TEXT: THE ELEVENTH DOCTOR SOURCEBOOK
  
  B  CREDITS
  LINE DEVELOPER: Andrew Kenrick
  WRITING: Morgan Davie, Andrew Kenrick and 
  Rob D. Webster.
  EDITING: Andrew Kenrick
  COVER: Paul Bourne
  GRAPHIC DESIGN AND LAYOUT: Paul Bourne
  CREATIVE DIRECTOR: Jon Hodgson
  ART DIRECTOR: Jon Hodgson
  PUBLISHER: Dominic McDowall
  PROOFREADING: Morgan Davie and Peter Gilham and 
  Brian Swift.
  SPECIAL THANKS: Ross McGlinchey and the BBC team 
  for all their help.
  ” My Eleventh Ends on the Fields.”
  The Eleventh 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. 2016
  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 by: Standartu Spaustuve 
  www.standart.lt, Vilnius, Lithuania.
  ,
  .
  
  3
  THE ELEVENTH DOCTOR SOURCEBOOK
  B  CONTENTS
  INTRODUCTION  
  4
  How to Use this Book 
  4
  CHAPTER ONE: 
  THE ELEVENTH DOCTOR AND COMPANIONS 
  5
  Who is the Doctor? 
  6
  The Eleventh Doctor 
  7
  The Eleventh Doctor’s Companions 
  and Acquaintances 
  8
  Amy Pond 
  11
  Rory Williams 
  11
  Clara Oswald 
  12
  River Song 
  12
  Madame Vastra 
  13
  Jenny Flint 
  13
  Strax 
  14
  Brian Williams 
  14
  Sexy (The TARDIS) 
  15
  Canton Everett Delaware III 
  15
  Craig Owens 
  16
  Kate Stewart 
  16
  Henry Avery 
  17
  The War Doctor 
  17
  The Eleventh Doctor’s TARDIS 
  18
  CHAPTER TWO: 
  PLAYING IN THE ELEVENTH DOCTOR’S ERA 
  19
  Eleventh Doctor-Style Adventures 
  20
  Campaigns 
  24
  Time and its Discontents 
  27
  Character Options 
  29
  New Traits 
  29
  New Gadget Traits 
  32
  New Gadgets 
  32
  CHAPTER THREE: 
  THE ELEVENTH DOCTOR’S ENEMIES 
  33
  The Church 
  34
  Order of the Headless 
  37
  The Silents 
  38
  The Great Intelligence 
  41
  The Cyberiad 
  44
  The New Dalek Paradigm 
  48
  The Justice Department 
  51
  CHAPTER FOUR: 
  THE ELEVENTH DOCTOR’S ADVENTURES 
  55
  The Eleventh Hour 
  56
  The Beast Below 
  61
  Victory of the Daleks 
  65
  The Time of Angels/Flesh and Stone 
  71
  The Vampires of Venice 
  76
  Amy’s Choice 
  80
  The Hungry Earth/Cold Blood 
  85
  Vincent and the Doctor 
  93
  The Lodger 
  97
  The Pandorica Opens 
  102
  The Big Bang 
  107
  A Christmas Carol 
  111
  The Impossible Astronaut 
  116
  Day of the Moon 
  120
  The Curse of the Black Spot 
  124
  The Doctor’s Wife 
  128
  The Rebel Flesh/The Almost People 
  134
  A Good Man Goes to War 
  142
  Let’s Kill Hitler 
  146
  Night Terrors 
  150
  The Girl Who Waited 
  155
  The God Complex 
  160
  Closing Time 
  166
  The Wedding of River Song 
  169
  The Doctor, the Widow and the Wardrobe 175
  Asylum of the Daleks 
  180
  Dinosaurs on a Spaceship 
  185
  A Town Called Mercy 
  190
  The Power of Three 
  194
  The Angels take Manhattan 
  199
  The Snowmen 
  203
  The Bells of Saint John 
  207
  The Rings of Akhaten 
  211
  Cold War 
  215
  Hide 
  219
  Journey to the Centre of the TARDIS 
  223
  The Crimson Horror 
  227
  Nightmare in Silver 
  231
  The Name of the Doctor 
  236
  The Day of the Doctor 
  241
  The Time of the Doctor 
  251
  INDEX 
  254 
  
  4
  THE ELEVENTH DOCTOR SOURCEBOOK
  ‘There’s something you’d 
  better understand about 
  me – I am definitely 
  a mad man with a 
  box.’
  When Amelia Pond was seven years old, she had an 
  imaginary friend – the raggedy Doctor who crashed 
  into her garden in his blue box. When she grew up, on 
  the night before her wedding, her imaginary friend 
  came back to take her on the adventure of a lifetime. 
  On his adventures with Amy, Rory, River and Clara, the 
  Doctor would rise higher than he’d ever risen before, 
  before falling so much further. He’d save the world, 
  get married, meet his TARDIS in person, even team up 
  with his past incarnations to save his own people… but 
  can he save himself and avoid meeting his destiny on 
  the Fields of Trenzalore?
  Just remember – bow ties are cool.
  HOW TO USE THIS BOOK
  The Eleventh Doctor Sourcebook is primarily a 
  Gamemaster’s resource for running adventures 
  either with or in the style of the Eleventh Doctor. 
  While players will certainly benefit from the 
  background information on the Doctor and his 
  companions, all of the rules needed to create or 
  portray the Eleventh Doctor’s companions are 
  found in the main Doctor Who Roleplaying Game 
  Core Rulebook or in this book (that said, it’s always 
  helpful to have access to The Time Traveller’s 
  Companion).
  This book is designed to be a primer on capturing the 
  feel of the Eleventh Doctor’s era and incorporating 
  it into your adventures. Chapter One is packed with 
  character sheets and information on the Doctor and 
  his companions. Chapter Two discusses what makes 
  an Eleventh Doctor adventure different from those 
  experienced by his other incarnations and introduces 
  a number of new rules to help you evoke the era, as 
  well as new traits and gadgets, while Chapter Three 
  looks at some of the Doctor’s recurring enemies. 
  Finally, Chapters Four describes the Eleventh 
  Doctor’s adventures, as well as the longer story arcs.
  Each adventure has the following sections:
  •	
  Synopsis: Where did the TARDIS materialise? 
  Who did the Doctor meet? And what trouble 
  did the travellers get into there? This section 
  summarises the key events of the adventure 
  as experienced by the Eleventh Doctor and his 
  companions. 
  •	
  Continuity: This bit discusses how the adventure 
  relates to the Doctor’s other adventures, both 
  in this and other sourcebooks. It also serves as 
  a fantastic repository of mostly useless facts to 
  impress your mates with. 
  •	
  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. 
  •	
  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 alternate 
  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 all these stories, then you can substitute your 
  own characters for the Eleventh Doctor and his 
  companions and ‘rerun’ the adventures. 
  Maybe your characters will take other paths and 
  make different decisions – how will they escape the 
  trap set in The Pandorica Opens? Can they defeat 
  the machinations of the Silence in Day of the Moon? 
  And what awaits them at Trenzalore in The Time of 
  the Doctor?
  INTRODUCTION
  INTRODUCTION
  
  CHAPTER ONE
  THE ELEVENTH DOCTOR AND COMPANIONS
  
  ‘I’m the Doctor. I’m a Time Lord from the planet 
  Gallifrey. I stole a time machine and ran away, and 
  I’ve been flouting the principle law of my own people 
  ever since… That wasn’t quite what I meant to say…’
  B  WHO IS THE DOCTOR?
  The Doctor in his eleventh incarnation is a 
  paradoxical figure. His body is very young, yet he 
  is very, very old, and both aspects collide in 
  everything he says and does. He is a very 
  physical Doctor, constantly in motion, 
  expressing thoughts with his arms and 
  legs as if engaged in a constant dance 
  with the universe, and yet is capable 
  of moments of great stillness and 
  calm. He is deeply empathetic, with 
  an instinctive sense of how to relate 
  to children in particular, but he is 
  capable of hugely inconsiderate 
  acts and a general disinterest in 
  social convention. He swings back 
  and forth between extremes in 
  moments, and seems eternally 
  surprised by himself. 
  He is also the first incarnation 
  of the Doctor to fully embrace 
  the swathe he has cut through 
  the universe. A long, long lifetime 
  of standing against injustice and 
  fighting back the dark has given him 
  a powerful, ominous reputation, and 
  from almost his first moments he 
  was willing to use that reputation 
  as a weapon as he never had 
  before, standing up and declaring 
  himself to turn back in fear any 
  who dared to cross him.
  ‘What happened to you, Doctor? When 
  did killing someone become an option?’
  The Doctor’s great vulnerability is isolation. 
  When left alone, his restraint falls away and 
  he becomes colder and harsher, more ready 
  to pass judgment, more ready to punish. In 
  his last days with Amy and Rory he 
  spent a lot of time alone, and his 
  treatment of others became more 
  ruthless: he arranged for space 
  pirate Solomon to die without 
  hesitation or care, although he 
  did hesitate in pulling the trigger 
  after deciding to execute war 
  criminal Kahler-Jex. When he’s feeling isolated, the 
  needle on his moral compass starts to spin. So does 
  his sense of self and well-being. He isn’t ever truly 
  happy unless he’s with a friend.
  ‘Because you were the first. The first face this face 
  saw. And you’re seared onto my hearts, Amelia 
  Pond. You always will be.’
  From the start, the Doctor felt a very deep and very 
  strong connection to Amy. Their friendship was 
  incredibly close and deep, and it took a while for 
  Amy’s husband Rory to feel at home with them both. 
  This Doctor travelled with many other friends and 
  companions over his long life, but he shared with 
  none of them the connection he had with Amy, not 
  even River Song, Amy’s daughter who was trained 
  to kill him before becoming someone he loved and 
  eventually wed.
  The Doctor hates endings. He has been known to 
  rip the last pages out of books so he is forced to 
  leave them unfinished. This meant the Doctor could 
  drag things out far more than even his immediate 
  predecessor managed; for example, he spent 
  hundreds of years evading the fixed point in time 
  that was his death at Lake Silencio, before working 
  out how to escape it. It also meant he could be 
  devastated when endings were forced upon him, 
  as happened with Amy. When she fell victim to a 
  Weeping Angel, it nearly destroyed him. However, 
  in the last period of his life, he made his peace with 
  both endings, and with losing Amy. He became 
  energised by the mystery of Clara Oswald, ‘the 
  impossible girl’, and he chased that mystery all the 
  way to Trenzalore – where he was doomed to die. 
  This time, he did not evade his fate, but settled in to 
  spend centuries defending an ordinary community 
  from threat after threat, growing old and weak. 
  He was ready for the very end of his life. However, 
  Clara was able to win him a new cycle of 
  regenerations from the Time Lords, and he accepted 
  the end of his eleventh incarnation with equanimity, 
  enjoying a final vision of Amy before being restored 
  with a new face and a new beginning.
  The Eleventh Doctor’s character sheet represents 
  him towards the end of his era. A version of the 
  Eleventh Doctor during his earliest adventures 
  is included in the Doctor Who: Adventures in 
  Time and Space Eleventh Doctor Edition, and is 
  also available for free download on the Cubicle 7 
  website.
  6
  THE ELEVENTH DOCTOR SOURCEBOOK
  
  STORY POINTS
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To explore, to discover, to see amazing places and to 
  hold back the darkness.
  PERSONALITY
  The Eleventh Doctor is a madman with a box. He 
  constantly chats in a wild stream of consciousness 
  and prefers to make his plans up on the fly. He is 
  restless and jittery. He is charming and charismatic and 
  handsome. In fact this Doctor has – perhaps on purpose 
  – unlearned a great deal about how people get along, 
  and he sometimes comes across as careless, rude and 
  clueless. There is a darker side to this Doctor. He hates 
  endings. He is capable of deep periods of depression 
  and self-imposed isolation, and he has shown a ruthless 
  streak on multiple occasions. This Doctor was feared 
  throughout the universe for a reason.
  BACKGROUND
  The Doctor is the last guardian of the universe. He has 
  saved it more times than he cares to remember and 
  now looks younger than ever, although he is at least 
  1200 years old. He travels time and space taking the 
  very weight of the universe on his shoulders.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ ○ 
   ○ ○ ○ ○ ○
   ○ ○ ○ ○ ○ ○ ○ ○ ○
   ○ ○ ○ ○ 
   ○ ○ ○ ○ ○ 
   ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
  MEDICINE
  SCIENCE
  SUBTERFUGE
  SURVIVAL
  TECHNOLOGY
  TRANSPORT
  10
  THE ELEVENTH DOCTOR
  4
  2
  2
  6
  2
  3
  5
  3
  3
  5
  4
  4
  5
  9
  4
  5
  3
  8
  Psychic Paper
  Sonic Screwdriver
  TARDIS
  Amy’s reading glasses
  Boffin
  Brave
  Charming
  Face in the Crowd
  Feel the Turn of the Universe
  Friends (Major: UNIT, River 
  Song, the Paternoster Gang)
  Indomitable
  Keen Senses (Major)
  Photographic Memory
  Quick Reflexes
  Psychic
  Run for your Life!
  Talk to Everything
  Technically Adept
  Time Lord
  A
  4
  Time Lord
  Time Lord, Experienced x11
  Time Traveller (All)
  True Connection (Amy)
  Vortex
  Adversary (Major) – Too many to list
  Code of Conduct
  Eccentric
  Impulsive
  Insatiable Curiosity
  Obsession – See amazing places
  Weakness – Being alone too long
  
  8
  THE ELEVENTH DOCTOR SOURCEBOOK
  B  THE ELEVENTH DOCTOR’S 
  COMPANIONS AND ACQUAINTANCES
  AMY AND RORY
  Amy Pond met the Doctor as a young girl, and he 
  let her down, badly. She spent her life thinking 
  about her Raggedy Doctor, unsure if he was real, 
  until one day he returned and revealed that not only 
  was he real but her ordinary world wasn’t. There 
  were aliens all around her, and her little village 
  was where the world was saved. Then the Doctor 
  disappeared again. When he returned, years had 
  passed and Amy was about to marry her childhood 
  friend Rory Williams. Amy went adventuring with the 
  Doctor at last, and soon Rory joined her, and after 
  their wedding they continued to have adventures as 
  a married couple. 
  However the adventures came at a cost. Amy and 
  Rory had a daughter, but she was stolen from them 
  as a baby, unwittingly growing up to become their 
  childhood friend Mels, who then in turn became River 
  Song. Losing their daughter was deeply traumatic, 
  but discovering they in fact had known her her whole 
  life eased this trauma, and in time they embraced the 
  strangeness of their relationship with River.
  They continued to travel with the Doctor, but after an 
  unsettling experience in the Minotaur’s labyrinth, 
  things changed. The Doctor decided to disengage 
  from them both, to protect them from the dangers 
  arising from being his companions. The Doctor 
  gifted them a home and reduced the frequency of 
  his visits, and the married pair began to build lives 
  for themselves, finding employment and making 
  commitments with their friends. It took them a 
  while to find the right balance between adventures 
  with the Doctor and their own lives, but shortly after 
  they did they fell victims to a Weeping Angel, their 
  adventures through time at an end.
  The statistics given on pg. 11 are for Amy and Rory 
  near the end of their time adventuring with the 
  Doctor. 
  CLARA OSWALD
  Clara was bright and happy and had a practical 
  intelligence and a quick mind that allowed her to 
  keep up with the Doctor. She grew up in a happy 
  family in Lancashire. As a young woman she went 
  to London, and made plans to travel the world, 
  keeping as her bible a precious book, 101 Places To 
  See. However, these plans kept being postponed, as 
  one thing after another kept her in place. Then she 
  met the Doctor. Suddenly she was caught up in a life-
  or-death adventure.
  The Doctor offered her a chance to travel, and she 
  accepted. She was attracted to him, and amazed by 
  what he could show her, but she kept a measure of 
  distance between them, always returning home after 
  each amazing escapade. Eventually she realised 
  that there was a reason the Doctor had sought her 
  out – there was something unusual about her. On 
  Trenzalore she discovered the truth, when she 
  jumped into the Doctor’s timeline to save him from 
  the Great Intelligence. The Doctor brought her back, 
  but she left echoes throughout time and space. Not 
  long after this, she was there for his death – and, 
  incredibly, his sudden rebirth.
  RIVER SONG
  River’s timeline is, to say the least, tangled. If 
  that wasn’t complicated enough, her life has been 
  thoroughly intertwined with that of the Doctor, 
  whose life is anything but straightforward. And the 
  chronology of their relationship is out of order. It’s 
  a great big mess and, as the icing on the cake, at 
  several key points in her life she was affected by 
  the memory-wiping powers of the Silence. Still, the 
  overview is clear. River Song was conceived in the 
  TARDIS, a child of time with the ability to regenerate. 
  She was born while her mother, Amy Pond, was held 
  captive on Demon’s Run. She was raised in secret 
  by the Silence to kill the Doctor. Along the way, she 
  met her mother and father when they were young 
  and grew up with them. 
  THE ELEVENTH DOCTOR AND COMPANIONS
  
  9
  THE ELEVENTH DOCTOR SOURCEBOOK
  When she finally met the Doctor, she poisoned him, 
  but he convinced her she was wrong to do so, and 
  she gave up her future regenerations to save his 
  life. 
  Believing herself free of the Silence, she trained as an 
  archaeologist to learn about the Doctor’s movements 
  through history. However the Silence were not done 
  with her, and she was pulled back into the Doctor’s 
  life to complete their original plan. She would not kill 
  the Doctor, but reality splintered around her refusal; 
  the Doctor had to convince her again, but this time to 
  kill him. And yet he survived. 
  She spent time in prison for his murder, keeping the 
  secret of his survival, frequently escaping to have 
  adventures and to spend time with him. Eventually 
  the charges against her collapsed, as the Doctor 
  seemed never to have existed. She became a 
  Professor. She spent more time with the Doctor.  And 
  then, one day, one adventure, she died to save him. 
  Even this was not the end. She remained as a ghost 
  in the machine, and was able to visit her love one last 
  time, on Trenzalore, where she spoke his name, and 
  where he said farewell.
  The statistics on pg. 12 are for an early version of 
  River Song. Statistics for Professor Song at the 
  end of her life can be found in The Tenth Doctor 
  Sourcebook.
  THE PATERNOSTER GANG
  Surely one of the more unusual sets of friends the 
  Doctor has developed, the Paternoster Gang was 
  formed when a Silurian named Vastra emerged 
  from hibernation in 1880s London to take bloody 
  vengeance on the humans who had disturbed her and 
  accidentally killed her family. The Doctor stopped 
  her, and persuaded her to abandon her vengeance. 
  Vastra began solving mysteries and investigating 
  strange events. She formed a special relationship 
  with her maid Jenny Flint, who in time became both 
  her investigative ally and her lover.
  In 1888 the Doctor called in Vastra’s debt, and she 
  and Jenny went to Demon’s Run to fight for him. 
  They survived, and met a Sontaran named Strax, a 
  warrior who had been repaying his own debt to the 
  Doctor by serving others in a very un-Sontaran way. 
  He was badly injured but Vastra and Jenny managed 
  to heal him, and he agreed to come back with them 
  to London. The three of them continued to solve 
  mysteries, working closely with Scotland Yard and 
  gathering private clients. Vastra and Jenny married, 
  and Strax served loyally as their eager butler, 
  bodyguard and soldier.
  A few years later, in 1892, the Doctor came to London 
  and retreated from society there, relying on the 
  Paternoster Gang to ensure he stayed undisturbed. 
  In time the Doctor emerged from his dark mood and 
  left them behind, but in 1893 they met him again, 
  inexplicably reunited with a young woman they had 
  seen die at Christmas. This run of strangeness 
  came to a head soon after, when Vastra heard about 
  the Doctor’s greatest secret from a condemned 
  murderer. She contacted two of the Doctor’s 
  friends but the gang was already the target of one 
  
  10
  THE ELEVENTH DOCTOR SOURCEBOOK
  of the Doctor’s enemies, and they were dragged to 
  Trenzalore to witness the ultimate confrontation 
  between the Doctor and the Great Intelligence.
  BRIAN WILLIAMS
  Brian is Rory’s father and Amy’s father-in-law. 
  He was introduced to his son’s unconventional life 
  when the Doctor materialised the TARDIS around 
  him and carried him off to a Silurian Ark. Before 
  that point he’d never been interested in travel, but 
  after a special request to the Doctor for a view of the 
  Earth from space, he changed his mind and began 
  to travel around the world. He even made at least 
  one trip with the Doctor to the planet Siluria in the 
  future. His relationship with travel through time and 
  space was tested by the increasingly unstable lives 
  of Amy and Rory. Although he clearly saw the cost 
  of their adventures, he encouraged them to keep 
  travelling with the Doctor, recognising that it was 
  a very special opportunity. While the Doctor invited 
  him to join them, he declined, preferring to stay at 
  home and water his plants.
  SEXY (IDRIS)
  Whilst visiting a bubble universe, the TARDIS’ 
  matrix was sucked into a host body. This was an 
  opportunity for it to talk to the Doctor, something 
  that is just not possible when the matrix is in its 
  normal state. The TARDIS was in a female body 
  named Idris, but she soon took on the name “Sexy”. It 
  took a while to figure out what was going on, and she 
  ran around excitedly for a time, talking incessantly 
  and trying to figure out how to experience linear 
  time and what physical bodies were good for.  Sexy 
  wasn’t around for very long. Almost as soon as the 
  matrix appeared in that body, it started to break 
  down. A few hours was all the time she had. She 
  made the most of it.
  CANTON EVERETT DELAWARE III
  Canton Everett Delaware III was never going to 
  lead a straightforward life. Despite undeniable 
  excellence as an FBI agent, a public commitment 
  to a relationship that was both interracial and 
  homosexual pushed the establishment too far. In 
  1969, Canton was shown the door. His life was about 
  to become vastly more complex. Just six weeks 
  later Canton was recommended to the President 
  for a private job. He met the Doctor, and was pulled 
  into an adventure involving alien conspiracies, time 
  machines, lost children and subverting the Apollo 
  11 mission. While his formal role was unclear, the 
  President’s good word ensured his reputation was 
  repaired. The White House owed him a favour. 
  Decades later, in 2011, Canton as an old man was 
  once again called into the Doctor’s life. This time it 
  was to bear witness to his end at the hands of the 
  Impossible Astronaut at Lake Silencio. 
  CRAIG OWENS
  Craig is an average guy who made a very, very 
  interesting friend in the form of the Doctor. Craig’s 
  life turned upside down when the Doctor took a room 
  in his flat as his lodger. Next thing you know he was 
  risking his life to end the threat of a strange spaceship 
  hiding above his flat, and acting all emotionally 
  courageous with the woman he liked. The Doctor 
  disappeared and life went all normal again, but a new 
  kind of normal, the sort of normal where you have a 
  girlfriend and you travel to exciting places.
  In time Craig and Sophie had a child. Then the Doctor 
  showed up again, and Craig (now with little Alfie in 
  tow) dove in to help his friend, and ended up relying 
  on his love for Alfie to end the Cyberman threat 
  entirely. He was sort of a hero! But a very ordinary 
  sort of hero, which was just the way he liked it. He’s 
  touched the strange and miraculous twice now 
  through the intervention of the Doctor, but it hasn’t 
  really changed him. That might be why the Doctor 
  likes him so much. The Doctor telepathically shared 
  knowledge with Craig. Some of this is still in there, 
  so Craig can stumble across scraps of knowledge 
  about aliens from time to time.
  KATE STEWART
  Kate’s father was Brigadier Alistair Gordon 
  Lethbridge-Stewart. As an adult she decided to 
  follow in his footsteps by joining UNIT. Though her 
  father was in the military, she never forgot his advice 
  that “science leads”, something her father learned 
  from the Doctor. As she climbed the hierarchy 
  she was able to turn UNIT into a more science-
  led organisation; and a key part of that was to re-
  establish contact with UNIT’s most unusual scientific 
  advisor. She made contact with the Doctor for the 
  first time during the Year of the Slow Invasion, and 
  she was pleased to find he lived up to his reputation. 
  He swiftly grew to like her as well, and worked 
  out her parentage just as quickly. Kate is Head of 
  Scientific Research at UNIT. She deals with the most 
  complicated and dangerous problems that arise in 
  Britain and the world. She has access to incredible 
  technologies and resources, but perhaps the most 
  useful resource of all is the Doctor.
  THE ELEVENTH DOCTOR AND COMPANIONS
  
  STORY POINTS A  
  AMY POND
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To travel with the Doctor, to explore, to have fun.
  PERSONALITY
  Amy is a spitfire. She is arch, quirky and enjoys a needling sort 
  of banter. She is brave and headstrong, and is willing to make big 
  decisions quickly. She is comfortable being the centre of attention, 
  although she doesn’t seek it out. She is devoted to her husband 
  Rory, although she can treat him roughly from time to time. Her 
  relationship with the Doctor is complicated and deeply tied up with 
  her childhood hopes and dreams. She loves him deeply, but she 
  doesn’t hesitate to call him out when he gets something wrong.
  BACKGROUND
  Amy met the Doctor when she was 
  a little girl. His sudden departure 
  hurt and confused her, and only 
  when he returned to her life over a 
  decade later did her life snap into 
  focus. She relished the chance to 
  step out of the world and travel 
  with him, first alone, then with her 
  partner Rory too.Eventually Amy 
  and Rory stepped back to part-
  time adventuring and established 
  normal lives. Amy had difficulty 
  settling into a career (model? 
  travel writer?), and home life had 
  its difficulties, but they were happy 
  enough as long as the Doctor kept 
  coming to visit from time to time.
  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
  4
  3
  3
  4
  4
  2
  Superphone
  Attractive
  Brave
  Empathic
  Indomitable
  Run for your Life! 
  True Connection (Rory)
  Voice of Authority
  Argumentative
  Distinctive
  Impaired Senses (Minor): Reading Glasses
  Impulsive
  Insatiable Curiosity
  2
  4
  2
  2
  2
  1
  2
  2
  3
  2
  3
  3
  12
  STORY POINTS A  
  RORY WILLIAMS
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To have adventures and keep Amy safe.
  PERSONALITY
  For most of his time in the TARDIS, Rory was there because Amy 
  was there. She was passionate about time travel, and he was 
  passionate about her. In time, however, he began to love it just as 
  much as she did. This was something of a surprise, as Rory had 
  an easy-going nature and preferred simplicity in his life, and life-
  risking escapades didn’t fit with that too well. 
  BACKGROUND
  Rory grew up with Amy, but it took a long time for her to realise his 
  feelings for her. They became a couple and stayed together from then 
  on, and Rory stayed devoted even after Amy pulled him into a mad 
  world of time travel and extraterrestrial threats, where he ended up 
  dying, not once but several times.
  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
  4
  3
  4
  3
  4
  3
  Nursing Supplies
  Superphone
  Another Lifetime (Major): Spend a Story Point to gain +1 Presence, +1 
  Resolve, +2 Fighting, +1 Marksman, Voice of Authority for one scene. 
  Brave
  Death Habit
  Empathic
  Face in the Crowd
  Run for your Life!
  Time Traveller (Tech Levels 2-5)
  True Connection (Amy)
  Code of Conduct
  Unlucky
  3
  3
  2
  3
  3
  2
  4
  3
  3
  2
  2
  3
  10
  
  STORY POINTS A  
  CLARA OSWALD
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To travel and see the universe! (And protect the Doctor.)
  PERSONALITY
  Clara is chirpy, happy, energetic and whip-smart. She is forthright 
  and likes to take control of any situation. She considers the Doctor 
  her most trusted friend, and would sacrifice herself to save him – 
  something she’s already done once.
  BACKGROUND
  Clara always wanted to travel, but ended up helping out friends after 
  their mother died. The Doctor offered her all the travel she could 
  want – but she insisted on always returning to her responsibilities. 
  She cares deeply for the Doctor, and sacrificed herself to save him 
  by diving into his time stream. He in turn rescued her, but not before 
  she had left echoes of herself throughout time and space.
  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
  3
  3
  4
  3
  4
  2
  Motorbike
  Attractive
  Brave
  Friends (Major): The Doctor
  Lucky
  Technically Adept
  Adversary (Minor): The TARDIS 
  Caregiver
  Insatiable Curiosity
  Obligation (Major): The Maitland children/Coal Hill School
  Phobia: Becoming lost
  3
  2
  0
  0
  2
  1
  0
  3
  1
  1
  3
  2
  12
  (Computers +2)
  STORY POINTS A  
  RIVER SONG
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  She wants knowledge so she can find the Doctor again. Of course, the 
  life of a scholar cannot fully satisfy her urge for adventure, so she eagerly 
  undertakes field trips and personal investigations in pursuit of other 
  goals. It would hardly be out of character if some of these took a turn for 
  the dramatic...
  PERSONALITY
  River’s time as a student was a happy and optimistic period of her 
  life. She balanced the diligence of study with a new appreciation for 
  life and freedom, and a growing maturity that promised much for 
  the future. 
  BACKGROUND
  River was her own person, for the very first time. She had burned up 
  all her regenerations and she intended to make the best use of the 
  one lifetime she had left. 
  That meant one thing: 
  she wanted more Doctor 
  in her life. Enrolling at 
  Luna University in the 
  52nd century, she began a 
  doctorate in archaeology. 
  She learned to read the 
  warp and weft of time, and 
  to spot the marks left on 
  history by the Doctor. She 
  wasn’t sure when their 
  paths would next cross, 
  but she would be ready.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○ ○
   ○ ○ ○ 
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  8
  4
  4
  5
  4
  5
  3
  Blue Diary
  Attractive
  Boffin
  Brave
  Charming
  Friends (Major): The Doctor
  Keen Senses (Sight)
  Run for your Life!
  Technically Adept
  Time Traveller (Tech Levels 5 
  and 8)
  Scion of Gallifrey: Her 
  regenerations are gone, but history 
  is opening up to her.
  Vortex
  Argumentative
  Distinctive
  Dark Secret (Major): She killed the 
  Doctor, as she was meant to, then 
  gave up her regenerations to bring 
  him back.
  Insatiable Curiosity
  2
  4
  1
  2
  4
  3
  2
  4
  4
  3
  5
  2
  7
  
  STORY POINTS A  
  MADAME VASTRA
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To solve mysteries, uncover secrets and stand against all dangers 
  to her adopted home. 
  PERSONALITY
  Vastra is a skilled and insightful detective and draws great 
  satisfaction from her successes. She is open-minded and delights 
  in defying convention, and she has found love for a human. 
  Nevertheless, she is a reptile, not a mammal, and deep down 
  retains a streak of ruthless cold-bloodedness..
  BACKGROUND
  Vastra awoke from 
  hibernation in the early 
  1880s, and killed several 
  Underground workers in 
  vengeance for the deaths 
  of her sisters. The Doctor 
  found her and calmed her 
  rage, setting her on a new 
  path, that of protectress 
  of London and humanity.  
  Her maidservant Jenny 
  Flint became, in time, her 
  investigative companion, 
  then lover, then her wife, 
  a sign of how far her 
  views on humanity had 
  changed. 
  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
  4
  4
  5
  4
  4
  4
  Mask or veil
  Katana 4/8/12
  Alien 
  Armour (5)
  Environmental: Extreme heat
  Friends (Major, The Doctor)
  Friends (Major, Paternoster
  Gang)
  Quick Reflexes 
  Special (Tongue Attack): 
  Range 3m, S/S/S or mutation 
  venom (Strength + Resolve, 
  diff. 12, every hour or mutate)
  Telepathy (with Jenny only)
  Time Traveller (Tech Level 4)
  Alien Appearance (Major)
  Code of Conduct 
  Dark Secret: Liking for human 
  flesh.
  Last of My Kind
  Owes Favour (Major): The 
  Doctor.
  Weakness: Cold
  3
  3
  0
  4
  4
  3
  2
  3
  3
  3
  3
  1
  5
  STORY POINTS A  
  JENNY FLINT
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To protect the vulnerable and root out evil wherever it may hide. 
  All in a day’s work!
  PERSONALITY
  Jenny is quiet and reserved, but she has a fiercely open mind and 
  a taste for adventure. Also, she has married another woman, and a 
  reptilian one at that. Jenny understands the importance of keeping 
  up appearances but is not willing to allow conventional expectations 
  to limit her life or her choices.
  BACKGROUND
  Born in London’s East End, becoming a maidservant was a great 
  success. Improbably, this was just the beginning for Jenny, who 
  shortly found herself the trusted companion to a reptile detective. 
  Her life became full of adventure, wonder and, finally, love. 
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ ○ ○
   ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  4
  3
  4
  4
  3
  5
  3
  3
  3
  2
  4
  3
  2
  2
  2
  4
  2
  2
  2
  5
  (Tongue 5)
  (Disguise 5)
  Leather body glove (Armour 1)
  Sword 2/5/7
  Scanner glove (Minor gadget, 
  Trait: Scan,
  Story Points: 1)
  Brave
  Empathic 
  Friends (Major, The Doctor)
  Friends (Major, Paternoster Gang)
  Keen Senses (Major): All senses.
  Telepathy (with Vastra only)
  Obligation (Major): Protect Madame Vastra.
  
