Minor Bad) – The Moon: Mags suffers a -2 
  penalty to action when in the presence of the Moon 
  or a moon symbol.
  Quick Reflexes (Minor Good): Mags always goes 
  first in their Action Round unless taken by surprise. 
  The Captain found Mags on Vulpana and took her under his wing. She has been his loyal companion for a 
  while but not long enough to see how truly selfish and treacherous he is. She is also unaware of her own 
  nature. Mags is actually a werewolf, and becomes a beast in the light of the moon. She is so sensitive to the 
  power of the moon that even the symbol is enough to cause her distress and the right colour of stage light 
  forces her to change. When not a clawed manic, Mags is a loyal companion and a generally decent person. 
  She worries that she might hurt someone in her bestial form and that she will be considered a freak. 
  Kingpin convinces her that she is fine as she is, and that she can use her skills to entertain in a new circus.
  Werewolf is a Special Good trait costing 5 
  character points. Those touched by the moon 
  surrender to their bestial nature when bathed 
  in its light. The nature of Werewolves might 
  vary from creature to creature, but Mags is 
  reasonably typical, if a little sensitive. The Doctor 
  will encounter another type of Werewolf later on 
  when his travels take him to Scotland (see Tooth 
  and Claw in The Tenth Doctor Sourcebook). 
  When they see the moon (or, in Mag’s case, are 
  simply hit with silver blue light) a werewolf will 
  transform into a frightening creature. They grow 
  claws and fangs and lose control of themselves, 
  seeking only to kill anything in their path. 
  In Werewolf form the creature gains the following 
  traits until the moon has gone:
  Alien Appearance (Minor Bad): The Werewolf’s 
  hair grows longer and it gains powerful claws 
  and teeth.
  Fast (Major Good): The Werewolf doubles its 
  usual speed.
  Fear Factor (Special Good) 2
  Frenzy (Minor Bad Trait): The Werewolf must 
  resist frenzy whenever injured by making a 
  Resolve + Strength roll (with a difficulty equal 
  to 12 + damage taken). While frenzied, the 
  Werewolf attacks anything nearby.
  Natural Weapons (Minor Good): Close combat 
  weapons (claws, teeth) that do Strength +2 damage.
  Quick Reflexes (Minor Good): A Werewolf 
  always goes first in its Action Round unless 
  taken by surprise. 
  Tough (Minor Good): Reduce total damage by 2.
  WErEWolvEs
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  ‘Your manner betrays you. Do you not ride the ship 
  of time? Does it not deceive the senses, being larger 
  within than without? Merlin, cease these games 
  and tell me truly. Is this the time?’
  B  synopsis
  Lake Vortigern, England, the Near Future
  The Doctor intercepted a strange message from 
  Earth, one that crossed the barriers between time 
  and the dimensions and called for ‘Merlin’. Landing on 
  Earth they discovered the summons came from deep 
  in Lake Vortigern, where nearby an archaeological dig 
  had recently unearthed a mysterious scabbard. The 
  Doctor and Ace attempted to get closer to the source 
  of the message but ran foul of a UNIT operation in the 
  area transporting a nuclear missile. UNIT’s Brigadier 
  Bambera refused to allow the Doctor to interfere, but 
  her inquiry about this strange man brought word to 
  the retired Brigadier Lethbridge-Stewart. Realising 
  he was needed once more, Lethbridge-Stewart set 
  off to join the operation.
  Unfortunately, the mysterious signal had not just 
  brought the Doctor, and armoured knights began 
  to appear across the countryside. Their leader, 
  Mordred, opened a portal to another dimension 
  and brought his mother, the powerful sorceress 
  Morgaine, through. However, another knight called 
  Ancelyn had also arrived, and was sworn to stop 
  Morgaine and Mordred at any cost.
  Upon meeting the Doctor, Ancelyn recognised him 
  as Merlin, which the Doctor assumed must be a 
  name he would adopt in the future. Following clues 
  left by this future self, the Doctor and Ace found 
  themselves in a spacecraft buried under the lake 
  where the body of King Arthur lay with Excalibur! 
  It was the sword that Morgaine had come to claim, 
  and she sent Mordred to lead her army of knights 
  against the UNIT forces to take it. 
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  However, Mordred’s attack was merely a bluff. 
  Morgaine knew the Doctor had left Excalibur in the 
  care of Ace, and with the Doctor occupied trying to 
  stop the bloodshed, Morgaine used her sorcery to 
  try and take it. Luckily Ace was prepared and used 
  a chalk circle and the power of the sword to hold 
  Morgaine at bay. Unfortunately this forced Morgaine 
  to summon ‘The Destroyer’ a powerful demon she 
  had shackled who had the power to take the sword. 
  Ace was nearly crushed when the Destroyer pulled 
  the whole building down to take the sword, and 
  he and Morgaine left for their own dimension with 
  Excalibur.
  Realising Morgaine’s plot, the Doctor raced back to 
  Ace and was glad to find her alive even if the sword 
  was gone. While Morgaine and the Destroyer had 
  left, their dimensional portal was still open, allowing 
  the Doctor to follow. The Destroyer had kept the 
  portal open, reasoning that Morgaine might free 
  him if she was forced to fight ‘Merlin’. The Destroyer 
  proved to be correct and Morgaine broke his chains 
  before making a run for it. Brigadier Lethbridge-
  Stewart decided to face the Destroyer alone, but 
  luckily some silver bullets and good old-fashioned 
  gumption dealt with it.
  Meanwhile, Morgaine had returned to the nuclear 
  missile convoy and taken control of it. She planned 
  to detonate the missile and the Doctor was 
  powerless to stop her. However, he stayed her 
  hand by telling her the truth, that her enemy Arthur 
  was long dead. He also told her the destruction 
  the missile was capable of, and asked her if such 
  devastation was truly an honourable way to wage 
  war. Morgaine was forced to agree and released 
  control of the missile. Excalibur was returned to 
  the spacecraft tomb of Arthur, and Ace’s Nitro-9 
  ensured it would never be found again, until, 
  perhaps, it was needed once more.
   continuity
  •	
  This adventure takes place ‘in the future’ from 
  the perspective of the mid 1980s. So while it 
  might technically date to the early 21st century 
  some things aren’t quite right: there is a King 
  rather than Queen and £5 coins are commonly 
  available. 
  •	
  The Doctor has a minor costume change for this 
  adventure, exchanging his cream jacket for a 
  brown one. He also makes a lot more use of his 
  umbrella as a defensive weapon, often using 
  the handle to hook the wrist of an opponent. 
  As usual, he keeps all manner of rubbish in his 
  pockets, including his old UNIT pass, as well as 
  Liz Shaw’s, which gets him and Ace past UNIT 
  security for a while.
  •	
  The Doctor’s ability with hypnosis has improved 
  since Silver Nemesis. He quickly and quietly 
  convinces the Rowlinsons and Peter Warmsly 
  that they should allow UNIT to evacuate them 
  from the area. However, the Doctor’s poker 
  face isn’t what it once was; he can’t convince 
  Mordred he is capable of killing in cold blood by 
  looking in his eyes (a reverse of his conversation 
  with the snipers in The Happiness Patrol).
  •	
  The Brigadier and UNIT return in this 
  adventure, although the Brigadier is called out 
  of retirement, having left teaching and finally 
  married Doris (see Mawdryn Undead in The 
  Fifth Doctor Sourcebook). His military pension 
  must be quite substantial as he owns a beautiful 
  Tudor manor with an extensive garden. 
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  •	
  The Brigadier looks after the Doctor’s beloved 
  roadster ‘Bessie’. While it might look antique, 
  the Doctor enjoys proving to Ace the car has a 
  lot more punch to her than it looks.
  •	
  Ace is by preference a vodka drinker, but quickly 
  decides on lemonade when the Doctor glares at 
  her. 
  •	
  At the end of this adventure, when Morgaine 
  and Mordred are taken into custody, we have to 
  wonder what kind of cell UNIT can possibly hold 
  them in. 
  B  running the adventure
  As the title suggests, this adventure is a battlefield. 
  The plot is simple: Morgaine wants the sword 
  Excalibur and has an army of knights she can use to 
  take it. The forces of UNIT are there to stop her, as 
  are the characters. However, how all these groups 
  interact is going to depend a lot on what everyone 
  decides to do. Will the UNIT soldiers encounter 
  the knights early on and start shooting, or might 
  Morgaine lead a more subtle attack? Perhaps she 
  is unable to enter the ship, so she’ll need to wait 
  until someone retrieves Excalibur before showing 
  her hand. The characters might even annoy the 
  UNIT convoy commander so much they refuse to 
  listen to them! 
  What can make this adventure especially interesting 
  is Merlin. If you are using the Doctor, you might decide 
  Merlin is a later incarnation as in this adventure. 
  However, there are several other options. You might 
  decide another of your time travellers is actually 
  Merlin, and this adventure begins a campaign that 
  ends in them laying the foundation for this one. It 
  might also be a useful way to introduce the Doctor 
  by making him Merlin, having left clues not for 
  himself but for the characters.
  Morgaine and Mordred are clearly the bad guys, 
  but things might not be as simple as they appear. 
  The Destroyer could actually be the one pulling the 
  strings, having promised Morgaine he will lay waste 
  to her dimension unless she finds him Excalibur. 
  Another twist might be making the Destroyer a 
  potential ally. Maybe Morgaine has chained an 
  angel, and letting it loose might allow it to join 
  the character’s side, but only if they pass a test to 
  prove their chivalry. Fail the test and the angel’s 
  judgement will be swift.
  Essentially, if you’ve read T.H. White’s The Once 
  and Future King or Malory’s La Morte D’Arthur, or 
  simply seen Excalibur or a few episodes of Merlin 
  you can probably come up with several ideas on how 
  to play with the Arthurian themes and mythology 
  here. What of Gawain, Percival, Lancelot and 
  Galahad? Might the Lady of the Lake still protect 
  Excalibur somehow? Might Guinevere now rule 
  Arthur’s realm and come with knights of her own to 
  face Morgaine? If you are a fan of the myth of King 
  Arthur this isn’t so much an adventure as the start 
  of an epic, dimension-crossing campaign.
  Lake vortigern
  This lake in the south of England is a peaceful, 
  pastoral place of still waters surrounded by lush 
  forest. However, it is also right next door to land 
  owned by the Ministry of Defence which means the 
  heavy thump of shelling can often be heard during 
  training manoeuvres. The nearest town to the 
  lake is Carbury, but it is so far away that the area 
  remains quiet and reasonably undisturbed (apart 
  from the military). Next to the lake an amateur 
  archaeological dig by the local historical society has 
  been going on for the past ten years. They believe 
  the site to actually be where the Battle of Camlann 
  was fought, the final battle where Arthur perished. 
  
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  Sadly the only thing of note that has been unearthed 
  is the scabbard of Excalibur, which now rests near 
  the hearth of the Gore Crow Hotel. Other than the 
  scabbard, very little has been uncovered. However, 
  the most recent discovery is a stone covered in 
  ancient script. The script is actually a message from 
  ‘Merlin’ telling anyone who can read the language 
  to ‘dig here’. Beneath the stone lies an old concrete 
  tunnel built in the 8th century. The tunnel leads 
  under the lake to Arthur’s ship, which lies hidden at 
  the bottom of the lake.
  arthur’s ship
  At the bottom of the lake rests the tomb of Arthur, 
  a biological spacecraft that has remained dormant 
  for several centuries. The only real entrance to the 
  ship is by the concrete tunnel. However, several 
  trapped sections (one of which Ace falls foul of) are 
  designed to fill with water and eject interlopers. 
  nEW uniT ammo
  After having blasted five rounds rapid at many extra-
  terrestrial creatures that are usually utterly immune 
  to bullets, UNIT seems to have finally learnt its lesson. 
  The Brigadier ordered several new types of ammunition, 
  specifically designed to combat alien threats to Earth. 
  This ammo is available to any UNIT force likely to directly 
  encounter aggressive alien invaders, but it isn’t cheap and 
  so is rarely issued to soldiers on standard duty.
  Teflon Anti-Dalek Shells: Armour piercing, solid core 
  with a Teflon coat. This bullet ignores up to 10 points of 
  armour and is significantly less vulnerable to magnetic 
  disturbances, such as force fields. This passes through 
  any force field on a dice roll of a 5 or 6.
  High-Explosive rounds for Yetis: These bullets explode 
  on contact. Any hit using these bullets does damage as if 
  a ‘Fantastic’ result had been rolled, inflicting the weapon’s 
  maximum damage.
  Armour-Piercing rounds for Robots: More standard armour piercing rounds for metallic invaders, 
  which ignore the first 5 points of armour.
  Gold-Tipped for Cybermen: These bullets only have a special effect when used against Cybermen, 
  otherwise they do standard damage. When they hit a Cyberman they render it incapable of action as 
  the gold chokes its breathing apparatus.
  Silver Bullets: Ordered by the Brigadier on the Doctor’s suggestion. As silver is too soft to be used 
  as bullets these have a silver core and are designed to flatten upon impact, effectively injecting 
  silver into the enemy. They do the regular damage for the weapon, but additional damage to targets 
  susceptible to silver.
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  Luckily, the lake is not so deep that those who are 
  thrown out of the ship are likely to drown before 
  breaking surface (although it is close).
  The ship itself has two levels, the lower of which is 
  ‘guarded’ by a door in the shape of a dragon’s maw. 
  This mouth is programmed to respond to Merlin’s 
  voice to open. Once through the dragon’s maw, a 
  spiral staircase leads up to the second level, where 
  the control room is located. 
  In this dusty place Excalibur sits in a stone altar, 
  upon which the body of Arthur lies. However, the 
  body is only a suit of armour, inside which is a note 
  from Merlin that Arthur died in the last battle, and 
  will never rise again.
  The ship is actually biological in nature, drawing 
  energy from the lake itself. As such, it hasn’t 
  rusted, but it has grown old and decayed. However, 
  the security systems are still functional. These 
  include the flood compartments, which close on 
  the unwary, and a ghostly energy snake. The snake 
  is able to physically attack any interloper and is 
  immune to most weapons fire. It can be deactivated 
  by destroying its control circuit located in a nearby 
  console.
  magic in docTor WHo
  While magic and magicians make regular appearances in the Doctor’s adventures, we usually discover 
  their power comes from some clever quirk of physics or advanced technology. Be they Daemons or 
  Carrionites, these strange abilities have a basis in science and fact rather than hocus pocus and 
  mumbo jumbo. However, Morgaine’s power seems to be different. 
  The Doctor even explains it to Ace by reversing Clarke’s law, telling 
  her that ‘any form of sufficiently advanced magic is indistinguishable 
  from technology’. 
  So, can Morgaine actually cast spells, and is magic real in the world 
  of Doctor Who ? To a large extent we have to offer the cop out answer 
  and declare magic is as real as you want it to be in your campaign. 
  Morgaine might be an oddity or magic might exist in several universes 
  and times. However, she might just as easily use advanced technology 
  that only seems magical. Her armour might hold a power source 
  that allows her to throw lightning and the crystal ball is simply a 
  communications device. Any number of magical tools might actually 
  be technological upon closer examination. 
  Whichever you choose, though, you should bear a few things in mind:
  Magic is not without limits: There are things it cannot do and limits to what it can achieve. A sorcerer 
  also has a limit to the amount of power they can call on. 
  Magic has weaknesses: The right key for the right lock. A simple chalk circle is enough to keep 
  Morgaine at bay because circles have power. The strangest things can prove devastating to a mage’s 
  power if you know the right combinations.
  Magic requires knowledge: Not everyone can wield this power, it takes talent and understanding. 
  You can’t just read a spell and expect it to work. You need to understand the words and use them the 
  right way.
  Magic requires strength of will: You need a powerful will to work magic, a will stronger than the 
  reality you are manipulating. Those seeking to resist your power can do so by exerting their own will 
  in a mental contest.
  