  STORY POINTS A  
  STRAX
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  Strax does his duty, and looks for opportunities to use his 
  devastating martial prowess against all enemies.
  PERSONALITY
  Strax is driven to excel in battle, and where that fails he’ll do his 
  best to be a good butler, or cab driver, or nurse. He has drifted 
  far from the norm for Sontarans, experiencing something like 
  friendship for his current commanding officer Madame Vastra. He 
  is now accustomed to being mindful of civilians, helping the weak 
  and mixing with non-Sontarans. 
  BACKGROUND
  After his clone batch was 
  defeated by the Doctor, 
  Strax pledged to regain 
  honour by following the 
  Doctor’s instructions. 
  He duly became a 
  nurse, an occupation 
  that is anathema to any 
  Sontaran. He was helped 
  by Madame Vastra and 
  Jenny Flint and joined 
  them as the third member 
  of the Paternoster Gang, 
  where he follows their 
  orders and provides 
  much-needed tactical 
  advice.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ ○ ○ ○
   ○ ○ ○ ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  7
  3
  4
  3
  4
  6
  6
  Sontaran Rifle (4/L/L), Shock 
  Staff (S/S/S), a whole armoury of 
  other weapons.
  Battle armour (5)
  Medical scanner (Minor gadget; 
  Trait: Scan,
  Story Points: 1)
  Alien
  Brave
  Friends (Major): The Doctor.
  Friends (Major): The Paternoster Gang.
  Time Traveller (Tech Level 4)
  Tough: Reduce any damage to Attributes by 2.
  Alien Appearance (Minor)
  By the Book
  Eccentric 
  Owes Favour (Major): Strax is forever in the Doctor’s debt.
  Special – Probic Vent 
  Weakness (Major) – Coronic Acid
  3
  1
  0
  5
  3
  5
  4
  3
  3
  4
  3
  3
  7
  STORY POINTS A  
  BRIAN WILLIAMS
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  Brian wants to do things right, learn new things and look out for the 
  welfare of those closest to him.
  PERSONALITY
  Brian is careful and methodical and practical and, he would happily 
  admit, a bit boring. Admittedly, he’s a bit less boring now he’s 
  started travelling the world and even crossing time and space. He’s 
  a problem-solver and a helper to any who need it, and that’s good 
  enough for him.
  BACKGROUND
  While in the village of Leadworth, Brian had a son named Rory 
  who was a bit useless really. Rory and his wife ended up in London, 
  and Brian moved 
  there too, and life 
  was very ordinary 
  until one day it 
  wasn’t any more. 
  Suddenly there 
  were dinosaurs 
  and lizard people 
  and robots and 
  spaceships, and the 
  world seemed full 
  of possibility, and 
  Rory seemed full of 
  possibility too.
  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
  4
  3
  3
  3
  4
  3
  0
  2
  2
  0
  2
  0
  0
  2
  0
  0
  2
  3
  7
  Trowel.
  Face in the Crowd
  Resourceful Pockets
  Sense of Direction
  Slow (Minor)
  Unadventurous
  
  STORY POINTS A  
  SEXY (THE TARDIS)
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  Bond with the Doctor, learn about being in a physical body and 
  relish every moment of a new perspective on the universe.
  PERSONALITY
  Sexy was trusting and enthusiastic and would try anything that 
  anyone suggested. All of this made her seem quite, quite mad. 
  She had a good excuse, of course: when you’re used to existing 
  simultaneously across all space and time, it’s a bit disconcerting to 
  be squished down and jammed into one little body.
  BACKGROUND
  Sexy has been with the Doctor a very long time indeed.Yet for all 
  that time, Sexy has been unable to really talk to the Doctor. She 
  has known him, and yet not known him at all. Any chance, however 
  fleeting, to step directly into his world and talk to him? That’s 
  precious. Don’t waste a moment.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ 
   ○ ○ 
   ○ ○ ○ ○ 
   ○ ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ 
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  11
  3
  2
  4
  4
  4
  2
  None.
  Alien
  Feel the Turn of the Universe
  Precognition
  Psychic
  Telepathy
  Time Traveller (All)
  Vortex 
  Eccentric 
  Insatiable Curiosity
  Last of My Kind
  Weakness (Major): Cannot survive for long in a host body.
  0
  4
  0
  0
  8
  0
  3
  6
  0
  5
  4
  4
  8
  STORY POINTS A  
  CANTON EVERETT DELAWARE III
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  Canton’s wants to live as he sees fit, without censure or restraint. 
  This involves a homosexual, interracial relationship that is beyond 
  the pale for his contemporaries, but he is uninterested in bowing to 
  public expectation. 
  PERSONALITY
  He has the wit and ability to be a star performer in the FBI, but his 
  social fearlessness and disregard for authority tend to make more 
  of an impression on people. He is calm in a crisis and responds as 
  a law enforcement professional. If he hears a cry for help, he will 
  respond. If he is unsure of someone, he will question them. If he 
  feels threatened, he will ready a firearm, and will not hesitate to 
  pull the trigger.
  BACKGROUND
  Canton Everett Delaware 
  III was pushed out of the 
  FBI for his relationship. 
  Almost immediately 
  he ended up working 
  for the President on a 
  special job where he 
  met the Doctor. The  
  adventure that followed 
  changed his life, and his  
  connection to the Doctor 
  would continue until he 
  was an old man.
  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
  4
  4
  3
  3
  5
  3
  4
  5
  0
  4
  0
  4
  2
  3
  4
  3
  1
  3
  12
  Colt Python snub pistol (2/5/7)
  Special ammunition (Stun 
  damage only) 
  Brave
  Empathic
  Owed Favour (Major): The White House
  Quick Reflexes
  Voice of Authority
  Argumentative 
  
  STORY POINTS A  
  CRAIG OWENS
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  Craig wants to be a good dad, and a good man, and sure he’ll help 
  out the Doctor if he’s ever around, but apart from that he wants a 
  nice ordinary happy life thanks very much. 
  PERSONALITY
  Craig is still a very average guy despite two extremely unusual 
  adventures with the Doctor. He’s down to earth, loyal and devoted 
  to his family. He has no interest in adventure for its own sake, but if 
  the Doctor’s around, he’ll do what he can to help.
  BACKGROUND
  Craig’s life turned upside down when the Doctor took a room in his 
  flat. Next thing you know he was dealing with aliens and spaceships, 
  risking his life, and talking about his feelings. He and Sophie had 
  become parents by the time the Doctor turned up again, and this 
  time Craig’s fatherly love ended the danger.
  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
  3
  3
  4
  2
  4
  3
  A mobile phone, some spare 
  change and a papoose. 
  * The Doctor shared some information with Craig 
  telepathically, giving him some knowledge of aliens and 
  improving his technical skills (as noted above).
  Face in the Crowd
  Run For Your Life!
  Technically Adept
  True Connection: His son, Alfie.
  Inexperienced
  Unadventurous 
  2
  0
  0
  0
  1*
  0
  0
  1*
  0
  0
  3*
  1
  15
  STORY POINTS A  
  KATE STEWART
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  Defend the Earth.
  PERSONALITY
  Kate Stewart is cool, collected and efficient. She can make big 
  decisions swiftly and with confidence, with the fate of the nation or 
  even the world on her shoulders. She is a skilled leader, and part of 
  that is knowing when she needs help. The Doctor gives the kind of 
  help she can’t get anywhere else.
  BACKGROUND
  After some time finding her own way in life, Kate fell back into the 
  orbit of her father, Alastair Gordon Lethbridge-Stewart. She joined 
  UNIT after him, but followed a more bureaucratic path, advancing in 
  the hierarchy and dragging the institution towards science and away 
  from its military structure. She is now Head of Scientific Research.
  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
  2
  2
  4
  4
  4
  2
  Mobile phone, any mission-
  specific Gadget.
  1
  3
  0
  0
  3
  3
  2
  4
  2
  1
  4
  1
  12
  Brave
  By the Book
  Friends (UNIT, The Doctor)
  Indomitable
  Technically Adept
  Voice of Authority
  Obligation (UNIT)
  
  STORY POINTS A  
  HENRY AVERY
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  With his crew, he roams through space (and on at least one 
  occasion, through time) in search of a cure for his son. Are they still 
  pirates? Yes, of course – but what kind of pirates? That question 
  they will answer as they go.
  PERSONALITY
  Avery is a pirate, and has done many awful things for base motives. 
  However, there is a nobility to him as well. He is a rare combination 
  of practical and intelligent, and has adapted to very different 
  horizons. He is quick with his flintlock, handy with a cutlass and says 
  things like “To the fore, you dogs! Avast! Heave ho you bilge rats!” 
  BACKGROUND
  Henry Avery blackened his own name. He was a Naval Officer who 
  lost his commission and turned pirate. Captaining the Fancy under a 
  black flag, Avery’s great triumph 
  was the seizure of the Mughal 
  fleet and its treasure. Avery was 
  the most successful pirate on 
  the seas. His luck turned, hard. 
  Laden with Mughal treasure, 
  the Fancy was becalmed, then 
  preyed upon by a demonic 
  figure. Then a man named 
  the Doctor pulled Avery into a 
  shocking new world. Avery and 
  his crew exchanged the Fancy 
  for a futuristic ship capable of 
  moving among the stars. 
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ 
   ○ ○ ○
   ○ ○ ○ ○ 
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  3
  3
  3
  4
  3
  4
  3
  Flintlock (2/4/6)
  Cutlass (5)
  Commandeered spaceship
  Brave
  Owed Favour (Major)
  Sense of Direction
  Technically Adept 
  Time Traveller (Tech Level 6)
  Voice of Authority
  Obligation (Major): Toby
  Obligation (Minor): Pirate Crew
  Owes Favour (Major): The Doctor
  Outcast (Minor) 
  Weakness (Minor): Greed
  3
  4
  0
  3
  2
  5
  0
  1
  0
  3
  0
  5
  12
  STORY POINTS A  
  THE WAR DOCTOR
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  End the Time War.
  PERSONALITY
  Older and more weary than his more recent incarnations, the ‘War 
  Doctor’ has seen the worst of Time War, experiencing the horrors 
  committed by both sides and can only see one solution to war. One 
  terrible solution. The burden of this decision weighs upon him and 
  while this will give the impression of a darker, more-thoughtful 
  Doctor, his usual exuberance is still in there, rising to the surface at 
  the slightest hope of a less-drastic solution.
  BACKGROUND
  A Renegade Time Lord from 
  Gallifrey, the Doctor has 
  regenerated into a warrior. 
  Born to end the Time War, 
  this ‘War Doctor’ was custom 
  regenerated by the Sisterhood 
  of Karn to put an end to 
  the constant battles that 
  threatened the survival of the 
  universe itself. Having battled 
  the Daleks for years, it was at 
  the brink of the fall of Gallifrey 
  itself that the War Doctor 
  broke into the Omega Arsenal 
  to steal the Moment, a 
  weapon of last resort to finally 
  put an end to the Time War.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ ○ ○ ○
   ○ ○ ○ ○ ○
   ○ ○ ○ ○ ○ ○
   ○ ○ 
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  10
  4
  3
  6
  5
  6
  2
  Sonic Screwdriver
  TARDIS
  Boffin
  Brave
  Feel the Turn of the Universe
  Indomitable
  Photographic Memory
  Psychic
  Resourceful Pockets
  Technically Adept
  Time Lord
  Time Lord (Experienced x8)
  Time Traveller
  Vortex
  Adversary (Daleks)
  Code of Conduct
  1
  3
  1
  2
  5
  2
  1
  5
  4
  1
  5
  3
  8
  Time Lord
  
  18
  THE ELEVENTH DOCTOR SOURCEBOOK
  B  THE ELEVENTH DOCTOR’S TARDIS
  Damaged during his regeneration and forced to 
  regenerate along with him, the Eleventh Doctor’s 
  TARDIS reflected the mad, eccentric personality 
  of its owner. Its console room spiralled and arced 
  around, with steps leading up and leading down, 
  and the console itself was a Victorian-esque 
  wonder in its own right. 
  During the lifetime of his eleventh incarnation, the 
  Doctor gets to know the ins and outs of his TARDIS 
  more than he ever has before. He learns some of 
  its tricks (such as how to close its doors with a 
  snap of his fingers or how to make it materialise 
  silently) and explores parts of it to which he’s 
  never been before – he even gets to meet his 
  TARDIS in person for the first time, when its matrix 
  was forcibly removed and placed in a mortal body. 
  While this manifestation was not to last, the Doctor 
  and Sexy’s (his name for the TARDIS) adventure 
  together brought them even closer.
  Under his tenure the TARDIS sees honeymoons, 
  conceptions and even newborn infants within 
  its walls, and as well as the Doctor it formed a 
  close bond with several of its other companions – 
  including Tasha Lem and the “child of the TARDIS”, 
  young Melody Pond. Never Clara though, who 
  developed a rivalry with the TARDIS, referring to it 
  unaffectionately as a “grumpy cow”. But there was 
  a darker side too for the TARDIS also bore witness 
  to some of the Doctor’s greatest defeats – including 
  acting as his tomb at Trenzalore, itself dying, where 
  its bigger on the inside had spilled onto the outside. 
  THE ELEVENTH DOCTOR AND COMPANIONS
  THE ELEVENTH DOCTOR’S TARDIS
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  4
  SKILLS 
  Knowledge 8, Medicine 3, Science (Temporal Physics +2) 
  6, Survival 5, Technology 4, Transport 4
  TRAITS
  Clairvoyance, Face in the Crowd, Fast Healing, Feel the 
  Turn of the Universe, Forcefield (Major), Lucky, Psychic, 
  Scan (x4), Resourceful Pockets, Sense of Direction, 
  Telepathy, Tough, Transmit, Vortex, Argumentative, 
  Impulsive, Restriction (Tricky Controls, Six Pilots, Can 
  Only be Refuelled at a Time Rift).
  ARMOUR: 30
  SPEED: 12 (Materialised)
  STORY POINTS: 20
  HIT CAPACITY: Thousands
  SPECIAL: The Doctor’s TARDIS has a damaged 
  Chameleon Circuit and always appears in the form of a 
  Police Call Box from the 1950s.
  
  CHAPTER TWO
  PLAYING IN THE ELEVENTH DOCTOR’S ERA
  
  20
  THE ELEVENTH DOCTOR SOURCEBOOK
  ‘Geronimo!’
  B  ELEVENTH DOCTOR-STYLE
  ADVENTURES
  STYLE AND TONE
  Even though the TARDIS can go anywhere, each 
  Doctor has adventures with a shared rhythm and 
  style. Lock your adventures into the Eleventh Doctor’s 
  era with a sprinkling of the features below. Don’t go 
  overboard, though, or you’ll end up with parody!
  FAIRY TALES 
  Many of the Eleventh Doctor’s adventures felt a 
  little bit like fairy tales: dark and mysterious, tinged 
  with magic, with solutions coming from childish 
  ingenuity and faith. The TARDIS was more than ever 
  like a wizard’s box, producing endless miracles 
  and providing a portal to adventure. The Doctor 
  himself was an imaginary friend who came through 
  the portal and dragged you off into a more exciting 
  world. Adventures often happened in an Old London 
  Town straight out of classic children’s books (even if 
  it was on another planet the whole time). Amy Pond 
  even brought the universe back to life by believing in 
  it hard enough. In your adventures, a gentle touch of 
  fairy tale imagery will go a long way towards making 
  the game feel part of the Eleventh Doctor’s era.
  •	
  Introduce characters with some fairy tale job 
  descriptions – cobblers mending shoes, pig 
  farmers farming pigs, toymakers making toys.
  •	
  A child’s bed-time story could unlock the 
  mysteries of a puzzling adventure.
  •	
  Use magic from a fairy tale as inspiration for a 
  high-tech equivalent, like an industrial plant that 
  uses matter dispersion and elemental trade-
  offs to spin straw into gold.
  SEEING IS POWERFUL
  Careful where you look! For several of the most 
  memorable enemies of the Eleventh Doctor, where 
  you put your eyes marks the difference between 
  survival and destruction. The Weeping Angels could 
  only be contained by an unblinking gaze; the Silents 
  could only be remembered while they were seen; 
  the Minotaur’s fears would overwhelm their victims 
  who laid eyes upon them; the Krafayis couldn’t be 
  seen directly at all. Use what you look at, what you 
  see and what sees you to inspire new problems and 
  creatures for your adventures. 
  PLAYING IN THE ELEVENTH DOCTOR’S ERA
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  •	
  An alien creature rewinds time by 30 seconds 
  each time you see it.
  •	
  An interstellar cat burglar has a device that 
  freezes your perception in a snapshot – you can 
  still see, but what you see is the world as it was 
  when she used the device a few minutes ago, 
  not what’s actually in front of you now.
  •	
  A time ripple is only visible in your peripheral 
  vision, never straight on.
  PROCESSES CAUSE PROBLEMS
  Frequently, the Eleventh Doctor found himself facing 
  problems that did not arise out of malice or greed 
  or any other villainous motivation, but rather from 
  systems that were trying to be helpful but ended up 
  having unexpected effects. The ‘Curse of the Black 
  Spot’ was an overenthusiastic medical system. The 
  Gangers were the side effects of a poorly understood 
  duplication process. The people trapped in George’s 
  doll’s house were victims of an over-sensitive 
  defence mechanism. Amy was trapped in the Two 
  Streams facility by an overzealous quarantine 
  system. In your adventures, look for ways to put the 
  characters in jeopardy with automatic processes 
  that don’t stop to ask questions.
  •	
  The characters are targeted by an automated 
  taxation system when they enter Usurian 
  space, and it dispatches tax collector drones to 
  enforce the law with extreme prejudice.
  •	
  The characters stumble into a future mental 
  health institution, and they can’t convince 
  anyone they’re not actually delusional.
  •	
  An interstellar entertainment show tricks the 
  characters into singing on camera, and they 
  become viral video heroes – until automated 
  intellectual property systems detect a violation 
  and start trying to delete them.
  SWITCHING TIME ZONES
  Many of the Eleventh Doctor’s adventures begin 
  in one interesting time and place, but only spend 
  a short time there before zipping off to wherever 
  the real action is going to be. The Doctor and Amy 
  visit the Musée d’Orsay in the present before being 
  led back to Vincent Van Gogh’s past, and they are 
  on Planet One when they find there directions 
  to Roman Britain and the Pandorica. There are 
  numerous short encounters in other places before 
  the Doctor’s friends converge on Demon’s Run, and 
  the battle with the Angels of Winter Quay starts 
  
  22
  THE ELEVENTH DOCTOR SOURCEBOOK
  nearly a hundred years in the future. Try starting 
  your adventures with a prelude sequence set in a 
  very different locale to the main event.
  •	
  Sit a mystery in a museum display or an old 
  history book, and let the players jump back to 
  see it in the flesh.
  •	
  Present the characters with a hostage situation 
  to resolve, then reveal the hostage-taker is 
  being manipulated by a dimension-hopping 
  crime syndicate. Stopping them is the real 
  adventure.
  •	
  Ask the players to choose anywhere in the 
  universe to spend some relaxation time, then 
  have an injured Dalek time-warp into their 
  holiday and beg them to accompany it back to 
  prehistory to save the universe.
  MEETING YOURSELF
  Amy met herself when the TARDIS started playing 
  up. Clara did the same, for the same reason. Amy 
  also met herself, more traumatically this time, 
  at the Two Streams facility on Apalapucia. The 
  Doctor met himself in the form of a Ganger, and 
  on several other occasions when his timeline got 
  a bit mixed up – he even had an adventure with 
  two former incarnations. Rory watched his older 
  self die in Winter Quay. The Doctor and Clara both 
  met themselves as horrifically injured casualties 
  in the centre of the TARDIS. Kazran Sardick met 
  himself too. Meeting yourself can have disastrous 
  consequences, but it can also tangle up an adventure 
  in some fascinating and exciting ways. For advice 
  about having characters meet themselves, see the 
  section Time and its Discontents, below.
  •	
  The characters meet future versions of 
  themselves at the start of an adventure, and 
  get some advice about what they are up against.
  •	
  The characters enter a sultry tango dance-off 
  with the fate of the universe on the line. On the 
  far side of the dance floor, out steps the couple 
  they have to beat: their future selves.
  •	
  A character discovers the confused robot 
  helping them isn’t actually a robot, it’s a 
  temporary home for an injured person’s mind. 
  Then they realise the injured person is them, 
  after some awful future accident.
  PEOPLE AS PUZZLES
  The Doctor couldn’t resist a puzzle, especially if it 
  was also a person, as happened with Amy (twice!) 
  and Clara. The Doctor also presented a mystery with 
  his impending death at Lake Silencio, as did Rory 
  when he disappeared into a time crack. Wrapping 
  your characters in mysteries can add a whole new 
  layer of interest to your adventures.
  •	
  A character is killed then turns up alive and 
  well in the next scene – but how?
  •	
  A character starts making short TARDIS-like 
  time hops all by herself – but why?
  •	
  The group go to the very end of all time and 
  space, and find there a statue of one of the 
  characters – who created it, and what does it 
  commemorate?
  EVENTS OUT OF ORDER
  River Song and the Doctor live their lives out of 
  sequence. This sort of thing sometimes happens in 
  the Eleventh Doctor’s adventures – middles come 
  before beginnings and the ends happen in between. 
  Amy and Rory watched the Eleventh Doctor die 
  at Lake Silencio before an earlier version turned 
  PLAYING IN THE ELEVENTH DOCTOR’S ERA
  
  23
  THE ELEVENTH DOCTOR SOURCEBOOK
  up to carry on adventuring with them. The Doctor 
  escaped the Pandorica and then arranged things so 
  he could escape the Pandorica. And so on! It can be 
  very confusing while it happens but there’s a great 
  sense of satisfaction when everything lines up at the 
  end. For advice about making this kind of temporal 
  jigsaw into a workable game, see the section Time 
  and its Discontents, below.
  •	
  The characters bounce back and forth through 
  the life of one family, watching them grow and 
  change and learn – but out of order.
  •	
  An enemy takes revenge on the Doctor before 
  he’s even done whatever offensive thing he’s 
  being blamed for.
  •	
  The characters are locked up in the most 
  secure prison in the galaxy, and then escape 
  it almost without trying – now they have to go 
  back in time and arrange for the escape they 
  just pulled off. 
  COMMUNICATION ACROSS TIME
  The Doctor and River both enjoyed scrawling 
  messages to each other on the fabric of history. 
  River left a message on Planet One to bring the 
  Doctor to the Pandorica. The Doctor commissioned 
  a message on an antique vase so River would know 
  to send him a locking signal. The Ponds sometimes 
  encountered the Doctor in their history books. 
  You can use these historic missives in your own 
  adventures as well to get people information when 
  they need it.
  •	
  An archaeological dig at Goatswood Mound is 
  opened amid much angst and fanfare. A “happy 
  anniversary” card is sitting on the tombstone. 
  It plays a tune when opened, and the message 
  reads “Reservations at Tavern on the Green for 
  8pm yesterday. Dress to impress.”
  •	
  SETI detects a radio signal from a planet in the 
  Kepler zone. It decodes into a reminder note: 
  “Don’t forget to wind your watch.”
  •	
  The Doctor is imprisoned in a cell. Over many 
  months his breath reacts with a chemical 
  imprinted on the metal walls when they were 
  manufactured, revealing instructions for his 
  escape.
  COMPANIONS AT HOME
  The Eleventh Doctor enjoyed an unprecedented 
  level of fine control over his TARDIS. This allowed 
  him to adopt a new way of engaging with his 
  travel companions. Amy and Rory, and then Clara, 
  maintained ordinary lives on Earth, only joining the 
  Doctor in the TARDIS for occasional adventures. The 
  clash of tones between home and TARDIS life could 
  provide may interesting scenes in your adventures.
  •	
  What happens when an important life event 
  clashes with heading off in the TARDIS?
  •	
  Maybe the TARDIS is completely changed the 
  next time it turns up to collect its crew. When 
  they open the door, they are shocked to see the 
  Doctor is changed as well – what happened 
  while they were away?
  
  24
  THE ELEVENTH DOCTOR SOURCEBOOK
  MARRIAGE HAPPENS
  The Eleventh Doctor’s life was shaped by two strong 
  and unconventional marriages: the one between 
  Amy and Rory, and the one (or more) between the 
  Doctor and River Song. There were a few other 
  important marriages along the way, such as when 
  the Doctor married Marilyn Monroe (A Christmas 
  Carol) and when Amy married Henry VIII (The 
  Power of Three). 
  Elsewhere, Vastra and Jenny Flint got married, 
  Craig Owens and Sophie didn’t get married but 
  did live together and have a baby, and Canton 
  Delaware’s troubles began because he wanted to 
  marry the wrong person. In your games, remember 
  to include marriage to make the world around your 
  characters feel more complete.
  •	
  The girlfriend or boyfriend of one of the 
  characters proposes marriage.
  •	
  The research station’s head of science and head 
  of security happen to be a married couple.
  •	
  A golden wedding anniversary becomes the 
  anchor point for a disrupted time stream.
  REALITY IS FRAGILE
  Over and over again, the Eleventh Doctor had to 
  confront changes in reality itself. The destruction 
  of the TARDIS led to a reboot of the universe. A 
  breach of the fixed point in Lake Silencio collapsed 
  all of time in upon itself. The Great Intelligence 
  moved to thwart the Doctor throughout his own 
  past, and Clara had to intervene to save him and 
  the vast swathes of the universe that depended on 
  him. Reality breaches were still not commonplace, 
  but they were much more frequent than they’d 
  ever been before, and they can have a place in your 
  adventures too.
  •	
  Start an adventure with a completely different 
  set of companions in the TARDIS, and play 
  them as they track down a time disturbance to 
  discover their reality shouldn’t even exist.
  •	
  When a character violates the normal order 
  of time, instead of resolving the paradox by 
  minimising or handwaving it, spin it out into a 
  colossal reinvention of reality itself.
  •	
  Have a villain pin the characters in a time loop 
  around the moment of a lethal attack. Every 
  time the characters evade the lethal attack 
  and survive, reality breaks further around 
  them. To restore reality, do they have to let the 
  attack run its course – even if they’ll end up 
  dead?
  B  CAMPAIGNS
  If you are launching a continuing campaign set 
  during the Eleventh Doctor era, or inspired by it, 
  consider these campaign options.
  SECRETS AND LIES
  During the Eleventh Doctor’s adventures, the TARDIS 
  was filled with secrets, the sort that changed lives 
  when they came out. However, roleplaying games 
  operate through sharing and communication, 
  the exact opposite of secrecy. If you’re careless 
  with how you handle secrets, you can end up with 
  confusion or even bad feelings around the table.
  The biggest risk with secrets is they limit a group’s 
  ability to steer the game together. Two players might 
  end up pulling the game in conflicting directions, 
  unable to avoid frustration without revealing their 
  character secrets. That could hurt everyone’s 
  enjoyment. To get on top of this risk, talk with your 
  players to collectively decide three big questions.
  Character Secrets
  Question One: will character secrets be a big part 
  of the game?
  If the group is eager for secrets in the game, you 
  can be proactive: tell the players they have all 
  been given the Dark Secret trait. They only need 
  to decide what their secret is. (They may decide 
  to change it for another trait like Adversary or an 
  Owed Favour, depending on the secret.) You might 
  give them a suggestion or two, perhaps something 
  that will tie into an adventure you have planned, 
  but at this stage be very open to the ideas they 
  give you. They don’t even need to decide any of the 
  details just yet – after all, it took a long time for 
  the Doctor to work out why River was a convicted 
  criminal.
  Open or Closed Secrets 
  Question Two: will character secrets be player 
  secrets too, or will everyone at the table know them?
  If secrets are out in the open, then everyone 
  experiences the full story as if they were reading 
  a novel. However, everyone will need to keep the 
  secrets they know as players separate from the 
  things their characters know. 
  If secrets are kept closed, then you don’t need to 
  worry about keeping knowledge separate, and 
  the players get to be surprised as much as the 
  PLAYING IN THE ELEVENTH DOCTOR’S ERA
  
  25
  THE ELEVENTH DOCTOR SOURCEBOOK
  characters when secrets are revealed. It is trickier 
  to manage, though, and everyone should prepare 
  for a bit of confusion and perhaps some suspicion.
  Gamemaster Secrets
  Question Three: is the Gamemaster allowed to keep 
  secrets about player characters?
  It is possible for a Gamemaster to create secrets 
  about characters that even their players do not 
  know. For example, when Rory came back as a 
  Roman, the Gamemaster might have kept secret the 
  fact that he was in fact an Auton.
  This one gets into tricky territory. Many players 
  will want full authority over what happens to their 
  characters. Some players will be comfortable with 
  the Gamemaster springing a surprise on them, 
  but even then they wouldn’t want the change to be 
  irreversible. And some players will grin at the idea 
  of being completely surprised, and will encourage 
  the Gamemaster to bring it on!
  Even if you have players who are up for a 
  Gamemaster secret, be careful not to go too 
  far. Consider the revelation that Amy had been 
  replaced by a Ganger duplicate and was in fact 
  both captive and pregnant. This would be a terrible 
  Gamemaster secret: a storyline that gives a 
  character a surprise pregnancy, then ends with 
  the baby being stolen, is not something that should 
  be imposed on any player.
  How to use Secrets
  Use secrets to entangle player characters in your 
  developing plotlines. For example, if a secret 
  suggests one character was part of a cross-time 
  conspiracy, and you have a secret enemy group 
  in your plot, combine them: the conspiracy was 
  orchestrated by the secret enemy.
  Use secrets to focus on experiences that will 
  interest a player. A player who creates a shameful 
  family secret for their character might respond to 
  stories about personal relationships and the ways 
  we flee our past. A player whose character broke 
  the law and got away with it might be interested in 
  stories about selfishness or the grey areas around 
  illegality. Look carefully at each secret and see 
  what kinds of themes it suggests.
  Use secrets as pressure points during adventures. 
  Make players squirm and sweat about secrets they 
  are keeping. Make them desperate to learn the truth 
  about secrets they don’t yet know. Ensure their lives 
  get difficult – you can always toss them some Story 
  Points as compensation if it feels too mean! Some 
  ideas for increasing pressure:
  •	
  They meet someone who clearly knows the 
  secret they are keeping and isn’t afraid to drop 
  loaded hints to others.
  •	
  Evidence of the secret is found by the character’s 
  friends – not enough to reveal the secret, but 
  enough to require some fast talking.
  
  26
  THE ELEVENTH DOCTOR SOURCEBOOK
  •	
  They meet someone keeping a similar secret, 
  and it is ruining their life.
  •	
  They meet someone with a similar secret 
  who has used and abused it for power’s sake, 
  hurting innocent people along the way.
  •	
  Someone or something tricks them into 
  giving up their secret into a recording device 
  or a signed confession, and then uses the 
  information against them.
  •	
  They are framed for a murder they didn’t 
  commit, and the investigator has an infallible 
  lie-detector robot – who knows what they might 
  let slip?
  CHARACTER ARCS
  The Doctor and his friends often went through very 
  noticeable periods of change, where they grappled 
  with particular questions and grew in the process. 
  For example:
  •	
  Amy had to work out how to feel about her 
  imaginary friend turning out to be very real.
  •	
  Rory had to get over his anxiety about Amy’s 
  relationship the Doctor.
  •	
  Later they both had to work out how to balance 
  life with the Doctor and life at home.
  Sometimes, a whole adventure would zoom in on 
  specific characters and their problems, giving a 
  showcase for character drama and forcing heart-
  wrenching choices.
  Preparing for Character Arcs
  For your campaign, when you sit down and think 
  about the adventures you can present, don’t just 
  think about your big plotline where the Great 
  Intelligence closes in on the Doctor’s secrets. Give 
  just as much attention to the players and the things 
  they are interested in exploring. If you are using 
  character secrets, then you have a head-start in 
  figuring this out, but don’t stop there.
  Look at each character’s goal. Check in with the 
  players and see if the goals are up to date. Look 
  at traits and skills and see if there are things that 
  could be highlighted in the game.
  Ask players what their characters are worried about 
  and where they want to end up at the end of this run 
  of adventures. Check in regularly, especially when 
  characters are new, because it can take a few game 
  sessions for players to really get a feel for their 
  characters. Just asking is not enough, of course. 
  Pay attention to what players do and the kinds of 
  game elements they respond to. Do they thrive in 
  fight scenes? Do they form close friendships with the 
  first strangers they meet in a new location? Do they 
  react badly whenever you have an authority figure 
  disapprove of them? Note any patterns you see.
  Using this Knowledge
  All of this – character secrets, character goal, traits 
  and skills, player advice, your observations – builds 
  your understanding of the character in play. Your 
  PLAYING IN THE ELEVENTH DOCTOR’S ERA
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  job as Gamemaster is to design adventures that will 
  put the spotlight on these diverse aspects of every 
  character. Ideally, you can do so in unusual and 
  unexpected ways.
  There are two primary ways to use what you’ve 
  learned.
  •	
  Take all the things you know about one character 
  and build a special adventure that will focus 
  on them. Use settings, dilemmas, concerns, 
  characters, and so forth from the character’s 
  past. You don’t need to actually use anything 
  from the character’s personal history if you 
  don’t want to – it is often more powerful if you 
  design a completely new setting that echoes a 
  character’s issues.
  •	
  Prepare a handful of feature moments for 
  each character, then sprinkle them through 
  the campaign as a whole. This lets you flexibly 
  apply character moments wherever they make 
  sense, without needing to bend your game plan 
  to fit.
  B  TIME AND ITS DISCONTENTS
  The Eleventh Doctor was constantly bending the 
  laws of time, and sometimes they whipped back and 
  smacked him in the face.
  This section explores some of the tricky time travel 
  conundrums faced by the Eleventh Doctor. You 
  can find lots more information about time and its 
  complexities in The Time Traveller’s Companion.
  SEEING AHEAD
  All these tangled timestreams offer plenty of ways 
  for characters to know what’s coming before it 
  happens. Flipping the pages of River’s blue diary 
  will reveal all kinds of spoilers, sweetie. Chatting 
  to your future self can tip you off about what’s 
  around the corner. And some people have special 
  perception that crosses time, like Sexy the TARDIS 
  or anyone else with the Precognition trait. Seeing 
  ahead creates some challenges at the table, but 
  also some great opportunities for unusual game 
  experiences.
  The simplest way to respond to these challenges 
  is just to ignore them. When time threatens to get 
  tricky, just close the situation down. Use any kind of 
  technobabble explanation: time interference makes 
  Precognition non-functional! A causality bubble 
  resets time if anyone reveals the future to someone 
  else! You and your future self are out of phase 
  with each other! Problem solved, more or less.
  Foresight can also be managed with Story 
  Points in various ways:
  •	
  Using information from the future to help 
  in the present: The future-seeing player can 
  spend a Story Point to use a skill belonging 
  to any other character. They simply say that 
  the other character shared the required 
  information sometime in the future.
  •	
  Predicting 
  someone’s 
  future 
  state: 
  The 
  future-aware character can say something 
  about how a character will be in the future 
  (happy, sad, furious, desperate), and put a 
  Story Point on the table. If and when the 
  chosen player fulfils this prediction, they 
  are able to allocate the Story Point to any 
  character, including themselves. If the 
  Gamemaster deems it appropriate, they 
  may at this point award a Story Point to 
  the future-aware character, or to any 
  other character.
  •	
  Foreshadowing 
  the 
  Future: 
  the 
  Gamemaster might, at any time, give the 
  future-aware character some information 
  to share, hinting at some future plotline 
  or the resolution of an ongoing sub-plot.
  •	
  Answering a question before it’s asked: 
  A precognitive player just announces 
  an answer, and puts a Story Point on 
  the table. Then another player can 
  ask the corresponding question, and 
  claim the Story Point for themselves. 
  The Gamemaster might then choose to 
  award the precognitive player with a 
  replacement Story Point, but only if they 
  judge it appropriate! (If no one asks the 
  right question, the Gamemaster should 
  take the Story Point and work the “answer” into 
  the adventure elsewhere; for example, it might 
  turn out to be a secret code to open a door.)
  CIRCULAR TIME
  Over and over again during the Eleventh Doctor’s 
  adventures, time became so tangled that causes 
  and effects happened in the wrong order: 
  •	
  The Doctor sought out Clara because he’d seen 
  her time echoes. Because he sought her 
  out, she ended up jumping into the 
  time stream for him, which created the 
  time echoes he’d seen.
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  •	
  The Doctor convinced River Song not to kill him 
  by revealing she would become heroic. As a 
  result, she was motivated to become heroic.
  •	
  The Doctor took a fez from the Black Archive 
  and threw it through a time portal into the past 
  where it ended up in the Black Archive.
  How can this circularity of cause and effect be 
  worked into your games? Here’s the short answer: 
  throw caution to the wind, don’t think too hard, and 
  see what happens. 
  Don’t worry, there’s a long answer too...
  First, identify some mysteries in your game that 
  even you don’t know the answer to (you can have 
  some ideas about what the answers are, but don’t 
  commit to any of them). They don’t even need to be 
  big mysteries, they can be very small. You might 
  want to make up new mysteries just for this! 
  •	
  How can Clara have multiple lives in different 
  times and places?
  •	
  How did River Song escape her assassination 
  brainwashing?
  •	
  Why is there a fez in the Black Archive?
  Second, decide the solution to this mystery is ahead 
  of you all, in the personal future of the characters. 
  You don’t know what it’s going to be exactly, but it’s 
  up ahead somewhere.
  •	
  Clara’s going to do something that creates the 
  time echoes.
  •	
  The Doctor’s going to find some way to break the 
  brainwashing.
  •	
  One of the time travellers is going to have a fez 
  in the past.
  Third, loop back in time. This one’s obvious. You can’t 
  mess up causes and effects without making a circle. 
  Now, the trick is – do you use your Gamemaster 
  powers to make that loop happen, or do you just wait 
  for any opportunity that might arise? If the mystery 
  is important to the overall plot and the character, 
  then make an effort to create the loop. Otherwise, 
  just let it hang there until you suddenly spot the 
  perfect moment.
  •	
  You create a special adventure featuring a nexus 
  of time and space that could scatter Clara’s 
  echoes everywhere.
  •	
  You launch the confrontation between young 
  assassin River and her target, the Doctor.
  •	
  You set a crucial chunk of the adventure with 
  Queen Elizabeth, in the past of the Black 
  Archive.
  Fourth, resolve the loop. Except there’s another 
  decision to be made here, and it’s an important one. 
  As Gamemaster, you have a lot of influence over 
  what happens in the game. So which direction do 
  you push? 
  You can push towards completing the circle and 
  settling the mystery, sure. But you can also push 
  against it. It might seem strange, since you’ve 
  just used steps one, two and three to get things 
  arranged just right. You’re almost there! But often 
  the best thing to do now is try as hard as you can to 
  tear that circle to pieces. Clara never gets multiple 
  lives. River Song never escapes her brainwashing 
  and kills the Doctor. There never was a fez added 
  to the Black Archive!
  If the mystery is inconsequential – if it isn’t going 
  to change the course of a character’s history, if 
  it’s just a fun detail – then use your Gamemaster 
  powers to make the circle complete. If you do this, 
  then the players will probably enjoy seeing the 
  pieces fall into place. They might even beat you to 
  it!
  If the mystery matters – if it is central to the fate or 
  identity of a player character, perhaps – then use 
  your Gamemaster powers to make the circle hard 
  to close. The players will find themselves pushing 
  back. They will be working to complete the loop, 
  using every resource they have along the way.
  And if they fail? Well, reality changes around them, 
  and probably for the worse. Depending on the 
  severity of the change, maybe all of time shatters. 
  That’s what happened when River couldn’t go 
  through with killing the Doctor on the shores of 
  Lake Silencio.
  MULTIPLE VERSIONS OF ME
  During his adventures, the Eleventh Doctor and his 
  friends met themselves with an alarming frequency. 
  The Blinovitch Limitation Effect generally says this 
  is a very bad idea, so much so that the universe 
  itself tries to discourage it by making bad luck 
  intervene. And if a person does meet their earlier 
  self, a dramatic blast of Artron energy can make 
  things very tricky for everyone. Of course, the laws 
  of time can be fickle, and sometimes past and future 
  selves can have a very nice uninterrupted hug (see 
  A Christmas Carol on pg. 111).
  PLAYING IN THE ELEVENTH DOCTOR’S ERA
  
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  Time trickery is usually the reason for characters 
  meeting themselves, but there can be other 
  explanations. For example, the Doctor encountered 
  a Flesh duplicate of himself on one memorable 
  occasion. If you have a double-up situation in your 
  games, here’s how to handle it:
  Who Plays the Other Me? 
  Usually, you’ll want the same player to control and 
  speak for both incarnations of their character. This 
  might be tricky in lots of ways (e.g. making clear 
  which one of you is speaking at any given moment, 
  or keeping track of which version has discovered 
  what secrets, or simply having a conversation with 
  your other self) but it does emphasise that both 
  versions are the same person, and it makes sure 
  they both act and talk in ways that feel right.
  Sometimes you’ll want to split up these duties – play 
  the other self as a Gamemaster character, or hand it 
  off to a guest player. This is a good idea if the second 
  self is very different to the first one – perhaps it’s a 
  much older or much younger version, or one whose 
  memory has been wiped. 
  Do I remember what happens next?
  Nope. If you meet your past self, you might think 
  you’d remember exactly what happened from 
  their perspective, but it doesn’t tend to work like 
  that. Usually the Blinovitch Limitation Effect will 
  time-lock those memories until the future has 
  worked itself out. Sometimes bits and pieces of the 
  memories will be around – just wisps or echoes 
  or fragments – enough to give a sense of what 
  happened but not enough to be useful.
  What are the Statistics of the Other Me?
  If the other version of your character is pretty 
  much the same as you – from a few days in the 
  past, or from a parallel reality, or from a computer 
  simulation – then just use the same character 
  sheet for both characters. Otherwise, adjust the 
  character sheet. 
  If the character is younger, strip them of some 
  skills, traits or even attributes, and give them the 
  Inexperienced trait. If the character is older, give 
  them the Experienced trait and spend the additional 
  Skill and Character Points.
  You don’t have to sit down and work this all out 
  in advance. Usually you can just use the same 
  character sheet, modifying it as you go when a 
  situation in the game suggests a way to show how 
  this version of the character is different.
  B  CHARACTER OPTIONS
  USING REGENERATION ENERGY
  Any character with the ability to regenerate can use 
  Story Points to use their regeneration energy. It can 
  be used in lots of ways, but in particular it allows 
  the character to help someone else recover from 
  physical trauma (like from a poisoning or a broken 
  hand). However, there is no going back from this use 
  of regeneration energy. Every use, no matter how 
  small, has consequences.
  The Gamemaster should decide the exact effects. 
  This chart is a guide for using regeneration energy 
  to fix injuries, but remember it can be used in other 
  ways as well.
  INJURY TO FIX
  STORY 
  POINT 
  COST
  REGENERATION 
  COST
  Damage to an 
  attribute score 
  (e.g. broken hand)
  2
  -3 on next 
  regeneration 
  roll
  One attribute at 
  0 (e.g. shot and 
  bleeding )
  3
  One future 
  regeneration 
  used up
  Three or more 
  Attributes at 0, or 
  an L result that 
  doesn’t cause 
  instant death 
  (e.g. devastating 
  poison affecting 
  entire system with 
  moments to live)
  4
  All future 
  regenerations 
  used up
  B  NEW TRAITS
  Another Lifetime (Minor/Major Good)
  That’s the thing about rebooting the universe. Some 
  people manage to keep their memories of another 
  lifetime – like, say, being an Auton copy of a Roman 
  Centurion for two thousand years. Normally, these 
  memories are only barely there, but can emerge in 
  time of need.
  Effect: The Minor Good version of this trait costs 1 
  Character Point. When you take it, it gives you up to 
  3 Character Points that can be spent on attributes, 
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  skills and traits. However, you only get access to 
  these extra abilities when you spend a Story Point, 
  and the memories only last for one scene.
  The Major Good version works the same way, but 
  costs 2 Character Points and gives 6 Character 
  Points of lost memories.
  Example: Rory has the Major Good version of this 
  trait. When he spends a Story Point, he gains +1 
  Presence, +1 Resolve, +2 Fighting, +1 Marksman 
  and the Voice of Authority trait. These bonuses 
  only last for one scene – enough time to intimidate 
  a Cyberman fleet or fight in the Battle of Demon’s 
  Run, say. 
  Caregiver (Minor Bad)
  The character is always looking after people. It is 
  their nature to put their own needs second, and help 
  other people first. They find it difficult walking away 
  from people in need, and often end up postponing 
  their own goals for far too long.
  Effect: 
  Whenever 
  the 
  character 
  encounters 
  vulnerable people needing help, they must put 
  effort into helping them unless they can make an 
  Awareness + Resolve roll at -2.
  Death Habit (Special Good)
  Prerequisite: The character has died and come back 
  to life somehow.
  Death is not always the end. There are many ways 
  back from beyond the veil, including rewriting 
  history and discovering it was all a dream. Once a 
  character has crossed that marker once, they might 
  find their relationship with death changes. It costs 
  only 2 Character Points to purchase this trait, but 
  the Gamemaster must approve the selection.
  Effect: When the character dies, they immediately 
  gain 5 Story Points to add to their current total, and 
  they can spend these points either immediately or 
  (with the Gamemaster’s approval) at a later point. 
  (This is in addition to any Story Points ordinarily 
  earned by the character, e.g. for a heroic sacrifice.) 
  This large infusion of Story Points allows the player 
  to change the course of the adventure or perhaps 
  to arrange for another unlikely return from death.
  Disembodied Head (Special Bad)
  The character is a living disembodied head. 
  Unfortunately, this means they don’t have a body 
  and aren’t up for running, playing tennis, or much of 
  anything else. They cannot move themselves, and 
  cannot manipulate objects except with teeth. The 
  upside is that they’re exceptionally portable. They 
  now fit inside a large lunch box or a bag designed for 
  carrying a bowling ball. Also, someone can easily 
  carry them while running. Unfortunately, that also 
  includes someone who wants to steal them.
  Effect: The character is a bodiless head that can see, 
  hear, smell, talk and use any psychic powers they 
  might possess, but who lacks a body. The character 
  has no legs, hands, tentacles, or other appendages 
  and has almost no way to directly affect the world 
  beyond talking. Disembodied Head is a Special Bad 
  Trait worth 3 points.
  Ganger (Special Good)
  The character is made of the Flesh, a kind of fully 
  programmable matter that can mimic everything 
  from kidneys to clothes. However, Gangers have 
  historically had a difficult time in society, and are 
  frequently feared and abused by “normal” people. 
  The character may try to keep their true nature 
  secret, or may be very open about it in order to 
  educate those around them.
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  Effect: Ganger is a ‘Gateway’ trait, allowing Co-
  ordination and Strength attributes above level 6 
  and the selection of traits that are normally closed 
  to characters. (Particularly appropriate additional 
  traits are Additional Limbs, Fast Healing, Natural 
  Weapons, and Shapeshift.) 
  It costs 2 Character Points to purchase this trait. 
  The Gamemaster must approve this selection.
  Note: This trait is not a requirement for all Ganger 
  characters. If your Ganger character has a stabilised 
  human form, then no special trait is needed. Only 
  use this trait if your Ganger character has access to 
  some of the special properties of the Flesh.
  Relentless (Minor Good)
  The character does not stop. Ever. Until they catch 
  their quarry.
  Effect: +2 to any roll when chasing after someone 
  or something in a pursuit situation. This includes 
  rolling to increase Speed, pull a Stunt, repeat the 
  quarry’s Stunt, get through barriers and any other 
  part of the chase.
  Scion of Gallifrey (Special Good)
  Scion of Gallifrey is a Special Good Trait that shows 
  the character was conceived in a vessel within the 
  flux of the Time Vortex, under the aura of Time Lord 
  science. 
  Effect: The character can regenerate exactly like 
  a Time Lord, and they automatically gain the Feel 
  the Turn of the Universe and Vortex traits. They also 
  gain a +1 to Ingenuity, which is no longer restricted 
  to a maximum of 6.
  This Special Trait costs 1 Character Point and 
  reduces their maximum Story Points by 2.
  Talk to Everything (Special Good)
  Prerequisite: Psychic
  There are plenty of creatures who can’t say what’s 
  on their mind, like animals and babies. However 
  if you listen carefully, and you’re just a little bit 
  psychic, you can communicate with them.
  Effect: Talk to Everything costs 1 Character Point. 
  It only works when you’re at normal conversational 
  distance from the creature you want to talk with. 
  Make an Ingenuity + Resolve roll (Difficulty 15) to 
  work out how to chat with the baby or animal or 
  anemone or whatever, and you can continue talking 
  with them from that point on with no further roll.
  Note: it is possible this ability doesn’t work at all, 
  and the character is just delusional, or playing an 
  elaborate joke. It’s not like anyone else can ask 
  the animals/babies to check, right? Either way, it 
  costs 1 Character Point to put it on your character 
  sheet.
  True Connection (Minor Good)
  The character has a deep, positive connection 
  to another person that can help them in crisis 
  situations. Parents might have such a connection 
  for their children, or lovers for their partners, or it 
  might develop between life-long friends.
  Effect: The character has a +2 bonus on any social 
  interaction roll with their true connection, for 
  example to calm them down, inspire them or help 
  them to break out of mind control. The character 
  also has a +2 bonus to resist any compulsion or 
  influence to harm or thwart their True Connection.
  Whenever the character’s True Connection is 
  endangered, the character earns a Story Point by 
  rushing to help regardless of any risk to themselves. 
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  If the character neglects their True Connection, the 
  Gamemaster can choose to apply a penalty, perhaps 
  a loss of Story Points.
  B  NEW GADGET TRAITS
  Entrap (Minor or Major Good Trait)
  This trait means the gadget is able to entangle, 
  restrain, capture or otherwise hold a target.
  Entrapment is equivalent to a ‘Stun’ result except 
  it doesn’t go away after 15 minutes. Instead, it 
  remains in place until the target is released, or until 
  they find a way to escape.
  For the Minor version of the trait, escape will 
  usually be a Difficult task. For the Major version of 
  the trait, escape is usually an Improbable task.
  Isomorphic Controls (Minor or Major Good Trait)
  This trait means the controls of the gadget only 
  work for one person.
  The Minor Good version of this trait allows other 
  people to use the Gadget, but at a -3 penalty.
  The Major Good version of this trait means other 
  people cannot use the Gadget at all. (An Improbable 
  result might be enough to get around this...)
  Zap (Minor or Major Good Trait)
  This turns the Gadget into a ranged weapon. The 
  Minor Good version of this trait has two versions: 
  either the zap does 4/L/L damage on people, or 
  it does 4/8/12 damage but can also make things 
  explode and burn.
  The Major version of the trait also has two versions. 
  Either the zap can hit multiple targets standing close 
  together with a single shot, or it is strong enough 
  that it can blast vehicles or even spaceships.
  B  NEW GADGETS
  Emergency Beacon (Minor Gadget)
  This small device with a flashing light will put an 
  instant alarm in front of the Doctor so he can 
  respond immediately. He only gives these to very 
  close friends.
  Traits: Transmit.
  Story Points: 1
  Infrared Sunglasses (Minor Gadget)
  These sunglasses allow the user to see in the 
  infrared spectrum, providing a form of night vision.
  Traits: Alien Senses (Infra-red).
  Story Points: 1
  Nursing Supplies (Major Gadget)
  This collection of medical tools from throughout 
  time and space greatly enhances what can be done 
  to help injured people. 
  Traits: Skill (Medicine 5), Restriction (User must 
  have Medicine 2 or better).
  Story Points: 2
  Shield Grenade (Minor Gadget)
  This device detonates to throw up a small forcefield, 
  sufficient to block a large doorway or stairwell. 
  Traits: Force Field.
  Story Points: 1
  Superphone (Minor Gadget)
  This is an ordinary mobile phone, modified to 
  communicate across time and space. Getting a 
  signal can be a pain sometimes, however.
  Traits: Transmit.
  Story Points: 1
  PLAYING IN THE ELEVENTH DOCTOR’S ERA
  
  CHAPTER THREE
  THE ELEVENTH DOCTOR’S ENEMIES
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  ‘You make them all so afraid.’
  B  THE CHURCH
  By the 51st century, the Christian churches of Earth 
  had developed into a rather different organisation. 
  The various sects combined into a unified Church 
  that provided practical as well as spiritual aid. The 
  Church’s core, the Papal Mainframe, was centred 
  in a spaceship that roamed the universe going 
  wherever faith was needed. The various sects each 
  engaged with the universe in their own ways: the 
  Anglican Church, for example, transformed into 
  a military organisation popularly known as “the 
  Clerics”.
  After detecting a strange message on Trenzalore, 
  Mother Superious Tasha Lem decreed that the 
  Church should dedicate itself to keeping the Doctor 
  silent, knowing that his words could open the way 
  for the Time Lords to return and restart the Time 
  War. It became known from that moment as The 
  Church of the Silence.
  Hundreds of years later in the long siege 
  of Trenzalore, the Papal Mainframe ship 
  was infiltrated and overtaken by Daleks. 
  Following this the Church sent its own 
  forces to aid the Doctor on Trenzalore, but 
  it is unclear whether the Church as a whole 
  can survive such a blow to its heart.
  KOVARIAN’S SECT
  After the siege on Trenzalore bogged down 
  into a stalemate, Madame Kovarian – a high-
  profile, outspoken member of the Church – and 
  her allies became frustrated with the delay. 
  While the Doctor lived, the universe was 
  unsafe. Her sect began an audacious plan to 
  destroy the Doctor to ensure his silence. 
  One version of this plan involved the 
  destruction of the TARDIS, causing cracks in 
  time to appear – cracks that threatened to 
  cause the very thing the Silence sought to 
  prevent. This attempt was successful, but 
  was ultimately undone when the world 
  rebooted to fix the damage.
  Another version of this plan was more 
  elaborate. Kovarian’s team would assassinate 
  the Doctor before he ever got to Trenzalore. To make 
  it stick they would ensure his death became a fixed 
  point in time. They needed to abduct a child who 
  was time-sensitive, brainwash her into becoming 
  an assassin, then put her in a suit that would resist 
  interference from time eddies.
  They abducted Melody Pond. To the best of their 
  knowledge, their plan worked. The Doctor was killed 
  by their assassin on the shores of Lake Silencio, and 
  the Doctor was presumed dead.
  USING THE CHURCH
  The Church is a huge and diverse institution, 
  and that means it can be used in all sorts 
  of ways in your adventures. You can include 
  Church representatives in any adventure in the 
  appropriate time period, where agents of the 
  Church could be doing almost anything. Does your 
  adventure need a military force? It can be part of 
  the Church. Are there guards to the asteroid city? 
  Hired mercenaries from the Church. A mission to 
  an abandoned planet? Sponsored by the Church.
  THE ELEVENTH DOCTOR’S ENEMIES
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  The Church could even be encountered in the 
  process of providing spiritual leadership! However 
  the Church can also be the focus of an adventure 
  in its own right. It’s big, so powerful, and so riven 
  by factions, that the Church can provide some solid 
  antagonism for your next adventure.
  ADVENTURE IDEAS 
  •	
  An ambitious Bishop uses the resources of 
  the Church to assert control of an entire star 
  system and cut it off from the rest of space. 
  However, after he looks too long into the heart 
  of the star, a madness overtakes him and he 
  prepares to force it to go supernova, cleansing 
  all life on three inhabited planets…
  •	
  A circle of evangelical missionaries move into 
  an untouched star system and proceed to find 
  inhabited planets and forcibly convert them 
  to worship. This forcible colonisation violates 
  countless protocols and agreements, but the 
  missionaries are convinced it is for the greater 
  good. The Doctor and friends get tangled up 
  in a Church inquisitor’s mission to bring the 
  missionaries to justice, but they don’t yet know 
  that one of the missionaries has been corrupted 
  by a malefic intelligence from beyond space and 
  time, and an upcoming mass will rip the planet 
  in half…
  •	
  The Church maintains a secret philosophy 
  ship where ancient theological questions are 
  interrogated using the latest thought machines. 
  The latest project is to come to terms with the 
  nature of evil. As the philosomonks explore 
  their subject, one of the thought machines 
  decides to become the embodiment of evil. 
  Instead of helping the monks understand evil, 
  however, it ends up torturing them and, one by 
  one, killing them.
  TASHA LEM, MOTHER SUPERIOUS
  Indomitable: Tasha Lem was able to fight back 
  against the Dalek puppetry.
  Psychic Training: She can see through 
  holograms and other psychic trickery.
  Unadventurous: Tasha Lem is cautious in her 
  approach.
  Voice of Authority
  Vortex: Learning to handle the TARDIS was easy 
  compared to learning to handle the Doctor.
  EQUIPMENT:  Tasha Lem has the resources of the 
  entire Church at her disposal. She can be equipped 
  with just about anything she pleases.
  TECH LEVEL: 8 
   STORY POINTS: 9
  AWARENESS
  4
  PRESENCE
  6
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  3
  Mother Superious of the Church, Tasha was proud, 
  intelligent and worldly. She knew the Doctor well 
  (across multiple incarnations) and would go to great 
  lengths to save him; however, she also knew the 
  danger he posed to reality and realigned her entire 
  institution in order to stave off disaster. During the 
  siege of Trenzalore, Tasha was captured by the 
  Daleks and tortured, ultimately becoming a Dalek 
  puppet. She rebelled, however, and managed to help 
  fight off the Daleks.
  SKILLS
  Convince 3, Fighting 3, Knowledge 3, Marksman 
  2, Medicine 2, Science 3, Subterfuge 4, Survival 4, 
  Technology 2, Transport 4.
  TRAITS
  Adversary (Major) – The Daleks
  Attractive
  Code of Conduct: Tasha is dedicated to the Church.
  Feel the Turn of the Universe
  Friends (Major) – The Doctor
  Immortal (Major): She doesn’t age.
  
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  MADAME KOVARIAN
  AWARENESS
  3
  PRESENCE
  5
  COORDINATION
  3
  RESOLVE
  6
  INGENUITY
  6
  STRENGTH
  2
  Madame 
  Kovarian 
  assembled 
  the 
  alliance 
  that fought the Doctor at Demon’s Run. She 
  was ruthlessly pragmatic in her plans, viewing 
  hundreds of loyal Church soldiers as cannon 
  fodder. Kovarian considered herself a leader of the 
  sect, but the Silents did not agree – as she learned 
  in the parallel reality, they were only too ready to 
  discard her. She died in the parallel reality but she 
  may still be alive in this universe, depending on the 
  outcome of her alliance with the Silents.
  SKILLS
  Convince 3, Knowledge 4, Marksman 2, Medicine 
  2, Science 6, Subterfuge 6, Survival 3, Technology 4
  TRAITS
  Adversary (Major) – The Doctor, Amy Pond: 
  Nobody tries to get to the Doctor through his 
  friends and gets away with it.
  Obligation (Major) – The Silence: Madame 
  Kovarian is in thrall to the Silents.
  Psychic Training
  Time Traveller (All): Madame Kovarian led her 
  sect back in time to stop the Doctor.
  Vortex
  Voice of Authority: When Madame Kovarian 
  barks orders, people listen.
  EQUIPMENT:  Eye Drive (Gadget)
  TECH LEVEL: 8 
   STORY POINTS: 12
  CLERIC
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  4
  SKILLS
  Athletics 4, Fighting 4, Marksman 4, Medicine 2, 
  Subterfuge 3, Survival 3, Technology 2.
  TRAITS
  Brave
  Code of Conduct (Minor – Anglican faith)
  Obligation (Major – the Church)
  Run for your Life!
  EQUIPMENT: Energy Rifle (3/7/10)
  TECH LEVEL: 8 
   STORY POINTS: 2-3
  BISHOP
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  4
  SKILLS
  Athletics 3, Convince 4, Fighting 3, Knowledge 3, 
  Marksman 4, Medicine 3, Subterfuge 3, Survival 
  3, Technology 2.
  TRAITS
  Brave
  By the Book
  Code of Conduct (Minor – Anglican faith)
  Military Rank (Special)
  Obligation (Major – the Church)
  Run for your Life!
  Voice of Authority
  EQUIPMENT: Energy Rifle (3/7/10), Med Scanner
  TECH LEVEL: 8 
   STORY POINTS: 4-6
  THE ELEVENTH DOCTOR’S ENEMIES
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  B  ORDER OF THE HEADLESS
  Most people are stunned to learn that the Headless 
  Monks are, in fact, headless. They take that name, 
  the story goes, because they disdain the head as 
  the domain of doubt and listen instead to the heart, 
  the domain of faith. This is true, but they disdain the 
  head so much they chop it right off.
  The Headless Monks are a religious order that 
  originated within the Church. Their supreme authority 
  is the Papal Mainframe, which has established a 
  strict order of heresies that the Monks punish directly 
  and immediately. For example, it is a level 1 heresy 
  to lower the hood of a Headless Monk, and the Monk 
  will not hesitate to apply the fatal punishment. As 
  divine computers go, She is especially unforgiving.
  Like most Christian-derived faiths in the 52nd 
  century, the Order of the Headless were happy to 
  work with other sects such as the Anglican Clerics. 
  They allied with the Clerics in an elaborate plan to 
  attack the Doctor, giving the Clerics full access to 
  Demon’s Run. The Papal Mainframe even allowed 
  an exception to the heresy of pulling back a monk’s 
  hood. As part of this plan, the Monks ambushed the 
  Doctor and his friends. They didn’t expect to defeat 
  the Doctor, but did hope to hurt his friends and allies 
  and instil in them some doubt. In this aim they were 
  successful.
  LOSING YOUR HEAD
  For an order with such an extreme entrance 
  requirement, the Monks are surprisingly 
  large in number. They demand that any group 
  that accepts their help offers members for 
  conversion. Converts tend to be surprised at 
  their fate, but by the time they know the truth 
  they aren’t really in a position to complain.
  The heads do survive removal. “Donations” 
  are set along shelves in chapels and transepts 
  (or, for the wealthy, in appropriately sized 
  boxes). Fresh heads retain their identities 
  and can talk freely and keep up with events 
  through a media chip and wireless connection, 
  but as they rot away their humanity is lost, 
  leaving skulls that chatter and gnaw on any 
  living thing they come across.
  ENCOUNTERING 
  THE ORDER OF THE HEADLESS
  The Headless Monks might lend their support 
  to any number of missions, if the Papal 
  Mainframe deems them worthy. Whether 
  the Monks themselves have any greater 
  agenda is unknown, and the subject of much 
  speculation. 
  It is also possible that “Headless Monks” 
  might be encountered who are not actually 
  part of the Order, as the technology used by 
  the Monks might be stolen or re-purposed. A 
  marauding gang of headless, berobed sword-
  swinging anarchists would cause all sorts of 
  mayhem wherever they landed.
  COLONEL
  AWARENESS
  3
  PRESENCE
  5
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  3
  SKILLS
  Athletics 2, Convince 4, Fighting 3, Knowledge 
  4, Marksman 3, Subterfuge 2, Survival 3, 
  Technology 2.
  TRAITS
  Brave
  By the Book
  Code of Conduct (Minor – Anglican faith) 
  Military Rank (Major x3)
  Obligation (Major – the Church)
  Run for your Life!
  Voice of Authority
  EQUIPMENT: Energy Pistol (3/6/9)
  TECH LEVEL: 8 
   STORY POINTS: 8-12
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  B  THE SILENTS
  You can’t remember them, but they’re out there. 
  You’ve seen them. If you could remember them, 
  you’d know what they look like. Humanoid, about 
  seven-feet tall, with faces like skulls and skin like 
  a business suit made out of leather. They speak – 
  when they want to talk – with voices that sound like 
  they come from miles underground. 
  The Silents originated as genetically engineered 
  Confessional Priests, developed by the Church. 
  The modifications to their memory, which originally 
  swallowed whole the confessed secrets of those 
  who spoke with them, eventually grew and turned 
  outward to affect the memories of others. As their 
  powers grew, the Church began to use them in new 
  ways (for example, a contingent of Silents joined the 
  Doctor in his centuries-long defence of Trenzalore).
  As the Silents continued to develop, they moved 
  beyond simple obedience to the Church. Some 
  joined splinter groups such as Madame Kovarian’s 
  conspiracy, or fell under the sway of other 
  organisations. Eventually many of these Silent 
  groups developed their own goals and motivations 
  and became fully independent, sometimes violently 
  seizing control of the splinter groups they had once 
  served. These independent Silents have time ships 
  and a contempt for other species. Their danger 
  to humanity, and to any other alien species they 
  encounter, is still enormous.
  TECHNOLOGY PARASITES
  The Silents have no technological developments of 
  their own. They were engineered to work with the 
  provisions of others, and they continue to do so. 
  They steal and adapt existing technology, and if they 
  HEADLESS MONK
  Networked
  Obligation (Major – Order of the Headless): Once 
  you join the Order of the Headless, you join for 
  life.
  Psychic
  Natural Weapon — Energy Blasts: The Monks 
  combine ancient knowledge with futuristic 
  technology, to good effect. They 
  command a dangerous red 
  energy and can summon 
  it forth at will. It enhances 
  the deadliness of their 
  blades, and they can 
  fire it out from their 
  hands like a missile.
  Special — Flatline: 
  The Monks, despite 
  being fully animated 
  bodies, do not actually 
  give off any life signs. 
  They do not register as life 
  forms to any standard scan.
  EQUIPMENT:  Sword 4/7/L, 
  Energy Blast 3/6/9
  TECH LEVEL: 8 
   