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  gore croW hoteL
  The only real habitation for miles around Lake 
  Vortigern is the Gore Crow Hotel. As the area gets 
  few visitors the hotel mainly serves as the local 
  pub. It sees trade from the archaeological dig 
  and occasionally the military. Pat and Elizabeth 
  Rowlinson own the pub, and Pat brews his own beer 
  in a small brewery located next door. 
  The hotel is quite rustic and spacious, the building 
  having been built in 1684. It also has a large beer 
  garden, with a few wooden chairs and tables. On 
  the wall near the fireplace in the main bar hangs 
  the scabbard of Excalibur. It was found by Peter 
  Warmsly at the dig site and kept in trust by the pub. 
  No one thinks it is very special, except for Elizabeth, 
  who is unnerved by what she senses from it.
  the church
  When Mordred arrives on Earth he quickly sets 
  up a base in an old ruined church not far from the 
  lake. As the barrier between worlds is weaker
  unit private
  aWareness
  4
  presence
  2
  coordination
  4
  resoLve
  3
  ingenuity
  2
  strength
  3
  Under the Brigadier’s command are several 
  highly-trained UNIT soldiers, including Sergeant 
  Zbrigniev. 
  skiLLs 
  Athletics 2, Convince 1, Fighting 3, Marksman 3, 
  Medicine 1, Subterfuge 2, Survival 3, 
  Technology 2, Transport 2.
  traits
  Friends (UNIT) (Major)
  Obligation (UNIT) (Major Bad)
  Quick Reflexes (Minor): Always goes first in 
  their Action Round. 
  tech LeveL: 5 
   story points: 5
  snake defence system
  aWareness
  4
  presence
  1
  coordination
  6
  resoLve
  3
  ingenuity
  1
  strength
  4
  When active, this ghostly snake creature flies 
  around the control room and attempts to buffet 
  or bite any interlopers.
  skiLLs 
  Athletics 6, Fighting 1, Subterfuge 4.
  traits
  Fast (Major Good): The Snake doubles its usual 
  speed.
  Immunity (Major Good): Being constructed 
  of energy, the snake takes no damage from 
  physical attacks, but is vulnerable to energy 
  weapons.
  Natural Weapons (Minor Good): Bite or body 
  slam doing Strength +2 damage.
  Quick Reflexes (Minor Good): The snake 
  always goes first in its Action Round unless 
  taken by surprise. 
  Weakness: Deactivated if control circuit is 
  destroyed.
  story points: 5
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  here, he creates a portal to his home dimension 
  using two energy pillars. The rift he opens brings 
  a thunderstorm and causes a powerful EMP energy 
  pulse that fries some nearby electronic equipment 
  belonging to UNIT. Other than its status as a base 
  for Mordred there is little special about the church, 
  apart from its graveyard and war memorial. It 
  is here Morgaine insists on a short ceremony to 
  honour the war dead of Earth after Mordred’s 
  failure of soldier’s etiquette. 
  bystanders
  This adventure contains quite a few NPCs that get 
  involved in what is going on, but don’t play much of a 
  part in it. They can be very useful as background detail 
  for the adventure or to give the characters information 
  about the local area and its Arthurian history.
  Peter Warmsly: The site manager for the 
  archaeological dig was also responsible for finding 
  the scabbard of Excalibur. He understands the local 
  area but is also an authority on the King Arthur 
  myth, which might prove very useful.
  brigadier aListair gordon Lethbridge-steWart (retired)
  Tough: The Brigadier has seen more than his 
  fair share of action.
  UNIT Veteran: Once per adventure, the 
  Brigadier can call on his past experiences 
  to gain the benefit of spending a Story Point 
  without actually spending one.
  Voice of Authority: When the Brigadier barks an 
  order, soldiers jump to attention.
  tech LeveL: 5 
   story points: 9
  aWareness
  4
  presence
  6
  coordination
  3
  resoLve
  6
  ingenuity
  4
  strength
  3
  skiLLs 
  Athletics 2, Convince 5, Fighting 4, Knowledge (Areas 
  of Expertise: Military Tactics, The British Government, 
  UNIT) 4, Marksman 3, Medicine 1, Science 1, 
  Subterfuge 2, Survival 3 Technology 2, Transport 3.
  traits
  Brave: The Brigadier has seen – and fought – it all.
  Experienced
  Five Rounds Rapid: The Brigadier can opt to shoot 
  in either the Doers or Runners phases.
  Friends (UNIT): The Brigadier is still called on by 
  his former colleagues in UNIT.
  Indomitable: Even though he is retired, the 
  Brigadier is not easily put down.
  Insatiable Curiosity: The Doctor taught him to stick 
  his nose in where it wasn’t wanted.
  Slow: Due to his age, the Brigadier’s running speed 
  is reduced to 1 in chases.
  After becoming a teacher and then retiring, the Brigadier thought his UNIT days were behind him. But the 
  Doctor tends to crop up in the most unexpected and awkward times, bringing his old friend back to the 
  front once more. Before returning for one last operation the Brigadier was rather enjoying retirement and 
  spending some time with his wife Doris. For more information on the Brigadier, see Defending the Earth 
  and The Third Doctor Sourcebook.
  
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  Shou Yuing: This bored local girl can be a helpful 
  ally as long as the characters are young, interesting 
  or both. She knows the area, as well as all the locals 
  and their quirks.
  Pat Rowlinson: The Landlord of the Gore Crow 
  Hotel is a personable publican even though he 
  doesn’t see many visitors. He brews his own beer 
  that is noted in the CAMRA (Campaign for Real Ale) 
  guide, although it isn’t actually very good.
  Elizabeth Rowlinson: The Landlord’s wife Elizabeth 
  is as friendly to visitors as her husband, but she 
  suffers from blindness. This has made her more 
  sensitive to her environment and she feels the power 
  of the scabbard, which hangs in the pub’s main room. 
  As payment for Mordred’s drinking, Morgaine heals 
  Elizabeth’s eyes, much to her surprise.
  brigadier Winifred bambera
  Quick Reflexes: She always goes first in her 
  Action Round.
  Tough: She’s as tough as an old boot.
  UNIT Veteran: Once per adventure, Bambera 
  can call on her past experiences to gain the 
  benefit of spending a Story Point without 
  actually spending one.
  Voice of Authority: When Brigadier Bambera 
  tells UNIT to jump, they ask how high.
  tech LeveL: 5 
   story points: 12
  aWareness
  4
  presence
  4
  coordination
  4
  resoLve
  5
  ingenuity
  4
  strength
  4
  skiLLs 
  Athletics 3, Convince 3, Fighting 4, Knowledge (Areas 
  of Expertise: Military Tactics, UNIT) 3, Marksman 
  4, Medicine 1, Science 1, Subterfuge 2, Survival 3, 
  Technology 2, Transport 3.
  traits
  Brave: As a Brigadier in UNIT, Bambera is not 
  easily scared.
  By the Book: Bambera strictly follows UNIT 
  protocols.
  Five Rounds Rapid: Bambera can opt to shoot in 
  either the Doers or Runners phases.
  Friends (UNIT): Bambera can call on a lot of back-
  up, if she needs to.
  Hot Shot: Bambera gains a +2 bonus to Transport 
  rolls.
  Indomitable: She’s not easily swayed by the 
  opinions of others.
  Military Rank (Special Good): Brigadier
  Obligation (UNIT): Bambera gives UNIT her all.
  Lethbridge-Stewart’s successor is every bit the soldier her predecessor was, and is a highly skilled fighter 
  as well as a good leader. Bambera takes no glory in war, seeing it as a job that needs doing, and does her 
  best to protect the lives of her men and those in her care. While she finds Ancelyn’s enthusiasm for war 
  somewhat irksome, she also finds it infectious and comes to enjoy proving her superiority in hand to hand 
  combat with him. More information on Brigadier Bambera can be found in Defending the Earth.
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  anceLyn
  Tough (Minor Good): Reduce total damage by 2.
  equipment: Sword (Strength +2 damage), 
  padded armour (2 points).
  tech LeveL: 6 
   story points: 12
  aWareness
  4
  presence
  4
  coordination
  4
  resoLve
  5
  ingenuity
  3
  strength
  4
  skiLLs 
  Athletics 4, Convince 2, Craft 2, Fighting 5, Knowledge 
  2, Marksman 3, Survival 2, Technology 2, Transport 2.
  traits
  Attractive (Minor Good): +2 bonus to any rolls that 
  involve Ancelyn’s looks.
  Brave (Minor Good): +2 bonus to any Resolve roll 
  when he needs to show courage.
  Charming (Minor Good): +2 bonus to attempts to 
  use charm.
  Code of Conduct (Major Bad): Ancelyn follows a 
  strict code of knightly chivalry.
  Eccentric (Minor Bad): Ancelyn enjoys fighting just 
  a little too much.
  Obligation (Major Bad): Ancelyn is sworn to protect 
  Arthur and his realm.
  This noble knight is one of many to come to Earth from the other dimension. He is sworn to serve Arthur 
  and Merlin and is the only one to arrive to fight Mordred and Morgaine. As Mordred chides Ancelyn for 
  “running from the field at Camlann” we might infer from this that all Arthur’s knights were slain in that 
  last battle. Ancelyn, being an honourable man, may have been ordered to leave at the last moment so that 
  someone might remain to fight Morgaine and Mordred. Ancelyn is a blond vision of the perfect knight. He is 
  noble and kind, honourable and loyal. Unfortunately he is also rather arrogant and somewhat dismissive of 
  ‘peasants’. He also enjoys battle too much, seeking an honourable death with the naivety of someone that 
  has never really experienced the true horror of warfare. He and Brigadier Bambera hit it off very well, once 
  Bambera has beaten some sense into him (which only makes him love her more).
  further adventures
  •	
  The Once and Future Player Character: One of 
  the characters gets a message from themselves 
  telling them to travel to a particular time and 
  place where they can be taken to another 
  dimension. It seems they have a destiny that 
  has been laid out for them by a future self. They 
  might have to advise Arthur against Morgaine 
  or perhaps accept Arthur’s fate and find a way 
  to preserve Excalibur.
  •	
  The Black Knight: A powerful knight and his 
  army invades Earth, intent on claiming it as 
  his domain. The characters need to release 
  Morgaine and Mordred so they can help fight 
  him. They will join the fight if they are promised 
  their freedom, but can they be trusted? Who is 
  the Black Knight anyway? A new pretender to 
  Morgaine’s throne, or a loyal vassal following a 
  plan to ensure her freedom and return to power?
  •	
  Spies in Camelot: The dimensional portal has 
  opened again due to a weakness in the barrier 
  between worlds. It needs to be closed before it 
  begins to consume the Earth. However, it is a force 
  of magic and needs to be closed from the other 
  side. The characters must travel in secret to the 
  knight’s dimension, a world of conquering lords 
  and ladies, magic and strange technology, such 
  as ornithopters (winged machines that fly like 
  birds). Can they find the right ingredients to close 
  the portal and who can they trust to tell them?
  
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  Warrior knights
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  3
  strength
  5
  Morgaine and Mordred bring a small group of 
  Warrior Knights to help them take Excalibur. 
  There are about 30 knights in total, who have all 
  sworn loyalty to Mordred and his mother. While 
  they are happily serving a villain they still do their 
  best to behave with honour and noblesse oblige 
  towards their enemies. Initially their armoured 
  forms seem indestructible to the UNIT troops, 
  but when UNIT gets hold of armour piercing 
  rounds the fight becomes a lot more even.
  skiLLs 
  Athletics 3, Craft 2, Fighting 4, Marksman 3, 
  Subterfuge 2, Survival 2, Technology 2, 
  Transport 2.
  traits
  Brave (Minor Good): +2 bonus to any Resolve 
  roll when the character needs to show courage.
  Code of Conduct (Major Bad): Honour before 
  victory.
  Obligation (Major Bad): Serve their sworn 
  liege.
  Tough (Minor Good): Reduce total damage by 2.
  equipment: Sword (Strength +2 damage), 
  armour (5 points), blaster weapon (4/8/L).
  tech LeveL: 6 
   story points: 8
  mordred
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  4
  ingenuity
  3
  strength
  6
  Morgaine’s son is a cruel bully, but a very 
  dangerous one. He is an excellent swordman and 
  a ruthless opponent. While he isn’t the sharpest 
  tool in the box, he isn’t so much of a fool as to 
  keep fighting when the day is lost; he’d rather run 
  away and fight another day. 
  Mordred is supremely confident in his mother’s 
  abilities, often hiding behind the threat of her 
  vengeance. When not fighting or drinking, 
  Mordred enjoys making threats and laughing 
  maniacally.
  skiLLs 
  Athletics 4, Convince 2, Craft 2, Fighting 4, 
  Knowledge 2, Marksman 3, Subterfuge 3, 
  Survival 2, Technology 2, Transport 2
  traits
  Code of Conduct (Minor Bad): Mordred follows 
  the code of chivalry, at least when it suits him.
  Impulsive (Minor Bad): Believing his mother 
  will protect him, Mordred tends to wade in 
  before thinking.
  Lucky (Minor Good): Mordred may re-roll any 
  ‘double 1s’.
  Quick Reflexes (Minor Good): Mordred always 
  goes first in his Action Round unless taken by 
  surprise. 
  Run for your Life! (Minor Good): +1 bonus to 
  his Speed when escaping pursuit.
  Selfish (Minor Bad): Nothing is more important 
  to Mordred than Mordred.
  Tough (Minor Good): Reduce total damage by 2.
  equipment: Sword (Strength +2 damage), 
  armour (5 points), blaster weapon (4/8/L).
  tech LeveL: 6 
   story points: 12
  battLefieLd
  
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  the destroyer
  Selfish (Minor Bad): The Destroyer tends to put 
  himself first.
  Teleport (Major Good): The Destroyer can 
  move between dimensions by opening portals 
  which can also be used to travel almost any 
  distance.
  Weakness (Major Bad): Silver weapons do their 
  normal damage plus an additional 4 levels of 
  damage to the Destroyer. Silver can also be 
  used to bind him and reduce his power.
  tech LeveL: 6 
   story points: 12
  aWareness
  4
  presence
  5
  coordination
  4
  resoLve
  8
  ingenuity
  5
  strength
  8
  skiLLs 
  Athletics 3, Convince 5, Fighting 4, Knowledge 5, 
  Subterfuge 4.
  traits
  Alien (Special Good)
  Alien Appearance (Major Bad): The Destroyer is 
  a blue-skinned demonic creature over seven feet 
  tall.
  Environmental (Major Good): The Destroyer 
  suffers no ill effects from any environment.
  Fear Factor (4)
  Immortal (Major Special Good): The Destroyer 
  cannot be killed, but can be injured.
  Indomitable (Major Good): +4 bonus to any rolls 
  to resist psychic control.
  Natural Weapons (Minor Good): Powerful claws 
  doing Strength +2 damage.
  Natural Weapons (Major Good): May drain life 
  from all targets in nearby area doing (4/8/L) 
  damage.
  Psychic Training (Minor Good): +2 bonus to 
  Resolve rolls when trying to resist psychic attack 
  or deception.
  The Destroyer is known by many names, but few 
  who come to know one survive for long. To Morgaine 
  this creature is a powerful demon, but at best he 
  is an extremely potent extra-dimensional being. 
  The Destroyer is pure evil, living for chaos and 
  slaughter. He enjoys taking humans as slaves and 
  ‘handmaidens’ that he might torture and abuse for 
  centuries. 
  On his home plane of existence, the Destroyer is 
  almost a god, but when manifesting in a more human 
  realm he takes on a more vulnerable physical form. 
  This form is highly susceptible to silver, and when in 
  close proximity to it finds his power greatly reduced. 
  Silver bullets can even destroy its physical form, 
  sending him back to his realm.
  
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  morgaine of the fay
  •	
  Stealing Memories: Taking thoughts from 
  a living person by physical contact. This 
  drains the life from a victim the longer it 
  continues.
  •	
  Disintegrating Objects: Anything up to 
  and including the size of a body might be 
  rendered into dust.
  •	
  Empathic Control: Enhancing negative 
  emotions in a target, even a protected one, 
  such as fear or anger.
  •	
  Healing: She can restore the sight to a blind 
  person by laying on hands, so may also be 
  able to heal wounds with a touch.
  equipment: Golden armour (5 points).
  tech LeveL: 6 
   story points: 12
  aWareness
  4
  presence
  5
  coordination
  3
  resoLve
  5
  ingenuity
  6
  strength
  3
  skiLLs 
  Athletics 3, Convince 4, Craft 2, Fighting 2, Knowledge 
  4, Marksman 2, Science 3, Subterfuge 3, Survival 2, 
  Technology 4, Transport 2.
  traits
  Code of Conduct (Major Bad): Morgaine may be a 
  villain but she always acts with honour.
  Indomitable (Major Good): +4 bonus to any rolls to 
  resist psychic control.
  Natural Weapons (Major Good): Lightning strike 
  doing (2/5/7) damage.
  Obsession (Major Bad): To finally defeat Arthur and 
  claim Excalibur.
  Psychic Training (Minor Good): +2 bonus to 
  Resolve rolls when trying to resist psychic attack or 
  deception.
  Voice of Authority (Minor Good Trait): +2 bonus to 
  Presence and Convince rolls.
  Sorcery (Special Good): Morgaine has several 
  magical abilities, some of which are reflected in 
  her Traits, others that might be better suited to the 
  expenditure of Story Points. 
  The Gamemaster should feel free to grant 
  Morgaine the use of whatever ‘spells’ appear 
  appropriate without making her impossible to 
  defeat. Her abilities include but are not limited to:
  •	
  Lighting Bolts: Capable of bringing down a 
  small helicopter (ranged attack) and inflicting 
  Lethal damage.
  As a powerful sorceress, Morgaine would be dangerous enough, but as a queen leading an army of knights 
  she seems unstoppable. Morgaine loves battle and conflict, seeing every fight as a chess game. However, 
  she doesn’t like to cheat. She most enjoys beating a foe when they are evenly matched, proving her 
  superiority, which is one reason she actually laments the passing of Arthur. It also ensures she obeys the 
  rules of honour, as there is no true victory without honour.
  Morgaine is utterly ruthless in the pursuit of her goals. While she has no desire to sacrifice her son, even 
  Mordred is expendable to further her plans. She is also extremely arrogant and susceptible to taunts. She 
  frees the Destroyer just to prove to the Doctor she has the stones to do so.
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  ‘Things are getting out of control. Even I can’t play 
  this many games at once!’
  B  synopsis
  Perivale, England, 1883
  The Doctor and Ace arrived in London in 1883, to 
  a house full of secrets. It had a daytime staff who 
  refused to remain after dark. As soon as the clock 
  chimed six o’clock, the evening staff and the house’s 
  occupants awakened, just in time to meet Ace and 
  the Doctor. The whole place made Ace nervous as 
  she once broke into a haunted house in Perivale, and 
  encountered something that terrified her.
  The master of the house was Josiah Smith, who 
  lived there with his ward Gwendoline and the polite 
  but mad Redvers Fenn-Cooper, who was usually 
  locked up ‘for his own good’. After ensuring Ace’s 
  clothes were less shocking to these Victorians, they 
  all settled down for dinner. They were attended by 
  the Housekeeper Mrs Pritchard and Nimrod the 
  butler. When Josiah was called from dinner, Ace 
  began to recognise the place as Gabriel Chase, the 
  very haunted house that had frightened her. She was 
  angry at the Doctor for bringing her here, but when 
  she had told him her story he realised her fear may 
  have come from something alien in the place. Ace felt 
  betrayed and wandered away on her own, finding her 
  way to the basement where a stone spacecraft lay 
  hidden. Two monstrous ‘husks’ attacked Ace as she 
  investigated the place, and the ship’s systems were 
  damaged in the fight. Josiah and the Doctor arrived 
  and saved Ace. However, Josiah became terrified 
  that something trapped in the ship might awaken and 
  be freed. 
  What was freed was a woman called ‘Control’ who 
  had been imprisoned by Josiah. Josiah and Control 
  were both the servants of an alien being who slept 
  beneath the house. Josiah had imprisoned Control 
  to stop her waking up their master, who might put 
  an end to his plans. Not trusting Josiah’s agenda, the 
  Doctor helped Control awaken this being, an angelic 
  creature called ‘Light’. Light was a form of galactic 
  surveyor, and Josiah and Control were part of his 
  team. After cataloguing all the species of Earth he 
  settled down to rest and his team managed to keep 
  him asleep so they might follow their own plans. 
  Each had evolved so they might have an independent 
  life of their own. 
  Now Light was awake he wished to put a stop to all 
  this. However, he was also appalled to discover that 
  while he had been asleep, the world had changed 
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  and evolved. His catalogues were all now completely 
  out of date. All his work was for nothing. He began a 
  plan to destroy all life on Earth so it would remain 
  constant. However, the Doctor told Light that even 
  if he destroyed Earth his catalogue would not be 
  complete. Light had missed dragons, griffins and all 
  manner of strange magical creatures. The Doctor 
  even insisted that Light himself had changed and 
  adapted, even in the short time since he had awoken. 
  Confused and desperate, Light decided that he at 
  least would not change. He disintegrated himself, 
  his essence pouring into the walls of the house. It 
  was this force that Ace found so terrifying in 1983 
  that she burnt the place down. Control and Redvers 
  took control of both the ship and Josiah and set off 
  to explore and catalogue more of the universe. Ace 
  forgave the Doctor for bringing her here, as facing 
  her fears had brought a terrifying chapter of her past 
  to a close.
  continuity
  •	
  Upon meeting Redvers, the Doctor reveals that 
  he too is a member of the Royal Geographical 
  Society. He could, of course, just be being polite. 
  However, it seems like the sort of society he 
  might have joined, or possibly even started.
  •	
  Ace broke into Gabriel Chase in 1983, when 
  she was 13, having been dared by her friend 
  Manisha. In the house she came across a force 
  so terrifying that it led her to set fire to the place. 
  Manisha’s flat was also burnt down in a racist 
  attack, another reason for Ace to be disgusted 
  with Mike Smith (see Remembrance of the 
  Daleks). Ace was arrested for arson after the 
  incident, but not sent to prison. However she was 
  assigned a probation worker.
  •	
  This is also one of the few episodes Ace gets 
  several costume changes, dressing up in 
  gentleman’s evening attire and later a white 
  gown. However, those who refer to her as a 
  “young lady” quickly get told to “bog off”.
  B  running the adventure
  With Ghost Light we are back on familiar territory; a 
  good old fashioned Victorian ghost story. Despite the 
  godlike aliens and monsters in the basement, this 
  adventure is all about dark corridors and mysterious 
  supernatural horror. There is a sense of an unearthly 
  brooding menace throughout the entire adventure. 
  So the characters should know there is something 
  very wrong here from the moment they step out of 
  the TARDIS. 
  ghost Light
  
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  While it might take a Time Lord to defeat Light and 
  Josiah, the adventure would also work well for a 
  Torchwood, UNIT or Time Agent group. It might be 
  part of a Victorian series of adventures, or a time 
  portal might take them to this strange house. In 
  fact, the Gamemaster might easily modernise all 
  the characters and set it in the 21st century. After 
  all, there are still plenty of people arguing about the 
  validity of Darwin’s evolutionary theory, even today.
  Something to watch out for is that there is nothing to 
  stop the characters leaving the house. They should 
  quickly discover that no help of any use will come 
  from outside. The police will prove ineffective if they 
  even listen and will easily be ‘sent to Java’ by Josiah. 
  If the characters leave, no one will stop them; in fact, 
  Josiah would probably rather be well shot of them. 
  After all, they are the only people potentially looking 
  to disrupt his plans. The Gamemaster can actually 
  make the whole scene of the characters’ escape a 
  lot eerier with no attempt from the NPCs to destroy 
  them. It is easy to get used to the villains chasing the 
  characters around; when they don’t, the silence can 
  be disturbing.
  As the adventure is quite complicated, it might 
  prove difficult to adapt. However, the core of it is 
  quite simple. Josiah has locked up his boss and 
  his partner so he can have a life of his own. When 
  his partner (Control) gets free, she wakes his boss 
  (Light) up too. Then the trouble really starts. In a 
  sense the best part of this adventure is the build up, 
  the sense of mystery and the discovery of secrets. 
  The Gamemaster shouldn’t be afraid to make this a 
  slow burner to create more atmosphere.
  Character is also important in this adventure. The 
  Gamemaster should get to know all the NPCs very 
  well as the early parts of the adventure are all 
  about interacting with them. Each NPC should be 
  introduced to the characters in a scene of their own. 
  There are many, many role-play opportunities in 
  talking to each occupant of the house and learning 
  some of their secrets and personalities. Ace and 
  Gwendoline almost make a whole adventure out of 
  dressing for dinner.
  The first simple adaptation is to change who the 
  Controller is. Gwendoline or Mrs Pritchard, or even 
  Nimrod might actually be in charge rather than 
  Josiah. It is also possibly that Josiah is really the good 
  guy. After all, Control is happy to wake up Light, who 
  is more than happy to wipe out all life on Earth just 
  to avoid extra paperwork. Maybe this time the Doctor 
  shouldn’t have interfered. In fact, the Gamemaster 
  might have Josiah bring the characters in to help him 
  keep Light asleep as he is about to wake up despite 
  his efforts.
  It is also possible to omit Light himself from the story. 
  The power to destroy the planet might reside with the 
  spacecraft itself. Control might not only be the pilot, 
  but also the commander, and when she is free decides 
  to destroy everything Josiah has touched. This would 
  make a good option for a less-powerful group not 
  ready to deal with a godlike entity. The Gamemaster 
  might also forego the whole Light plot entirely, and 
  take a leaf from The Island of Doctor Moreau. Josiah 
  might be the only survivor from the expedition, as the 
  ship crashed. He is now engineering monsters, the 
  most successful and dangerous of which he keeps 
  locked in the cellar. He plans to unleash them to take 
  control of the British Empire.
  gabrieL chase
  The entire adventure is set inside the dark house 
  called Gabriel Chase, a house that seems to be 
  constantly under the shadow of a storm. The building 
  is quite large, with two floors and several attic 
  rooms. A lift has been installed to allow access to 
  the basement. The upper floor is a maze of tight 
  corridors, cluttered with several stuffed animals and 
  displays of insects. The house has extensive grounds 
  but while within walking distance of a village is still 
  quite isolated. Perivale is the nearest place, a small 
  village of only five or so houses. 
  The house is attended by a daytime staff of four or 
  five people led by the housekeeper Mrs Grose. They 
  clean the place and see to any guests they find there. 
  However, they make a point of leaving at six o’clock, 
  not wanting to spend a second longer here than they 
  have to when night begins to fall.
  key Locations in gabrieL chase 
  •	
  Foyer: The main door opens into a large atrium 
  where the main staircase and the lift to the 
  basement are located. It is one of the few 
  uncluttered area, sporting only a few pot plants 
  as decoration amidst the wood panelling. The 
  housemaids of the night staff wait here during 
  the day, shut behind secret panels until the clock 
  chimes six.
  •	
  Dinning Room: This dining area is quite small 
  for a house of this size, and is accessed from the 
  parlour. The room is occupied mostly by a large 
  dining table that seats up to ten people.
  
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  •	
  Parlour: This sitting room links the foyer to 
  the dining room and serves as a reception and 
  smoking room. While not especially large it is 
  spacious and well furnished. It also contains 
  several cases containing collections of insects 
  and butterflies, as well as a police inspector. 
  •	
  Bedrooms: The bedrooms on the upper floor 
  are well appointed but a little sparse. Each is 
  decorated in tasteful Victorian style with plenty 
  of wardrobes and cupboard space.
  •	
  Playroom: In the attic is a large dusty room 
  containing a collection of old Victorian toys, 
  from rocking horses to a doll’s house. It 
  is plain and apparently unused for many 
  years. However, Josiah, Mrs Pritchard and 
  Gwendoline can be found here like statues 
  under dust sheets during the day. The chiming 
  of the clock at six awakens them and the 
  housemaids downstairs.
  •	
  The Stone Spacecraft: Deep in the basement lies 
  Light’s stone spacecraft. The ship is one large 
  open room with a lit mosaic screen and control 
  panel containing several crystal rods. A wooden 
  door leads to a containment area where Control 
  has been held for years. Two wide screens open 
  across the white walls either side of the mosaic 
  screen. The ship contains a powerful engine but 
  moves at the speed of thought, making take off 
  both silent and instant.
  Light
  The being called Light is an extremely powerful 
  entity sent to catalogue the species of Earth. This 
  might be a punishment as he rails against having to 
  spend more time in the company of Control. If so it is 
  an ingenious one, as his judges may have understood 
  the work could never be finished. As a god-like entity, 
  Light is able to move at the speed of thought and his 
  form is almost impervious to physical weapons. He 
  can scan living beings on a molecular level and access 
  the ship’s computer systems at will, displaying the 
  data on any nearby window. His control over life and 
  biological matter is extensive, allowing him to kill or 
  turn to stone those he chooses to in moments with 
  little more than a thought.
  As the name suggests, Light is actually a being of 
  pure energy, but he manifests as a glowing ‘angelic’ 
  being in the form of the dominant organism of the 
  planet. He has no concern at all for the living beings 
  he is meant to catalogue, seeing them as little more 
  than entries in his ledger. He takes apart one of 
  the maids simply to ‘see how she works’. This utter 
  lack of concern for any form of life coupled with 
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  unimaginable power makes Light exceptionally 
  dangerous. No statistics could represent him, and 
  the Gamemaster is free to allow him to exercise 
  power as he sees fit. The only way to defeat him is to 
  get him to defeat himself.
  further adventures
  •	
  Inside the Thoughtspace: Control and Redvers 
  set off to explore the universe in Light’s stone 
  ship. As the ship moves at the speed of thought, 
  what if there is another realm through which it 
  can travel, a realm of pure thought? If something 
  went wrong, the ship might become stuck in a 
  thought or a mind and require the help of a Time 
  Lord to escape. This realm might be hard for 
  even a TARDIS to enter, and be a strange and 
  abstract place to navigate. Even a simple tow out 
  might mean following trails of thought through 
  the unconscious mind of humanity.
  redvers fenn-cooper
  Sense of Direction (Minor Good): +2 bonus to 
  any roll to avoid becoming lost.
  Well Mannered (Minor Good): +2 to social rolls 
  when in polite society.
  equipment: As Redvers is skilled in several 
  different weapons he might use whatever comes 
  to hand, be it a spear or a shotgun.
  tech LeveL: 4 
   story points: 4
  aWareness
  3
  presence
  3
  coordination
  4
  resoLve
  2
  ingenuity
  3
  strength
  4
  skiLLs 
  Athletics 3, Convince 2, Craft 2, Fighting 2, Marksman 
  4, Science 2, Subterfuge 2, Survival 4, Transport 2.
  traits
  Amnesia (Minor Bad): Redvers doesn’t really know 
  who or where he is.
  Brave (Minor Good): +2 bonus to any Resolve roll 
  when Redvers needs to show courage.
  Code of Conduct (Minor Bad): Behave like a 
  gentleman.
  Eccentric (Major Bad): Redvers has been driven 
  mad by his time in the house.
  Forgetful (Minor Bad): -2 penalty to any Ingenuity 
  and Resolve roll to remember something vital.
  Impulsive (Minor Bad): Redvers is used to listening 
  to his instincts.
  Keen Senses (Major Good): +2 to all Awareness 
  rolls.
  Redvers is the model of the Victorian ‘great white hunter’. He has travelled extensively in Africa and is never 
  more at home than when exploring the wilds of a new world. His social connections are what made him 
  valuable to Josiah, who convinced him to assist him in his plan to restore the might of the British Empire. 
  Unfortunately, Redvers’ time in the house has driven him mad. Not only has Josiah attempted to dominate 
  him, but he has also been exposed to Light himself, which pushed him over the edge. While he is polite and 
  articulate, he believes himself to be hunting the wilds of Africa for Redvers Fenn-Cooper, the man who will 
  free him from Josiah Smith’s dastardly plots. He is unaware he is looking for himself, although this search 
  suggests part of his mind is still fighting Josiah’s control.
  Despite the usual innate racism and bigotry common to gentleman on the era, Redvers is actually a very 
  decent and honourable man. He takes his word seriously and considers it his duty to protect those less 
  able than himself.
  