  STORY POINTS: 4-8
  AWARENESS
  3
  PRESENCE
  5
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  SKILLS
  Fighting 4, Knowledge 4, Marksman 5, Medicine 5, 
  Subterfuge 4, Technology 3.
  TRAITS
  Alien
  Alien Appearance (Minor): They’re, quite literally, 
  headless.
  Code of Conduct (Major): The Order of the Headless 
  are sworn to uphold the beliefs of the Church.
  Dark Secret (Minor – Headless): Most people think 
  their name is figurative.
  Fear Factor (2): The Monks know they intimidate 
  people and they never fail to take advantage of this. 
  They spend most of their time completely silent 
  (being headless and therefore mouthless helps with 
  this), but at certain times they will begin to chant 
  their prayers so everyone can hear. The sound of an 
  army of Monks chanting attack prayers is enough 
  to make anyone doubt themselves – if the Monks 
  begin their keening attack song, their Fear Factor 
  increases to 3.
  Immunity (Fear, Persuasion)
  THE ELEVENTH DOCTOR’S ENEMIES
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  need something that does not exist, they use their 
  hypnotic powers to influence the creation of that 
  technology for their needs.
  SILENCE WILL FALL
  A number of the Silents joined with Madame Kovarian 
  for her sect’s plan to destroy the Doctor. They took 
  the lead on several aspects of the plan, including 
  raising the abducted child in the appropriate way 
  to make her an assassin, and arranging for the 
  equipment needed to prepare the child to kill the 
  Doctor.
  In time, this splinter group of Silents expanded 
  their motivations. They committed themselves 
  to the plan utterly, and began to see Madame 
  Kovarian and the other humans as unnecessary 
  and expendable. They spread their influence 
  throughout planet Earth to help bring about the 
  perfect conditions for the assassination. They 
  planned to follow the death of the Doctor by seizing 
  control of Earth.
  YOU SHOULD KILL US ALL ON SIGHT
  In 1969, the Doctor successfully tricked a Silent 
  into recording a message that he then spliced into 
  the transmission of Neil Armstrong landing on the 
  Moon. Everyone who saw that transmission or 
  watched the recording later received the post-
  hypnotic suggestion to kill the Silents. This sparked 
  a quiet revolution that drove the Silents away from 
  Earth and its subsequent colonies, relinquishing 
  their control. This sect of aggressive, conquering 
  Silents remains at large, somewhere in space and 
  time.
  Remember, there’s a good chance the characters in 
  your game have been affected by this transmission, 
  and their reaction to the Silents might be to 
  unwittingly attack them on sight. 
  MEMORY PROOF
  The Silents are memory proof, which can be tricky 
  to bring into your game in a satisfactory way. There 
  are two basic ways to handle the memory effect of 
  the Silents, and you might want to switch back and 
  forth between them depending on the scene.
  •	
  Method One: The player knows all. When a 
  character meets a Silent, just play out the 
  encounter as normal. When the character turns 
  away, tell the player they just forgot everything 
  that just happened – hand them a Story Point 
  to encourage them. This method is useful 
  for an early encounter in the adventure so 
  everyone gets a vivid reminder of how the 
  Silent’s memory powers work, and also when 
  the Silents are going to force a decision and 
  the player will need to make that choice, and 
  also when the adventure is coming to a climax 
  because you need to know how that works out!
  •	
  Method Two: The player doesn’t know what’s 
  going on. In this case, you as the Gamemaster 
  know there are Silents about, and the character 
  is seeing them, but forgetting moments 
  later. You don’t tell the player what 
  their character is seeing and doing, 
  but you can give them clues. This 
  method is useful when you first 
  introduce Silents into an adventure 
  and you want it to be a surprise, 
  whenever the Silents are trying 
  to avoid direct conflict, and when 
  the character’s course of action on 
  seeing a Silent is fairly clear.
  If you use Method Two, what can you tell 
  the players? Well, at the start of any 
  encounter, you don’t need to tell them 
  anything at all. If the character spots 
  a Silent, gets scared, then forgets 
  what they saw, there might be no 
  evidence that anything’s amiss 
  apart from their own raised 
  heartbeat. To preserve the 
  surprise you don’t need to 
  tell the players anything until 
  there is something to notice.
  You can use your Gamemaster authority to just 
  decide when something happens, of course, but a 
  smoother way is to use the dice. You don’t want to ask 
  for an Awareness check, that will just tip the players 
  off and the surprise will be spoiled. Instead, keep 
  playing as normal, asking for checks whenever 
  appropriate. Whenever the dice are rolled, 
  though, look at the numbers that come up: if 
  the result is a double, then introduce some 
  evidence that the Silents are in the room.
  •	
  Double 6: The evidence is small, as it clearly 
  didn’t distract the character too much from 
  whatever their task was. This could be a door 
  that’s open now that was closed before, or an 
  apparent fault in the timer clocks that made 
  them skip a few seconds.
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  •	
  Double 1: The evidence is big and ominous, 
  and it’s probably the reason why the character 
  screwed up their action. Their gun might have 
  been fired, they could find themselves hiding 
  behind an upturned desk, or one of their friends 
  might be missing.
  •	
  Follow this pattern when you devise evidence 
  for the characters to notice. Lower numbers 
  on the double result mean more extreme and 
  obvious signs of trouble.
  Once the characters are aware that Silents are 
  in play, you can forget about the sleight of hand 
  involved in spotting doubles on an unrelated check. 
  Start asking for Awareness + Ingenuity rolls to 
  work out how the situation is progressing without 
  remembering any of the important bits. You can 
  also encourage the players to come up with their 
  own solutions. The Doctor and his companions 
  had a few ideas, from tally marks on their skin to 
  subdermal recorders and Eye Drives, but your own 
  players will no doubt come up with more.
  USING SILENTS
  The Silents make excellent adversaries for creepy 
  adventures in weird, lonely settings. They have time 
  travel technology, so they can appear in any time or 
  place. Best of all, you can easily adjust them to suit 
  almost any adventure idea. Their history shows that 
  they became more and more diverse and splintered 
  over time, and as a result they can be used as allies 
  or enemies, henchmen or masterminds, depending 
  on what best suits your adventure idea. 
  ADVENTURE IDEAS 
  •	
  Every time the Doctor and friends land in a new 
  time zone for an adventure, they spot signs 
  that something is amiss. People disappear 
  without explanation, electrical devices short 
  out, strange messages are scrawled on walls. 
  Across a series of adventures it becomes clear 
  that this trouble is following them wherever 
  they go. Even after using a randomiser to shake 
  off any other time ship that might be following 
  them, the strange interference appears again. 
  SILENT
  powerful ability to be instantly forgotten the 
  moment the witness looks away (see pg. 39). 
  There is no resistance to this effect short of using 
  an Eye Drive to constantly remind the viewer of 
  their existence.
  Technically Adept: While the Silents are not 
  capable of making their own technology, they are 
  experts at manipulating others to make just what 
  they need.
  Tough
  TECH LEVEL: 8 
   STORY POINTS: 5
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  2
  RESOLVE
  5
  INGENUITY
  3
  STRENGTH
  6
  SKILLS
  Athletics 1, Convince 5, Fighting 1, Knowledge 2, 
  Marksman 3, Science 3, Subterfuge 5,  Technology 5.
  TRAITS
  Alien
  Alien Appearance
  Fear Factor (2): Silents get a +4 bonus on rolls to 
  actively scare its victims.
  Hypnosis (Major): Silents are able to plant hypnotic 
  suggestions into a victim’s subconscious mind when 
  the target is looking at them, with a +3 bonus to 
  their roll.
  Natural Weapon (Major) – Electricity: A Silent 
  is able to absorb even the smallest amount 
  of electricity from the atmosphere, amplify it 
  thousands of times and discharge it from their 
  hands as a devastating blast (4/L/L).
  Obsession (Major): Silence will fall.
  Special – Memory Proof: The Silents have a 
  THE ELEVENTH DOCTOR’S ENEMIES
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  Finally, in a climactic adventure, the Doctor and 
  friends realise their stalkers are Silents, and 
  the reason they always turn up in the same 
  places is because they have constructed a nest 
  within the TARDIS itself. For months now the 
  TARDIS crew have been seeing Silents walking 
  through the TARDIS corridors, forgetting 
  about them a moment later. Even the TARDIS 
  itself cannot detect them. But now the secret 
  is out, and it is time to hunt down the Silents 
  in their lair deep in the heart of the TARDIS, 
  and stop them from conquering the end of time 
  itself.
  •	
  A prison has had excellent results in keeping 
  its inmate population under control, to the 
  delight of government ministers. However, 
  an escapee tells the Doctor and friends that 
  something strange is happening in the prison. 
  There is a special punishment that none of the 
  inmates remember, and anyone who gets the 
  punishment cell comes back… different. The 
  prison, it turns out, is infested with Silents, 
  who are using the prisoners as breeding stock 
  for a bio-engineered worm that will help them 
  invade the future.
  •	
  The Silents know that the original footage of 
  the moon landing will prevent them from ever 
  being safe around humanity. Their only hope 
  is to replace that footage with something else, 
  something safer. The Silents embark on an 
  ambitious plan to bring a famous filmmaker to 
  a top secret facility in the Nevada Desert, so he 
  can film a fake moon landing…
  B  THE GREAT INTELLIGENCE
  The Great Intelligence was a disembodied mind 
  existing outside regular space and time which had, 
  for hundreds of years, made many attempts to gain 
  physical form on Earth. It failed on each occasion, 
  and more than a few of those failures were due to 
  the Doctor.
  The Great Intelligence had been absent from 
  the Doctor’s life for a very long time when the 
  Eleventh Doctor stumbled upon its plans in London, 
  Christmas 1892. This sparked a series of very 
  different encounters, culminating in an attempt to 
  take its final revenge on the Doctor even though 
  it meant sacrificing itself. The Great Intelligence 
  physically entered the Doctor’s time stream to 
  transform all his past victories into defeats, and 
  was believed to have been destroyed in the process. 
  Its influence over the Doctor’s life was countered by 
  Clara’s own self-sacrifice.
  The Great Intelligence existed outside the normal 
  dimensions of human perception, and as a 
  result it is difficult to describe. Every encounter 
  revealed a slightly different perspective on 
  the Intelligence, and perhaps a different kind 
  of Intelligence altogether. It isn’t even clear 
  whether the Intelligence was one entity or 
  many, and perhaps not even the Intelligence 
  itself knows for sure.
  It is known that psychic alien snow fell to Earth 
  in the mid-19th century and developed an 
  identity as a reflection of the insecurities 
  and dark thoughts of a boy named Walter 
  Simeon. This snow was connected in 
  some way to another psychic force that 
  was, at that very moment, in psychic 
  possession of a Tibetan Lama, a hold 
  it would maintain until 1930. Together, 
  these tendrils of self-awareness would 
  combine and launch an elaborate 
  invasion of London in the middle of 
  the 20th century, and then another in 
  the early 21st century. In each case, 
  the Doctor thwarted these incursions, 
  and the Intelligence finally abandoned 
  its plans to attain physical form and 
  instead decided to destroy the Doctor, 
  expecting to die enacting its revenge.
  While the Great Intelligence differs in 
  the aspects of its form each time it is 
  encountered, there are some consistent 
  themes. It uses artificial bodies as foot 
  soldiers, and directs its projects through 
  one or two agents who are fully under 
  its psychic control. The details of the 
  artificial bodies and the psychic control 
  vary greatly from invasion to invasion.
  USING THE GREAT INTELLIGENCE
  The uncertainty over where the Great 
  Intelligence begins and ends is very 
  useful for creating adventures. Each 
  engagement with the Great Intelligence 
  presented a different slice of a many-
  dimensional being. This means you can, and 
  should, devise your own interpretation and twist 
  on the Intelligence. You can even try a different 
  version every time you use this enemy in an 
  adventure! You don’t need to point this out to the 
  players, of course, just let them walk away from 
  every encounter with the Great Intelligence just 
  a little bit thrown by what they have had to 
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  deal with. That’s pretty much what happened every 
  time the Doctor encountered the Great Intelligence, 
  after all…
  In theory the Great Intelligence can move through 
  time and space (of course, after jumping into the 
  Doctor’s timeline it ended up scattered throughout 
  time, but that’s a slightly different ability… ). It exists 
  outside of regular time and space, so there’s no 
  reason to assume it lives its life in the same boring 
  chronological order as the humans it is so fascinated 
  by. It has from time to time shown the potential to 
  reach back and forward in time – for example, after 
  being defeated in 2013, the Intelligence sent its 
  Whisper Men to manipulate the Paternoster Gang 
  in the 1890s. For the most part however, the Great 
  Intelligence has submitted to the normal pattern 
  of time. Similarly, the Intelligence can presumably 
  move across space as it sees fit, and it has appeared 
  in different places beyond Earth (such as Trenzalore).
  This means that your adventures can be set 
  anywhere at any time but the easiest way to make 
  them resonate with the Doctor’s other encounters 
  with the Great Intelligence is to stick to its known 
  time and place of operation: between the 18th and 
  22nd century on Earth, with a particular focus on 
  London.
  The Great Intelligence’s plans often revolve around 
  novel attempts to enter the world in physical form. 
  Each version of the Intelligence has had a slightly 
  different way of approaching that challenge, 
  so you can devise any kind of manifestation 
  plan imaginable. Sometimes, the plans are not 
  focused on this overriding goal, but instead they 
  serve a secondary purpose (the Spoonheads, for 
  example, were used to gather minds as food for the 
  Intelligence, not as part of a manifestation plot) or a 
  new, temporary goal that the Intelligence has seized 
  upon (such as the attempt to destroy the Doctor 
  at Trenzalore). As before, the uncertainty around 
  the Intelligence means you can come up with any 
  goal that a malevolent disembodied intelligence 
  might have, and it should work just fine for your 
  adventures. Once you have settled on a location and 
  a plan, you can create the Intelligence’s controlled 
  agent (the human who is the director of its plans) 
  and its artificial servant (the robots who will do all 
  the hard work). Then drop the TARDIS crew in the 
  middle and watch the action happen!
  ADVENTURE IDEAS 
  •	
  The Great Intelligence seizes a young man who 
  decrypts the wrong Internet file late one night. 
  A copy of the full Intelligence drops into his 
  head and the boy becomes capable of incredible 
  psychic feats. Unfortunately he also becomes 
  aggressively arrogant and paranoid. As he makes 
  technological breakthrough after technological 
  breakthrough, his fame grows, but his human 
  mind is not capable of holding the entirety of the 
  Intelligence for long. Like a mirror cracking, he 
  becomes maniacal and bestial, until finally he 
  is like a telekinetic beast seeking to harm those 
  who stand in the way of his basest desires, while 
  the Intelligence trapped in his mind reaches out 
  desperately for rescue…
  •	
  The Intelligence ended its life by leaping into the 
  Doctor’s scar at Trenzalore. However, the Great 
  Intelligence that did this was not the whole of 
  this strange entity. There were other aspects to 
  its extra-dimensional being that never became 
  clear before. Now that the malicious side of the 
  Intelligence is gone, its counterpart, the Great 
  Emotion, can reach out into the world and enrich 
  the lives of all those it touches. It loves everyone, 
  THE ELEVENTH DOCTOR’S ENEMIES
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  and it experiences love through everyone. It 
  means no harm – but every being it touches is 
  overcome with feelings they cannot control. The 
  world starts coming to pieces in a tearful, joyful 
  emotional apocalypse, as the Great Emotion 
  tears down every barrier in people’s hearts… 
  Unless this is all a double blind, and the Great 
  Emotion doesn’t exist at all, and this is the Great 
  Intelligence’s final, terrible revenge?
  •	
  The Great Intelligence finally realises that there 
  is one perfect body, suitable for all its needs, 
  that has been under its nose many times. This 
  body is the TARDIS. All it needs to do is force 
  out the TARDIS’s current operation system, 
  then move right in. The Doctor, his friends, and 
  an unexpectedly-mortal Sexy will then need to 
  chase the TARDIS through time and space, then 
  fight their way into the citadel of madness the 
  Intelligence has created within its doors.
  THE GREAT INTELLIGENCE
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  N/A
  RESOLVE
  5
  INGENUITY
  7
  STRENGTH
  N/A
  SKILLS
  Convince 4, Craft 3, Knowledge 4, Science 4, 
  Subterfuge 5, Technology 6.
  TRAITS
  Alien
  Boffin
  Dependency (Major): The Intelligence needs 
  to feed on intelligent human minds in order to 
  survive.
  Fear Factor (2)
  Hypnosis (Special): It can possess its victims, or 
  use lesser forms of hypnosis as it sees fit.
  Immortal (Major) 
  Photographic Memory
  Psychic: The Great Intelligence is a creature of 
  the mind.
  Psychic Training
  Technically Adept
  Telepathy
  Time Traveller (All)
  TECH LEVEL: 8 
   STORY POINTS: 12
  CONTROLLED AGENT
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  4
  STRENGTH
  3
  For each of its plans the Intelligence used at least 
  one human as its catspaw. These agents carried 
  out its plans and directed its efforts. Some of 
  these agents were unwilling victims of possession, 
  others were unaware of the extent to which the 
  Intelligence had compromised their identity. The 
  Intelligence did not change its agents easily – it 
  often selected victims as children and maintained 
  a hold over them for many decades.
  There will usually be a controlled agent (or two) for 
  every attempt by the Intelligence to reach into the 
  physical world. These agents sit like spiders at the 
  centre of the web and coordinate everything that 
  happens. In extreme situations the Intelligence can 
  manifest its powers directly through them to some 
  limited extent. 
  SKILLS
  Convince 3, Craft 2, Knowledge 3, Subterfuge 2, 
  Technology 3.
  TRAITS
  Enslaved
  Psychic Training
  Voice of Authority
  TECH LEVEL: 4-6  STORY POINTS: 5-10
  
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  B  THE CYBERIAD
  The Doctor’s history with the Cybermen goes back 
  to their origins on Mondas, and throughout their 
  long history of endangering innocents throughout 
  the universe he has battled them time and again. 
  The Eleventh Doctor was the first to encounter a 
  new stage in the development of his lumbering 
  silver foes: the Cyberiad.
  The Cyberiad was a unified network of cyber-
  minds. While the Cybermen had often deferred to 
  a central control for strategic guidance and tactical 
  management, for example during the invasion of 
  Earth in alliance with Tobias Vaughn, those Cyber-
  Planners had themselves been relatively isolated 
  and focused. The Cyberiad stretched far beyond 
  these limitations. Now, all Cybermen and related 
  agents were in constant contact with a group mind 
  that constantly evaluated all incoming information 
  and issued instructions accordingly. The Cyberiad 
  was a massive achievement for the Cybermen, 
  making possible a high-level efficiency across 
  interstellar distances.
  Under the guidance of the Cyberiad, the Cybermen 
  were able to transform their war against humanity. 
  They made huge advances and human society was 
  forced into a paranoid retreat, knowing that any 
  weakness discovered by a single Cyberman would 
  be immediately shared with, and exploited by, the 
  full power of the Cyberiad. At the same time, any 
  effective weapon would be quickly made redundant 
  by the Cyberiad’s upgrade protocols. The battles 
  became brutal, and the presence of a single 
  Cyberman became sufficient grounds to sacrifice 
  many innocent lives. Finally the Cyberwars were 
  won by humanity, at the cost of the complete 
  destruction of an entire galaxy. Only hidden tombs 
  and isolated survivors remained.
  Throughout the wars, the Cyberiad hungrily added 
  to its processing power by building more and more 
  Cyber-Planners for its network. The brains of 
  children were especially desirable as they retained 
  a degree of imagination and potential that could 
  withstand the conversion process. However the 
  Cyberiad never stopped seeking out minds that had 
  even more to offer: special, unique genius minds 
  like that of the Doctor.
  USING THE CYBERIAD
  The Cyberiad went into hiding after the Cyberwars, 
  becoming once again a lost kind, shrouded in 
  ARTIFICIAL SERVANT
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  1
  STRENGTH
  6
  Whenever it manifested, the Intelligence liked 
  to create and use a large number of artificial 
  servants as labourers and soldiers. They varied 
  greatly in appearance, including the ominous Yeti 
  robots, the well-disguised “Spoonheads”, and 
  the sinister Whisper Men. 
  Use these statistics as a starting point, and 
  customise them with an additional trait or two to 
  reflect how they fit into the Intelligence’s current 
  plan.
  SKILLS
  Athletics 3, Fighting 3.
  TRAITS
  Alien Appearance: The Great Intelligence 
  is uninterested in making servants that can 
  pass as human when given more than cursory 
  attention.
  Alien Senses: The servant has a heightened 
  ability to perceive the world, with specialist 
  sensors appropriate to the environment.
  Enslaved: The servants follow orders, and do 
  not take action on their own.
  Networked: The servant is under constant 
  direction from the Great Intelligence or one of 
  its agents.
  Robot: The servant may be made of some 
  other material than metal and wires, but it is 
  essentially a robot.
  Special: The Great Intelligence usually gives 
  its servants a special power that helps them to 
  accomplish their work.
  Weakness: Servants of the Great Intelligence 
  almost always have some weakness unique to 
  the form they have taken. 
  TECH LEVEL: 8 
   STORY POINTS: 0-2
  THE ELEVENTH DOCTOR’S ENEMIES
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  mystery. In time, their memory will fade entirely. 
  However the Cyberiad are not truly gone, and 
  isolated secret hideouts of these supremely 
  pragmatic planners will continue to turn up after 
  the main force is destroyed.
  Use the Cyberiad as a deadly-effective threat, a 
  legend come to life that makes sensible people 
  quake in their boots. This is the Cybermen at their 
  greatest ever effectiveness, finally overcoming the 
  weaknesses that had allowed the Doctor to defeat 
  them so many times before. Now the best – perhaps 
  the only – way to respond to the Cybermen is to run 
  away and destroy the battlefield behind you. No one 
  comes away from a battle with the Cyberiad with 
  their ego intact.
  ADVENTURE IDEAS
  •	
  As the Cyberwars dragged on, the Cyber-
  planners built a special autonomous spaceship 
  their foes called the Valkyrie. The Valkyrie 
  swooped into battlegrounds and collected 
  critically damaged Cybermen, then took them 
  away to secret locations where they could be 
  repaired. An adventure could begin when a 
  group of determined Cyberkillers manage to 
  restore power to an old Cyber-helmet, then 
  allow it to signal to the Valkyrie to come and 
  collect it. When the Valkyrie’s dark wings 
  fill the sky, the humans sneak aboard, and 
  get a free ride back to one of the hidden 
  Cybertombs. Once there, they have a chance 
  to destroy it utterly and give the Cybermen an 
  enormous setback – or, if they can only decode 
  the central algorithms, perhaps they can turn 
  these Cybermen into allies in their struggle? 
  When the Doctor’s friends get scooped up 
  along with the Cyberkillers, they all must 
  decide how far they can go…
  •	
  The 
  Cyber-Planners 
  decide 
  that 
  their 
  strategising will be enhanced by bringing in 
  a new, alien mind to offer a fresh perspective 
  on the challenges they face. Alien bodies are 
  already used in creating Cybermen, but alien 
  minds and alien wisdom remain untrustworthy. 
  To determine the best way forward, the Cyberiad 
  arranges for a grand contest between alien 
  warriors. They abduct the greatest generals of 
  a dozen species and have them fight it out on an 
  alien planet. The winner will be converted and 
  become the first non-human Cyber-Planner. 
  Luckily for humanity there is a wild card in the 
  game – an expedition to uncover a lost treasure 
  trove on the planet, led by one of the Doctor’s 
  closest friends.
  •	
  One Cyberman, after being attacked through 
  its communication channels, upgrades itself 
  to filter out all incoming signals. As a result it 
  is unexpectedly separated from the rest of the 
  Cyberiad. As it seeks out human survivors to 
  attack, its self-protective upgrades slowly re-
  engage long-lost aspects of its fundamental 
  humanity – it begins to love, and to fear, and 
  to desire. The prospectors on an old moon 
  allow the strange Cyberman to become a 
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  part of their small community, and all is well, 
  until a Cyberiad ship enters the system. The 
  characters must help the community hide 
  and prepare for invasion, as the changed 
  Cyberman must make a choice: reconnect with 
  its mothership and have its upgrades wiped, or 
  remain on the moon and be destroyed.
  CYBERMEN (CYBERIAD ERA)
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  7
  The Cybermen of the Cyberiad era show significant 
  improvements over earlier models. Additionally, 
  they are no longer limited to human bodies but can 
  convert many humanlike aliens as well.
  SKILLS
  Athletics 3, Convince 2, Fighting 3, Marksman 2, 
  Medicine 2, Science 1, Technology 4.
  TRAITS
  Armour (10)
  Cyborg
  Fear Factor (3)
  Natural Weapons (Major): Electric grip (4/9/13), 
  Particle Blaster (4/L/L).
  Networked (Major): Unlimited, constant 
  connectivity with the Cyberiad. Upgrades (see 
  below) are shared automatically.
  Slow: Speed is 2.
  Special – Decompose: A Cyberman can detach 
  body parts to perform specific functions 
  independent of the rest of the body.
  Special – Quicksilver: A Cyberman can move in 
  short bursts of lightning speed, quicker than the 
  human eye can follow. Each burst of speed costs 
  1 Story Point and gives the Cyberman a speed of 
  20 for one round.
  Special – Upgrade: Any Cyberman damaged by 
  a particular weapon or threat can spend a full 
  round and 2 Story Points upgrading itself, at 
  which point it gains the Immunity trait for that 
  threat.
  Technically Adept
  TECH LEVEL: 6 
   STORY POINTS: 6
  CYBERMITES
  AWARENESS
  4
  PRESENCE
  1
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  1
  The Cybermites are a development and refinement 
  of the old Cybermats. They are tiny, perhaps the 
  length of a finger, and have the appearance of 
  small metallic silverfish. 
  They usually travel in groups, and the statistics 
  given below represent a small swarm of a half-
  dozen or so members.
  SKILLS
  Athletics 2, Medicine 2, Science 1, Subterfuge 3 
  Technology 4.
  TRAITS
  Networked (Major): Constant connectivity with 
  the Cyberiad.
  Robot
  Special – Convert: A swarm of Cybermites can 
  overrun a target and swiftly convert them into 
  a Cyberiad asset (Coordination + Technology, 
  resisted by the target’s Resolve + Ingenuity). 
  With enough time, they can convert them into a 
  full Cyberman. 
  Technically Adept
  Tiny (Major)
  TECH LEVEL: 6 
   STORY POINTS: 2
  THE ELEVENTH DOCTOR’S ENEMIES
  
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  Anyone with this trait has been converted by the Cybermen 
  and is now one of their elite Cyber-Planners. Usually the 
  Cyberiad targets children, but sometimes exceptional 
  others are selected.  This trait may only be taken with the 
  Gamemaster’s approval.
  Effect: This trait gives the character Alien Appearance 
  (Minor, the character is obviously marked with cybermetic 
  circuitry) and Networked (with the Cyberiad) traits. The 
  character’s personality changes but is not eliminated – 
  they become a harsher, more cynical and manipulative 
  version of their normal selves. The trait also gives the 
  character a bonus 4 Story Points that can only be used 
  in the service of the Cyberiad’s goals. These Story Points 
  represent the immensely flexible resources available to 
  the Cyber-Planners, and their efficiency in using them.
  CYBERMATS
  AWARENESS
  4
  PRESENCE
  1
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  2
  STRENGTH
  5*
  Cybermats are small, cybernetic creatures used as 
  vanguards, scouts and energy thieves by the Cybermen. 
  They resemble a large silver insect or – from a distance – 
  a rat. Beneath their metallic shell they have a real mouth 
  taken from one of the Cybermen’s victims. They have a 
  rudimentary intelligence, and can ‘play dead’ to escape 
  notice or fool their prey. They can be stunned by a zap by a 
  Sonic Screwdriver, and a strong burst of electricity could 
  scramble their brains.
  *A Cybermat’s Strength is for pushing or pulling only. 
  Similarly, a Cybermat only does as programmed; its 
  Technology and Transport skills are for seeking out the 
  proper wiring or circuitry to destroy equipment or gadgets.
  SKILLS
  Athletics 5, Fighting 2, Marksman 4, Subterfuge 5, Survival 
  2, Technology 3*, Transport 3*.
  TRAITS
  Alien Appearance: Cybermats look like large metallic 
  insects or rats.
  Alien Senses: A Cybermat has a number of senses, 
  including infrared and ultraviolet vision. It also has the 
  ability to home in on human brainwaves.
  Armour (Minor): The Cybermats’ metallic armour reduces 
  damage by 5. Cybermats are particularly susceptible to 
  electric charges; their armour does not count against an 
  electric charge.
  Climbing (Major): The Cybermat can climb even smooth 
  surfaces 
  without difficulty.
  Cyborg: While it looks like a small robot, a Cybermat is a 
  partially-organic creature like the Cybermen themselves.
  Enslaved: The Cybermats are servants of the Cybermen.
  Jumping: A Cybermat’s advanced hydraulics enable it to 
  leap 5-6 feet in the air, perfect for landing on a humanoid’s 
  back or shoulder. By spending a Story Point, the Cybermat 
  can automatically take an unsuspecting foe by surprise 
  with this attack.
  Natural Weapon (Bite): A Cybermat can bite an opponent, 
  inflicting 1/3/4 damage. The bite often contains a corrosive 
  or poison that ranges from damaging circuits to causing 
  Stun (S/S/S) damage to causing Lethal (4/L/L) damage or 
  to transmitting an artificial disease.
  Natural Weapon (Electric Discharge): Larger Cybermats 
  have the ability to discharge electricity at close range, 
  delivering either Stun (S/S/S) or Lethal (4/L/L) damage. 
  Tiny (Major)
  Weakness (Major): Cybermats have the same major 
  weaknesses as their masters, such as solvents, liquid 
  plastic, and radiation. A solvent is more difficult to 
  administer to a Cybermat as it has to go through the 
  mouth. They are also susceptible to electric charges (see 
  Armour entry).
  TECH LEVEL: 6 
   STORY POINTS: 1-2
  SPECIAL BAD TRAIT: CYBER-PLANNER
  