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  •	
  The Second Gabriel Chase: The house remains 
  a haunted house for many years after Light is 
  vanquished. Even though Ace burns it down 
  the very ground might still contain the essence 
  of Light. A new house built on the same spot 
  begins to gain a new reputation, the power of 
  Light mutating and changing those who live 
  there too long.  Can a way be found to destroy 
  this evil for good, and stop anyone using this 
  dormant power for their own ends?
  •	
  Failed Report: Light may have failed to 
  complete his report, but that doesn’t mean it 
  wasn’t due. Millennia later his masters come 
  to Earth expecting an update. They stop all life 
  on the planet, freezing every living thing, so 
  they can make an assessment. With no report 
  forthcoming they may not start the Earth again, 
  unless someone can provide it to them. 
  gWendoLine
  Well Mannered (Minor Good): +2 to social rolls 
  when in polite society.
  tech LeveL: 4 
   story points: 5
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  3
  strength
  4
  skiLLs 
  Athletics 3, Convince 2, Knowledge 1, Subterfuge 2, 
  Technology 1.
  traits
  Attractive (Minor Good): +2 bonus to any rolls that 
  involve Gwendoline’s looks.
  Charming (Minor Good): +2 bonus to attempts to 
  use charm.
  Eccentric (Minor Bad): Often appears unfocused 
  and daydreaming.
  Enslaved (Major Bad): Must obey Josiah, and 
  suffers -2 to attempts to voice opinion.
  Weakness (Minor Bad): -2 to rolls when in direct light.
  Josiah’s ward is actually nothing of the sort. Gwendoline is actually the daughter of Lord and Lady Pritchard, 
  who was hypnotised by Josiah when he took control of the house. Gwendoline is a pretty aristocratic girl 
  with good manners and the appropriate accomplishments for a young Victorian lady. She makes friends 
  with Ace quite swiftly and enjoys being encouraged by Ace to break a few rules by adopting gentleman’s 
  attire for dinner. Occasionally Josiah’s control slips a little and she remembers how she misses her mother. 
  But most of the time she exists in a dream state where she is unable to see or process anything out of the 
  ordinary, such as a police inspector in a drawer who she sees as a collection of insects. This gives her a 
  slightly distracted air in conversation.
  Gwendoline is used by Josiah as his ‘hatchet-man’ and is dispensed to capture and chloroform those he 
  wishes to put in his collection. She takes a concerning amount of joy in this, and it is unclear if this is part 
  of her mental conditioning or something she really takes pleasure in. She has been augmented a little by 
  Josiah, increasing her strength enough to break down a door, and possibly to maintain her as she was 
  when they met. However, this modification has made her look pale and a little drawn. 
  Her psychic conditioning is actually quite easy to break given the correct stimulus. The Doctor uses the 
  picture of her and her mother in her locket to bring her suppressed memories to the surface, which breaks 
  Josiah’s hold. Her reunion with her mother sadly does not last as they are both turned to stone by Light as 
  part of his plan to halt change.
  ghost Light
  
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  josiah smith
  Shapeshift (Minor Good): Josiah can change 
  his appearance by evolving and creating a new 
  Husk, although the process takes time.
  Tough (Minor Good): Reduce total damage by 2.
  Weakness (Major Bad): Bright light inflicts 
  4 levels of damage to Josiah if he is caught 
  directly in it unless he has reached his final 
  evolution.
  Well Mannered (Minor Good): +2 to social rolls 
  when in polite society.
  tech LeveL: 7 
   story points: 6
  aWareness
  3
  presence
  4
  coordination
  4
  resoLve
  4
  ingenuity
  4
  strength
  4
  skiLLs 
  Athletics 2, Convince 2, Craft 2, Fighting 1, Knowledge 
  3, Marksman 1, Medicine 3, Science 3, Subterfuge 2, 
  Technology 3.
  traits
  Alien (Special Good)
  Biochemical Genius (Major Good): May create 
  biological and chemical ‘Gadgets’ using Science 
  instead of Technology for Jiggery-pokery. 
  Dark Secret (Major Bad): Not the Victorian 
  gentleman he pretends to be.
  Hypnosis (Major Good): +2 bonus to control 
  another’s actions and feelings.
  Obsession (Minor Bad): To take control of the 
  British Empire.
  Obsession (Major Bad): To keep Light asleep.
  Quick Reflexes (Minor Good): Josiah always 
  goes first in their Action Round unless taken by 
  surprise. 
  Josiah arrived on Earth with Light as part of the survey team. He was sent out to interact with the new 
  world to see how he evolved, while Control was left behind (as the ‘control’ subject for the experiment). 
  However, Josiah had no desire to remain a mere assistant and decided to make a life for himself. He saw 
  to it that Light remained asleep, locking away Control and beginning a programme to evolve himself into a 
  proper Victorian gentleman. 
  Each time he evolved his old body remained as a ‘Husk’, a mindless automaton waiting to do his bidding. 
  Until gaining his final form, Josiah is extremely vulnerable to light, hence living a nocturnal life. After 
  establishing himself, Josiah then went about making a name for himself in society, especially as a 
  proponent of Darwin’s then-controversial theories of evolution. 
  He took control of the house at Gabriel Chase, hypnotising the lady of the house (Mrs Pritchard) and her 
  daughter Gwendoline. He then embarked on a plot to kill Queen Victoria and take control of the British 
  Empire. To this end he captured Redvers, whose connections were able to get him an invitation to 
  Buckingham Palace where he might make the assassination. 
  Those who stand against Josiah are usually “sent to Java”. In such case he uses Gwendoline to render 
  them unconscious with chloroform and then induces a coma where the subject can be placed in his insect 
  collection. Josiah is also a biochemical genius and able to create potions that manipulate the genetic code 
  of the imbiber, to give them specific animal traits as amuses him.
  
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  controL
  aWareness
  3
  presence
  2
  coordination
  3
  resoLve
  3
  ingenuity
  3
  strength
  3
  The other member of Light’s survey team is a 
  timid creature known only as Control. Where 
  Josiah was sent out to connect to the local fauna, 
  Control was kept in the ship to act as a ‘control 
  group’ for the experiment. Light would recall 
  Josiah and compare them to assess the effects of 
  the environment. However, Josiah did not return 
  until Light was asleep and then acted outside the 
  parameters of the experiment. He kept Control 
  locked away so she might not evolve as he had 
  done and challenge his authority. However, 
  Control had learnt something of the world and 
  yearned to be more than she was. She wanted 
  to become ‘ladylike’ in the same way Josiah 
  had become a gentleman. The Doctor promises 
  to help her do this, and does so by helping her 
  free herself and develop her own personality. 
  Eventually she evolves into a strong and capable 
  being, and turns the tables on Josiah as he 
  devolves once more. With Redvers, she takes the 
  ship to explore the universe, this time with Josiah 
  as her prisoner.
  skiLLs 
  Athletics 3, Knowledge 3, Science 3, Subterfuge 2, 
  Technology 3, Transport 2.
  traits
  Adversary (Minor Bad): Control hates Josiah 
  for locking her away.
  Attractive (Minor Good): +2 bonus to any rolls 
  that involve Control’s looks.
  Eccentric (Minor Bad): Control is not used to 
  manners and social interaction and often gets 
  it wrong.
  Obsession (Minor Bad): Become ‘Ladylike’.
  Tough (Minor Good): Reduce total damage by 2.
  tech LeveL: 7 
   story points: 5
  nimrod
  aWareness
  3
  presence
  2
  coordination
  3
  resoLve
  3
  ingenuity
  3
  strength
  4
  Josiah’s butler has served for longer than most 
  in his position. Originally he was a Neanderthal 
  caveman, collected as part of Light’s catalogue. 
  However, Josiah awoke him so he might serve as 
  his butler. Nimrod worshipped Light as a god, and 
  so saw nothing amiss with serving the emissary 
  of such a god. That was until the Doctor opened 
  his eyes to the true nature of Light, whereupon 
  Nimrod realised his loyalty was to his planet and 
  people, not this alien outsider who wished to 
  destroy it.
  Nimrod is generally well spoken with excellent 
  manners, although even in a butler’s uniform he 
  has the look of a caveman. He holds onto some of 
  his traditions, putting great store in charms and 
  talismans, especially the fang of a cavebear, a 
  charm only a great warrior might procure.
  skiLLs 
  Athletics 3, Fighting 2, Subterfuge 1, Survival 4.
  traits
  By the Book (Minor Bad): Nimrod does what is 
  expected of him.
  Distinctive (Minor Bad): -2 penalty to rolls to 
  blend in. Others have a +2 bonus to remember 
  or recognise the character.
  Eccentric (Minor Bad): Still follows the old 
  ways and superstitions of his tribe.
  Obligation (Minor Bad): Serve Josiah.
  Time Traveller (Minor Good): Familiar with 
  Tech Level 4 and below.
  Tough (Minor Good): Reduce total damage by 2.
  tech LeveL: 1 (4)  story points: 6
  ghost Light
  
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  reverend ernest mattheWs
  aWareness
  2
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  3
  strength
  3
  The Reverend is a notable member of the Royal 
  Geographical Society who takes it upon himself to 
  deal with those who insist on the truth of Darwin’s 
  “ludicrous theories”. Unfortunately for him, such a 
  man is Josiah Smith who plays with the Reverend 
  for some time to amuse himself. In fact, Matthews 
  is so pompous, opinionated, and just downright 
  wrong that even the Doctor cannot resist playing 
  with him. Eventually Josiah tires of Matthews and 
  in response to his insistence that mankind cannot 
  possibly be descended from apes, Josiah turns 
  him into a monkey before disposing of him.
  skiLLs 
  Athletics 2, Knowledge 4, Science 1, Technology 2, 
  Transport 2.
  traits
  Argumentative (Minor Bad): The Reverend will 
  argue his point even if it puts his life in danger. 
  By the Book (Minor Bad): The Reverend is a 
  man who doesn’t likes change.
  Eccentric (Major Bad): Extremely self-
  important and pompous.
  Obsession (Minor Bad): To stamp out these 
  foolish Darwinian theories!
  Selfish (Minor Bad): For a Reverend, Matthews 
  thinks very little of others.
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  tech LeveL: 4 
   story points: 4
  mrs pritchard
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  3
  strength
  3
  The sombrely dressed Mrs Pritchard is the 
  evening housekeeper for Josiah. She is privy 
  to all the secrets of the house, being the one to 
  see to it that Control is kept fed in her basement 
  prison. She is also in command of the evening 
  housemaids under Josiah’s direction. However, 
  in fact, Mrs Pritchard is actually Lady Pritchard, 
  the mistress of the house before Josiah took 
  control, and the mother of Gwendoline. Like her 
  daughter she has been psychically conditioned to 
  her new role. The Doctor manages to break her 
  conditioning but Light turns her to stone.
  skiLLs 
  Athletics 2, Convince 2, Knowledge 2, 
  Subterfuge 2.
  traits
  By the Book (Minor Bad): Mrs Pritchard must 
  be convinced to act against procedure.
  Enslaved (Major Bad): Must obey Josiah, and 
  suffers -2 to attempts to voice opinion.
  Fear Factor (Special Good) 1: The spooky 
  housekeeper has a +1 bonus to inspire fear.
  Weakness (Minor Bad): -2 to rolls when in 
  direct light.
  Well Mannered (Minor Good): +2 to social rolls 
  when in polite society.
  tech LeveL: 4 
   story points: 4
  
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  husks
  aWareness
  3
  presence
  1
  coordination
  3
  resoLve
  3
  ingenuity
  1
  strength
  4
  Each time Josiah evolves, he transfers his 
  consciousness to a new body, leaving behind 
  a ‘Husk’. These Husks respond to the mental 
  control of Josiah or Control, depending on who 
  is dominant at the time. Otherwise they are 
  little more than automata, which are stored (in 
  evening dress) in the stone spacecraft. There 
  are currently two, both barely human, appearing 
  more lizard and insect-like than Josiah’s current 
  form. Like Josiah’s other early forms, the Husks 
  are extremely vulnerable to light.
  skiLLs 
  Athletics 3, Fighting 2, Subterfuge 1.
  traits
  Alien (Special Good)
  Alien Appearance (Major Bad): Obviously 
  strange and alien, even in evening-wear.
  Fear Factor (Special Good) 2: Grants a +2 
  bonus to inspire fear.
  Slow (Minor Bad): The Husk moves at half its 
  Speed rate.
  Slow Reflexes (Minor Bad): The Husk always 
  acts last in its Action Round.
  Weakness (Major Bad): Just like Josiah, bright 
  light can do 4 levels of damage to husks if 
  caught directly by it.
  story points: 1
  ghost Light
  housemaids
  aWareness
  2
  presence
  1
  coordination
  3
  resoLve
  3
  ingenuity
  2
  strength
  3
  The evening staff is composed of six to eight 
  housemaids, who are all held under Josiah’s 
  mental domination. It is unclear if they are 
  constructs or women he has captured and 
  dominated in the same way as Gwendoline and Mrs 
  Pritchard. However, if the latter is true they have 
  far less autonomy. The maids wear a housemaid’s 
  uniform of a long black dress and white apron. They 
  remain shut away behind a secret panel during the 
  day and awaken at night. They carry out the duties 
  of a housemaid until ordered otherwise by Josiah 
  of Mrs Pritchard. Each maid is even armed with a 
  pistol and obeys Josiah without question.
  skiLLs 
  Athletics 3, Marksman 3, Subterfuge 2.
  traits
  By the Book (Minor Bad): The Housemaids are 
  dedicated to their duty.
  Enslaved (Major Bad): Must obey Josiah or Mrs 
  Pritchard, and suffers -2 to attempts to voice 
  opinion.
  Face in the Crowd (Minor Good): +2 to any 
  Subterfuge roll to sneak about .
  Quick Reflexes (Minor Good): The maids 
  always goes first in their Action Round unless 
  taken by surprise.
  equipment: Pistol 2/5/7.
  tech LeveL: 4 
   story points: 2
  
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  ‘We play the contest again, Time Lord. You left me 
  in the shadow dimensions, trapped for seventeen 
  centuries. But now I’ve found a body again and the 
  preparations are complete.’
  B  synopsis
  Maiden’s Point, Northumbria, England, 1943
  The Doctor brought Ace to a military base during 
  the Second World War to meet Professor Judson, 
  one of Britain’s top codebreakers. Judson and his 
  team had the most advanced codebreaking machine 
  in the world, ‘the Ultima’, a machine that would form 
  the basis of a new computer age in years to come. 
  However, a group of Russian soldiers arrived, intent 
  on stealing the core of the device. Even though 
  Russia was one of Britain’s allies, both foresaw a 
  day when they might be enemies. 
  Having arrived by water, the Russians made camp 
  on the beach, but several of them had been lost 
  in the water crossing. Something dark seemed at 
  work here making them all nervous. This force 
  was centred deep beneath the water on a sunken 
  Viking longship. The longship originally brought the 
  settlers who founded the local town, the records 
  of which were stored in the crypt of its church. The 
  Doctor visited the church to find several old runic 
  carvings left by the Vikings. The vicar of the church, 
  Reverend Wainwright, gave the Doctor a translation 
  his grandfather made. The writings told of a great 
  evil and a curse attached to an oriental treasure 
  that the Vikings stole. 
  Upon discovering the Russians, the Doctor warned 
  the base commander, Millington, that the Ultima 
  computer might be in danger. Millington and Judson 
  told him they were actually expecting the Russians. 
  Commander Millington had discovered a virulent 
  poison in the area under the church they had been 
  harvesting and turning into a stockpile of deadly 
  chemical weapons. The device the Russians were 
  attempting to steal had been loaded with this poison 
  that Millington hoped would kill everyone in the 
  Kremlin when it was used. 
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  Meanwhile, Ace realised the runic carvings in the 
  crypt were actually a complicated logic puzzle. 
  When she told Judson he eagerly fed the details into 
  the Ultima machine which went crazy. It declared 
  the chains of Fenric were shattered. Millington and 
  Judson were elated. They had come to believe the 
  local legends about the Curse of Fenric and coveted 
  this dark power for themselves. 
  The chains of Fenric were indeed shattered. The 
  bodies of the long-dead Vikings and lost soldiers, 
  along with two local girls rose from the sea as 
  vampiric creatures called Haemovores. They 
  marched on the base intent on draining the life 
  from everyone and releasing the powerful spirit of 
  Fenric. However, Fenric had already risen and taken 
  control of Judson. Fenric sent the most powerful 
  Haemovore, the ‘Ancient One’ to release the 
  stockpiled chemical weapons held at the base. He 
  then went to face the Doctor and seek revenge. On 
  their last encounter the Doctor had trapped Fenric 
  for seventeen centuries with a chess problem. 
  Fenric was keen to see the Doctor suffer before he 
  unleashed his plan to turn Earth into a chemical 
  wasteland.
  The Doctor faced Fenric with the same chess 
  problem that Fenric had failed to solve before. While 
  Fenric tried to solve the riddle the Doctor made a 
  deal with the Ancient One. The Ancient One was 
  actually brought back in time from an Earth coated 
  in deadly chemicals. Understanding from the Doctor 
  that this is the world Fenric seeks to create, the 
  Ancient One chose to betray Fenric. When ordered 
  to destroy the Time Lord and release the chemicals 
  by Fenric, the Ancient One turns on his master and 
  they both destroy each other. The game with Fenric 
  is over once more, a final Checkmate. 
  continuity
  •	
  The Doctor returns to the middle of the 20th 
  century again, which seems to be one of this 
  incarnation’s favourite times. 
  •	
  It is a little odd this is not the Seventh Doctor’s 
  final adventure as several things have been 
  leading up to this confrontation. Fenric admits he 
  laid a chess puzzle for the Doctor (as something 
  of an entrée to their encounter) in Lady 
  Peinforte’s study (see Silver Nemesis) and was 
  actually responsible for causing the time storm 
  that brought Ace to Iceworld (see Dragonfire). It 
  turns out Nitro-9 isn’t quite as dangerous to the 
  time/space continuum as Ace first thought. 
  •	
  Ace is growing up a little, or at least insisting 
  the Doctor stops coddling her and give her 
  some straight answers. She is also a little sick 
  of him playing puppet-master and tells him to 
  either bring her in on the plan in future or stop 
  including her in his games. Sadly she once more 
  falls for the wrong guy, or at least an unlucky 
  one. The dashing Russian Captain Sorin and 
  Ace find a mutual attraction, and he gifts her 
  with a proper communist badge for her jacket’s 
  collection. Unfortunately, his connection to 
  Fenric sees to his doom.
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  •	
  While Ace didn’t take her French higher 
  than O-Level, her understanding of Logic 
  impresses Doctor Judson. While she may not 
  have completed her education properly, she 
  is more than clever enough to work out what 
  she missed. She is also proving rather well 
  equipped, carrying a steel wire ladder in her 
  backpack. During a conversation with a soldier 
  Ace seems to drift off a little, as if she can see 
  a little further into time and space. Perhaps her 
  travels with the Doctor have already granted 
  her an understanding of the nature of time and 
  space, if only on a subconscious level. Ace also 
  proves she has a strong will, as her dedication 
  to the Doctor is able to hold the Ancient One at 
  bay. The Doctor has to tell her she is nothing to 
  him, just a tool, so he can break her faith and 
  allow the Ancient One to betray Fenric. So, once 
  more Ace is put through an emotional wringer, 
  but emerges stronger.
  •	
  Ace is also given an insight into the Doctor’s 
  responsibilities. She realises the radio operator 
  Kathleen Dudman is actually her unmarried 
  grandmother. This makes her baby, which Ace 
  has been drawn to, her mother. Ace is instantly 
  appalled as she has a primal loathing for her 
  mother. However, she also can’t bring herself 
  to feel anything but love for the baby she is 
  holding in her arms. Horribly conflicted, she 
  saves both her mother and grandmother by 
  seeing them off the base. When she thinks she 
  is about to die by firing squad, she shouts to her 
  mum that she is sorry. The whole experience 
  helps her lay to rest some of her issues with 
  her mother by seeing her as more than just an 
  abusive authority figure and understanding she 
  is simply another human being who may have 
  made mistakes. She may not quite forgive, but 
  she does learn to let go of her hate. 
  •	
  The Doctor remains as mysterious as ever. He 
  proves a skilled forger when he duplicates the 
  Prime Minister’s signature. He also mentions 
  that Hitler is a ‘dreadful man’, although he 
  won’t meet him until much later on (see Let’s 
  Kill Hitler in The Eleventh Doctor Sourcebook). 
  Finally, when Kathleen asks if he has any family 
  he replies he doesn’t know. When she assumes 
  he has lost them in the war he doesn’t correct 
  her. Might this mean the Time War has already 
  begun in some way?
  B  running the adventure
  This adventure is about several plans all coming 
  together at the same time, by several different 
  opposing forces. Then, just to make things 
  complicated, the Doctor gets into the middle of all of 
  them. A group of Russian commandoes have come to 
  Northumbria to steal the Ultima device from a British 
  naval base. Unfortunately for them the British know 
  they are coming and plan to let them have a dummy 
  version of the device. They have ensured the base is 
  not well guarded, so the Russians can sneak in and 
  out without causing any casualties.
  However, the British don’t just want the Russians 
  to get hold of a dummy codebreaking machine. 
  They have booby trapped the device with a poison 
  that can be triggered by the machine decoding a 
  particular message. This particular poison has been 
  extracted from the nearby earth, and unbeknownst 
  to the British, the source is an ancient evil trapped 
  in a flask. The evil, known as Fenric, wants to rise 
  and poison the world, making it very convenient the 
  British have been weaponising the poison!
  So we have three plots going on: the Russian 
  commando mission, the British working their bait 
  and switch, and Fenric looking to destroy all of 
  
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  them. It is very tempting to run this adventure as 
  a full-on gothic horror tale; it does have vampires 
  in it after all! However, it can just as easily be run 
  as a simple military mission for a group of UNIT 
  characters. The plans are complicated as the base 
  commander becomes more paranoid and crazy, 
  forcing the characters to choose between following 
  orders and making sense of what is going on. You 
  might also swap the sides around, and make it a 
  British operation trying to steal a codebreaking 
  device from a Russian (or even German) base.
  The supernatural elements can either be part of the 
  adventure, or form their own. Fenric might rise in 
  any village. The warning signs will be in the village’s 
  history, and as people start disappearing or being 
  found drained of blood, it becomes clear something 
  bad in on the way. Once more the Wolves of Fenric 
  refers to the descendants of the original settlers, 
  but maybe this time they are the only ones immune 
  to Fenric’s power, and the only hope of defeating 
  him.
  If you want to make this a more modern adventure, 
  you can focus on the link between Fenric and 
  computers. It is by feeding the old runes into the 
  Ultima device that Fenric is freed. What if the 
  runes had not been discovered until much later? An 
  academic digitising the inscription from an ancient 
  carving wakes up a new ghost in the machine. 
  Somewhere else in the museum he works in, an 
  ancient evil stirs in another artefact, as the chains 
  of Fenric shatter. Perhaps once more the Wolves of 
  Fenric are the only thing that can stop it, but this 
  time as a secret society that has fought for years to 
  keep the evil caged.
  Finally, one of the most interesting parts of this 
  adventure is that Fenric is an old adversary. For 
  the last few adventures he has been reminding 
  the Doctor that he is returning, and challenging 
  him to stop his plan. If the characters have an old 
  enemy of their own, then this sort of adventure is 
  an excellent way to bring them back. If you do, take 
  your time. 
  Find a way to leave clues in other adventures that 
  will remind the characters of this ancient force 
  they once trapped. Maybe they even figure out the 
  message and decide to seek out the remains of 
  their enemy to check the (metaphorical) bars on the 
  cage are still solid. This might be the final piece the 
  enemy needs to put their plans into motion and be 
  freed at last.
  THE WomEn’s auxiliary sErvicEs
  In 1943, women were not allowed to serve in the armed 
  forces as men did. While they had taken over many 
  of the jobs traditionally done by men at home, many 
  wanted to serve the war effort more directly as part 
  of the military. The auxiliary services were formed in 
  1938, not only to allow women to join the military but to 
  free more men up for front-line duty. Initially the work 
  involved cooking, cleaning, driving and office duties. But 
  as the war continued and more men were needed on the 
  front, women took on more and more roles, including 
  ‘manning’ anti-aircraft batteries. The need to expand the 
  service led to many being conscripted from 1941.
  Each of the armed forces had their own auxiliary service. 
  There was the Auxiliary Territorial Service (ATS), the 
  Women’s Auxiliary Air Force (WAAF) and the Women’s 
  Royal Naval Service (WRNS) whose acronym led to them being known as ‘Wrens’. The Wrens took 
  over all shore based work, freeing the men to go to sea. The women of the WAAF also served as 
  intelligence operatives, and the Wrens played a major part in codebreaking efforts and the planning 
  of naval operations.
  The future Queen of the United Kingdom (then Princess Elizabeth) served in the ATS, as did Prime 
  Minister Winston Churchill’s youngest daughter Mary.
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  the navaL base
  This British military base is located in a rather out of 
  the way part of northern England. It isn’t especially 
  heavily guarded, but is one of the country’s most 
  important installations. Secrecy is more important 
  than might here, so it only contains a standard 
  complement of men and equipment to avoid raising 
  the suspicions of the enemy.
  The base functions in much the same ways as 
  any other military base, but it has two special 
  operations that make it one of the primary nexuses 
  in the allied communications network. The first 
  is that it operates as a listening post, intercepting 
  German communications. Secondly, it is the home 
  of the Ultima codebreaking machine, a device that 
  will form the basis of modern computers.
  The base itself is not very exciting to look at. It is 
  a wide-open space populated by several wooden 
  single storey prefab buildings. Few of them are very 
  well heated or offer much protection. They serve as a 
  barracks, radio room, officers’ quarters, operations 
  areas and administration offices. However, given 
  how similar the buildings look, it is hard to tell 
  which is which. The area is surrounded by a fence 
  and a few guard posts are positioned to cover most 
  approaches. However, once inside the perimeter, the 
  scattered buildings offer a great deal of cover and 
  places to hide from sentries.
  key Locations at the navaL base 
  •	
  Millington’s Office: The base commander is not 
  entirely in charge of his own faculties. Believing 
  that the best way to understand the enemy is to 
  think like them, he spends a lot of time trying to 
  get into the mind of his opposite number. So his 
  office is an almost exact duplicate of the German 
  communications commander’s office in Berlin. 
  The prevalence of swastikas and German flags 
  is somewhat off-putting to say the least.
  •	
  The Ultima Room: Judson works in a small 
  office, made smaller by the huge Ultima 
  machine that takes up one wall of the room. The 
  device is made of valves and dials, which allows 
  data to be fed into its clockwork core that is the 
  heart of the machine. Judson is usually found 
  working here, and responds badly to those who 
  interrupt him.
  •	
  The Radio Room: The listening room is operated 
  exclusively by enlisted women on the base 
  (‘Wrens’) who intercept German transmissions 
  and attempt to decode the messages they 
  receive. It takes a skilled ear to hear the code in 
  the static. The radio room is one of the largest 
  rooms in the base, but it houses the most 
  people, with between 10 to 15 women working 
  here at any one time.
  •	
  The Ordnance Store: The chemicals harvested 
  by Millington’s secret project are weaponised 
  and stockpiled here. A small laboratory facility 
  for handling the deadly poison can be found in 
  the middle of the room. The rest of the space is 
  filled with stacked shells loaded with chemical 
  poison.
  st jude’s church
  The church run by Reverend Wainwright is much the 
  same as any other church, although its foundations 
  are full of secrets. It was built on an old Viking burial 
  ground and the local people still maintain several 
  superstitions that ensure the area is respected. 
  It is said ‘evil was buried here’ and the old rumours 
  are not incorrect. Ace notices the place resembles 
  a fortress rather than a church, with a tower and 
  ramparts. 
  
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  key Locations in st jude’s church 
  •	
  The Crypt: Under the church lies a Viking 
  crypt, engraved with several ancient runes 
  that Doctor Judson often spends time trying 
  to decipher. However, it is Ace that realises the 
  form of arrows and lines are actually a logic 
  diagram for a computer system rather than a 
  message.
  •	
  The Tunnels: In the depths of the crypt, 
  Commander Millington has also found a virulent 
  poison which he has been harvesting. So he can 
  work in secret, a tunnel has been constructed 
  leading all the way to the base. Deep in these 
  tunnels lies the oriental flask containing Fenric’s 
  essence, buried by the Vikings who stole it 
  centuries ago. It is the source of the poison.
  •	
  The Graveyard: Outside the church many 
  of the villagers are buried from long ago, 
  including many of the original settlers. Most of 
  these souls carry the Curse of Fenric in their 
  bloodline, and upon Fenric awakening will rise 
  as Haemovores.
  maiden’s point
  This small cove and shell beach, surrounded by 
  cliffs is avoided by the locals. They call it Maiden’s 
  Point after the local legends that many girls have 
  been lost here, and their cries still echo on the wind. 
  It is not a place ‘nice girls’ are meant to go and bad 
  ones rarely return. In truth, beneath its waters lies 
  the wreck of the Viking longship where many of the 
  old Haemovores lie in wait. The waters are warm 
  and inviting though, tempting you to swim just a 
  little further out…
  further adventures
  •	
  Dancing Bear: A new Russian strike force 
  manages to steal the Ultima device, but it is the 
  booby trapped one. Can the characters get into 
  the Kremlin and warn the Russians not to use 
  it? Unfortunately they can’t tell them the device 
  is trapped or they might start a war with Britain, 
  which is what will certainly happen if it goes off.
  •	
  Fenric Dreams: Sorin was not the only Wolf of 
  Fenric. One of the surviving Russian soldiers 
  also shared the Viking bloodline and carries a 
  piece of Fenric’s essence back to Russia. Fenric 
  begins to whisper to him in dreams, telling 
  him the secrets of his poisons. He is driven to 
  give this new weapon formula to the Russian 
  scientists who begin to construct new weapons. 
  Can the characters find and stop these deadly 
  chemical weapons being deployed? If not, the 
  Ancient One’s poisoned earth of the future may 
  still come to pass. 
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  •	
  Earth Offline: The characters arrive on an Earth 
  that never invented the computer! Electronic 
  devices exist in a basic form, but nothing has 
  a processor or computer. The information 
  revolution simply never occurred. The temporal 
  trail leads back to the Ultima machine in 1943. A 
  rogue time traveller (perhaps even the Master) 
  must be stopped before he can not only destroy 
  the machine but prove further development is 
  a waste of time. Worse yet, the mercenary is 
  working for an alien race who are getting ready 
  to invade a vulnerable Earth in the modern era.
  captain sorin
  Quick Reflexes (Minor Good): Always goes first 
  in his Action Round unless taken by surprise. 
  Tough (Minor Good): Reduce total damage by 2.
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  equipment: Rifle (3/6/9), mission kit.
  tech LeveL: 4 
   story points: 10
  aWareness
  4
  presence
  4
  coordination
  3
  resoLve
  3
  ingenuity
  3
  strength
  3
  skiLLs
  Athletics 4, Convince 3, Fighting 4, Knowledge 2, 
  Marksman 4, Subterfuge 2, Survival 2, Technology 2, 
  Transport 2.
  traits
  Attractive (Minor Good): +2 bonus to any rolls that 
  involve his looks.
  Brave (Minor Good): +2 bonus to any Resolve roll 
  when Sorin needs to show courage.
  Charming (Minor Good): +2 bonus to attempts to 
  use charm.
  Code of Conduct (Minor Bad): Sorin doesn’t believe 
  in indiscriminate killing.
  Dark Secret (Major Bad): While he doesn’t know it, 
  Sorin is one of the Wolves of Fenric.
  Military Rank Major Good x2): Red Army Captain.
  Obligation (Major Bad): Carry out the mission and 
  get his men home unharmed.
  The leader of the Russian commandos is Captain Sorin. While he is dedicated to his country and mission he 
  is a good man who does his best to avoid bloodshed and protect innocent lives. However, his faith in Russia 
  and communism is powerful enough to protect him from the Haemovores.
  The more Ace gets to know Sorin, the more she is drawn to him, and the two become close. He gives her 
  his Soviet badge to replace the rather cheap replica she had on her jacket. Unfortunately, Sorin is distantly 
  related to the original Viking descendants, and therefore a ‘Wolf of Fenric’. When Judson’s body begins to 
  wear out, Fenric possesses Sorin, destroying him in the process.
  