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  B  THE NEW DALEK PARADIGM
  At the end of the Time War, the Daleks were a 
  defeated race, thought extinct by the rest of the 
  universe. While that was not the truth, it was not 
  far from it. Those Daleks that had survived had 
  done so by hiding in the nooks and crannies of time 
  and space, throwing themselves into the Vortex to 
  escape and living as temporal refugees, hatching 
  plans to restore themselves to greatness. They very 
  nearly succeeded on a number of occasions – the 
  Dalek Emperor, the Cult of Skaro, Davros, all came 
  close to destroying the Earth and rebuilding what 
  had been lost. But the Doctor defeated them, each 
  and every time.
  This was not the case with the Eleventh Doctor. 
  After his regeneration, his first encounter with the 
  Daleks led to his defeat, not theirs. The Daleks, 
  regenerated by the Progenitor Device, escaped into 
  a Time Corridor. The next time he encountered them, 
  they were no longer refugees; they were resurgent, 
  the once-scattered factions reunited in a Parliament 
  of the Daleks, ruling over a new Dalek empire, 
  subjugating human worlds with mighty fleets and 
  using Dalek Puppets to infiltrate the ranks of their 
  foes. This was the New Dalek Paradigm.
  USING THE NEW DALEK PARADIGM
  The 
  Eleventh 
  Doctor’s 
  encounters 
  with 
  the 
  Daleks were markedly different from those of his 
  predecessor. While the Tenth Doctor faced survivors 
  of the Time War, desperately trying to rebuild what 
  they had lost through some epic scheme, the Eleventh 
  Doctor faced the Daleks as a unified, resurgent 
  threat, far more akin to how they were in the First 
  Doctor or Fourth Doctor’s eras. These Daleks are not 
  trying to carry out scattered schemes; these Daleks 
  are back to the business of galactic conquest.
  Yet, despite that, the Eleventh Doctor does not 
  find himself caught up in this conquest either. The 
  occasions when he does find himself facing off 
  against the New Dalek Paradigm, they are very 
  much the larger backdrop for another adventure – 
  the Siege of Trenzalore, for example, or the Asylum 
  of the Daleks. Instead of an enemy to be defeated, 
  they are more akin to a force of nature or natural 
  disaster to be survived. To evoke this feel in your 
  own adventures, think of them in the same way. 
  Your adventure should be against the backdrop 
  of the New Dalek Paradigm – set on a subjugated 
  world, perhaps, or involving a daring mission into a 
  Dalek saucer – but not caught up in the intricacies 
  of a single evil scheme.
  ADVENTURE IDEAS
  •	
  The characters are captured by the Daleks and 
  interred in a prison camp – right where they 
  want to be. Somewhere in the prison camp is 
  a scientist who will one day be responsible for 
  a breakthrough key to humanity’s future, but 
  THE ELEVENTH DOCTOR’S ENEMIES
  
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  DALEKS (NEW DALEK PARADIGM ERA)
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  7*
  SKILLS 
  Convince 4, Fighting 4, Marksman 3, Medicine 3, 
  Science 8, Survival 4, Technology 8
  TRAITS
  Armour (Major): The Dalekanium casing reduces 
  damage by 10. This does reduce the Dalek’s 
  Coordination to 2 (already included in their 
  Attributes). 
  Cyborg 
  Environmental: Daleks are able to survive in the 
  vacuum of space, or underwater. 
  Fear Factor (4): No one who has faced a Dalek 
  can consider them anything less than terrifying, 
  getting a +8 to rolls when actively scaring 
  someone. 
  Flight (Major): Daleks are able to fly. When 
  hovering their Speed is effectively 1, when in 
  open skies or space they have a Speed of 6. 
  Forcefield (Major): Bullets appear to stop in 
  the air before the Dalek, appearing to dissolve 
  on contact with the Dalek’s powerful forcefield. 
  Damage is reduced by two levels (from 
  Disastrous to Failure, from Bad to Success, and 
  so on). 
  Natural Weapon – Exterminator: The legendary 
  Dalek weapon usually kills with a single shot 
  (4/L/L). 
  Scan: The Dalek can interface with computers 
  and with living beings and absorb data in great 
  quantities. 
  Special – Self Destruct: If under threat of being 
  captured, the Dalek will self destruct, causing 
  (3/6/9) levels of damage to those within 10m of 
  the explosion. 
  Technically Adept: Daleks are brilliant at using 
  and adapting technology.
  Vortex: As a last, desperate measure, some of the 
  higher-ranking Daleks can activate an ‘Emergency 
  Temporal Shift’, literally throwing themselves into 
  the Vortex to escape. There is no control over where 
  they will emerge, and this usually exhausts most of 
  their energy supplies, leaving them on emergency 
  reserves.
  TECH LEVEL: 9 
  STORY POINTS: 5-8
  *The Dalek mutant inside has different Attributes 
  when removed from the Dalekanium casing. 
  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.
  SKILLS 
  As above.
  TRAITS
  Climbing (Minor)
  Fear Factor (4)
  Immunity (Radiation)
  Natural Weapons (Minor) – Tentacles (2/5/7), 
  Technically Adept
  Alien Appearance (Major)
  Slow (Minor).
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  5
  only if the characters can spring him in a daring 
  prison break. As well as the Dalek guards, 
  they’ll face dangers from within too – who 
  knows who amongst them is secretly a Dalek 
  Puppet? Perhaps even the scientist himself...
  •	
  The characters crash land on one of the most 
  dangerous planets in the universe, a planet 
  many thought destroyed in the Time War: 
  Skaro. Supposedly long-since abandoned and 
  ruined, there are things still living on Skaro, 
  things inimical to human life. The characters 
  must search through the ruins for a cache of old 
  Dalek technology, with which to fix their craft, 
  and escape the planet before they are noticed… 
  •	
  The Daleks at peace are almost as dangerous 
  to the rest of the universe as the Daleks at war 
  – almost. It’s election time in the Parliament of 
  the Daleks and things are getting nasty between 
  the various factions. Nobody wants an outbreak 
  of a Dalek civil war, so the Daleks call upon the 
  one man they know will be impartial to all sides, 
  for he hates them all equally: the Doctor.
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  SUPREME DALEK
  As a Dalek, with the following exceptions:
  Presence 6
  Skills: Convince 5
  Traits: Voice of Authority
  Story Points: 10
  STRATEGIST DALEK
  As a Dalek, with the following exceptions:
  Awareness 4, Ingenuity 5
  ETERNAL DALEK
  As a Dalek, with the following exceptions:
  Knowledge 4, Survival 5.
  Traits: Indomitable
  SCIENTIST DALEK
  As a Dalek, with the following exceptions:
  Skills: Science 9, Technology 9.
  Traits: Boffin
  DALEK PUPPET
  Puppet — and by extension, its masters — is 
  often terrifying, granting them +4 to rolls when 
  actively scaring or intimidating someone.
  Natural Weapons (Major) — Exterminator: 
  Dalek Puppets have gunsticks in their hands, 
  which they can use to kill (4/L/L) or stun.
  Networked: All Dalek Puppets are connected to 
  their Dalek masters, who can see through their 
  eyestalks.
  Shapeshift (Minor): Dalek Puppets make the 
  perfect infiltrators, almost indistinguishable from 
  a normal human except for slightly cold skin and 
  the tendency for electrical items to flicker on and 
  off in their presence.
  TECH LEVEL: 8 
   STORY POINTS: 1-4
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  4
  RESOLVE
  2
  INGENUITY
  2
  STRENGTH
  3
  One of the more horrific tools of the Daleks were 
  Dalek Puppets. Originally humans who were 
  captured by the Daleks, they were hollowed out by 
  nanogenes and transformed into Puppets. They 
  were near-perfect infiltrators, often oblivious to the 
  hideous changes that had been wrought inside them, 
  able to spy or get close to a target. When activated, 
  an eyestalk would burst from their foreheads and a 
  gunstick emerge from their hands, at which point any 
  autonomy was suppressed and they fell under the 
  complete control of their Dalek masters. 
  SKILLS
  Athletics 3, Fighting 3, Marksman 3, Subterfuge 5, 
  Survival 3, Technology 2, Transport 2.
  TRAITS
  Alien Appearance: In its undisguised form, with 
  an eyestalk protruding from its forehead, a Dalek 
  Puppet does rather stand out in the crowd.
  Cyborg: Dalek Puppets were once humans, until the 
  Daleks’ nanogenes converted them into something… 
  else.
  Enslaved: The Daleks have complete control over 
  their Puppets, granting them autonomy only when it 
  suits their plans.
  Fear Factor (1): The insidious threat of a Dalek 
  THE ELEVENTH DOCTOR’S ENEMIES
  
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  B  THE JUSTICE DEPARTMENT
  The Justice Department is a future institution with 
  one highly notable function: punishing history’s 
  greatest criminals without violating the timeline. 
  It dispatches crews into history aboard specialist 
  vessels like the Teselecta. These ships track down 
  people who committed great crimes but died without 
  being held to account, and makes them suffer.
  The Justice Department is a highly structured 
  organisation with a sophisticated chain of command, 
  supported 
  by 
  a 
  substantial 
  bureaucracy. 
  It 
  presumably has a wealth of other duties within its 
  native time period, but as none of those reach back 
  down the timeline, its program of punishment is likely 
  the only way it will encounter other  time travellers.
  The Justice Department is based in future human 
  territories after the 52nd century. Its research wing 
  has gathered extensive information from countless 
  sources into a comprehensive database of historical 
  events. Out of this huge mass of data it finds and 
  flags criminals deserving of further punishment. The 
  database is remarkably extensive: information about 
  the Doctor, Melody Pond and the TARDIS was readily 
  retrieved. The database was also programmed to 
  cope with the complexities of time travel, recording 
  known fixed points in time, giving automated 
  warnings about potential paradoxes, and keeping 
  data sealed from those who might learn knowledge 
  of their futures.
  The 
  dictates 
  of 
  the 
  database 
  were 
  always 
  subordinate to the mission commanders, however. 
  The commander (usually the Captain of the time 
  vessel) was able to overrule any time protocols as 
  they saw fit. The Justice Department put a lot of trust 
  in its mission commanders, who could descend into 
  history for weeks or months, operating completely 
  autonomously the whole time.
  USING THE JUSTICE DEPARTMENT
  The Justice Department is a good source of 
  opposition for any story in the cops and robbers 
  template. A group of brave, civic-minded characters 
  can end up in trouble with the Justice Department for 
  the same array of reasons you’ve seen in lots of films 
  and television stories: you’ve been framed, or you 
  were in the wrong place at the wrong time, or you did 
  the crime but you had a very good reason for doing 
  so! It’s also possible to end up on the wrong side of 
  the Justice Department for uncovering corruption in 
  its ranks – eliminating you before you spill the beans 
  would be a high priority. And, of course, blundering 
  time travellers might be the sort of threat the Justice 
  Department might seek to apprehend.
  The Justice Department is also a potential source 
  of specialist information, an oracle to be consulted 
  for insight into this or that mystery. This help will 
  never come cheap – even after proving your good 
  intentions, the Justice Department officers might 
  ask you to do some jobs for them before sharing their 
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  files with you. Freelance associates of the Justice 
  Department could be used as confidential informants 
  or undercover agents, answering questions before 
  sending in a Justice Department Vehicle.
  There are deeper issues with the Justice Department 
  that might make a fascinating subject for some 
  games. The Department has conquered time travel 
  and is using its powers to reach into history. In some 
  ways, the Department’s activities are the seeds of a 
  fully time-active society. Could they grow over the 
  years to become a replacement for the Time Lords? 
  The Doctor will no doubt have strong views on any 
  progression in that direction, as will all those who 
  understood the destructive conflagration that was 
  the Last Great Time War.
  Playing the crew of the Teselecta (or a similar Justice 
  Department Vehicle) would be an interesting subject 
  for a game. Adventures would feature travelling 
  through time to investigate mysteries and punish 
  criminals, while characters work together in a 
  Naval-style command structure. The players should 
  take on members of the bridge crew, although they 
  might also have secondary characters scattered 
  among the other areas of staff. They might even 
  play a whole group of Justice Department Vehicles, 
  each with a single tiny pilot operating a full-size 
  robot version of them… The Gamemaster can use 
  the overall structure of the Justice Department to 
  co-ordinate and plan their missions.
  If a player or a group want the Teselecta but do 
  not want to play Justice Department members, 
  this raises some concerns. The Teselecta is best 
  treated as a special option like a TARDIS, and not as 
  an ordinary vehicle or gadget. The Gamemaster will 
  have to consider what it might add to the game, and 
  what it might take away. If the player group end up 
  going through every dangerous situation secure in 
  the armoured bridge of their Teselecta, excitement 
  might disappear from the game. 
  The Teselecta also has phenomenal powers of 
  infiltration and attack, and an extensive knowledge 
  database, which will resolve other problems with 
  relative ease. Ultimately, any game with a Teselecta 
  in it will eventually come to revolve entirely around 
  the Teselecta. 
  CAPTAIN CARTER
  AWARENESS
  4
  PRESENCE
  5
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  3
  Captain Carter is commander of the Teselecta. 
  He is brave and idealistic, but these noble 
  characteristics are shot through with the sadism 
  needed to seek out people and inflict searing pain 
  upon them. 
  SKILLS
  Athletics 3, Convince 4, Fighting 4, Knowledge 4, 
  Marksman 3, Science 4, Technology 4, Transport 6.
  TRAITS
  Brave
  By the Book
  Code of Conduct: Captain Carter is bound to 
  operate within the strict parameters of the 
  Justice Department.
  Obligation (Major) – Justice Department.
  Time Traveller (Major): Captain Carter is 
  trained to operate at all technology levels.
  Voice of Authority
  Vortex
  TECH LEVEL: 10 
   STORY POINTS: 10
  THE ELEVENTH DOCTOR’S ENEMIES
  
  53
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  For this reason, the Teselecta and its sister ships 
  are probably best used as short-term features. The 
  unreliability and complexity of the technology, and 
  the dogged bureaucracy of the Justice Department, 
  are both good rationales for their departure from 
  the game. Perhaps they are a last-ditch option, 
  and more often used in the same manner as the 
  TARDIS – to deliver regular-sized agents to a scene 
  to investigate, then called in as back-up at the end.
  ADVENTURE IDEAS
  •	
  A Justice Department Captain is given incorrect 
  data on a mission, and orders the punishment 
  of a historical criminal before he commits his 
  crimes. Worse, the criminal has a weak heart 
  and dies during the conflagration. The lowly 
  research officer responsible for the data mix-
  up is thrown in the brig, while the rest of the 
  crew assume the dead criminal’s position in 
  history, frantically trying to undo the damage 
  before an entire thread of history comes 
  unravelled. Can they bring themselves to carry 
  out the atrocities in the historical record? If 
  they fail, can they stop history breaking? And 
  will the characters be able to find a better way?
  •	
  A Justice Department Vehicle is hijacked 
  by history vandals, who set about inserting 
  themselves into the most memorable visual 
  moments of history and ruining the photographs. 
  They aren’t changing history in a significant 
  way, so is this just harmless fun? The Justice 
  Department is not inclined to look at it so 
  charitably. Some voices whisper there are 
  deeper motivations and a strange conspiracy 
  is afoot. All these threads come together in the 
  halls of the Vatican, as Michelangelo prepares 
  to make a very unusual addition to the Sistine 
  Chapel ceiling…
  •	
  It’s time to step into the courtroom for 
  proceedings against the bridge crew of the 
  Teselecta. They are accused of mutiny against 
  their commanding officer. Were they right to 
  seize command from him? Was the Captain 
  mad, bad, or simply misunderstood? Let’s 
  bring to the stand the accused ringleader of 
  this insurrection, the ship’s First Officer, known 
  only as “the Doctor”…
  THE TESELECTA
  The Teselecta is a shapeshifting vehicle used by the 
  Justice Department to pursue the aim of punishing 
  history’s greatest criminals. Disguised as a person, 
  it can track its targets without drawing attention. 
  When it finds them, its onboard weapons deliver 
  painful (but non-fatal) punishment.
  Inside, the Teselecta is cramped and confusing. 
  Corridors criss-cross like gantries, the ceilings 
  are low, rooms are lit by dim red lights, and there 
  is little signage. Hundreds of crewmembers are 
  required to run and maintain the Teselecta. Thanks 
  to a compression field that reduces them all to 
  miniature size, all 421 work right on board. 
  TESELECTA 
  (JUSTICE DEPARTMENT VEHICLE)
  AWARENESS
  5
  PRESENCE
  -
  COORDINATION
  2
  RESOLVE
  -
  INGENUITY
  -
  STRENGTH
  4
  SKILLS
  Athletics 2, Fighting 2, Marksman 4, Transport 3.
  TRAITS
  Armour (5)
  Distinctive: The Teselecta has a stiff and stilted 
  manner to it.
  Forcefield
  Natural Weapon: Miniaturisation Ray (see 
  overleaf).
  Natural Weapon: Pain Blast (3/6/9).
  Robot
  Scan
  Shapeshift (Major): Can even transform into a 
  vehicle.
  Transmit
  Time Traveller (All)
  TECH LEVEL: 10 
   STORY POINTS: 0
  
  54
  THE ELEVENTH DOCTOR SOURCEBOOK
  The Captain and four officers work from the 
  compact bridge, where the Captain can talk through 
  the Teselecta disguise.
  The Teselecta can use a sophisticated disguise 
  process 
  (“tessellation”), 
  easily 
  changing 
  its 
  appearance to look like anyone, including faithful 
  reproductions of other people. Some database 
  entries contained enough appearance data to allow 
  the Teselecta to mimic them. To mimic other people, 
  the Teselecta needs to scan them first. Then, the 
  various departments aboardship (art, costume and 
  so on) create a complex and convincing illusion. 
  The technology can also create detachable props, 
  functional machinery (such as a motorcycle), and 
  generate light displays (such as fireworks, muzzle 
  flash, regeneration energy).
  The Teselecta is usually accompanied by a carrier 
  ship that stays out of sight in orbit. Should it become 
  necessary, crew (some or all) can be teleported up 
  to the ship and out of harm’s way, although a team 
  will later be sent to retrieve the Teselecta. The 
  Teselecta has many other features:
  •	
  Mission Database: An extensive database 
  of people throughout history, particularly 
  historical criminals in need of punishment. 
  •	
  Miniaturisation Ray: The right eyeball is mounted 
  with a weapon that shrinks a nearby target and 
  sucks them inside itself. One moment the target 
  is standing close by, the next they are disoriented 
  and woozy, waking up inside the eyeball.
  •	
  Justice Mode: The mouth is equipped to blast 
  various kinds of pain at a target, including 
  horrific non-consuming flames and merciless 
  electrical arcs.
  •	
  Target Isolation: To ensure targets are pinned 
  down for easier punishment, they are frozen in 
  place by cylindrical force fields and isolated by 
  soundscreens that prevent their screams and 
  cries being heard.
  •	
  Standby Mode: If abandoned by its crew, the 
  ship loses the ability to behave in a convincing 
  manner. Unless given standing orders it will 
  stand and wait for instructions.
  •	
  Surveillance Mode: The ship collapses and lies 
  still, then scans everything happening nearby.
  •	
  Time Scanning: Sensors extend not just through 
  the local environment but into the Time Vortex 
  as well, picking up incoming disturbances from 
  other time-active machines.
  •	
  Memory Management: To preserve crucial 
  secrets, a target’s memories can be wiped and 
  reconstructed.
  MINIATURISATION RAY (MAJOR GADGET)
  This device shrinks a target down to a tiny 
  size using a compression field, then sucks 
  them into an appropriate holding area. The 
  Teselecta has a miniaturisation ray mounted 
  on its eyeball, and it sucks targets into the 
  gantry within the eye.
  Traits: Miniaturise, Teleport, Restriction 
  (close range only).
  Story Points: 2 
  THE ELEVENTH DOCTOR’S ENEMIES
  TESELECTA ANTIBODIES
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  1
  INGENUITY
  1
  STRENGTH
  2
  The interior of the Teselecta is guarded by 
  many tiny guard robots called Antibodies. There 
  are sockets all over the ship where they rest 
  while not on alert, and they can appear swiftly 
  whenever 
  needed. 
  These 
  jellyfish-shaped 
  robots are extremely dangerous to anyone small 
  enough to fit inside the Teselecta! The Antibodies 
  are programmed to challenge anyone whose 
  privileges do not permit them to be at large in a 
  given area. Anyone who is without privileges is 
  given a short period of time to rectify the situation, 
  or they are given a swift death. Privileges are 
  given by a wristband worn by all those on board, 
  which shines green when the person is approved 
  to be in the area, and red when they are not.
  SKILLS
  Fighting 3.
  TRAITS
  Armour (Minor)
  By the Book: Always obeys privileges.
  Flight (Minor)
  Natural Weapon: Tentacle Shock (4/L/L).
  Robot
  Scan
  Slow (Minor): Speed is 1.
  Tiny (Major)
  TECH LEVEL: 10 
   STORY POINTS: 0
  
  CHAPTER FOUR
  THE ELEVENTH DOCTOR’S ADVENTURES
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  ‘An alien convict is hiding in your spare room, 
  disguised as a man and a dog, and some other aliens 
  are about to incinerate your house. Any questions?’
  B  SYNOPSIS
  Leadworth, England, 1996, 2008 and 2010
  A big gloomy house, in the middle of the night. 
  Something had kept young Amelia Pond awake – a 
  crack in her bedroom wall, curved into a crooked 
  smile – and she was praying for Santa to fix it, or to 
  send a policeman, or...
  Something fell into her back garden with a mighty 
  crash, interrupting her train of thought. She went out 
  to investigate, and found a blue box had landed on its 
  back, crushing her shed to smithereens. The doors 
  swung open, a grappling hook caught the ground, and 
  a raggedy man climbed out. “Can I have an apple?”
  He clambered to the ground, and sighed, emitting 
  a puff of golden energy. Amelia interrogated him, 
  amused by the Doctor but not at all freaked out. She 
  asked if he’d come about the crack in her wall, then 
  invited him in. She offered him an apple, which he 
  accepted, but immediately spat out again, hating it. 
  He explained that his mouth had changed, and he 
  didn’t know what he liked any more. Reasoning that 
  she was Scottish, the Doctor challenged Amelia to 
  fry something, and they tried several different foods 
  before he eventually opted for a bowl of fish fingers 
  and custard. The Doctor noted that Amelia Pond 
  (“Like a name in a fairy tale!”) was exceptionally brave 
  – unfazed by the crushed shed, the infinite box, and 
  the strange man who ate fish fingers with custard 
  – and concluded that the crack must, therefore, be 
  incredibly scary.
  The Doctor inspected the crack, and realised that it 
  wasn’t embedded into the wall, but was a fissure in 
  the skin of the universe itself. The quickest way to 
  shut it would be to open it further to the point that it 
  snapped back, so he forced the crack open with his 
  Sonic Screwdriver. Through it, they saw a darkened 
  prison cell, then a huge eyeball, repeating the phrase: 
  “Prisoner Zero has escaped.” As the crack snapped 
  shut, he considered that Prisoner Zero might have 
  escaped through the crack – but then, the cloister 
  bell rang. The TARDIS’ engines were phasing, it was 
  going to burst. He dashed outside into the exploding 
  TARDIS, but promised he’d be back. The engines 
  just needed recalibrating, a short hop, five minutes 
  into the future should do it. The box dematerialised, 
  Amelia ran inside, packed her bags, and waited.
  Twelve years later… 
  In broad daylight, the TARDIS reappeared at the 
  bottom of Amelia’s garden. The Doctor ran into the 
  THE ELEVENTH HOUR
  THE ELEVENTH HOUR
  
  57
  THE ELEVENTH DOCTOR SOURCEBOOK
  house, calling for Amelia, shouting that he’d worked 
  out where Prisoner Zero was hiding – when someone 
  hit him with a cricket bat, knocking him out cold.
  Meanwhile, at the Royal Leadworth Hospital, 
  nurse Rory Williams was reporting a concern to a 
  disinterested Dr Ramsden. He claimed that all the 
  coma patients had started speaking, and they were 
  asking after her – and right on cue, they all started 
  chanting the word “Doctor.” Dr Ramsden was a little 
  surprised, but dismissed it when Rory mentioned 
  he’d also seen the coma patients walking through the 
  village. Dr Ramsden decided he needed some rest, 
  and dismissed him from duty, effective immediately.
  The Doctor woke up on the landing, handcuffed 
  to a radiator. A policewoman with an English 
  accent called for backup, and interrogated him. He 
  challenged her to count the rooms on this floor: “one, 
  two, three, four, five.” “Six,” he added, and told her to 
  look where she never wants to look. There it was, an 
  extra room. She walked in, and found the Doctor’s 
  Sonic Screwdriver, resting on a table and covered 
  in goo. She retrieved the screwdriver, then realised 
  Prisoner Zero was in there with her. She caught a 
  glimpse of him, then fled, slamming the door behind. 
  Prisoner Zero transformed behind the door, and 
  emerged as a growling man walking a calm dog. 
  As the Doctor bluffed threats, a voice from outside 
  barked a genuine one: “Prisoner Zero will vacate 
  the human residence or the human residence will 
  be incinerated.” The Doctor sonicked his handcuffs 
  open, and they ran outside.
  As they entered into the village, the Doctor deduced 
  from the apparent age of Amy’s replacement shed 
  that he’d been away longer than six months. He 
  asked the policewoman why she’d said six months, 
  and she retorted – now in a Scottish accent – “Why 
  did you say five minutes?!” In the village, the Doctor 
  and the 19-year old Amy Pond (“What was wrong 
  with Amelia?” “Bit fairy tale!”) found the voice was 
  broadcasting everywhere: through MP3 players, 
  phones, and even the speakers of an ice cream 
  van. They went into a neighbour’s house, where an 
  eyeball was on every channel, accompanied by the 
  same message, in every language. Worldwide. The 
  Doctor looked outside, sizing up the dimensions 
  of the atmosphere, and estimated it’d take about 
  20 minutes for the Atraxi to incinerate the human 
  residence: not Amy’s house, as he’d first thought, 
  but her entire planet! To Amy’s embarrassment, her 
  neighbours Jeff and Mrs Angelo both recognised the 
  Doctor as Amy’s “Raggedy Doctor,” a character she’d 
  been telling stories about since she was seven.
  With renewed vigour, the Doctor and Amy ran onto 
  Leadworth Common. The sunlight went funny – a 
  forcefield, containing the atmosphere – and everyone 
  videoed it, except one man. Rory Williams, the Doctor 
  noticed, was taking a photo of a normal man with a 
  normal dog. The Doctor seized his phone, and when 
  asked to explain the photos, Rory confirmed the 
  Doctor’s suspicion: the man with a dog was really lying 
  comatose in a ward at the hospital. An Atraxi floated 
  over Leadworth, scanning the village for Prisoner 
  Zero’s extra-terrestrial technology, so the Doctor 
  caused a fuss with his Sonic Screwdriver, blowing 
  up the streetlights and activating a fire engine. The 
  faulty Screwdriver exploded before the Atraxi could 
  lock on, though, and Prisoner Zero escaped down 
  a drain. The Doctor sent Amy and Rory away to the 
  hospital, but stayed behind to find a laptop.
  He crashed into Jeff’s room, and hacked into a 
  conference call – all the world’s experts on alien 
  technology were gathered to discuss the strange 
  happenings in the Earth’s atmosphere. The Doctor 
  proved to them that he was a genius, composed a 
  virus on Rory’s phone, and sent it to the scientists. 
  He then gave the laptop back to Jeff, and asked 
  him to win them over. Plan in motion, the Doctor 
  commandeered a fire engine, and made his way to 
  the hospital.
  
  58
  THE ELEVENTH DOCTOR SOURCEBOOK
  Amy and Rory were already there, and had gained 
  access to a sealed area using Amy’s police uniform. 
  The hospital had been trashed, and a concerned 
  woman emerged from a corridor, holding hands with 
  her two daughters. She explained that Dr Ramsden 
  had been murdered, along with all the staff – but as 
  she spoke, she accidentally switched mouths. Amy 
  and Rory realised Prisoner Zero was disguised as 
  all three bodies, and ran to the coma ward. 
  The Doctor texted Amy’s phone, “DUCK!” and 
  smashed the fire engine’s ladder through the 
  window. As he climbed in, Prisoner Zero broke 
  through the ward door. The Doctor stalled for time, 
  keeping an eye on the clock. A minute passed, then 
  the clock displayed 0:00. He revealed his plan: with 
  the scientists’ co-operation, his virus hadn’t just 
  infected that clock, but every clock and every screen, 
  worldwide. The whole planet was broadcasting the 
  number “Zero.” 
  As planned, the Atraxi traced the virus to its original 
  source – Rory’s phone – and the ward illuminated 
  with an Atraxi beam. The phone contained photos 
  of all Prisoner Zero’s identities for the Atraxi’s 
  perusal, but Amy suddenly fell unconscious and 
  Prisoner Zero transformed into a new form, from 
  Amy’s dream, one that Rory hadn’t snapped: young 
  Amelia Pond with her Raggedy Doctor. The Doctor 
  told the sleeping Amy to stop dreaming about the 
  Doctor and to picture the creature she saw in her 
  spare room. As she dreamt, Prisoner Zero returned 
  to its own form, and the Atraxi beamed it up. 
  They left the planet, but the Doctor locked onto their 
  signal and phoned the Atraxi back, demanding they 
  return to the hospital. After changing his clothes, he 
  went out to the rooftop, and confronted the Atraxi, 
  eye to eye. He scolded them for attempting to burn 
  the Earth, then challenged them to scan their data-
  banks: is the Earth defended? They saw records of 
  umpteen different invading forces, then ten faces 
  of the Doctor. Fully dressed, the Doctor stepped 
  forward, and introduced himself. “Basically, run.”
  The Atraxi flew away, and so did the Doctor – dashing 
  across Leadworth, because his TARDIS key was 
  glowing: his old time machine was repaired, renewed 
  and ready for action.
  Two years later… 
  Ancient engines groaned in Amy’s back garden, 
  waking her up. The Doctor had returned. She 
  ventured out once more, in her nightie. Again, the 
  TARDIS engines had slipped, and he’d arrived much 
  later than intended – but, no more. The Doctor invited 
  her aboard. Goodbye Leadworth, hello universe.
  CONTINUITY
  •	
  The Eleventh Doctor has only just regenerated, 
  and still has some of the Tenth Doctor’s 
  mannerisms in his mouth. Notably, he tells 
  Amelia that she’s “had some cowboys in here,” 
  as he told Reinette in The Girl in the Fireplace 
  (see The Tenth Doctor Sourcebook), and he’s 
  also retained the wibbly-wobbly, timey-wimey 
  phrase his last incarnation coined (see Blink in 
  The Tenth Doctor Sourcebook). 
  •	
  During their confrontation, Prisoner Zero 
  reveals that he didn’t open the crack himself, 
  and is openly amused that the Doctor doesn’t 
  know anything about it. He also threatens that 
  the Pandorica will open, and silence will fall – 
  but it’s probably just bluster…
  •	
  The Doctor invokes the Shadow Proclamation 
  as he confronts the Atraxi. He’s been citing 
  these intergalactic laws since he first met Rose 
  Tyler (see The Ninth Doctor Sourcebook), and 
  the Tenth Doctor finally visited the agency’s 
  headquarters in The Stolen Earth (see The 
  Tenth Doctor Sourcebook). 
  B  RUNNING THE ADVENTURE
  Well, this is it. The start of a new era. And what better 
  way to do so than with a bang?
  In many ways, The Eleventh Hour is the perfect 
  introduction to a brand-new campaign, for it does 
  away with everything that has gone before it. More 
  than any other era – with perhaps the possible 
  exception of Rose (see The Ninth Doctor Sourcebook) 
  – this adventure starts things anew, with virtually 
  no connections to the prior incarnation’s era. A new 
  Doctor, a new TARDIS, a new companion, a new 
  setting. It makes for an opportunity to start afresh, 
  to shuffle things about and give everyone a chance to 
  play a brand-new character.
  But as well as the start of a new campaign, The 
  Eleventh Hour is also a cracking adventure in its 
  own right. It starts with a mystery: the crack in 
  young Amelia’s wall. It then quickly escalates into a 
  problem: something has escaped through the crack 
  and into Amy’s house, Prisoner Zero. Worse still, its 
  prison guards – the Atraxi – want it back but can’t 
  find it, so are prepared to destroy its hiding place to 
  get it back in its cell. 
  THE ELEVENTH HOUR
  
  59
  THE ELEVENTH DOCTOR SOURCEBOOK
  Right from the off, that’s a fair amount for the 
  players to deal with. But there are twists along 
  the way: Prisoner Zero is hiding in a number of 
  different places, starting with Amy’s house and 
  moving to the coma ward of the hospital. It makes 
  for a great, rapidly evolving adventure; no sooner 
  has the Doctor uncovered one mystery, another 
  one presents itself. He discovers the crack. 
  Something has come through. Someone is chasing 
  it. The prisoner is hiding. The wardens will destroy 
  the Earth. Boom, boom, boom. Each one another 
  layer to the mystery, each one a more pressing 
  threat than the last.
  The prologue to the adventure also makes for a 
  fantastic way to introduce a new companion. Not 
  only is Amy – like so many other companions – 
  caught up in one of the Doctor’s adventures, in this 
  case living in the house with the crack in it (and 
  Prisoner Zero), but the Doctor has been part of all 
  her life. And it’s a motif that crops up again and 
  again with the Eleventh Doctor (see also Melody 
  Pond and Lorna Bucket, and the reverse is true for 
  Clara Oswald). You can try this yourself; have one of 
  your characters first meet the Doctor earlier in their 
  lives, then join up with him again to have adventures 
  when they’re grown up.
  PRISONER ZERO
  Flight (Minor): Prisoner Zero can hover in the air.
  Natural Weapons – Fangs (4/8/12)
  Psychic
  Shapeshift (Special): Prisoner Zero can adopt 
  the shape of any person it has established a 
  psychic link with. In Leadworth, this included the 
  patients on the coma ward and Amy Pond. It is 
  also able to adopt multiple shapes at the same 
  time (although they must remain connected) to 
  confuse pursuers, such as a man with a dog or a 
  woman with her two children. It can also use its 
  psychic connection to adopt the form of anything 
  its target is dreaming or thinking of – the Doctor 
  eventually turns this power against it by forcing 
  Amy to think of Prisoner Zero itself.
  Telepathic: Prisoner Zero can establish a psychic 
  connection with those nearby.
  Quick Reflexes
  Wanted (Major): Prisoner Zero is hunted by the 
  Atraxi.
  TECH LEVEL: 7 
   STORY POINTS: 8
  AWARENESS
  4
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  5
  INGENUITY
  3
  STRENGTH
  6
  Undisguised, Prisoner Zero is a wicked, translucent 
  serpent, with terrible fangs and a slimy body. However, 
  when it taps into a victim’s subconscious, it can 
  disguise itself as whatever they might be dreaming 
  about, so long as they remain asleep. For this reason, 
  it takes most of its images from the patients of the 
  coma ward at Royal Leadworth Hospital: a half-living 
  theatre of dreams on-demand. While its abilities are 
  impressive, they are also limited. Although it can apply 
  perception filters, as it does to the room it’s seized 
  in Amy’s house, Prisoner Zero requires sustained 
  exposure to a mind before he can access or influence 
  it in any way. It can take the body of multiple lifeforms 
  at once, so if a man dreams about a dog, Prisoner Zero 
  can have a dog, but it cannot pilot them independently 
  and often gets the voices mixed up.
  SKILLS
  Convince 3, Fighting 4, Knowledge 3, Subterfuge 5, 
  Survival 4.
  TRAITS
  Alien
  Alien Appearance: In its natural form, it looks like a 
  giant, ethereal snake.
  Face in the Crowd: Prisoner has a perception filter 
  that lets it blend in.
  Fear Factor (2): Prisoner Zero is locked up with 
  good reason. It gains a +4 bonus when trying to 
  actively scare or intimidate someone.
  
  60
  THE ELEVENTH DOCTOR SOURCEBOOK
  FURTHER ADVENTURES
  •	
  We understand very little about the Atraxi. 
  With their crystalline rings, extensive data 
  banks and capacity to survive in a vacuum, 
  they’re either an utter marvel of evolution, or 
  they’re potentially cybernetic. If the latter, who 
  invented the Atraxi? Are they being controlled 
  remotely, are they being piloted from within? 
  Maybe they achieved sentience, took over 
  their inventors’ planet and became a species 
  in their own right. Enough speculating: the 
  TARDIS has taken you to Trax Aeterna, at the 
  heart of Atraxi space. Open those doors, it’s 
  time to find out. 
  •	
  A corridor, deep within the bowels of a 
  prison ship. Walls lined with monitors, Atraxi 
  eyeballs on each one, maximum security. The 
  Doctor marches past, to the deepest darkest 
  cell. There, sat in the darkest corner, is the 
  Raggedy Doctor. Holding hands with Amelia, 
  sentenced to rot in the last body it copied – 
  and the template’s fading. The Doctor sonics 
  the monitors. They go blank, and an alarm 
  sounds, but how do you escape from an Atraxi 
  ship when the cracks are sealed? Why wasn’t 
  Prisoner Zero executed, and what does it have 
  that the Doctor so desperately needs? 
  ATRAXI
  Environmental (Space): The Atraxi can fly about 
  in space.
  Flight (Major)
  Obsession (Major) – Detain prisoners: The 
  Atraxi are prepared to burn a whole planet just 
  to recapture one escaped prisoner.
  Size – Huge
  Voice of Authority: The Atraxi were able to 
  broadcast their threats on every speaker and 
  screen on the planet.
  EQUIPMENT: Om-Com (Major Gadget – Transmit, 
  Scan, Restriction – cannot detect multi-forms), 
  Warp-Ship (Special Gadget, Forcefield – whole 
  world, Delete – planet, Restriction – cannot 
  undelete).
  TECH LEVEL: 7 
   STORY POINTS: 3-5
  AWARENESS
  5
  PRESENCE
  5
  COORDINATION
  3
  RESOLVE
  6
  INGENUITY
  2
  STRENGTH
  6
  An interplanetary police force, the Atraxi are 
  enormous levitating eyeballs, each one suspended 
  in a crystalline ring. They’re capable of unassisted 
  space flight, and generally don’t put themselves in 
  any direct danger – in this adventure, they hover 
  well above the planet, interacting by manipulating 
  Earth’s screens and speaker grilles. Their pupils 
  can project shafts of light, which they can use to 
  scan the ground or to display holographic images 
  from their data-banks. They have access to a 
  diverse litany of information, ranging from the 
  complete history of planet Earth to all the Doctor’s 
  known identities. Although their justice system 
  is strict, the Atraxi are entirely self-interested. 
  They have no misgivings about burning a planet 
  to eliminate a single fugitive, and view Earth’s 
  turbulent history, despite all its in-fighting and 
  exploitation, as essentially benign – humanity has 
  not wronged the Atraxi personally, and is therefore 
  not guilty of any crime by their laws.
  SKILLS
  Convince 4, Fighting 2, Marksman 2, Science 1, 
  Survival 1, Technology 2, Transport 2. 
  TRAITS
  Alien
  Alien Appearance: They’re certainly amongst the 
  strangest of aliens the Doctor has encountered.
  THE ELEVENTH HOUR
  
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  ‘’Here, then, is the truth about Starship UK, and the 
  price that has been paid for the safety of the British 
  people. May God have mercy on our souls.’’
  B  SYNOPSIS
  Starship UK, 3295
  Timmy reluctantly joined his friend Mandy at the 
  back of the queue for his exam results. When his turn 
  finally came, the Smiler told him he’d scored zero. 
  In the next corridor, his friends were crammed into 
  an elevator. A Winder turned him away – pupils who 
  failed their tests weren’t allowed to ride the Vators – 
  but home was so far away...
  “London, please”, he asked of the Smiler in the next 
  Vator along, and its head rotated to display icy disdain. 
  The lift accelerated, hurtled way past London, right 
  through to floor 0. The floor slid out from below 
  Timmy, and the Smiler turned again, baring the face 
  in the back of its head: twisted red with fury. Timmy 
  fell.
  Amy wandered out into the markets of Starship UK, 
  and the Doctor challenged her to “Notice everything!” 
  He took a stranger’s glass of water and set it on the 
  floor – inadvertently pricking the attention of the 
  Winders – then directed Amy’s attention to a girl sat 
  on a bench, crying silently. He sent Amy to talk to the 
  girl, and went off to lead his own investigation.
  Amy followed the girl, Mandy, to a danker, murkier 
  deck. Mandy’s route home was blocked by a 
  maintenance tent, but Amy was undeterred. She 
  picked the padlock and sneaked in, to the chagrin 
  of the nearby Smiler. Inside the tent, a tentacle had 
  burst through the floor and was thrashing about. She 
  scrabbled back to find herself surrounded by four 
  Winders, whose rings produced a gas that knocked 
  Amy out.
  In the bowels of the ship, the Doctor checked the 
  power links – all disconnected. A masked woman in 
  a red cloak appeared, and confirmed his suspicions: 
  the starship was flying without an engine.
  Amy awoke in a voting cubicle, with a Smiler and a 
  video screen. The broadcast promised to tell Amy the 
  truth about Starship UK, and explained her options. 
  She could press the ‘Protest’ button, and if just 1% 
  of the electorate did likewise the programme would 
  be aborted. Alternatively, if she chose ‘Forget’, the 
  truth would be erased from her memory and she 
  would be free to live in blissful ignorance – and the 
  next thing Amy knew, she had thumped the ‘Forget’ 
  button. The Doctor arrived to find her watching a 
  message she’d recorded before she wiped her 
  memory, and admitted he couldn’t watch the 
  video. Nonetheless, he hit ‘Protest’ and the 
  floor split open beneath them. He and Amy 
  fell down, through a feeding tube, onto a giant 
  alien tongue.
  The Doctor triggered the creature’s gag 
  reflex, and it ejected them into an overspill 
  pipe. The only exit was connected to a 
  ‘Forget’ button, with two Smilers watching. 
  As the Doctor refused to forget, the Smilers 
  frowned, then snarled, then rose from their 
  booths. The masked lady burst in through 
  a secret hatch, with Mandy in tow, and shot 
  the Smilers to the ground. As they marched 
  through the ship, she introduced herself as 
  Liz 10: Queen Elizabeth the Tenth. They fled 
  to the Queen’s quarters, where the Doctor 
  noted that the mask was centuries old, 
  and yet precisely sculpted to fit Liz’s face. 
  As his mind raced, a group of Winders 
  arrived, and escorted the group to the 
  Tower of London.
  A device was firing bolts of lightning 
  into a creature’s exposed brain – a Star 
  Whale – and they used jolts of pain as 
  an accelerator pedal. Liz 10 ordered 
  the creature’s release, but there was 
  a seat already waiting for her, with 
  a video screen, and two buttons: 
  ‘Forget’ and ‘Abdicate.’ Every ten 
  years, she’d investigated, and every 
  ten years she’d sat down and made 
  exactly the same choice. The UK 
  depended on the Star Whale, and its 
  release would sentence her country 
  to death.
  Amy was horrified that she’d 
  voted for this, and the Doctor 
  was horrified she’d voted for it, 
  too. He set about actioning the 
  most humane solution he could: 
  he’d pass a massive current 
  through the Star Whale’s brain. 
  Not enough to kill it, but just 
  enough to mute the agony, and 
  THE BEAST BELOW
  
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  put it into a waking coma. As he flipped switches, 
  another tentacle burst out of a grate – and tapped 
  Mandy on the shoulder! There were a lot of children, 
  here, Timmy included. The Star Whale wouldn’t eat 
  them, and when she saw Mandy stroke the Whale’s 
  tentacle, Amy understood why. She ordered the 
  Doctor to stop what he was doing, then seized Liz 
  10’s hand and smashed the ‘Abdicate’ button. The 
  ship rattled... then accelerated! Amy had sussed 
  it out: the creature that had appeared at the UK’s 
  darkest hour and loved children that much must, 
  surely, have volunteered. As deduced, Starship UK 
  swam on.
  CONTINUITY
  •	
  The Doctor tells Amy that he’s an alien, a Time 
  Lord, and the last of his species. This is the first 
  Amy’s heard of it, but we’ve known the Time 
  Lords all died in the Time War since we met 
  the Ninth Doctor (see Rose in The Ninth Doctor 
  Sourcebook). 
  •	
  The Doctor also reasserts that Time Lords don’t 
  look like humans; humans look like Time Lords 
  – his species came first. His tenth incarnation 
  told Lady Christina de Souza the same thing 
  in (see Planet of the Dead in The Tenth Doctor 
  Sourcebook). 
  •	
  Amy still hasn’t told the Doctor about her 
  wedding, tomorrow. Maybe she’s getting cold 
  feet...
  B  RUNNING THE ADVENTURE
  This adventure is a classic bait and switch. What at 
  first looks to be the threat instead turns out to be an 
  ally; in this case, the titular ‘Beast Below’. 
  The set-up is simple. The characters arrive at a 
  fantastical place and investigate strange goings 
  on: in this case missing children, an electorate 
  voting to forget and the fact the starship was flying 
  without an engine. Something suspicious is going 
  on below decks; perhaps a monster lurks there? As 
  the characters investigate further, they discover that 
  there is indeed a monster buried deep below, but far 
  from being a threat it is instead the victim. 
  The heart of this adventure is the moral question as 
  to what they do when confronted with the terrible 
  truth: that the UK only survives by the torture and 
  enslavement of another creature; but if it is freed 
  the UK is destroyed. On the face of it, the characters 
  cannot save both; they must decide which to help, 
  and live with the consequences. Of course, the 
  Doctor (or rather, Amy) does manage to save both the 
  Star Whale and Starship UK, but they do so by taking 
  a massive gamble. In your adventure that might not 
  even be an option; the characters have to pick one 
  and only one to save.
  In truth there is no real bad guy in this adventure; the 
  antagonists are all working for what they believe to be 
  the greater good. The theme here is sacrificing the few 
  in the name of the many. This murky moral grey area 
  can be fascinating to explore in your own adventures, 
  especially if all the arguments seem so reasonable. 
  You can even set them up so that different factions 
  appeal to different characters, leading to inter-party 
  disagreements as players take different sides and 
  moral stances. You will need to bring things to a head, 
  of course, by introducing some sort of time factor or 
  deadline – unless you want to call for a vote, that is…
  STARSHIP UK
  When the sun erupted with blazing flares, the 
  peoples of Earth set sail for the stars, but the 
  United Kingdom was among the last to leave. 
  Starship UK’s a clockwork mess of skyscrapers 
  and elevators, as wide as it is tall and held together 
  by bunting and bubble gum. 
  All of the UK is enclosed within the starship – except 
  Scotland, who insisted on building their own craft – 
  and it’s built to support life for as long as it remains 
  necessary. Its public services are staffed by low-
  tech surveillance drones called Smilers, including 
  the Vators: a series of London-Underground-like 
  lifts that grant residents transport between floors, 
  but as a privilege, not an entitlement; anyone who 
  tries to ride the Vators without entitlement will 
  be fed to the beast below. Although rumours of a 
  creature living under the ship’s decks persist into 
  Starship UK’s culture – and particularly its poetry 
  – the government work hard to ensure nobody 
  retains knowledge of the captive Star Whale the 
  ship has instead of an engine.
  THE BEAST BELOW
  
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  FURTHER ADVENTURES
  •	
  If Starship UK’s Star Whale is indeed the last 
  of its kind, something terrible must have 
  happened to its brothers and sisters. The 
  event is likely to have been time locked, or at 
  the very least it must be a fixed point, but the 
  Star Whale in this adventure has been through 
  a lot, and Liz 10 would like to say both “Sorry” 
  and “Thank you” on behalf of the nation it 
  saved. It might not be possible to rescue a 
  second Star Whale, but Liz 10 knows a man 
  who would want to find a way. 
  •	
  When the Great British public find out what they 
  voted for, they will be appalled. Revolutionaries 
  will emerge to challenge the status quo, and 
  trigger a tide of change that drives the Smilers 
  out – but maybe the Smilers aren’t programmed 
  to “come quietly.” How do you fight a foe that’s all 
  around you? Who will lead the charge against the 
  enemy inside? And when the Winders suddenly 
  find they’re too close to the Smilers for their own 
  good, whose side will they take? Cos those faces 
  on the backs of their heads are beginning to look 
  an awful lot like targets...
  LIZ 10
  Distinctive: Without her mask, Liz 10 would be 
  instantly recognised as the Queen.
  Immortal (Major): Liz 10’s body clock has been 
  slowed down – to keep her looking like the stamps 
  – and she has reigned for well over two centuries.
  Indomitable: She is determined to find out the 
  truth.
  Insatiable Curiosity: There’s something rotten at 
  the core of her kingdom, and she’s going to find 
  out what it is.
  Keen Senses: Like the Doctor, Liz 10 has spotted 
  what most people miss.
  Obligation (Major): Her entire life is devoted to her 
  subjects.
  Quick Reflexes: The Queen moves with cat-like 
  speed.
  Sense of Direction: She knows her kingdom like 
  the back of her hand.
  Voice of Authority: Basically, she rules.
  TECH LEVEL: 6 
   STORY POINTS: 6
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  5
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  Times have changed, and so has the British 
  monarchy. Although they retain a lot of the pomp 
  and majesty – all privilege and red cloaks – Liz 
  10 has more in common with her subjects than 
  the first millennium of her predecessors did. She 
  speaks in a broad Cockney accent, and eyes her 
  own government with a healthy scepticism. She’s 
  worked out that the starship shouldn’t fly, and 
  sneaks through her kingdom by night, trying to 
  solve its puzzling truth. What she doesn’t know is 
  that she’s done this before. 
  Every ten years or so, she learns what her 
  government is hiding, and voluntarily blanks her 
  memory in the name of national security. Liz 10 
  is sincerely devoted to her country’s citizens, and 
  remains popular among her society.
  SKILLS
  Athletics 4, Convince 3, Fighting 4, Marksman 5, 
  Subterfuge 5, Technology 3.
  TRAITS
  Amnesia (Minor): Every ten years, the Queen 
  discovers the truth about Starship UK. And every ten 
  years, she chooses to forget.
  Brave: Liz 10 ploughs on into the underworld beneath 
  her starship, heedless of any danger that might be 
  found there.
  Dark Secret: Starship UK only exists by the 
  enslavement and torture of the Star Whale.
  
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  WINDERS
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  4
  STRENGTH
  4
  Cloaked agents who carry large keys around 
  their necks, the Winders work with the Smilers 
  as the government’s eyes and fists. They aren’t 
  evil, and everything they do is by royal charter, 
  but they are sly, shady and very secretive. 
  SKILLS
  Athletics 2, Convince 3, Fighting 2, Knowledge 2, 
  Marksman 1, Medicine 1, Science 1, Technology 4.
  TRAITS
  Cyborg: Winders share some of the clockwork 
  machinery of the Smilers.
  Obligation (Major): The Winders are tasked with 
  maintaining Starship UK, as well as covertly 
  working to further Her Majesty’s interests – 
  whether she knows it or not.
  Voice of Authority: Winders act at the behest 
  of the government and the Queen, and their 
  commands carry great weight.
  EQUIPMENT: Key: The Winder’s Key is not just a 
  sign of office. It is a high-tech Gadget that gives 
  them access to every part of Starship UK and the 
  ability to operate much of its machinery, Smilers 
  in particular (Traits: Open/Close, Story Points: 1).
  TECH LEVEL: 6 
   STORY POINTS: 3-5
  SMILERS
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  4
  STRENGTH
  4
  The Smilers are shabby automatons, robots of 
  porcelain and clockwork. As long as all is well 
  and everyone’s obeying the law, a Smiler’s face 
  will remain fixed in a cheery grin, but as soon as 
  someone commits a misdemeanour, it will rotate 
  half-way, to reveal the face in the back of its head 
  – grimmer, stern, a warning sign. If you’re in big 
  trouble, its head will turn once again, to reveal its 
  third face: a vicious, red-eyed snarl.
  SKILLS
  Convince 3, Fighting 1, Knowledge 5, Survival 1, 
  Technology 1.
  TRAITS
  Cyborg: The Smiler is a clockwork automaton 
  containing a spark of human intelligence.
  Fast Healing (Special): Smilers are designed to 
  operate with the minimum of maintenance.
  Fear Factor (2): The Smilers’ rotating faces range 
  from the sinister to the downright terrifying; their 
  slow, inevitable rotation is enough to put most 
  people in their place.
  Keen Senses (Major): The Smilers always know 
  what’s going on throughout the ship.
  Unattractive: The paint and varnish of the 
  Smilers’ heads is starting to chip and peel.
  Voice of Authority: The Smilers’ have a friendly 
  but firm voice, and both teach the classes and 
  make public service announcements onboard 
  Starship UK.
  TECH LEVEL: 6 
   STORY POINTS: 3-5
  THE BEAST BELOW
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  ‘They are my oldest and deadliest enemy. You cannot 
  trust them.’
  B  SYNOPSIS
  London, England, 1941
  An air raid siren sounded in the War Rooms, beneath 
  London, as reports came in of a big wave of German 
  bombers approaching. Winston Churchill arrived 
  and announced that it was time to roll out the secret 
  weapon.
  A month later, the TARDIS materialised in an office. 
  The Doctor emerged to find himself held at gunpoint 
  by British soldiers. Churchill arrived to greet them 
  and attempted to take the TARDIS key, as he always 
  did. Churchill had rung the Doctor for help, but the 
  Doctor was late as he was still running the newly 
  regenerated TARDIS in. Another wave of German 
  planes was approaching, so Churchill took the 
  Doctor and Amy up onto the rooftop to show them 
  his secret weapon. There they met Professor Edwin 
  Bracewell, head of the Ironside Project. As the 
  planes approached, energy bolts zapped out from 
  behind an emplacement and destroyed them. The 
  Doctor recognised the sound, commented that it 
  was not human technology. At Churchill’s command 
  a Dalek, painted khaki and decorated with a Union 
  Flag, rolled out. The Doctor questioned the Dalek 
  as to its purpose, but it maintained that “I am your 
  soldier.” Bracewell explained further – it wasn’t a 
  Dalek, but an Ironside, a robot designed by Bracewell 
  to defeat the Germans. 
  Churchill and Bracewell wouldn’t listen to the 
  Doctor’s warnings. Churchill insisted that he would 
  take any advantage he could to win the war and save 
  London.
  The Doctor and Amy investigated Bracewell’s 
  laboratory, questioning him about where the ideas 
  came from. He answered that they just teemed from 
  his head; hypersonic flight, gravity bubbles, and so 
  on. As they investigated, a Dalek brought Bracewell 
  some tea. The Doctor knocked the tray from its 
  sucker and shouted at it. He began hitting it with a 
  wrench, trying to provoke it into revealing its true 
  nature. 
  It was only when the Doctor shouted, “I am the 
  Doctor. And you are the Daleks,” that the Dalek 
  acknowledged him, confirming that his testimony 
  was correct. It transmitted his testimony to a Dalek 
  saucer hiding behind the far side of the Moon. 
  The Doctor’s verbal testimony was accepted by 
  the Daleks there, allowing them to activate the 
  Progenitor Device. As Churchill ordered his soldiers 
  in, the Dalek exterminated them. Bracewell ordered 
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  it to stop as he had created them, but the Dalek blew 
  off his hand to reveal wiring, announcing that it was 
  the other way round – the Daleks had in fact created 
  Bracewell. The Daleks teleported away. 
  The Doctor ran into the TARDIS, telling Amy to stay 
  in the London Blitz, where it was safer. The TARDIS 
  materialised on the saucer and the Daleks attempted 
  to exterminate him, but he held up a jammy dodger 
  and bluffed that it was really the TARDIS’ self-
  destruct remote. The Daleks told the Doctor that 
  their saucer had escaped their last encounter and 
  fallen through time, before finding the Progenitor 
  Device. It contained pure Dalek DNA and would allow 
  them to rebuild the Dalek race – but they could not 
  activate it, as it saw them as impure Daleks. But the 
  Doctor’s testimony about the Daleks would allow 
  them to activate it. 
  The Daleks ordered the Doctor to leave or they 
  would destroy London. The Doctor didn’t believe 
  they could, so the Daleks sent a signal that turned 
  all of the lights on in the city, acting as a beacon to 
  the Germans. Back in the War Rooms, reports came 
  in of a new wave of bombers approaching. It looked 
  hopeless, until Amy remembered the knowledge 
  the Daleks had imprinted Bracewell with. She raced 
  to find him and stopped him from killing himself in 
  despair. She persuaded him that he was as clever 
  as the Daleks and he began to work on something to 
  send into space.
  The Progenitor Device completed the reconstruction 
  of the Dalek DNA and five larger, deadlier, purer 
  Daleks rolled out of it: the New Dalek Paradigm. 
  The new Daleks considered the other Daleks to 
  be inferior and unclean, disintegrating them with 
  impunity. The Doctor attempted to hold them at 
  bay with his jammy dodger, but the Strategist 
  Dalek saw through his deception.
  Before the Daleks could exterminate the Doctor, 
  a squadron of Spitfires – armed with Dalek 
  exterminators and protected by Bracewell’s gravity 
  bubbles – strafed the saucer, attempting to destroy 
  the transmitter dish. All but Danny Boy’s Spitfire 
  were destroyed, but the Doctor managed to disrupt 
  the saucer’s shields long enough for him to blow 
  up the dish. London was once more blanketed in 
  darkness. The Doctor ordered Danny Boy to blow up 
  the saucer, but the Supreme Dalek told the Doctor 
  to call off the attack or it would destroy the Earth – 
  Bracewell was not just a robot, but also a bomb. The 
  Doctor was forced to choose between destroying the 
  Daleks or saving the Earth. He called off the attack.
  The TARDIS returned to Earth but the Daleks 
  activated the detonation sequence anyway before 
  opening a time corridor. The Doctor tried to defuse 
  the bomb, persuading Bracewell that he was human, 
  not a robot. It didn’t work. Amy made him remember 
  the love of his life, Dorabella, and bomb deactivated, 
  but the Daleks escaped.
  VICTORY OF THE DALEKS
  
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  The Doctor ignored Churchill’s pleas and removed 
  any trace of the Dalek technology. Whilst he knew 
  he should deactivate Bracewell too, he gave the 
  Professor time to run off. The Doctor, still concerned 
  about why Amy had forgotten the Daleks, failed to 
  notice the crack in the wall behind the TARDIS as it 
  dematerialised.
  CONTINUITY
  •	
  Churchill has met the Doctor before – although 
  not with this face. He’ll meet him again, too, in a 
  very different time and place (see The Wedding 
  of River Song on pg. 169). 
  •	
  Amy has an arch-enemy too – the woman outside 
  Budgens with the mental Jack Russell. 
  •	
  The Daleks here are survivors from the battle 
  in the Medusa Cascade (see The Tenth Doctor 
  Sourcebook, The Stolen Earth/Journey’s End). 
  They are considered impure by the Progenitor 
  Device because they were made from Davros’ 
  DNA. 
  •	
  Once again the Daleks can recognise the Doctor 
  despite his regeneration, as they did when they 
  met him on Vulcan (see The Power of the Daleks 
  in The Second Doctor Sourcebook). This is not 
  always the case, however. 
  •	
  The Daleks escape using a time corridor, the 
  same method of time travel they have used 
  before (see Resurrection of the Daleks in The 
  Fifth Doctor Sourcebook). 
  •	
  We don’t see the Daleks again until The 
  Pandorica Opens – and then only briefly. The 
  next time the Doctor confronts them properly 
  is in Asylum of the Daleks, by which time they 
  have a whole Dalek Parliament and even a Dalek 
  Prime Minister. 
  •	
  The Eleventh Doctor returns to this period of 
  history again, albeit Berlin on the eve of war (see 
  Let’s Kill Hitler on pg. 146). 
  •	
  Danny Boy later takes part in the Battle of 
  Demon’s Run (see A Good Man Goes to War on 
  pg. 142).
  B  RUNNING THE ADVENTURE
  At the outset of this adventure, the Doctor is 
  presented with a problem that only he can see: his 
  greatest enemy, posing as an ally. They’re operating 
  in plain sight, but what are they really up to? The 
  early part of the adventure sees the Doctor trying 
  to find this out, and so is a mixture of investigation, 
  interrogation and provocation.
  In truth, the whole thing is – as anticipated, of course 
  – a ruse, but not in a way that might seem obvious. 
  It’s a trap, and it was always going to be a trap, but 
  the truth of the trap is that the trap is only sprung 
  when it is loudly proclaimed to be a trap. The Daleks 
  aren’t up to anything, really – they’re just deliberately 
  acting suspiciously so that the Doctor calls them out 
  in his usual, big-headed and loud-mouthed manner. 
  And that’s exactly what they want. 
  Once the trap is sprung, the whole adventure zaps off 
  into a new direction. Multiplying aliens! Spaceships! 
  Bombs! It’s all go from here-on in, so make sure you 
  pick up the pace and keep the players on their toes. 
  Just as they think they’ve solved one problem, hit 
  them with another. Keep doing so until you can enact 
  the final part of their scheme – which is actually just 
  to escape to plan for another day, and that sort of 
  conclusion sets things up wonderfully for a sequel 
  later in the campaign.
  IT’S A TRAP!
  Traps are great in roleplaying games, as players 
  are suspicious sorts by their very nature. You can 
  play with that knowledge and – as the Daleks do, 
  knowing how much the Doctor despises them – 
  use that to draw them into your web. Take a look 
  
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  at the characters’ Bad Traits and formulate a trap 
  designed to take advantage of one of them. Does one 
  of them possess Insatiable Curiosity? Then present 
  them with a puzzle so insatiably curious that they’ll 
  just have to open it. How about By the Book? Have 
  the enemy behave in such a way that they’ll have to 
  respond accordingly. 
  When players act on out-of-character knowledge, 
  it’s called metagaming; when you do it, it’s called 
  having a devious plan.
  IMPOSSIBLE SITUATIONS, DIFFICULT CHOICES
  Don’t be afraid to throw the characters into a 
  seemingly impossible situation (all alone against 
  an army of Daleks) or present them with a gut-
  wrenchingly difficult choice (destroy the Daleks once 
  and for all or save the Earth). 
  If the conundrum is tied in with the Bad Traits you 
  were drawing on for the trap (see above), then that’ll 
  carry even more emotional punch. If it was their 
  Insatiable Curiosity that triggered the trap, and the 
  choice winds up being between saving the day or 
  finding out the answer to the mystery, they’re going 
  to be cursing your name to the high heavens. But it’s 
  in these moments that they can really shine, when 
  they rise above their own flaws and when true heroes 
  are made. 
  THE REGENERATION GAME
  It’s not just the Doctor who gets a new face every 
  now and again. The monsters do too. This happens 
  all the time in the show (look at all the past designs 
  of Cybermen to see what we mean), but rarely 
  as overtly as in Victory of the Daleks. The arch-
  enemies of the Doctor get an upgrade and a fresh 
  lick of paint right there before our very eyes, 
  announcing that they’re back and badder than ever 
  before. Try this out in your game too, putting a fresh 
  new spin – and an added sense of menace – to a 
  favourite enemy. 
  THE ONE THAT GOT AWAY
  The Daleks’ grand plan, once they’ve activated 
  the Progenitor Device, is actually really rather 
  straightforward: escape through the time corridor 
  and rebuild the Dalek Empire. Don’t be afraid to 
  have your own bad guys escape, and not just when 
  their backs are against the wall. Having them 
  escape when the baddies seem to be winning can 
  be a great way to throw your players off-guard and 
  leave them with a nagging sense of unease that it 
  can’t be a good thing. Just don’t do it too often, and 
  make sure the characters do get the opportunity 
  to have their victory, or else it can be frustrating for 
  your players.
  OBLIVION CONTINUUM (SPECIAL GADGET)
  Daleks made use of Oblivion Continuums as power sources, a 
  captured wormhole that provided perpetual power – in this case 
  for the android Bracewell. If detonated, the rupture in space would 
  cause the planet to bleed through into another dimension, shattering 
  it. Fortunately, quick-thinking and compassion on the part of Amy 
  Pond prevented Bracewell – and the Earth – from suffering this fate.
  Effects: Needless to say, should the Oblivion Continuum detonate, 
  then it’s time to find a new home world. Luckily, it was part of a 
  sentient robot, which allowed it to be ‘talked down.’ This can be played 
  out as an extended, opposed Ingenuity + Convince conflict between 
  the bomb disposer and the bomb itself (in this case, Bracewell), with each failed roll causing the 
  detonation sequence to advance one segment. Five failed rolls and the bomb will detonate.
  VICTORY OF THE DALEKS
  