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  haemovores
  Haemovores are a race of blood-draining creatures 
  from a corrupt future Earth. If Fenric’s plans come 
  to fruition, the poisons he was to release into the 
  Earth’s atmosphere would have changed humanity 
  forever. Those who survived would have gradually 
  evolved into Haemovores. While these creatures 
  exist on blood they are very different to the 
  creatures descended from the Great Vampires (see 
  State of Decay in The Fourth Doctor Sourcebook). 
  They do not need to bite their victims, being able 
  to drain them merely by touch. The Haemovores 
  in 1943 were mostly created by the Ancient One, 
  and some were once Viking warriors. These older 
  Haemovores have lain dormant at Maiden’s Point, 
  waiting for Fenric to arise. Others were infected 
  commander miLLington
  Tough (Minor Good): Reduce total damage by 2.
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  equipment: Service Pistol (2/5/7).
  tech LeveL: 4 
   story points: 8
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  5
  ingenuity
  3
  strength
  3
  skiLLs
  Athletics 3, Convince 3, Fighting 3, Knowledge 2, 
  Marksman 4, Subterfuge 2, Survival 2, Transport 2.
  traits
  By the Book (Minor Bad): Millington loves 
  procedure.
  Dark Secret (Major Bad): Stockpiling chemical 
  weapons.
  Eccentric (Major Bad): Paranoid and slightly 
  delusional after spending too much time ‘staring 
  into the abyss’.
  Indomitable (Major Good): +4 bonus to any rolls to 
  resist psychic control.
  Military Rank (Major Good x3): Base Commander.
  Obsession (Major Bad): To win the war, and beat 
  the Nazis, whatever the cost.
  Quick Reflexes (Minor Good): Millington always goes 
  first in the Action Round unless taken by surprise. 
  Millington is the commander of the Naval Base and while considered a little stern and odd, is respected by 
  his men. However, Millington has a tendency to obsess. He has decorated his office to be an exact replica 
  of his opposite number in Berlin, so he can get inside the head of his enemy. While the idea is not entirely 
  without merit, Millington has taken it too far. He certainly never sympathises with the enemy, but spending 
  all his time brooding in his office has begun to unhinge his mind. 
  His obsession with his enemy has led the Nazi threat to grow to insane proportions in his mind. To win 
  the war and prevent a Nazi victory, Millington is prepared to do almost anything. A poisoned world is 
  favourable to a Nazi ruled one. The secrets he keeps have also driven him paranoid and suspicious. While 
  he maintains his old friendship with Judson, Millington has isolated himself from everyone he knows. 
  He believes this war is potentially the biblical Armageddon and this has driven him to seek superstitious 
  answers to the question of victory. He and Judson believe that unlocking the power of Fenric will win the 
  war. Once the Russians attack his paranoia becomes mania and he sees spies everywhere. He orders the 
  Doctor and Ace to be executed, although they are saved by the intervention of the Russians. He is killed by 
  a Russian soldier who shoots him to stop the commander killing one of his own men for ‘being a traitor’.
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  before they died, or corrupted in their graves by 
  the soil near the church. The most recent recruits 
  are Jean and Phyllis, two evacuee girls who make 
  friends with Ace but also go swimming at Maiden’s 
  Point. They become the leaders of the Haemovore 
  horde and are the only ones who retain enough of 
  their humanity to speak with those they hunt.
  Haemovores are extremely dangerous creatures. 
  They are immune to bullets and most other 
  weapons. They can drain life with a touch, killing 
  in moments. They are also able to heat metal, 
  either melting or welding it as they choose, even 
  underwater. They tend to move slowly, but only 
  because they savour the fear of their victims. 
  Those who become Haemovores are filled with the 
  essence of Fenric, and take great joy in murder and 
  suffering. Jean and Phyllis’ first act as Haemovores 
  is to slaughter their guardian Miss Hardaker. New 
  Haemovores look human except for grey pallid 
  skin, pale eyes and extremely long fingernails. As 
  centuries pass, their skin turns a sickly blue and 
  they begin to mutate into more fish-like creatures. 
  They also lose what little humanity they have left 
  and seek only to feed and spread the darkness of 
  Fenric.
  The Haemovores operate with a form of hive mind, 
  being telepathically linked to each other. This allows 
  them to work as a team and pool their resources 
  extremely well. However, it does also make them 
  vulnerable to psychic attack from within their own. 
  When Fenric commands the Ancient One to destroy 
  his accidental creations he easily sends a psychic 
  signal that tears all the Haemovores’ minds apart 
  and destroys them all in moments.
  haemovores
  Networked (Major Good): All Haemovores can 
  act as one with those nearby.
  Obsession (Major Bad): Feed!
  Selfish (Minor Bad): Not known for thinking of 
  others.
  Slow (Minor Bad): Haemovores move at half 
  their Speed rate.
  Slow Reflexes (Minor Bad): Always act last in 
  their Action Round.
  Weakness (Psychic Attacks): See opposite.
  tech LeveL: 4 
   story points: 5
  aWareness
  3
  presence
  3
  coordination
  2
  resoLve
  5
  ingenuity
  2
  strength
  4
  skiLLs
  Athletics 2, Convince 2, Craft 2, Fighting 4,
  Subterfuge 3.
  traits
  Distinctive (Minor Bad): -2 penalty to rolls to blend 
  in, even new Haemovores are easy to spot.
  Environmental (Major Good): Suffers no ill effects 
  from any environment.
  Empathic (Minor Good): +2 bonus on rolls to ‘read’ 
  another person.
  Fear Factor (Special Good): 2-4
  Hypnosis (Special Good)
  Immortal (Special Good): Will never die of natural 
  causes.
  Immunity (Major Good): Haemovores take no 
  damage from anything that does not directly 
  destroy the heart.
  Indomitable (Major Good): +4 bonus to any rolls to 
  resist psychic control.
  Keen Senses (Major Good): +2 to all Awareness rolls.
  Natural Weapons (Minor Good): Close combat 
  weapons (claws, teeth) that do Strength +2 
  damage.
  
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  reverend WainWright
  Unlucky (Minor Bad): Re-roll the dice whenever 
  double ‘6’s are rolled.
  tech LeveL: 4 
   story points: 6
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  2
  ingenuity
  3
  strength
  2
  skiLLs
  Athletics 2, Convince 3, Knowledge 2, Science 2, 
  Technology 1, Transport 2.
  traits
  Charming (Minor Good): +2 bonus to attempts to 
  use charm.
  Empathic (Minor Good): +2 bonus on rolls to ‘read’ 
  another person.
  Obligation (Major Bad): Serve and minister to the 
  people of the village.
  The incumbent vicar at St Jude’s Church is the Reverend Wainwright. Like many in wartime, the reverend 
  finds it hard to maintain his faith at a time of such horror and bloodshed. While he does believe in God, he 
  joined the church mainly because it was expected of him. His father and grandfather had served the parish 
  and even translated  the Viking runes found in the crypt. While he is a good man, Wainwright has somewhat 
  lost his faith. It wasn’t simply for seeing the horror of war or the devastation of the German bombs though. 
  The Nazis were the enemy, he expected evil from them. Instead it was when he saw what the British bombs 
  were doing to ordinary German men, women and children that his faith crumbled. They were meant to be 
  a force of good, and yet even the Allies had innocent blood on their hands. Wainwright does his best to 
  use the remains of his faith to keep the Haemovores at bay. However, they sense the cracks in his faith. 
  They pick at his faith with some well-chosen words and leave him defenceless. While timid and a little 
  broken, Wainwright proves his bravery in facing the 
  Haemovores, but ultimately proves wanting and is 
  consumed by them.
  back, Foul crEaTurE!
  As Haemovores are powerfully psychic and empathic, they are also vulnerable to psychic attack. 
  They find it hard to even approach a victim who is able to focus their mind on repelling them. Psychic 
  or psychically trained characters can create such a shield, by making a Resolve + Presence roll. 
  Nearby Haemovores must beat the result using Resolve + Subterfuge, if they fail they are unable to 
  approach. Additionally, any Haemovores who cannot roll higher than half the character’s result are 
  also unable to act at all due to the psychic assault. 
  Those with no training can focus their belief to protect themselves. All they need do is concentrate 
  on a powerful belief that they have absolute faith in and may make the same rolls. It is up to 
  the Gamemaster to decide whether the character has sufficient faith to be allowed to repel the 
  Haemovores. They, in turn, will do what they can to weaken that faith (using Convince or Subterfuge), 
  often digging into their victim’s mind for something they can use.
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  doctor judson
  Slow Reflexes (Major Bad): Judson always acts 
  last no matter what he is doing.
  Technically Adept (Minor Good): +2 to any 
  Technology roll to fix a broken or faulty device.
  *Judson is confined to a wheelchair, making 
  most Athletics rolls almost impossible for him.
  tech LeveL: 4 
   story points: 8
  aWareness
  3
  presence
  2
  coordination
  2
  resoLve
  3
  ingenuity
  5
  strength
  2
  skiLLs*
  Craft 2, Knowledge 2 (Mathematics), Science 4, 
  Subterfuge 2, Technology 3.
  traits
  Boffin (Major Good): Judson is the epitome of the 
  WWII Boffin and can create gadgets.
  Codebreaker (Minor Good): +2 bonus to Ingenuity 
  and Knowledge rolls when trying to decode, 
  decipher or translate.
  Cutting Edge Technology (Minor Good): Judson 
  has no penalty when operating technology from 
  one Technology Level above his home time period. 
  Eccentric (Minor Bad): Like many gifted scientists 
  he is difficult and irascible.
  Impaired (Major Bad): Judson cannot walk and is 
  confined to his wheelchair.
  Insatiable Curiosity (Minor Bad): Judson cannot 
  ignore anything that catches his interest and will 
  investigate unless he passes a Resolve or Ingenuity 
  roll at -2.
  Obsession (Minor Bad): To improve and perfect the 
  Ultima machine.
  Doctor Judson is one of Britain’s most eminent mathematicians and logicians, and the scientist in charge 
  of the Ultima device. He was at school with Commander Millington and the two have been friends for most 
  of their lives. Several years ago an accident left Judson confined to a wheelchair, for which he blames 
  Millington. However, with the support of his friend he continued his scientific career, with Millington pulling 
  what strings he could to ensure his genius did not go to waste. 
  While Judson is used to being in a wheelchair, he is still frustrated by it. Nurse Crane looks after his needs, 
  although she often bears the brunt of his frustrations. 
  In addition to developing the Ultima machine, Judson has a fascination with codes of all kinds, even 
  linguistic ones. He has been working for some time on a translation of the Viking runes found in the crypt 
  at St Jude’s Church. However, his interest is not purely academic. Judson and Millington have come to 
  understand there is more to the poison found underground and the history of the area. Together they have 
  been seeking a way to release and control this mysterious power for some time.
  Judson believes that unlocking Fenric’s power will allow him to walk again. He is right, as when the chains 
  of Fenric shatter, the essence possesses Judson. While his soul is burned away by Fenric, his body is able 
  to walk once more, under Fenric’s command.
  
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  the ancient one
  Keen Senses (Major Good): +2 to all Awareness 
  rolls.
  Last of my Kind (Minor Bad): -2 to any but life 
  threatening rolls when alone.
  Natural Weapons (Minor Good): Close combat 
  weapons (claws, teeth) that do Strength +2 
  damage.
  Networked (Major Good): The Ancient One 
  has complete telepathic contact with nearby 
  members of its kind.
  Obsession (Minor Bad): Feed!
  Slow (Minor Bad): The Ancient One moves at 
  half its Speed rate.
  Slow Reflexes (Minor Bad): Always acts last in 
  its Action Round.
  Weakness (Psychic Attacks)
  tech LeveL: 5 
   story points: 8
  aWareness
  4
  presence
  3
  coordination
  3
  resoLve
  6
  ingenuity
  3
  strength
  6
  skiLLs 
  Athletics 3, Fighting 5, Knowledge 4, Science 2, 
  Subterfuge 3, Technology 2.
  traits
  Empathic (Minor Good): +2 bonus on rolls to ‘read’ 
  another person.
  Environmental (Major Good): Suffers no ill effects 
  from any environment.
  Fear Factor (Special Good) 4
  Hypnosis (Special Good)
  Immortal (Special Good): Will never die of natural 
  causes.
  Immunity (Major Good): There is little that can 
  damage the Ancient One.
  Indomitable (Major Good): +4 bonus to any rolls to 
  resist psychic control.
  Infection (Special Good): The Ancient One can 
  convert its victims into Haemovores.
  The Ancient One is a powerful Haemovore and the last survivor, perhaps even the last living creature of 
  a poisoned future Earth. It was brought back in time by Fenric using a Time Storm, to find the flask he 
  was trapped in and free him. However, the process was not exact and the Ancient One sought the flask 
  for many years. After beginning the journey in 9th century Transylvania (giving rise to more vampire 
  myths) it eventually tracked the flask to Constantinople where Viking raiders stole it. When it caught the 
  Vikings it slaughtered most of them and infected the survivor’s bloodline with the essence of Fenric. It 
  then settled into a long sleep while waiting for the flask to be unearthed at the right time for Fenric to 
  rise again. 
  The Ancient One is truly ancient. Already centuries, even millennia, old before being brought back in 
  time, it has since lived for a further ten centuries. It has seen a beautiful world turn to corruption and 
  decay and takes no joy in it. When the Doctor suggests it might be being used by Fenric to create the 
  poisoned world it decides not to be a part of Fenric’s plans. It changes sides and destroys Fenric with 
  his own poison. 
  As befits the last survivor of a poisoned world, 
  the Ancient One is extremely strong and resistant 
  to most forms of harm. Only the undiluted, 
  weaponised form of Fenric’s poison is powerful 
  enough to destroy it. Even then, it holds Fenric at 
  bay while it takes effect.
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  kathLeen dudman
  aWareness
  4
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  4
  strength
  2
  Kathleen is one of the ‘Wrens’ serving in the radio 
  room, where she listens to German radio signals 
  for coded messages. She has been forced to bring 
  her baby daughter Audrey with her to work, who 
  Ace instantly falls in love with when she sees her. 
  Unfortunately she insults Kathleen by suggesting 
  she is a single mother, which carried quite a 
  stigma in 1943. However, Kathleen’s husband is 
  actually away fighting in the Navy. As Ace gets to 
  know Kathleen she realises she is talking to her 
  own grandmother, and the baby she is so taken 
  with will become the mother she despises. While 
  Ace is conflicted, she does the right thing and 
  gets Kathleen and the baby away from the base 
  to safety in London. 
  Kathleen is an intelligent and kind woman 
  looking to do her part for the war effort, but 
  more interested in the welfare of her child. She 
  loves her husband very much and looks forward 
  to seeing him return. Unfortunately he is lost at 
  sea when his ship goes down, and he is listed as 
  missing, presumed dead.
  skiLLs 
  Athletics 2, Convince 2, Knowledge 3, Marksman 
  2, Science 2, Technology 3, Transport 2.
  traits
  Codebreaker (Minor Good): +2 bonus to 
  Ingenuity and Knowledge rolls when trying to 
  decode, decipher or translate.
  Empathic (Minor Good): +2 bonus on rolls to 
  ‘read’ another person .
  Face in the Crowd (Minor Good): +2 to any 
  Subterfuge Skill roll to sneak about .
  Obligation (Major Bad): Keep her baby Audrey 
  safe.
  equipment: Carry basket and supplies for 
  baby Audrey.
  tech LeveL: 4 
   story points: 8
  soLdiers
  aWareness
  3
  presence
  2
  coordination
  3
  resoLve
  4
  ingenuity
  3
  strength
  3
  The soldiers from both the British and Russian 
  forces are essentially the same. However, the 
  Russian soldiers may be a little better, having 
  been picked for the mission. There are fewer 
  Russians in their assault team, many having been 
  lost in the landing and taken by the Haemovores 
  in the fog. When Millington proves to be mad, 
  his men lose confidence in him and quickly join 
  forces with the Russians to fight the larger threat 
  of Fenric. One Russian even saves a British 
  soldier from being executed by Millington.
  British Soldiers: Captain Bates, Sergeant Leigh, 
  Perkins.
  Russian soldiers: Sergeant Prozorov, Vershinin, 
  Petrossian.
  skiLLs 
  Athletics 3, Convince 2, Fighting 3, Marksman 4, 
  Subterfuge 2, Survival 3, Technology 2, 
  Transport 2.
  traits
  Brave (Minor Good): +2 bonus to any Resolve 
  roll when the soldier needs to show courage.
  By the Book (Minor Bad): The soldier must be 
  convinced to act against procedure.
  Tough (Minor Good): Reduce total damage by 2.
  Obligation (Major Bad): Obey orders and serve 
  your country.
  equipment: Rifle (3/6/9), standard kit.
  tech LeveL: 4 
   story points: 5
  