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  WINSTON SPENCER CHURCHILL
  AWARENESS
  4
  PRESENCE
  6
  COORDINATION
  2
  RESOLVE
  6
  INGENUITY
  4
  STRENGTH
  2
  Undoubtedly Great Britain’s most famous Prime 
  Minister, Winston Churchill was in charge 
  during much of the Second World War. It was 
  his belligerence and stubborn refusal to give in, 
  exemplified in his iconic speeches, that helped 
  lead the Allied Powers to victory. He has met the 
  Doctor on occasion before and, like his successors, 
  knows to call him when something odd is afoot. 
  Each time he tries to persuade the Doctor to give 
  him access to the TARDIS, so desperate is he to 
  emerge victorious over Germany. 
  SKILLS
  Convince 4 (Leadership 6), Craft 3 (Writing 5), 
  Fighting 2, Knowledge 2, Marksman 2.
  TRAITS
  Adversary (Major): Germany. All of it, but in 
  particular Adolf Hitler. And, quite possibly the 
  Daleks too.
  Brave: Never give in, never surrender!
  Distinctive: One of the most famous people of 
  the 20th century is going to get recognised.
  Friends (Major): The Doctor, amongst other, 
  much less important people such as the King.
  Indomitable: There’s no stopping him.
  Obsession: Victory, at all costs.
  Voice of Authority: Churchill’s rousing speeches 
  inspired many.
  TECH LEVEL: 4 
   STORY POINTS: 5
  PROFESSOR EDWIN BRACEWELL
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  6
  STRENGTH
  2
  Head of the Ironside Project and a scientific genius, 
  Edwin Bracewell was a ‘Paisley Boy’ who spoke with 
  a distinctive Scottish brogue. In truth, Bracewell 
  was really an android made by the Daleks as part 
  of their plan to lure the Doctor into a trap. 
  Powered by an Oblivion Continuum, 
  once Bracewell had outlived his 
  usefulness the Daleks turned him 
  into a living bomb. Only by focusing 
  on his happiest memories did he 
  manage to deactivate the device.
  SKILLS
  Convince 2, Craft 2, Knowledge 3, 
  Medicine 1, Science 4, Technology 
  4, Transport 2.
  TRAITS
  Amnesia (Minor): Much of 
  Bracewell’s life is a fabrication, 
  his memories implanted by 
  the Daleks.
  Boffin: Professor 
  Bracewell is one of the 
  foremost inventors of his 
  age.
  Dark Secret (Major): 
  Bracewell is an unwitting 
  part of the Dalek’s 
  masterplan. Oh, and he’s 
  a walking, talking, living 
  bomb.
  Photographic Memory
  Resourceful Pockets: Well, 
  resourceful lab, more like.
  Robot: Unbeknownst to him, 
  Bracewell is an android made 
  by the Daleks, although he 
  looks human.
  Technically Adept: Bracewell 
  can fix anything, from a Spitfire 
  to a Dalek.
  TECH LEVEL: 4 
   STORY POINTS: 5
  
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  MODIFIED SPITFIRE
  Armour: 5 
  Hit Capacity: 20
  Speed: 15 
  Gadget Traits: Forcefield (Minor)
  Weapon: Dalek Exterminator (4/L/L).
  THE PROGENITOR DEVICE (SPECIAL GADGET)
  The Progenitor Device was Dalek technology 
  from the Time War. It contained within it 
  pure Dalek DNA and, once activated, could 
  spawn a theoretically endless number of 
  pure-breed Daleks. The only catch was 
  that it required a pure Dalek to activate it, 
  or, failing that, the testimony of one of the 
  Daleks’ greatest foes.
  Effects: This machine makes Daleks. Simple 
  as that, really. Best not to leave it on while 
  you get the washing in.
  FURTHER ADVENTURES
  •	
  What does happen to Professor Bracewell 
  after the Doctor leaves? We know that, in one 
  reality at least, he’s still working with Churchill 
  (see The Pandorica Opens on pg. 102), and 
  it certainly makes sense that he’d still be put 
  to use in the war effort. What if more of those 
  Dalek secrets pop up in the bath? Churchill 
  might not have his Ironsides, but other Dalek 
  technology would certainly help win the 
  war well ahead of schedule, messing up the 
  course of 20th century history in all sorts of 
  spectacular ways. 
  •	
  Perhaps the Doctor wasn’t quite as thorough as 
  he thought at removing the Dalek technology 
  from Danny Boy’s Spitfire – he shows up again 
  with it later, after all. What if, with gravity 
  bubbles and hypersonic engines, the space 
  race starts 20 years ahead of schedule. What 
  sort of trouble might Great Britain exploring 
  the Solar System have? Which alien creatures 
  might they have unwitting first contact with? 
  •	
  In the time between Victory of the Daleks and 
  Asylum of the Daleks, those new Daleks must 
  have been awfully busy. What has the New 
  Dalek Paradigm been up to? It can’t be good, 
  whatever it is, and there’s loads of opportunities 
  for the characters to find out.
  DANNY BOY
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  5
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  RAF pilots Danny Boy, Jubilee and Flintlock flew 
  modified Spitfires, blessed with the addition of a 
  gravity bubble to allow them to fly in space, as well 
  as Dalek lasers under the wings, to engage the 
  Dalek saucer.
  SKILLS
  Athletics 3, Marksman 3, Transport 3 (Aircraft 5).
  TRAITS
  Brave: Flying into space using untested 
  technology to fight an alien invasion? Yeh, that’s 
  brave. But so’s taking off to fight the Germans 
  too.
  Charming: It’s fair to say this dashing pilot has 
  more than a few fans back home.
  Hotshot: Danny Boy gets a +2 bonus to 
  Transport rolls.
  Lucky: Danny Boy was the only one to come 
  back alive.
  Military Rank
  Obligation – the RAF
  Owes Favour – the Doctor: The Doctor calls it in 
  when he attacks Demon’s Run.
  Quick Reflexes
  Sense of Direction
  TECH LEVEL: 4 
   STORY POINTS: 4
  VICTORY OF THE DALEKS
  
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  ‘There’s one thing you never put in a trap if you’re 
  smart. If you value your continued existence, if you 
  have any plans about seeing tomorrow, there’s one 
  thing you never, ever put in a trap … Me.’
  B  SYNOPSIS
  The Byzantium and Alfava Metraxis, 51st Century
  A man in uniform stood in the middle of a field, 
  a smudge of lipstick on his face. A man in evening 
  dress walked up to him and confirmed that it was 
  hallucinogenic lipstick. Elsewhere, River Song shot 
  out the lock of a door with her pistol and began 
  inscribing the surface of a box with a blow torch. 
  12,000 years later, the Doctor and Amy were visiting 
  the Delirium Archive. The Doctor noticed the Home 
  Box of an old starliner, covered in graffiti written in 
  Old High Gallifreyan. It read: “Hello Sweetie”. The 
  Doctor played back its security recording and saw 
  River winking into its security camera. She gave the 
  Doctor her coordinates.
  On the starliner Byzantium, River warned the 
  Captain that it wouldn’t reach its destination, before 
  the airlock opened and she was blown into space, 
  just as the TARDIS materialised behind her and the 
  Doctor pulled her inside. The Byzantium warped off 
  and the TARDIS gave chase. The TARDIS followed it 
  to Alfava Metraxis, but the Byzantium had already 
  crashed.  
  River radioed someone in orbit and four Clerics 
  appeared. Their leader, Father Octavian, briefed 
  them. There was a Weeping Angel trapped in 
  the hold of the starliner. His team were there to 
  neutralise it, and were being helped by River. River 
  had obtained security footage of the Angel in the 
  vaults of the Byzantium, looping it onto a screen 
  for them all to see.  Amy noticed that the Angel had 
  moved. The hatch closed behind her, locking her in 
  with it, alone. 
  The Angel began to climb out of the screen. The 
  Doctor told Amy to keep looking at it, but not to look 
  into its eyes. Amy couldn’t help it, but managed to 
  turn off the monitor. Outside, the Clerics had blasted 
  through into the Aplan Mortarium – a Maze of the 
  Dead. The labyrinth was full of stone statues, making 
  it the perfect hiding place for the Angel. Cleric 
  Christian was killed by an Angel, who then used his 
  voice to lure Angelo to his death too.
  Amy had something in her eye – stone dust – and 
  talked to River about the Doctor. The Doctor 
  talked to Cleric Bob, trying to reassure him that 
  being scared will keep him alive. But Bob was 
  killed by the Angel too.
  The Doctor, River and Amy discussed the Aplans 
  – two-headed aliens who had built the Mortarium 
  – realising only too late that the statues 
  surrounding them all had just one head. Every 
  one was a Weeping Angel. They turned their 
  torches off and the Angels climbed towards 
  them. These Angels were starving, dying, 
  losing their form. But they were now 
  feeding on the radiation spilling out of the 
  Byzantium’s drive burn; the crash wasn’t 
  an accident, it was a rescue mission to 
  wake all the Angels up.
  Bob contacted Octavian and the 
  others on his walkie-talkie, telling 
  them that Christian and Angelo had had 
  their necks snapped by the Angels. This 
  struck the Doctor as strange, as the Angels 
  didn’t normally kill their victims like that. 
  Bob told the Doctor that he had been killed 
  too, but the Angel was using his reanimated 
  consciousness to communicate. The 
  Doctor deduced that Angel Bob was the 
  Angel from the Byzantium, which meant 
  that there weren’t any Angels in the 
  wreckage. The Clerics hastened up 
  towards the starliner to get away. 
  As everyone else retreated, Amy 
  couldn’t move. Her hand had turned to 
  stone. The Doctor tried to reassure her 
  that it was all in her mind, but she didn’t 
  believe him. The Doctor bit her hand and 
  she realised it was still her hand. The 
  wreck of the Byzantium was high above 
  them and their lights were all fading, 
  including the Gravity Globe they’d been using 
  to illuminate the caverns. The Doctor grabbed 
  Octavian’s gun and told everyone that on his 
  signal they all had to jump; a leap of faith…
  The Doctor shot the Gravity Globe and everybody 
  jumped, finding themselves standing upside down 
  on the hull of the Byzantium, the starliner’s artificial 
  gravity still operational. The Angels, now far 
  below them, continued to feed on the radiation 
  from the ship and began to take out the 
  lights. Everybody followed the Doctor into the 
  THE TIME OF ANGELS/FLESH AND STONE
  
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  Byzantium but the bulkheads into the ship closed. 
  The outer hull was breached and, as the lights 
  flickered off, Angels began to climb into the corridor 
  too. The Doctor tried to open the bulkhead but to 
  do so would have to route all the power to the door 
  control, including the lights. The lights went out and 
  the Clerics started firing continuously, the flashes of 
  light from their guns buying the Doctor and Amy time 
  to open the door.
  Once on the secondary flight deck, they were 
  trapped, but the Doctor, River and Octavian realised 
  that they might be able to escape through the ship’s 
  oxygen factory – a huge, artificial forest – to get to 
  the primary flight deck. As Octavian plotted a safe 
  route, both the Doctor and River noticed that Amy 
  was counting down. Bob told him that there was 
  something in Amy’s eye; a Weeping Angel. Angel Bob 
  pointed out that the Doctor had missed the crack in 
  the bulkhead wall, the same crack that had been on 
  Amy’s bedroom wall and elsewhere besides.
  As everyone fled into the forest, an Angel caught 
  the Doctor’s jacket. But it didn’t kill him, as all the 
  Angels were reaching towards the crack. The Doctor 
  theorised that it was pure time energy pouring 
  through it from the end of the universe and, while the 
  Angels were distracted, he slipped out of his jacket 
  and ran after the others. Amy’s countdown reached 
  4. An Angel was now visible in her eye, in her mind, 
  and it was coming to kill her. The Doctor told her to 
  close her eyes, to starve the Angel. The Doctor, River 
  and Octavian headed off to the primary flight deck, 
  leaving the surviving Clerics to watch over Amy.
  As the Doctor scanned the crack in the wall – 
  discovering that it was caused by a big explosion, 
  on 26th June 2010 – Octavian explained that he had 
  released River from the Stormcage Containment 
  Facility and into his custody. They found a service 
  hatch, leading into the flight deck, but couldn’t open 
  it. Elsewhere, the Angels began to rip the tree apart, 
  causing the lights to go out. The Angels advanced on 
  Amy and the Clerics, but there was a sudden flash of 
  light and they vanished, running away. The Clerics, 
  one by one, went to investigate; not only did they not 
  come back, but the surviving Clerics had forgotten 
  about them. Amy was left on her own.
  River went through the hatch but, as the Doctor 
  pondered the crack, one of the Angels seized Octavian 
  by the throat. Octavian warned the Doctor not to trust 
  River; that she had killed a good man. As the Angel 
  killed Octavian, the Doctor dived through the hatch. 
  There, River had found a teleport, but it was dead. 
  The Doctor spoke to Amy, telling her to walk towards 
  the flight deck. He upgraded her communicator with 
  a proximity detector so that she could find her way 
  using its sound, urging her to get away from the 
  crack or else she’d be erased from history. Amy 
  would have to walk like she could see; the Angels 
  were running and if they thought Amy could see 
  them they’d leave her alone. But she tripped and the 
  Angels surrounded her… just as River activated the 
  teleport.
  The Angels drained the last of the ship’s power and 
  the flight deck’s shield released. All the Angels were 
  gathered there. Angel Bob told the Doctor that he 
  had to save the universe by throwing himself into the 
  crack. The Doctor told the others to get a grip, just as 
  the ship’s gravity failed and all the Angels plummeted 
  down the length of the ship, into the crack. The crack 
  closed. Later, the Doctor, River and Amy were back 
  by the TARDIS. The Angel that was in Amy’s mind had 
  now gone, having fallen into the crack. Two Clerics 
  arrived to take River back into custody, in handcuffs. 
  As they did so, River told the Doctor that she’d see 
  him soon, when the Pandorica opens. 
  The Doctor took Amy home, five minutes after they 
  left. Amy told the Doctor she was getting married in 
  the morning, but that she had decided who she really 
  wanted. She kissed the Doctor and tried to undress 
  him. As she did, the date on her alarm clock ticked 
  over to 26th June 2010. The date of the big bang… 
  CONTINUITY
  •	
  The Doctor mentions the Headless Monks for 
  the first time – they crop up again, at Demon’s 
  Run (see A Good Man Goes to War). 
  •	
  River can fly the TARDIS better than the Doctor. 
  She says the groaning, wheezing noise it makes 
  when it materialises is because he leaves the 
  brakes on. She learnt to fly it “from the best”, 
  THE TIME OF ANGELS/FLESH AND STONE
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  later revealed to be the TARDIS herself (see 
  Let’s Kill Hitler). 
  •	
  This is only the second time the Doctor has met 
  River (see Silence in the Library/Forest of the 
  Dead in The Tenth Doctor Sourcebook). 
  •	
  The Doctor does not like to be used as a taxi 
  service (see also Earthshock in The Fifth Doctor 
  Sourcebook, and Dinosaurs on a Spaceship on 
  pg. 185). 
  •	
  This is not the first time the Doctor has 
  encountered the Weeping Angels (see Blink in 
  The Tenth Doctor Sourcebook). 
  •	
  From River’s perspective, the Pandorica has 
  already opened and the universe been rebooted 
  (see The Pandorica Opens, on pg. 102).
  B  RUNNING THE ADVENTURE
  The initial premise of this adventure is very simple: 
  something bad is trapped alone in a maze; It must be 
  destroyed before it can escape. This same set up can 
  be applied to all manner of different situations: what 
  if it was a damaged Dalek, trapped in the sewers 
  beneath Victorian London. Or a malfunctioning – but 
  repairing  – Cyberman, in the bowels of a space station 
  in the far future. The characters must venture into 
  the ‘maze’; risking great danger to do so (radiation 
  leaks, toxic gases, other hostile inhabitants).
  There’s a twist, of course. The monster isn’t looking 
  to escape. It’s exactly where it wants to be, and it’s 
  only going to get stronger the longer it’s left there. 
  The Cyberman isn’t malfunctioning, it’s uploading 
  its consciousness into the space station’s computer 
  network. The Dalek isn’t damaged, its preparing to 
  open a time tunnel to the future. This danger only 
  serves to spur the characters on, making it a race 
  against time to stop the monster – not to escape. And, 
  of course, there’s one final twist. The monster isn’t 
  alone either. The characters are surrounded. The 
  Cyberman has already taken over the manufacturing 
  plant on the space station and a shiny new Cyber 
  Legion is at its command. The time tunnel is already 
  open and the sewers are swarming with Daleks. The 
  characters only realise this when it’s too late, when 
  they’re already too far into the maze to turn back.
  That’s when you close the trap. Back them up against 
  a wall, danger all around, no chance of escape, death 
  a certainty. Because that’s when your players can 
  really shine, when they can come up with their most 
  fiendishly clever plan, when they spend their Story 
  Points to pull off the most outrageous turnaround. 
  And it’ll be all so much sweeter for them compared 
  to how impossible it all seemed.
  There’s one thing you never, ever put in a trap, after 
  all… and that’s your players.
  I’VE GOT SOMETHING IN MY EYE…
  As if the main premise of this adventure wasn’t 
  horrifying enough, there’s also the matter of Amy’s 
  infection to deal with too. This changes the race 
  against time from plot specific to character specific. 
  It’s no longer just about stopping the Weeping Angels 
  – a pressing need, I’m sure we can all agree – but 
  it’s now about saving Amy too. While you can use this 
  dual threat to pull the characters in two different 
  directions, getting them to weigh up which is the 
  more pressing of the two dangers, you can also tie 
  them really closely together. Solving one problem 
  elegantly solves both. Fail to solve one problem, 
  however…
  A CHANGE OF SCENERY
  The other interesting trick that this adventure pulls 
  – helped, of course, by it being a two-parter – is to 
  dramatically change location midway through (see 
  also pg. 21). The Time of Angels is set in the dark, 
  dank catacombs of the Maze of the Dead. Flesh 
  and Stone, on the other hand, is set in the bright, 
  shiny corridors of the wreck of the Byzantium, all 
  bulkheads and wiring and overhead strip lighting. 
  Changing setting can be a powerful tool to underline 
  that the action has shifted, that the plot has moved 
  on. Think of it like the start of a new chapter in a book; 
  the change of setting freshens things up, makes the 
  players view the action in a different light.
  And, as if that wasn’t enough, the interior of the 
  Byzantium itself features another juxtaposition of 
  settings, but this time all at once: the forest of the 
  hydroponics bay, complete with wiring in the trunks 
  of the trees. This is something you can easily do in 
  your own games, really reinforcing the alien nature 
  of the setting but in a manner that players can 
  comprehend: it’s far easier to imagine trees with 
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  wires in their trunks than it is the Fungax Plants 
  of Malfafa III, after all. Blend together seemingly 
  mundane (if you can call a spaceship mundane) 
  settings to create something truly bizarre, but 
  something that the players can easily visualise.
  THE DELIRIUM ARCHIVE
  The Delirium Archive was a museum in the far future 
  and the final resting place of the Headless Monks. It 
  was so big it took up most of an asteroid. The Doctor 
  liked to visit it from time to time to “keep score.” It 
  contained, amongst other things, the Home Box of 
  the Byzantium. Who knows what else of significance 
  to the Doctor and his past victories it might contain? 
  THE MAZE OF THE DEAD
  Amongst the many landmarks that the Aplans left on 
  the surface of Alfava Metraxis were their Mortaria, 
  known more commonly as ‘Mazes of the Dead’. 
  These are labyrinthine, underground structures 
  decorated extensively with statuary, and were where 
  the Aplans interred their dead. Each maze was built 
  across six levels to represent the ascent of the soul. 
  The Maze of the Dead is the closest you’ll come to 
  finding a good, old-fashioned dungeon in Doctor 
  Who. If you want to run a classic dungeon crawl, 
  then there’s no better place to do so. The maze is 
  full of dark catacombs, cramped tunnels, winding 
  staircases, crypts and tombs to explore – not to 
  mention who knows what monsters and traps. 
  Weeping Angels could just be the start of it.
  THE WRECK OF THE BYZANTIUM
  The Byzantium was a Category-four Galaxy-class 
  starliner, designed to travel for years between 
  planetfalls. It achieved this with an enormous forest 
  inside it that could convert starlight into oxygen 
  for the crew to breathe. The Byzantium crashed 
  in the 51st century when a Weeping Angel it was 
  transporting in its hold sabotaged it, the radiation 
  from its damaged drive intended to regenerate the 
  Angels on Alfava Metraxis.
  Key Locations aboard the wreck of the Byzantium:
  •	
  Corridors: A vast maze-like network of tube-
  like metal corridors extend throughout the ship. 
  The local artificial gravity orientates towards 
  the floor, meaning that you can walk through the 
  ship normally no matter its current predicament 
  or orientation. But if the gravity should fail, all 
  those corridors become nigh-bottomless pits 
  and shafts. 
  •	
  Secondary Flight Deck: In an emergency, the 
  starliner could be controlled from here, but after 
  the crash it’s useful only for holing up in. It’s 
  where all of the corridors meet. The bulkheads 
  can be sealed to prevent enemy forces getting in 
  and, with the release of magnetic clamps, entry 
  can be gained to the Oxygen Factory.
  •	
  Oxygen Factory: This vast, sealed vault was 
  filled with a forest of treeborgs – trees plus 
  technology – that formed the organic technology 
  at the heart of the ship. Their branches became 
  cables, which in turn were sensors on the 
  hull. The trees themselves absorbed starlight, 
  breathing it out as air, while the techno-forest’s 
  micro-climate caused it to rain, providing water. 
  The vault was lit too, although the lights could be 
  turned out by pulling up the cabling.
  •	
  Primary Flight Deck: The Byzantium was once 
  flown from here, a chamber now filled with dead 
  consoles. There’s a teleporter here though, 
  which might be made to work at a pinch.
  ANGEL BOB
  The Doctor named the Weeping Angel from the 
  hold of the Byzantium ‘Angel Bob’, as it spoke 
  to him using a reanimated copy of Cleric Bob’s 
  consciousness. It was the de facto leader of the 
  Weeping Angels found in the Maze of the Dead. 
  Angel Bob was more cunning than most Weeping 
  Angels, using psychological tricks to torment and 
  anger the Doctor and his companions. He tried to 
  persuade the Doctor to close the crack in time by 
  throwing himself into it, but was eventually erased 
  from existence when the Byzantium’s gravity failed 
  and he fell into the crack. 
  Angel Bob has the same stats as a Weeping Angel 
  (see the Doctor Who Roleplaying Game), but with 
  Ingenuity 3, Presence 4 and Convince 2.
  THE TIME OF ANGELS/FLESH AND STONE
  
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  GRAVITY GLOBE (MINOR GADGET)
  Used by the Clerics when operating in low-
  light environments, Gravity Globes floated 
  above teams to illuminate a wide area. When 
  they burst, the sudden, explosive release of 
  gravity can cause a gravity updraft. Shooting 
  out a Gravity Globe requires a Coordination 
  + Marksman (Difficulty 18) roll, but gives 
  everybody nearby the Flight (Minor Good) 
  trait for the next round.
  Traits: Flight (Minor), Transmit (Light), One 
  Use.
  HOME BOX (MINOR GADGET)
  Like the black box on an aeroplane, a Category-
  Four starliner’s Home Box recorded all of its 
  flight data. In the event of a crash, it flew home 
  to report the event. In time, it’s guaranteed to 
  show up in a museum.
  Traits: One Use, Track (Major), Transmit.
  Story Points: 2
  FURTHER ADVENTURES
  •	
  How did the Weeping Angel come to be pulled 
  from the ruins of Razbahan? There’s the story of 
  an expedition there, for sure. Did the Angel prey 
  on the archaeological team that excavated the 
  ruins, or was it playing the long game even then, 
  waiting for them to retrieve it. What of the private 
  collection it ended up in. Who owned it, and did 
  they know what they had in their collection? 
  Perhaps they were intent on unlocking the 
  Angel’s secrets. Perhaps they succeeded, and 
  the characters must stop them – ‘rescuing’ the 
  Angel could prove to be a challenge of its own. 
  •	
  The last voyage of the Byzantium sounds like it 
  would have all the makings of a great murder 
  mystery. We know how it ended: the Weeping 
  Angel, in the engine room, with the warp drive. 
  But how did it begin? What if the characters 
  somehow ended up as passengers on board. 
  What other spies and agents might they find 
  themselves rubbing shoulders with, apart from 
  the mysterious Doctor Song? And what will they 
  do when their fellow passengers start to go 
  missing, the Angel sending them back in time 
  one by one
  FATHER OCTAVIAN
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  4
  Father Octavian was a Bishop, Second Class, 
  in charge of the hunt for the Weeping Angel 
  that eventually led to the Byzantium and Alfava 
  Metraxis. 
  SKILLS
  Athletics 3, Convince 4, Fighting 4, Knowledge 3, 
  Marksman 4, Medicine 3, Subterfuge 3, Survival 
  3, Technology 2.
  TRAITS
  Brave: Octavian was courageous, even at the end.
  By the Book: Octavian believes in following orders 
  and protocol.
  Code of Conduct (Minor) – Anglican Faith: The 
  Papal Mainframe instructs the Clerics in how they 
  must act in both peace and war.
  Empathic: It falls to Father Octavian to tell the 
  families of the men who die in battle.
  Five Rounds, Rapid: Father Octavian can shoot in 
  both the ‘runners’ and ‘doers’ phase of a round.
  Military Rank (Major x3)
  Obligation (Major) – The Church: Father Octavian 
  is bound to the service of the Church.
  Tough: He has encountered a great many 
  enemies in his time as a Cleric.
  Voice of Authority: Father Octavian can urge the 
  men under his command to great acts of valour.
  EQUIPMENT: Energy Rifle (3/7/10)
  TECH LEVEL: 8 
   STORY POINTS: 8
  
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  ‘Ten thousand children, swimming around the 
  canals, waiting for mum to make them some 
  compatible girlfriends... ugh! I mean, I’ve been 
  around a bit, but really?’
  B  SYNOPSIS
  Venice, 1580
  Isabella stood nervously before the house of 
  Calvierri. Headmistress Rosanna accepted her into 
  the academy, effective immediately, and her father, 
  Guido, was escorted off the premises.
  With a flash of Psychic Paper, the guard stepped 
  aside: the Doctor, Amy and new traveller Rory 
  strolled into the most romantic city in the world: a 
  wedding present, to get their relationship back on 
  track. As they entered, a crowd of veiled girls walked 
  past, and Guido rushed between them, trying to 
  see their faces. When he found his daughter among 
  them, another girl shoved him away, baring dreadful 
  fangs and they continued on. The Doctor ran off to 
  interrogate Guido, leaving Amy and Rory to explore 
  Venice together.
  Despite a prickly reunion, Amy and Rory quickly 
  thawed, and made themselves at home in the 16th 
  century. As Amy posed for a photo, a lady screamed 
  a short distance away, and the couple ran towards 
  it. They found a flower girl lying 
  injured on the cobblestones with 
  puncture wounds in her neck, and 
  Francesco Calvierri swooping off 
  into the distance. As Rory tended 
  to the injured lady, Amy pursued 
  Francesco through the streets, 
  until she reached a dead end. Just 
  a canal, with Francesco no longer 
  in sight, seemingly disappeared. 
  Meanwhile, the Doctor sonicked 
  his way into the academy. He was 
  inspecting a basement, lined with 
  mirrors, when he heard a chorus 
  of voices behind him. Five students 
  had arrived to apprehend him, and 
  they weren’t showing up in the 
  mirror. Spying a glimmer of fang, he 
  retreated back into the city, where 
  he bumped into a thrilled Amy and a 
  terrified Rory. Reunited, they went 
  to Guido’s to plan their strategy.
  Despite the Doctor’s misgivings, the best plan they 
  could muster was to put Amy in harm’s way and 
  let her infiltrate the academy, and despite Rory’s 
  dreadful pitch, a tremendous reference on the 
  Psychic Paper convinced Rosanna to accept her. 
  Francesco gleefully inducted Amy into the academy.
  Night fell, and as Amy explored the school by 
  candlelight, the Doctor and Rory tried to break in 
  from the outside. The Steward caught Amy as she 
  unlocked an outside door, and took her to the room 
  where the girls were converted. Rosanna Calvierri 
  revealed she wasn’t fooled by the Psychic Paper, 
  and strapped Amy into a chair. Francesco drank her 
  blood, but Amy kicked out, and damaged Rosanna’s 
  perception filter – it glitched, revealing Rosanna’s 
  true form. The Doctor and Rory entered through the 
  unlocked door, and burst into the chamber. Isabella 
  freed Amy from her shackles, and they all dashed 
  out. Guido was waiting in the gondola, but the sun 
  had risen, and Isabella had been converted too 
  much. Unable to emerge into the daylight, Isabella 
  was taken back into the academy, and sentenced to 
  death.
  The Doctor confronted Rosanna in her throne room. 
  They addressed each other neutrally, diplomatically, 
  with mutual respect – each fascinated by the other – 
  until Rosanna let slip that she didn’t know Isabella’s 
  name. The Doctor refused Rosanna’s offer of 
  THE VAMPIRES OF VENICE
  THE VAMPIRES OF VENICE
  
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  friendship, and pledged to defend the city of Venice 
  from the invaders from Saturnyne.
  The Doctor returned to Guido’s house, where he 
  healed Amy’s bite marks, but the Vampire girls 
  had followed him. They surrounded the building, 
  levitating past the windows, but Guido held them 
  off. Seizing the Doctor’s ultraviolet wand, he led the 
  Vampires to his basement, allowing the Doctor, Amy 
  and Rory to escape. As they cleared the building, 
  Guido lit the gunpowder, sacrificing his own life but 
  taking all the Vampire girls along with him.
  The Doctor returned to the academy and revealed to 
  Rosanna that her women had been killed. Plan foiled, 
  Rosanna activated a device in her throne, causing the 
  skies to boil. Way across Venice, Amy and Rory were 
  being accosted by Francesco. The struggle was brief, 
  as Francesco’s blade made short work of Rory’s 
  broom, but as Francesco pinned Rory to the ground, 
  Amy focused a beam of light onto the Vampire with 
  her pocket mirror, and he exploded into fishy paste.
  Venice shook as the climate shifted. Amy and Rory 
  were tasked with destroying Rosanna’s throne, and 
  the Doctor scaled the tower. Braving the boiling rain, 
  the Doctor deactivated the device, and the weather 
  returned to normal. Venice was saved.
  The last female of her kind once more, Rosanna 
  retreated to the canal. She tried to deactivate the 
  perception filter, but to no avail – too badly damaged, 
  but trapped in human form, she knew her sons would 
  not be able to identify her. She challenged the Doctor, 
  asked if his conscience could carry the weight of 
  another lost species, and submitted herself to the 
  hungry waters.
  CONTINUITY
  •	
  This adventure follows directly from Amy’s 
  confession of love to the Doctor (see Flesh & 
  Stone on pg. 71). The Doctor reveals to Rory that 
  Amy kissed him, and he takes them to Venice to 
  bring the pair closer together. 
  •	
  The Doctor carries a very old library card with 
  him, bearing the First Doctor’s likeness. He 
  gets it mixed up with his Psychic Paper and 
  accidentally proffers it to the Vampires as ID. 
  •	
  Rosanna Calvierri marvels that the Doctor 
  survived the Time War, suggesting that he 
  belongs in a museum... or, a mausoleum. 
  •	
  Calvierri also reveals that Saturnyne was lost; 
  the species fled through a crack, and that crack 
  snapped shut behind them. Some of the cracks 
  on Saturnyne brought Silence, and the end of all 
  things – this is the first time since The Eleventh 
  Hour that anyone’s referred to the Silence, but 
  we’re sure it won’t be the last...
  B  RUNNING THE ADVENTURE
  In many ways this adventure is a straightforward 
  historical romp: the characters arrive in a historical 
  time period purely to do some sightseeing, but they 
  quickly see evidence of the supernatural and decide 
  to investigate. Further investigations finds an ally 
  whose relative has been taken by the supernatural 
  threat, forcing the characters to infiltrate. On 
  investigation, the supernatural threat is not at all 
  what it first appeared; it is an entirely different threat.
  An interesting technique employed in this adventure 
  is that the supernatural threat is presented almost 
  the moment the characters arrive – there are 
  Vampires, here in Venice. They’re allergic to the 
  light, they have fangs, they drink blood; they’re 
  Vampires, right? The trick, however, is that 
  they’re not Vampires at all – they’re the 
  piranha-like Saturnynians, the canals are 
  swarming with them and their final gambit is 
  to sink the city. This sort of bait and switch is 
  a great story tool for you to use, turning the 
  players’ expectations about a seemingly 
  obvious monster against them. 
  It is a tool that comes with a 
  quick caution, however: don’t 
  use it too often. The potency of 
  it is gained when the players 
  genuinely believe the monster 
  is a vampire or a werewolf or a 
  what have you, and therefore 
  seek to use the tropes and 
  fictional weaknesses of that 
  creature in the story. If they’re 
  constantly being surprised, they’ll 
  stop looking for the obvious – and you’ll 
  no longer be able to embrace those tropes 
  quite so easily.
  VENICE
  The most romantic place he could think to take 
  Amy and Rory, the Doctor describes Venice as an 
  impossible city. A beautiful maze of bridges, canals 
  and corridors, the Venice of 1580 is a city under 
  quarantine – its patron Rosanna Calvierri has 
  invented a plague to keep anyone from getting in or 
  out. At the heart of Calvierri’s Venice is the Calvierri 
  