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  ‘You know all about the hunt, don’t you Ace?’
  ‘I felt like I could run forever. Like I could smell the 
  wind and feel the grass under my feet, and just run 
  forever.’
  B  synopsis
  Perivale, London, England, 1989
  The Doctor brought Ace back to Perivale to see 
  her old gang, but most of them and quite a few of 
  the locals seem to have disappeared. The only real 
  sign of life came from the local youth club where 
  ‘Sergeant’ Patterson ran self-defence classes. 
  Eventually Ace found her friend Angie who told 
  her everyone had moved away or just vanished. 
  She had no idea where they might have gone but 
  didn’t find that strange. Who would want to stay 
  here? Meanwhile the Doctor had begun to suspect 
  there was more to these disappearances and some 
  strange black cats seen prowling the neighbourhood 
  may be connected. Ironically, as he set off to try 
  and catch one, one of them finds Ace. The black 
  cat or ‘Kitling’ summoned a ‘Cheetah Person’ who 
  transported Ace to another planet to be her prey. 
  Lost on a strange planet, and hunted by the Cheetah 
  People, Ace was surprised to run into a few of her 
  old friends. The disappearances had been caused 
  by the Kitlings, although many of those brought 
  to the planet had already been killed. Only three 
  people had managed to survive, Ace’s old friends 
  Midge and Shreela and another boy called Derek. 
  While the group had lost hope, Ace insisted they 
  could do more than just stay alive. She organised 
  the gang to construct traps for their would-be 
  hunters.
  The Doctor eventually managed to track down a 
  Kitling and followed Ace, but accidentally brought 
  Patterson with him. They arrived in the Cheetah 
  People’s camp where they were surprised to find the 
  Master waiting for them. The Master had been using 
  the Kitlings to find the Doctor as he was trapped on 
  the planet, but he was more than just marooned. 
  The planet had a powerful feral influence and the 
  Master was losing his fight against his animal 
  nature, becoming one of the Cheetah People. He 
  told the Doctor he would have to find a way out or 
  they would all become animals.
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  Escaping the Master, the Doctor and Patterson ran 
  into Ace and her gang. They decided to try to get to 
  a safer part of the planet, as the whole place was 
  unstable and prone to earthquakes. The constant 
  fighting between the Cheetah People was tearing 
  the planet apart due to the link they shared with it. 
  Unfortunately, the group were separated when a 
  new arrival to the planet (a milkman!) roused the 
  Cheetah People to the hunt. Ace came across an 
  injured Cheetah woman called Karra and earned 
  her trust by helping her. However, this connection 
  infected her with the power of the planet and she 
  began to change. The Doctor worked out that the 
  Cheetah People could use their teleportation power 
  to go ‘home’ and as Ace was still human her home 
  was Earth. The Master overheard this revelation 
  and used Midge, who had killed one of the Cheetah 
  People and become feral, to take him to Earth. 
  While Ace was worried that to use her new powers 
  might make her lose herself, she agreed to take the 
  Doctor and her friends home.
  On Earth, the planet continued to influence Midge, 
  Ace and the Master. Deciding that if he must become 
  an animal, he would hunt the Doctor, the Master 
  used Midge to recruit a gang from the local boys. 
  He used this gang to challenge the Doctor, but when 
  this failed he transported both of them back to the 
  feral planet. As they fought each other the planet 
  tore itself apart, and only the Doctor’s insistence on 
  holding onto his humanity saved him. He returned 
  to Earth, leaving the Master to his fate as the planet 
  shattered. The Doctor found Ace, who had learned 
  to control her nature although she might never be 
  quite the same again. She was pleased that a part of 
  Karra and the joy of the hunt would always remain 
  in her, somewhere.
  continuity
  •	
  The Doctor makes good use of his pocket watch, 
  which seems to provide the sort of data he once 
  might have gleaned from his Sonic Screwdriver. 
  The watch looks ordinary from the outside, but 
  instead of a clock face sports an LED screen on 
  the inside.
  •	
  While the Doctor used to have enough money 
  for a round of drinks (see Battlefield) he has 
  apparently run out. Luckily Ace has a lot of ‘luck’ 
  at a slot machine in the local pub and managed 
  to gather some funds. Given the look she gets 
  from the Doctor and her excuse “they are all 
  fixed anyway”, it is highly possible she knows 
  how to cheat them rather than win legitimately.
  •	
  Ace may have been away from Perivale for a 
  while but she is still known by her reputation. 
  Patterson remarks on her police record, most 
  probably acquired after burning down Gabriel 
  Chase (see Ghost Light). He tells her she ought 
  to at least phone her mother (which still only 
  costs 10 pence) although Ace never does. 
  Despite getting over some of her issues with 
  her mother recently (see Curse of Fenric) she 
  still isn’t ready to see her again, and even the 
  Doctor doesn’t push her to do so.
  •	
  The Doctor proves less than enthusiastic about 
  Patterson’s “might makes right” attitude and is 
  obviously scornful of his philosophy of survival 
  of the fittest. However, he chooses not to argue. 
  He does prove that the application of minimal 
  force is more useful than greater force by 
  knocking Patterson out with no more than a 
  finger to his forehead.
  •	
  We see little of the TARDIS again. The Master 
  tries to pick the lock with a wire, but has little 
  success. When Ace brings the Doctor and her 
  friends ‘home’ they appear not just on Earth but 
  at the TARDIS. It seems to Ace the blue box is 
  now more of a home than Perivale. 
  
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  B  running the adventure
  In this adventure, the Doctor and Ace simply 
  discover the Cheetah People have taken some 
  of Ace’s friends so they travel to the planet and 
  get them back. The complication arises when the 
  Master becomes involved. So, ideally this adventure 
  needs something other than the ‘monster’ to 
  give it the twist it needs to become an adventure. 
  While you could use the Master, it is better if the 
  characters are brought to the feral planet by an old 
  adversary. What makes this interesting is that the 
  old adversary needs the character’s help, having 
  recognised that as they always beat him, they might 
  be able to find a way out. 
  The core of the adventure is that an old enemy has 
  got into trouble, and brings the characters into the 
  same trouble so they can figure the way out. In this 
  case the trouble is the Cheetah People, but it could 
  just as easily be a disease or a prison planet, maybe 
  even a Time Storm of some form. Wherever they 
  are stuck, time is running out, as the infection will 
  eventually destroy them, or the place they are held is 
  too unstable to last for long (a very similar situation 
  to the one the Doctor and Romana come across in 
  Warrior’s Gate in The Fourth Doctor Sourcebook).
  While you might run this adventure without the 
  Cheetah People, you can just as easily run it without 
  the Master. The Cheetah People are an interesting 
  trap as the infection of the planet is deeply seductive. 
  Who hasn’t fancied jacking it all in at some point and 
  living a simpler life? However, the Cheetah People 
  are not hippies; they live in a world of blood, death 
  and hunger. It is powerful and dangerous but there 
  is deep joy and passion there too. 
  There is something worth saving in the Cheetah 
  People, even if it might never be tamed. If the planet 
  is tearing itself apart, what can the characters do to 
  preserve this unique species? 
  perivaLe
  This suburb of London lies on the A40 road on the 
  north-west of the city. The A40 eventually becomes 
  a motorway and forms the main arterial road to 
  High Wycombe, Oxford and Birmingham. Other than 
  that, Perivale has little to recommend it. There are 
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  few shops and businesses and the area is mainly 
  residential, although it isn’t very far from Wembley 
  Stadium. It is little wonder Ace wasn’t that sad to 
  leave. Sarah Jane Smith lives not too far away in the 
  nearby borough of Ealing.
  key Locations in perivaLe 
  •	
  The High Street: Perivale high street is hardly a 
  bustling metropolis, but it does have a few shops 
  of interest. A newsagent and general store run 
  by Harvey and Len stocks most essentials with 
  the rest of the street offering a few charity and 
  book shops. The Drayton Court hotel next door 
  to the newsagents has a pub on the ground 
  floor, which was Ace’s favourite watering hole.
  •	
  Horsenden Hill: The nearest open space in 
  Perivale is Horsenden Hill, a wide field with 
  a good view over the west of the city. It is 
  popular in summer and also offers a children’s 
  playground. There are light woods around the 
  top of the hill, and it is another popular hangout 
  for bored teenagers.
  •	
  The Estate: Ace and most of her gang were 
  brought up on a large tower block estate in 
  Perivale. The area is very run down, but a sense 
  of community holds most of the inhabitants 
  together. While there is a lot of petty crime, 
  most residents look out for each other and 
  know their neighbours quite well.
  the feraL pLanet
  The planet of the Cheetah People is a bleak but 
  seductive place. Most of the land is dry rocky desert 
  and tundra, but several areas are covered in thick 
  forest. The open ground makes for good hunting, 
  and the forest gives the prey somewhere to hide 
  to make the chase more interesting. A pale red 
  moon presides over the planet and has a powerful 
  influence on its inhabitants. Once there was a 
  civilisation here, but all of its people have fallen 
  to the feral power that has long since turned them 
  into animals. The Cheetah People make their home 
  here, languishing together wherever there is food 
  until hunger drives them to hunt. Some stay close 
  to the few lakes and rivers whose waters have a 
  healing effect, but also advance the feral infection 
  the planet offers its inhabitants.
  key Locations on the feraL pLanet 
  •	
  Cheetah People’s Camp: a few of the Cheetah 
  People have a make-shift camp made of about 
  ten primitive huts. The huts are made from furs 
  draped over a skeleton of branches, but provide 
  
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  solid shelter. A central area between the hunts 
  serves as a campfire or a place to play with the 
  Cheetah People’s victims. The Master makes 
  his home here, and may have actually been 
  responsible for constructing the place to make 
  the planet more comfortable.
  •	
  Ruins: Once the planet was inhabited by a 
  civilisation and the ruins of their homes and 
  structures are dotted around the landscape. 
  All that remains of these places are a few 
  overgrown stone walls covered in runic designs. 
  The people believed they could tame the planet, 
  even engineering the Kitlings. They were wrong 
  and gradually succumbed to the animal power 
  of the place to become the Cheetah People.
  prey and oLd acquaintances
  There are several bystanders and friends of Ace 
  who are brought to the feral planet by the Cheetah 
  People or Kitlings as fodder for the hunt. They 
  If your characters find themselves on the planet 
  of the Cheetah People, its power will eventually 
  infect them. Even the Master was not immune in 
  the end. However, this infection is not some viral 
  disease; it is seductive, desirable even. When 
  the power takes hold of you there is a surge 
  of confidence and energy. Everything seems 
  simpler; you just hunt, kill and eat. There are no 
  worries about who you might upset or how much 
  trouble you might be in at work. You become 
  primal, animal and dangerous. Anyone who 
  spends time on the planet is potentially infected, 
  but you have to give in to it initially. The more 
  you act like a predator than prey, the more the 
  power takes hold of you. Any act of violence will 
  push you towards your baser instincts. We have 
  broken the infection down into three stages.
  The first level of infection is easy to acquire and 
  not too difficult to control if you have a strong 
  will. When the power takes hold the eyes become 
  yellow and cat-like, and a powerful hunger and 
  desire to hunt begins to take over. It is up to the 
  Gamemaster when this actually happens, but it 
  generally occurs when a character has chosen 
  to go with their animal instincts (violence, lust, 
  anger) rather than take the civilised option 
  four or five times. However, anyone who kills 
  immediately advances to the first stage, as does 
  anyone who willingly lets go and allows the 
  power to take over:
  •	
  Stage 1 – When given the option to behave 
  ‘like an animal’, a character at this stage must 
  make a Resolve check against a Difficulty of 
  12 to remain in control. If they fail their eyes 
  change and they gain +1 Coordination and +1 
  Athletics, as well as the temporary Minor Bad 
  Trait Obsession – Must Hunt and Feed. They 
  also gain the ability to teleport to whatever 
  they consider their home at the cost of 1 Story 
  Point. If they commit no more acts of violence 
  they may attempt another Resolve check to 
  regain themselves, otherwise they can only 
  do so if someone tries to talk them down.
  •	
  Stage 2 – If the character lets go too often or 
  fails too many Resolve checks, they advance 
  to stage 2. Here the eyes become permanently 
  yellow and cat-like and they grow fangs. They 
  also gain +2 Coordination, +2 Athletics and +2 
  Fighting, and their Obsession Trait not only 
  becomes Major Bad but also permanent (note 
  that these bonuses do not stack with those 
  from Stage 1). If they ever have the option to 
  do something animalistic (howl at the moon, 
  tear apart their enemies, feed when they are 
  hungry) they must make a Resolve check 
  against a Difficulty of 16 each time to maintain 
  their composure.
  •	
  Stage 3 – If they continue to fail Resolve 
  checks, they will eventually lose themselves 
  completely and move to stage 3. At this point 
  they can no longer resist their animal nature 
  and will permanently become one of the 
  Cheetah People.
  It is up to the Gamemaster to decide which 
  characters move up to which stages as it really 
  depends on what they choose to do. However, the 
  Gamemaster should warn the players when their 
  characters are about to push themselves further 
  down the path of the Cheetah People.
  THE PoWEr oF THE HunT
  survivaL
  
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  THE sEvEnTH docTor sourcEbook
  are normal people so require little in the way of 
  statistics. However, those who survive for long will 
  have at least a Coordination and Resolve of 3 or 
  more, and Athletics, Fighting and Survival skills of 
  2 or more. 
  The Gamemaster might use different people 
  depending on the friends they might have in 
  Perivale. A connection to the characters is vital so 
  that they matter, whether they become useful allies 
  or are slaughtered by the Cheetah People as an 
  object lesson in the danger of the planet.
  Sergeant Patterson: The ‘Sarge’ runs the local 
  martial arts course at the youth club, with the 
  laudable goal of wanting to see the local teenagers 
  become strong and disciplined. However, he takes 
  it too far, believing weakness simply makes you a 
  target and might makes right. Sarge insists on 
  being in charge and is really a bit of a bully. He preys 
  on other’s weakness to point out their flaws so they 
  can do better, but he secretly enjoys proving himself 
  stronger, even against a group of teenagers half his 
  size. He is also a member of the local neighbourhood 
  watch, another way he can throw his weight around. 
  He refuses to believe what he cannot understand, 
  insisting the entire experience on the feral planet 
  was an illusion perpetrated by the Doctor.
  Midge: Along with Shreela, Stevie and Ange, Midge 
  is one of Ace’s old gang. He lives in a flat with his 
  little sister Squeak and has given up on the idea of 
  making anything of himself. The planet brings out 
  his brutal nature and upon killing a Cheetah Person 
  he loses himself to the power. The Master uses him 
  to get them home and discards him when he fails to 
  kill the Doctor.
  Shreela: If anyone has any sense among Ace’s 
  friends it’s Shreela. She is both clever and 
  pragmatic, understanding that avoiding the Cheetah 
  People was the best way to stay alive. She manages 
  not to freak out that she is on an alien planet, instead 
  focusing on how to stay alive.
  Stevie: Another of Ace’s friends who was taken to the 
  feral planet. Sadly Stevie doesn’t live for long there.
  Ange: The only member of Ace’s friends to avoid 
  being taken to the planet is Ange, possibly because 
  she would not have made ‘good prey’. Ange is a 
  passionate activist, but prefers to collect for the 
  cause (such as stopping fox hunting) and writing 
  petitions rather than more active civil disobedience. 
  She suffers from hay fever as well, and is decidedly 
  apathetic to the recent disappearances.
  Derek: Another survivor who falls in with Shreela 
  and Midge, surviving with them for three weeks. He 
  lives long enough to return to Earth and actually 
  thanks Ace and the Doctor for getting him home.
  Stuart: This jogger is taken to the planet and proves 
  fit enough to live for a while. When Ace arrives he 
  nobly distracts a Cheetah Person from attacking 
  her by making himself the prey. The Cheetah Person 
  runs him down and kills him.
  The Milkman and the Car-Washer: Two more souls 
  going about their business that are taken to the 
  planet but are quickly killed.
  
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  THE sEvEnTH docTor sourcEbook
  further adventures
  •	
  Dying of Peace: The characters come across 
  a world dying of apathy. The population have 
  found such peace they no longer do anything. 
  Most simply sit down and quietly die, refusing 
  to eat or drink as they exist in blissful harmony. 
  They need passion and some of their animal 
  nature back, something the Cheetah People 
  might give them if managed properly. But how 
  can the characters find a Cheetah Person and, 
  more to the point, how do they capture and use 
  one? 
  •	
  The Age of Claws: The remaining Cheetah 
  People are looking for a new planet, but the 
  one they find is already occupied. There are 
  only a few Cheetah People, but they are hunting 
  the locals at night. Many of the locals are also 
  becoming Cheetah People themselves. Can the 
  characters find the cause of the mysterious 
  deaths and disappearances? When they do, 
  how can they solve the situation? After all, 
  the Cheetah People are only looking for a new 
  home, can they change their nature and live in 
  peace or does one side have to die?
  •	
  The Animal Heart: The character’s TARDIS 
  becomes infected with the power of the 
  Cheetah People. It becomes more aggressive 
  and feral, leading the characters to more 
  dangerous places. It then begins to hunt time 
  itself, tearing through the Vortex consuming 
  the past and the future alike. As the infection 
  becomes worse, the characters become 
  afflicted too. Can they find their way to the 
  heart of the TARDIS and destroy the infection 
  before the TARDIS tears time itself apart, or 
  will the characters lose themselves to the 
  animal inside them all?
  kitLings
  aWareness
  3
  presence
  2
  coordination
  4
  resoLve
  4
  ingenuity
  3
  strength
  1
  These innocent-looking black cats are closer 
  to vultures than any feline. The Kitlings were 
  created by the original inhabitants of the feral 
  planet to find prey for the Cheetah People. They 
  can teleport themselves across space to seek 
  out prey that might interest the Cheetah People. 
  When they find it they bring a Cheetah Person 
  to where it can begin the hunt. Like the Cheetah 
  People, they can only come home when they 
  have found something worth hunting. Usually the 
  Cheetah Person then transports the prey home 
  to the feral planet. The Kitlings feed on whatever 
  parts of the prey the Cheetah People leave.
  skiLLs
  Athletics 5, Fighting 3, Subterfuge 3, Survival 3.
  traits
  Impulsive (Minor Bad): Cat have little 
  forethought.
  Keen Senses (Major Good): +2 to all Awareness 
  rolls.
  Natural Weapons (Minor Good): Small claws 
  that do Strength damage.
  Obsession (Major Bad): Hunt and feed.
  Quick Reflexes (Minor Good): Like most cats, 
  Kitlings are fast and go first in their Action 
  Round unless taken by surprise. 
  Selfish (Minor Bad): Kitlings are as selfish as 
  any other cat.
  Teleport (Special Good): May teleport 
  anywhere to find food, but only return home if 
  they find prey. May also bring a Cheetah Person 
  to their location for 1 Story Point.
  Tiny (Major)
  story points: 6
  survivaL
  
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  THE sEvEnTH docTor sourcEbook
  karra and the cheetah peopLe
  Selfish (Minor Bad): Cheetah People tend to 
  think of themselves first.
  Teleport (Special Good): May teleport instantly 
  to the feral planet as long as the Cheetah 
  Person has found suitable prey.
  Tough (Minor Good): Reduce total damage by 2.
  tech LeveL: 2 
   story points: 8
  aWareness
  4
  presence
  2
  coordination
  5
  resoLve
  3
  ingenuity
  3
  strength
  5
  skiLLs
  Athletics 4, Craft 2, Fighting 4, Subterfuge 2, 
  Survival 4.
  traits
  Alien Appearance (Major Bad)
  Empathic (Minor Good): +2 bonus on rolls to ‘read’ 
  another person.
  Impulsive (Minor Bad): Cheetah People are not 
  known for their forethought.
  Keen Senses (Major Good): +2 to all Awareness rolls.
  Natural Weapons (Minor Good): Close combat 
  weapons (claws, teeth) that do Strength +2 
  damage.
  Obsession (Major Bad): Hunt when hungry, chase 
  what runs.
  Quick Reflexes (Minor Good): The Cheetah People 
  are fast and always go first in their Action Round 
  unless taken by surprise. 
  Those who lose themselves to the call of the hunt and the power of the feral planet become Cheetah 
  People. They are humanoid creatures with furred bodies and dress in the skins of their kills. While they 
  are a ‘fun-loving species’ their idea of fun is teasing their prey and playing cat and mouse with those they 
  capture. 
  Generally the Cheetah People are peaceful and prefer lying around doing nothing to most pursuits. 
  However they are prone to fighting each other over food or just territory and while they only hunt when they 
  are hungry, they get hungry quite often. They are creatures of passion and instinct with what a psychologist 
  might call “poor impulse control”. But they also take joy in the thrill of the hunt and the challenge of 
  chasing down their prey. 
  Cheetah People have powerful claws and teeth, but their most powerful gift is the ability to move across 
  worlds in pursuit of prey. Using the Kitlings they can range across galaxies and instantly transport 
  themselves and their prey home to the feral planet. However, as the Doctor remarks, they rarely range very 
  far from their homeworld. We get to know few of the Cheetah People, except for Karra, who befriends Ace. 
  Karra shows us that beneath the animal instinct the Cheetah People are intelligent and cunning (easily 
  spotting Ace’s traps) with their own code of honour. Karra dies confronting the Master, and returns to her 
  previous human form even though her spirit holds on to the longing for the hunt.
  At the end of this adventure the feral planet is presumed destroyed, but the Cheetah People live on. They 
  move to another world and continue the hunt. Perhaps they carry the power with them and their new world 
  will eventually become just like the feral planet, one day destroying itself in the same way.
  
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  THE sEvEnTH docTor sourcEbook
  Unlike the other incarnations of the Doctor, we will not be ending this book detailing the Seventh Doctor’s 
  regeneration. His adventures do not end here. While we know little of what he has been up to, we will see 
  him again. After many more adventures, and after parting company with Ace, he is asked to attend the 
  execution of the Master by the Daleks (who has somehow escaped the Cheetah People’s planet). His old 
  enemy’s last request is that the Doctor should bear his remains back to Gallifrey. But something goes 
  wrong and he arrives in San Francisco on the cusp of the year 2000. Stepping out of the TARDIS he is caught 
  in a street-gang crossfire, and a new regeneration begins. 
  When he wakes up he… Ah, well, that’s another story. One we will let the Eighth Doctor tell.
  In the meantime, the Seventh Doctor travels the universe with Ace. Where and when she leaves his company 
  we do not know. However, Sarah Jane Smith does remark that an old companion of the Doctor’s called 
  Dorothy runs ‘A Charitable Earth’, a society that has raised millions of pounds for several causes. So one 
  day she returns home, perhaps a little wiser after fulfilling whatever purpose the Doctor might have been 
  grooming her for. In the meantime, while we know little of the rest of the journey they take, we do know 
  what they set out to see… 
  “There are worlds out there where the sky is burning, where the sea’s asleep and the 
  rivers dream. People made of smoke and cities made of song. Somewhere there is danger, 
  somewhere there’s injustice, and somewhere else the tea is getting cold. Come on Ace, we’ve 
  got work to do.”
  What about the regeneration?
  What about regeneration?
  
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  THE sEvEnTH docTor sourcEbook
  A
  Ace  
  10, 13
  Adventure Structure 
  41
  Alien Invasion 
  41
  Ancelyn 
  123
  (The) Ancient One 
  148
  Artefacts 
  22
  (Sample) Artefacts 
  24
  B
  (Brigadier Winifred) Bambera 
  122
  Bannermen 
  71
  Battlefield 
  115
   
  Arthur’s Ship 
  118
   
  Bystanders 
  121
   
  (The) Church 
  120
   
  Continuity 
  116
   
  Further Adventures 
  123
   
  Gore Crow Hotel 
  120
   
  Lake Vortigern 
  117
   
  Running the Adventure 
  117
   
  Synopsis 
  115
  Belazs 
  76
  Bellboy 
  109
  Billy 
  70
  Britishness 
  41
  (The) Bus Conductor 
  112
  (Melanie) Bush 
  9, 11
  C
  (The Chief) Caretaker 
  60
  Caretakers 
  62
  Chapter Five: The Seventh Doctor’s Adventures 49
  Chapter Four: Designing Seventh Doctor
  Adventures 
  38
  Chapter One: The Seventh Doctor and
  Companions 
  5
  Chapter Three: Enemies 
  25
  Chapter Two: Tools of the Trade 
  15
  (New) Characters 
  16
  Cleaner Robots 
  63
  (Chief) Clown 
  110
  (The) Clowns 
  111
  (New) Companions 
  16
  Control 
  134
  (Captain) Cook 
  113
  Criminals 
  18
  Crossing your own Timeline 
  40
  (The) Curse of Fenric 
  137
   
  Back, Foul Creature! 
  146
   
  Continuity 
  138
   
  Further Adventures 
  142
   
  Haemovores 
  144, 145
   
  Key Locations at the Naval Base 
  141
   
  Key Locations in St Jude’s Church 
  142
   
  Maiden’s Point 
  142
   
  (The) Naval Base 
  141
   
  Running the Adventure 
  139
   
  St Jude’s Church 
  141
   
  Synopsis 
  137
  Cyber Agents 
  27
  Cybermen 
  26, 27
  D
  Dalek Agents 
  30
  Dalek Controller 
  31
  Daleks 
  28, 30
  (Imperial) Daleks 
  29
  (Renegade) Daleks 
  31
  (Special Weapons) Dalek 
  29
  De Flores 
  104
  Deadbeat/Kingpin 
  109
  Delta and the Bannermen 
  64
   
  (The) Cast of Thousands 
  68
   
  Continuity 
  65
   
  Further Adventures 
  70
   
  Key Locations in Shangri-La 
  67
   
  Running the Adventure 
  65
   
  (The) Shangri-La holiday Camp 
  66
   
  Synopsis 
  64
   
  Toll Port G715 
  66
  Delta, The Chimeron Queen 
  67
  (The) Destroyer 
  125
  (A) Dish Best Served Cold 
  41
  (The) Dragon 
  77
  Dragonfire 
  72
   
  Continuity 
  73
   
  Further Adventures 
  77
   
  Iceworld 
  75
   
  Key Locations in Iceworld 
  75
   
  (The) Nosferatu 
  76
   
  Running the Adventure 
  74
   
  Synopsis 
  72
  (Kathleen) Dudman 
  149
  E
  Enlightenment through Conflict 
  41
  F
  Fear of the Mundane 
  46
  (Redvers) Fenn-Cooper 
  131
  Fenric 
  32, 33
  Fifi  
  97
  Flowerchild 
  110
  Following your own Footsteps in Time 
  40
  Forgetting the TARDIS 
  44
  Frozen Mercenaries 
  79
  G
  (New) Gadgets 
  21
   
  Ace’s Tape Deck 
  21
   
  Dalek Discombobulater 
  21
   
  (The) Doctor’s Pocket Watch 
  22
   
  Time Controller 
  22
  Gamemastering the Magician 
  47
  Gavrok 
  69
  Ghost Hunters 
  18
  Ghost Light 
  127
   
  Continuity 
  128
   
  Further Adventures 
  131
   
  Gabriel Chase 
  129
   
  Key Locations in Gabriel Chase 
  129
   
  Light 
  130
   
  Running the Adventure 
  128
   
  Synopsis 
  127
  (Group Captain Ian) Gilmore 
  85
  Glitterguns 
  55
  (Sabalom) Glitz 
  9, 12
  GM hints 
  48
  Going Bump in the Night 
  45
  Great Power, Great Responsibility 
  40
  (The) Greatest Show in the Galaxy 
  105
   
  (The) Circus Folk 
  109
   
  Continuity 
  106
   
  (The) Dark Circus 
  109
   
  Further Adventures 
  112
   
  (The) Gods of Ragnarok 
  111
   
  Key Locations at the Psychic Circus 
  108
   
  (The) Psychic Circus 
  108
   
  Running the Adventure 
  107
   
  Segonax 
  107
   
  Synopsis 
  105
   
  (The) Temple 
  109
   
  Visitors 
  110
  Gwendoline 
  132
  H
  Haemovores 
  144, 145
  (The) Hand of Omega 
  24
  The Happiness Patrol 
  89
   
  Continuity 
  90
   
  Further Adventures 
  94
   
  Key Locations on Terra Alpha 
  91
   
  Running the Adventure 
  90
   
  Supporting Cast 
  92
   
  Synopsis 
  89
   
  Terra Alpha 
  91
  (The) Happiness Patrol 
  96
  Helen A 
  97
  Housemaids 
  136
  How To Use This Book 
  4
  Husks 
  136
  I
  Ikona 
  54
  Introduction 
  4
  Isolation 
  46
  J
  (Professor Rachel) Jensen 
  88
  (Doctor) Judson 
  147
  Justice Not Right 
  40
  K
  (The) Kandy Man 
  95
  Kane 
  78
  Kangs 
  61
  Karra and the Cheetah People 
  157
  Kitlings 
  156
  Kracauer 
  79
  index
  
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  index
  L
  Lakertyans 
  53
  (Brigadier) Lethbridge-Stewart (Retired) 
  121
  M
  (The) Mad Magician 
  39
  Magic in Doctor Who 
  119
  Mags 
  114
  (The) Master 
  34, 35
  (Reverend Ernest) Matthews 
  135
  (Commander) Millington 
  144
  Mordred 
  124
  Morgaine of the Fay 
  126
  Morgana 
  110
  N
  Neo-Nazi Soldier 
  104
  Nimrod 
  134
  Nitro-9 
  21
  Nord 
  110
  O
  (An) Old Enemy 
  43
  Other Groups 
  18
  P
  Paradise Towers 
  56
   
  Continuity 
  57
   
  Further Adventures 
  61
   
  Key Locations in Paradise Towers 
  59
   
  Paradise Towers 
  58
   
  Running the Adventure 
  57
   
  Synopsis 
  56
   
  Where is Paradise Towers? 
  58
  (Lady) Peinforte 
  102
  Pex  
  59
  Playing the Seventh Doctor 
  7
  Primal Fears 
  46
  Primitives 
  94
  Prison Warders 
  19
  (The) Prisoner 
  43
  (Mrs) Pritchard 
  135
  R
  Rachel (Ray) 
  71
  (The) Rani 
  36, 37
  (George) Ratcliffe 
  87
  Remembrance of the Daleks 
  80
   
  76 Totter’s Lane 
  84
   
  Allying with the Daleks 
  83
   
  Coal Hill School 
  84
   
  Continuity 
  81
   
  Further Adventures 
  86
   
  Key Locations in Coal Hill School 
  85
   
  Ratcliffe’s Builder’s Merchants 
  85
   
  Running The Adventure 
  83
   
  Synopsis 
  80
  (The) Rezzies 
  63
  Richard 
  103
  Ringmaster 
  110
  S
  (The) Seventh Doctor 
  8
  (The( Seventh Doctor’s Companions 
  9
  Seventh Doctor Themes 
  39
  Shadow Proclamation 
  19
  Silas P 
  93
  Silver Nemesis 
  98
   
  Continuity 
  99
   
  Further Adventures 
  103
   
  Lady Peinforte’s Tomb 
  103
   
  Magic and Time Travel 
  101
   
  Peinforte Manor 
  102
   
  Running the Adventure 
  100
   
  Synopsis 
  98
   
  Windsor Castle 
  101
  (Josiah) Smith 
  133
  (Sergeant Mike) Smith 
  86
  Snake Defence System 
  120
  Soldiers 
  149
  Something here is Wrong 
  42
  (Captain) Sorin 
  143
  Story Points 
  48
  Survival 
  150
   
  Continuity 
  151
   
  (The) Feral Planet 
  153
   
  Further Adventures 
  156
   
  Key Locations in Perivale 
  153
   
  Key Locations on the Feral Planet 
  153
   
  Perivale 
  152
   
  (The) Power of the Hunt 
  154
   
  Prey and Old Acquaintances 
  154
   
  Running the Adventure 
  152
   
  Synopsis 
  150
  T
  (The Seventh Doctor’s) TARDIS 
  14
  Temptation 
  41
  Tetraps 
  55
  Time and the Rani 
  50
   
  Continuity 
  51
   
  Further Adventures 
  53
   
  Key Locations on Lakertya 
  52
   
  Lakertya 
  52
   
  Running the Adventure 
  51
   
  Sphere Traps 
  52
   
  Synopsis 
  50
  (New) Time Lord 
  18
  (Bad) Traits 
  20
   
  Distrustful 
  20
   
  Indolent 
  20
   
  Marginalised 
  20
   
  Prejudice 
  20
   
  Past Trauma 
  21
  (Good) Traits 
  19
   
  Arrogant 
  19
   
  Back up 
  19
   
  Burn Essence 
  19
   
  Danger Sense 
  19
   
  Innocent 
  20
   
  Noble 
  20
   
  Positive Outlook 
  20
   
  Reliable 
  20
   
  Well Mannered 
  20
  (New Character) Traits 
  19
  (The) Trap is Set 
  42
  U
  (New) UNIT Ammo 
  118
  UNIT in the Seventh Doctor’s Era 
  43
  UNIT Private 
  120
  V
  Validium, the Nemesis 
  24
  Violence is not Enough 
  47
  W
  (Reverend) Wainwright 
  146
  Warrior Knights 
  124
  Webguns 
  55
  Weismuller and Hawk 
  68
  Werewolves 
  114
  What about the Regeneration? 
  158
  Whizzkid 
  111
  Who is the Doctor? 
  6
  (Allison) Williams 
  88
  (The) Women’s Auxiliary Services 
  140
  
SOURCE: textdata/thevault/Doctor Who/AITAS Collection/2 Regeneration-Specific Sourcebooks/7th Doctor Sourcebook, The.pdf