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  Academy, a prestigious girls’ school complete with 
  towers, courtyards... and more than a handful of 
  dungeons.
  SATURNYNIANS (VAMPIRES)
  The Saturnynians hail from the planet Saturnyne 
  but were made homeless by the Crack in Time. 
  They use perception filters to walk through Venice 
  disguised as beautiful humans, but the perception 
  filter isn’t strong enough to conceal their dangerous 
  fangs. Undisguised, the fangs belong to a creature 
  somewhere between a fish and a lobster, human-
  sized, with spindly legs and a crayfish tail. Although 
  they live in the sea, well away from direct sunlight, 
  they can walk on land, and are capable of levitating 
  several storeys up in the air.
  Rosanna Calvierri
  Rosanna Calvierri is the assumed identity of a fish-
  like matriarch from the planet Saturnyne. The only 
  female of her species to survive the journey to Earth, 
  she arrived in Venice somewhen around 1580, and 
  went about infiltrating the upper echelons of Venetian 
  society. By the time the Doctor arrived, she had 
  become a woman of great influence: she’d put Venice 
  into lockdown by reporting a plague, and founded a 
  prestigious school for girls – in reality, a front for 
  her scheme to turn Venetian humans into aquatic 
  brides for her all-male brood. Though twisted by 
  desperation, she has a great mind, intelligent enough 
  to recognise Psychic Paper when she sees it, and 
  reasonable enough to try and befriend the Doctor 
  rather than fight him.
  Francesco Calvierri
  The only one of Rosanna’s 200,000 sons to join her on 
  land, this Vampire has chosen the name Francesco. 
  A deeply unpleasant man, his primary role within 
  Calvierri’s academy is to assess prospective 
  students like livestock, and – in the fullness of time 
  – to mate with them. He is a capable athlete, and an 
  incredibly dextrous swordsman, but does not appear 
  to have inherited his mother’s gift for strategy. 
  His relationship with his “mummy” is, er, a little 
  Freudian, by human standards, and insulting her is a 
  guaranteed way of drawing his ire.
  WEATHER GENERATOR (MAJOR GADGET)
  The Calvierri throne conceals advanced 
  terraforming technology, capable of changing 
  the weather, boiling the sky, and triggering 
  earthquakes. Although the throne is the 
  primary hub, the device is threaded through 
  the school’s tower, all the way up to the 
  secondary hub, right on top of the building. The 
  secondary hub also contains the generator 
  itself, so when Rosanna locks the throne, 
  the only way to deactivate it is to destroy the 
  throne then scale the building.
  Traits: Special – Controls Weather, Bulky.
  Story Points: 2
  PORTABLE PERCEPTION FILTER 
  (MINOR GADGET)
  The Vampires attach their perception filters to 
  their clothes. They appear to have a plentiful 
  stock of them, enough to give to all the girls they 
  convert. They manipulate brainwaves, rather 
  than alter the Vampire’s actual appearance, 
  and can exactly replicate their users’ pre-
  Vampire appearances. The technology is 
  vulnerable to powerful shocks, and a strong 
  kick is enough to make Rosanna Calvierri’s 
  sporadically flicker, and it eventually sticks on 
  human.
  Traits: Face in the Crowd, Restriction (doesn’t 
  disguise threats, vulnerable to shocks).
  Story Points: 1
  ULTRAVIOLET WAND (MINOR GADGET)
  The Doctor carries a glowstick in his pocket, 
  bright enough to ward off sun-fearing species. 
  He uses it to defend himself from Vampire 
  attacks, and later donates it to Guido, who 
  takes the wand with him when he blows 
  himself up.
  Traits: Transmit, Restriction (Ultraviolet light 
  only).
  Story Points: 1
  THE VAMPIRES OF VENICE
  
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  FURTHER ADVENTURES
  •	
  Rosanna claims her clan ran when they saw 
  Silence through the Crack in Time. She’s hazy 
  on the details, but that’s the Silents for you: 
  what doesn’t she remember about those days? 
  Did the Silence come for Saturnyne, and if so, 
  why? 
  •	
  How do you get 10,000 carnivorous Venetian 
  space-fish 
  into 
  a 
  police 
  box? 
  Because 
  Francesco’s brothers are still down there, 
  picking bits of Rosanna out of their teeth, and 
  she was right – the Doctor doesn’t want another 
  genocide on his conscience. There may not be 
  any more females in 16th century Venice, but 
  the past is full of them... or is that paradox too 
  icky for the laws of space and time?
  GUIDO
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  4
  A patriotic Venetian and proud father, Guido had just 
  sent his daughter Isabella to the Calvierri Academy 
  when the Doctor arrived, and quickly joined in 
  their investigation. He liberated huge stockpiles 
  of gunpowder from a former job, and used them 
  to avenge his daughter upon the occasion of her 
  death – obliterating his home, and killing himself 
  and all the female Vampires in the process.
  SKILLS
  Athletics 2, Fighting 2, Knowledge 3, Transport 3 
  (Boats 5). 
  TRAITS
  Brave: Guido isn’t fazed by the Vampires of Venice 
  – his only concern is getting his daughter back.
  Sense of Direction: Guido knows his way around 
  Venice.
  True Connection: His daughter, Isabella.
  EQUIPMENT: Stockpile of gunpowder.
  TECH LEVEL: 3 
   STORY POINTS: 2
  SATURNYNIAN
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  6
  SKILLS
  Athletics 3 (Swimming 5), Convince 1, Fighting 3, 
  Knowledge 3, Medicine 1, Science 4, Subterfuge 3, 
  Survival 3, Technology 3. 
  TRAITS
  Alien
  Alien Appearance: Without their Perception 
  Filters, they look like big walking piranhas.
  Additional Limbs (Arms)
  Additional Limbs (Legs)
  Dependency (Minor): They’re called Vampires 
  for a reason… 
  Environmental (Water): Saturnynian are most at 
  home swarming underwater.
  Flight (Minor)
  Natural Weapons – Tooth and Claw: +2 damage 
  in melee.
  Special – Infection: Saturnynian are able to 
  transform other species into Vampires with their 
  bite.
  Special – Camouflage: Saturnynians gain 
  a +2 bonus when trying to avoid detection 
  underwater.
  Weakness (Major): Exposure to ultraviolet light, 
  including daylight, is fatal to a Saturnynian.
  EQUIPMENT: Portable Perception Filter (see pg.78).
  TECH LEVEL: 7 
   STORY POINTS: 3-5
  
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  ‘I know where your heart lies, don’t I Amy Pond?’
  B  SYNOPSIS
  The TARDIS, Undefined Date
  Five years on from their TARDIS adventures, Amy 
  (very pregnant) and Rory (now a doctor) had settled 
  into a quiet, bucolic life. Surprised by a visit from 
  their old friend the Doctor, they took a walk through 
  the village, until they suddenly and inexplicably fell 
  asleep.
  They woke up in the TARDIS. All three remembered 
  the events in Upper Leadworth as a shared dream. 
  The Doctor theorised they had jumped a time track, 
  but then they all fell asleep again to wake in the 
  village once more. They could not remain awake long 
  in either reality, and each time they fell asleep in one 
  they woke in the other. They tried to look for details 
  that would betray one of the realities as a dream, 
  but both the TARDIS and Upper Leadworth seemed 
  entirely real. Both realities soon revealed dangers: 
  the TARDIS had lost power and heat, while the Doctor 
  sensed something sinister in the long-lived residents 
  of the Sarn Residential Care Home.
  In the TARDIS, the Doctor realised someone must 
  have overridden his control. At that moment an 
  intruder revealed himself: a man wearing an echo of 
  the Doctor’s clothes who called himself the Dream 
  Lord. He was quickly revealed 
  to be a projected image with no 
  physical form, moving instantly 
  around the console room as 
  he talked. The Dream Lord 
  revealed that he had created 
  these events as a challenge 
  for Amy. She needed to make 
  a choice between the two men 
  in her life: Rory and the Doctor. 
  Amy insisted she had already 
  chosen Rory, but the Dream 
  Lord claimed he had seen her 
  dreams and knew otherwise. 
  The challenge was to figure 
  out which world was real, then 
  escape the dream world by 
  dying within it. If their choice 
  was wrong, they would die 
  for real. Making things more 
  complicated, whenever they were awake in one 
  world, their body was lying asleep and vulnerable 
  in the other.
  Amy, Rory and the Doctor faced immediate problems 
  in both worlds. In Upper Leadworth, they discovered 
  the old people were hosts to the Eknodines, aliens 
  who had decided to destroy the Earth and would 
  start by killing everyone around them. The Doctor 
  hid from them in a butcher’s freezer, while Amy and 
  Rory fled to their house and barricaded themselves 
  in their nursery. In the TARDIS, they learned they 
  were drifting towards a cold star. The Doctor worked 
  on a generator while Amy and Rory discussed which 
  world was real and therefore which battle to lose.
  The Dream Lord then separated the trio, keeping 
  Amy awake in the TARDIS while the Doctor and 
  Rory both woke in Leadworth. The Doctor drove a 
  campervan around the village rescuing people and 
  taking them to the church, then went to join Amy 
  and Rory, who were besieged by the Eknodines.
  In the frosty TARDIS, the Dream Lord tried to wear 
  down Amy’s faith in both the Doctor and Rory, urging 
  her to make her choice between the two men and the 
  two worlds. Then Amy went to sleep, waking with 
  Rory and the Doctor in Leadworth. She felt her baby 
  start to arrive, and then an Eknodine appeared at the 
  window and used its deadly breath on Rory. He asked 
  Amy to look after their baby as he crumbled to dust.
  AMY’S CHOICE
  AMY’S CHOICE
  
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  This horrific event sealed Amy’s decision. She and the 
  Doctor gave up on Upper Leadworth by driving right 
  into the house. They awoke in the freezing TARDIS. 
  The Dream Lord restored power and announced 
  that Amy had made the correct choice. Defeated, 
  he disappeared. The Doctor decided to blow up the 
  TARDIS anyway, because he was convinced this 
  world was also a dream, as the Dream Lord would 
  only have power over dream realities, and he had 
  worked out who the Dream Lord really was.
  The Doctor, Amy and Rory all woke up back in the real 
  TARDIS, the dream experience at an end. The Doctor 
  revealed that they had all been in a dream state 
  induced by psychic pollen that had fallen into the 
  time rotor. The Dream Lord was in fact the Doctor’s 
  darkness and doubts given voice. 
  CONTINUITY
  •	
  The Doctor says he threw the TARDIS manual 
  in a supernova because he disagreed with it. 
  He had found it useful at least once before! 
  (See Vengeance on Varos in The Sixth Doctor 
  Sourcebook).
  •	
  The Doctor briefly suspects they have jumped a 
  time track, as happened in his visit to The Space 
  Museum (see The First Doctor Sourcebook). 
  Time tracks are discussed in detail in The Time 
  Traveller’s Companion (pg.62).
  •	
  The Dream Lord tries to make Amy insecure 
  by mentioning the Doctor’s relationship with 
  Elizabeth I (see The Day of the Doctor on pg. 241).
  •	
  The Dream Lord points out the Doctor has not 
  shared his real name. The Doctor’s name will 
  prove very important during this incarnation’s 
  adventures (see The Name of the Doctor on pg. 
  236).
  •	
  Rory dies horribly in this adventure. (He gets 
  better.) This is just the first of several deaths that 
  Rory will experience while he travels with the 
  Doctor. This time he doesn’t retain any memory 
  of his death, but he will not be so lucky every 
  time.
  •	
  Is the Dream Lord the Valeyard (see The Trial of 
  a Time Lord in The Sixth Doctor Sourcebook)? 
  The Master’s description of the Valeyard fits 
  the Dream Lord quite well: “an amalgamation 
  of the darker sides of your nature, somewhere 
  between your twelfth and final incarnation.” 
  If the Dream Lord does later become the 
  Valeyard, he undergoes some significant 
  changes along the way, not least taking on 
  physical form.
  •	
  The swimming pool is back in the TARDIS, after 
  being misplaced in The Eleventh Hour.
  B  RUNNING THE ADVENTURE
  The heart of this adventure is the choice Amy makes 
  between adventure in the TARDIS and bucolic 
  domesticity in Upper Leadworth; or, more pointedly, 
  between her attraction to the Doctor and her love for 
  Rory.
  
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  To run this adventure you need to tailor it to the 
  specific characters in your game. Identify a character 
  facing a defining choice and build the scenario around 
  that decision. It will help to listen to your players and 
  ask them about their characters. If you have used the 
  suggestions in Chapter Two, the players may have 
  created characters with such choices in mind. 
  This adventure particularly suits collaboration 
  between players and Gamemaster. You could try this 
  approach:
  •	
  Ask the player if they would appreciate an 
  adventure with a focus on a dramatic choice faced 
  by their character. Discuss the choice with them 
  in general terms, and listen to how they describe 
  the decision they face. Their understanding 
  of the choice may be quite different to your 
  assumptions, and the scenario will work best if 
  you match their expectations rather than yours.
  •	
  Separately, ask two (or more, if appropriate) 
  other players to “take sides” in this choice. Each 
  of them can suggest a dream scenario that 
  favours their side (for example, Rory’s player 
  could describe the domestic paradise of Upper 
  Leadworth, while the Doctor devises a situation 
  where only he can save the day).
  •	
  Begin the game, switching back and forth 
  between the contrasting dream scenarios. As 
  you go, “spike” both scenarios with increasing 
  danger of your invention.
  You’ll also need to look again at how the adventure 
  will be resolved. Amy’s dream worlds could be 
  escaped simply by dying in both of them, even if 
  she hadn’t made a choice. Create a different way to 
  resolve your adventure, perhaps one of these:
  •	
  Dying in the dream world does not lead to 
  escape. Instead, you enter a third dream-world, 
  from which you cannot escape except back into 
  one of the first two. The only way to escape the 
  dream worlds entirely is by overcoming one or 
  both of the threats.
  •	
  Death in the dream worlds doesn’t stick. You 
  wake up shortly after in the place where you 
  began the dream, as if you were respawning in 
  a video game. Within each dream is a resource 
  that can solve the problems in one dream, at the 
  cost of utter failure in the other. Which world do 
  you preserve, and which do you allow to fall?
  •	
  One dream world contains the focal character’s 
  real friends, but the other contains evil dark 
  doppelgangers who only seem like the real 
  ones. The “right” choice will restore the friends 
  to wakefulness, but the “wrong” choice will put 
  the doppelgangers into their bodies instead.
  PSYCHIC POLLEN
  Psychic pollen is a mind parasite found in the Candle 
  Meadows of Karass don Slava. It is a collective life 
  form made up of tiny, glowing grains that are carried 
  on great winds. Wherever pollen lodges it reaches 
  out for vulnerable minds nearby. The reach and 
  power of the pollen is limited except when it falls in 
  large amounts. However, in certain circumstances 
  (for example, when it falls into an energy source 
  like the TARDIS’ time rotor) the pollen’s influence is 
  magnified.
  The pollen feeds on everything dark in its host, then 
  gives it a voice and turns it against them. Usually 
  this process is internal – the host would have an 
  unusually powerful sense of self-doubt, and would 
  experience increasingly strong dark urges. In special 
  circumstances – such as when infesting the mind of a 
  psychic individual – a more elaborate manifestation 
  (such as the “Dream Lord”) may become possible. 
  This process relies on a host who has some psychic 
  darkness on which the pollen can feed. If the target 
  is reasonably well-adjusted, the pollen will starve to 
  death. Therefore, set Difficulty levels to resist the 
  pollen with an eye on the target character’s history 
  and nature. Although the life cycle of the pollen has 
  not been clearly defined, one can speculate that the 
  pollen uses the host’s darkness as a cover for its own 
  psychic intrusion into the host. If the host’s psyche 
  gives in to darkness, then the pollen is able to fully 
  seize control of the host. It will then use the host’s 
  psyche to seed a new candle.
  OTHER DREAM WORLDS
  This adventure presents one way of using the dream 
  world, but there are of course many others. For 
  example:
  AMY’S CHOICE
  
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  •	
  Present a dystopian, horrific situation that slowly 
  overwhelms the characters. Force them to make 
  choices but ensure that each choice makes the 
  situation worse, until the player characters 
  decide things are so bad they cannot possibly be 
  real. The aim here is to force the characters to 
  see the consequences of their actions and the 
  terrifying responsibility on their shoulders. Such 
  an experience might result in a character taking 
  the Unadventurous trait.
  •	
  Use a dream world to show a character what 
  would result if they elected to change their own 
  history. For example, a companion of the Doctor 
  who has the Unadventurous Minor Bad Trait, 
  and thus is already having doubts about having 
  adventures, might be lured by a compelling 
  vision into changing their own history so they 
  never met the Doctor. (Such a change was forced 
  upon Jamie McCrimmon and Zoe Heriot by the 
  Time Lords, but inexpert handling of such an 
  alteration in time could lead to disaster.)
  •	
  Find a character who has had a difficult time 
  of late, and trap them (with their friends) in a 
  dream world in which everything starts working 
  out for them and they become something of a 
  superstar. Their friends will not only have to 
  determine that reality is false, but they will also 
  have to convince the character to give up all 
  of their success and return to the misery and 
  failure they left behind.
  EKNODINE
  Vulnerable: Outside a host body, an Eknodine’s 
  physical form is vulnerable. Double the amount of 
  damage received by the Eknodine.
  Host Body:
  •	
  The Eknodine must use the Coordination and 
  Athletics scores of its host body if they are 
  higher than its own scores. It can however use 
  whichever Strength score is higher.
  •	
  The Eknodine takes on any relevant traits 
  from its host body. For example, an Eknodine 
  in a 90-year-old pensioner’s body takes on the 
  traits Clumsy, Face in the Crowd, Slow.
  •	
  The Eknodine must share its nervous system 
  with its host body, so any damage to the host 
  is equally felt by the Eknodine. However, it can 
  climb out of a damaged host body at any time, 
  leaving behind any damage effects.
  TECH LEVEL: 6 
   STORY POINTS: 3-5
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  4
  STRENGTH
  5
  The Eknodines are a very long-lived species who are 
  capable of interstellar travel but remain concentrated 
  on their homeworld. They have a highly developed 
  culture and are not aggressive by nature, however 
  their petrifying breath attack makes them very 
  dangerous. They are a symbiotic species, physically 
  nesting inside another creature’s body and controlling 
  it like a marionette. In peaceful times, the Eknodines 
  find hosts who welcome this arrangement, but in 
  extreme situations Eknodines can take over host 
  bodies without permission.
  SKILLS
  Athletics 1, Convince 4, Craft 3, Fighting 1, Knowledge 
  2, Marksman 2, Medicine 2, Science 2, Subterfuge 2, 
  Survival 4, Technology 4, Transport 1.
  TRAITS
  Alien
  Alien Appearance (Major): The Eknodine usually 
  hides its slender body within a host.
  Fear Factor (2)
  Natural Weapon – Disintegration Breath: The 
  Eknodine’s eye stalk can puff out a toxic gas that 
  turns targets to dust (3/L/L).
  Possess: An Eknodine initiates possession by 
  physically climbing inside its host body. 
  Screamer: The Eknodine can emit an ear-splitting 
  shriek.
  
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  FURTHER ADVENTURES
  •	
  If there is psychic pollen, what strange 
  creatures might serve as the great psychic bees, 
  gathering the pollen from the Candle Meadows 
  and delivering it where it might parasitise a 
  sufficiently complex mind? What honey would 
  they make? And what would it be like if the 
  TARDIS materialised in one of their enormous, 
  humming hives?
  •	
  As psychic pollen thrives by darkening the psyche 
  of its hosts, any number of criminals might already 
  be victims. A load of psychic pollen drifting into 
  a maximum-security prison could have awful 
  results. Even worse, psychic pollen taking hold 
  of someone already doing battle with a dark side 
  might be catastrophic: consider the effects of the 
  pollen engulfing a group of werewolves (see Tooth 
  and Claw in The Tenth Doctor Sourcebook).
  THE DREAM LORD
  to reflect the anxieties of his victims. Although it 
  is not his intention, his nightmarish fictions can 
  serve as a kind of extreme therapy session for 
  those trapped within them.
  Hypnosis (Special): The Dream Lord can pull 
  victims out of reality and into dream worlds of his 
  own creation.
  Immaterial: The Dream Lord has no physical body.
  Psychic: The Dream Lord is a psychic creature, 
  existing entirely in the realm of the mind.
  Telepathy: The Dream Lord eagerly delves deep 
  into the darkest subconscious of his victims, 
  locating their deepest anxieties and doubts.
  Teleport: The Dream Lord can move his projection 
  about freely within the dream worlds he has 
  created. In the real world, he makes short and 
  unsteady hops through the Vortex to new points of 
  focus.
  Time Traveller (All): The Dream Lord is not an 
  expert at time travel, but as he is a reflection of 
  the Doctor he has an innate level of comfort and 
  familiarity with the experience.
  Vortex
  TECH LEVEL: 10 
   STORY POINTS: 8
  AWARENESS
  6
  PRESENCE
  4
  COORDINATION
  n/a
  RESOLVE
  5
  INGENUITY
  9
  STRENGTH
  n/a
  The Dream Lord was a psychic projection of the 
  Doctor’s darker side, and conducted himself as 
  a parody of the Doctor right down to his name (a 
  mockery of the title “Time Lord”). Although it seemed 
  his existence was contained within the effects of the 
  psychic pollen, there were hints that he might have 
  survived to continue an independent existence. These 
  statistics describe an independent version of the 
  Dream Lord who might be encountered in the future.
  SKILLS
  Convince 4, Craft 6, Knowledge 6, Subterfuge 5, 
  Technology 5, Transport 4.
  TRAITS
  Adversary: The Dream Lord is unalterably tied to his 
  mirror self, the Doctor.
  Dependency: The Dream Lord’s projections are 
  always centred within some focal point in the real 
  world, and destroying this focus will drive the Dream 
  Lord away. Initially this was the psychic pollen in the 
  TARDIS time rotor. Other possible focal points might 
  include a psychic power battery, a spooky old house 
  or a 3D painting.
  Eccentric
  Special – Dream Worlds: The Dream Lord can use 
  the Craft skill to create vivid and convincing dream 
  worlds, usually using elements drawn from his 
  victims’ minds by telepathy. Within these worlds, the 
  Dream Lord can control the experience of his victims, 
  for example by switching them around from one 
  dream reality to the next at his whim.
  Empathic: Although the Dream Lord has a malicious 
  streak, he can’t help but structure his dream worlds 
  AMY’S CHOICE
  
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  ‘You have to be the best of humanity! Decent, brilliant 
  people. Nobody dies today, understand?’
  B  SYNOPSIS
  Cwmtaff, South Wales, 2020
  In an isolated valley, a drilling project reached 
  a depth of 21 kilometres. That night, worker Mo 
  Northover was grabbed by the soil and pulled down 
  into the earth.
  The Doctor, Amy, and Rory arrived in a nearby 
  churchyard. They had been aiming for Rio, but 
  the Doctor was instantly intrigued by patches of 
  unusual blue grass and a strangeness to the ground 
  underfoot. Stranger still, Amy and Rory saw their 
  future selves watching them from a nearby hill. The 
  Doctor advised against going to say hello, and he 
  set off to the nearby drill site to investigate. While 
  Amy followed, Rory went back to the TARDIS to put 
  Amy’s engagement ring in a safe place. When he 
  emerged from the TARDIS he was met by Ambrose 
  Northover and her son Elliot, who mistook him for 
  a police detective. They described strange events 
  in the cemetery, where coffins and bodies had 
  been discovered to be missing without the graves 
  being disturbed. Rory gamely tried to figure out this 
  mystery.
  At the drill site, project leader Dr Nasreen Chaudhry 
  and her senior engineer Tony Mack were puzzling 
  over Mo’s disappearance. The Doctor and Amy 
  arrived, and the Doctor quickly impressed Nasreen 
  and Tony with his technical ability. Mo’s fate was 
  swiftly revealed as holes opened in the earth, and 
  this time Amy was swallowed up. The Doctor then 
  detected signals approaching from deep under the 
  earth. These were transports coming up hidden 
  tunnels, and they would arrive in 12 minutes. Any 
  chance of escape was also cut off by a huge force 
  field dome that appeared around the valley.
  Rory, Ambrose and Elliot joined the Doctor, Nasreen 
  and Tony in the old church. Rory quickly noticed 
  Amy’s absence, and the Doctor promised that he 
  would find her and keep them all safe. Ambrose and 
  Elliot soon noticed that Mo was also missing. The 
  Doctor put them to work setting up cameras to detect 
  the arrival from below and channel a sonic pulse 
  attack. However, a targeted energy surge cut the 
  power, leaving them defenceless as the underground 
  transports reached the surface.
  Elliot was still outside the church, and he was 
  taken by the intruders. Ambrose ran to look for 
  him, and she was attacked by another intruder. 
  Mack rescued her, but in the process a long 
  reptilian tongue stung him in the neck, poisoning 
  him. 
  The Doctor realised that they were facing the 
  reptilian humanoids known as Silurians. He and 
  Rory lured a warrior into a trap and questioned 
  her in the church crypt. The prisoner, named 
  Alaya, revealed that the drill was an attack 
  and her people were going to wipe out the 
  humans and reclaim the Earth.
  The Doctor decided that the only way to 
  prevent a war was to go underground and 
  talk directly to the Silurians. He asked 
  those in the church to keep Alaya alive, 
  despite their emotions and her animosity. 
  Nasreen elected to join him but before 
  they could launch the TARDIS it was 
  sucked under the earth. Emerging from 
  the TARDIS, the Doctor and Nasreen 
  discovered the drill had disturbed 
  not a small tribal community, but an 
  enormous underground city.
  The Doctor and Nasreen wandered 
  the deserted city. Eventually they 
  entered a secured area. Automated 
  systems identified them as hostile life 
  forms, and guards rushed to surround 
  them. Despite announcing they had come in 
  peace, the guards subdued them with gas and 
  took them prisoner.
  Meanwhile, Amy woke up next to Mo. They 
  were both secured for decontamination and 
  dissection. As she protested, a reptilian surgeon 
  approached her. The surgeon, Malohkeh, was 
  interrupted by a call from the guards and left 
  Amy and Mo behind. Amy had managed to steal 
  the control device for her restraints, and swiftly 
  freed herself and Mo. They set out to explore, and 
  stumbled upon Elliot, who was locked in some kind 
  of stasis chamber. Mo was distraught to see his son 
  imprisoned, but Amy convinced him he was in no 
  immediate danger. 
  Elsewhere in the subterranean city, Malohkeh 
  subjected the Doctor to a painful scan and initiated 
  a decontamination process. Acting in desperation, 
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  the Doctor was able to convince Malohkeh that he 
  was not human and decontamination would harm 
  or even kill him. Intrigued, Malohkeh halted the 
  process, to the dismay of military commander 
  Restac. Restac perceived the intruders as an 
  invasion force, following the drills that were 
  attacking the oxygen pockets above the city. The 
  Doctor and Nasreen said they were there only to 
  rescue the other humans and would then return 
  Alaya. Restac, who was already anxious over the 
  fate of her gene-cousin Alaya, announced she would 
  instead take the initiative by executing the Doctor.
  On the surface, tensions had not eased. Ambrose 
  discovered that Mack had been poisoned. She 
  threatened Alaya with a taser, demanding the cure. 
  Alaya goaded and taunted Ambrose until she used 
  the taser at full strength. Rory and Mack raced to 
  help, but they were too late, and Alaya died of her 
  injuries.
  Restac and her guards escorted the Doctor and 
  Nasreen to the city court. There Amy and Mo 
  leapt from hiding, threatening Restac with stolen 
  weapons. Restac called their bluff, and Amy and 
  Mo surrendered the weapons without using them. 
  Restac contacted the surface and demanded to see 
  Alaya or she would execute the prisoners. Ambrose 
  threw the request back in Restac’s face, so Restac 
  ordered Amy’s immediate execution. Before this 
  could happen, Restac’s superior Eldane appeared 
  and called a halt. Restac reluctantly stood down.
  Eldane had just been revived by Malohkeh in order to 
  put Restac in her place. The Doctor gave those on the 
  surface instructions on how to come down to the city 
  using transport discs. Then the Doctor sat Eldane 
  across a table from Amy and Nasreen and charged 
  all three with figuring out a way to share the Earth. 
  Malohkeh and Mo went to free Elliot. An angry Restac 
  killed Malohkeh and revived sleeping legions to begin 
  a war. Rory, Ambrose and Mack arrived in the city with 
  Alaya’s body. Restac’s soldiers seized control, and 
  Ambrose revealed that the drill had been reactivated 
  and would destroy the city unless they could go back 
  to the surface to switch it off. Restac, beyond reason 
  now, ordered an attack.
  The Doctor helped Eldane and the humans escape 
  and devised a plan. Nasreen agreed to blow up 
  her beloved drill while Eldane suggested a toxic 
  fumigation of the city to send the soldiers back into 
  hibernation. Mack, who was in fact not dying but 
  mutating, elected to undergo decontamination and 
  enter suspended animation as well, and Nasreen 
  decided to go with him.  As toxic fumes billowed out, 
  the others ran for the TARDIS. They were just about to 
  enter when they saw the crack from Amy’s bedroom. 
  The Doctor, fascinated, reached into the crack and 
  retrieved a piece of shrapnel, which appeared to be a 
  fragment of the TARDIS. They were interrupted by a 
  dying Restac, who shot Rory. Rory took the full blast, 
  a fatal injury. The Doctor pulled Amy into the TARDIS 
  as time energy from the crack enveloped Rory’s 
  body, and wiped him out of history. Amy forgot him.
  Back on the surface, the group watched the drill 
  explode. The Doctor made peace with Ambrose, and 
  went with Amy to the TARDIS. The Doctor hid her 
  engagement ring, while Amy waved to her future self 
  on the hill – both of them alone.
  THE HUNGRY EARTH/COLD BLOOD
  
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  CONTINUITY
  •	
  This isn’t the first deep drilling project to stir 
  up trouble – the Doctor previously dealt with 
  the consequences of the Inferno Project, which 
  sought to penetrate the Earth’s crust (see 
  Inferno in The Third Doctor Sourcebook), and the 
  Torchwood Institute’s drill to the core disturbed 
  a buried Racnoss ship (see The Runaway Bride 
  in The Tenth Doctor Sourcebook). A drill to the 
  Earth’s core was also essential to the Dalek plan 
  when they invaded Earth (see The Dalek Invasion 
  of Earth in The First Doctor Sourcebook).
  •	
  The Doctor has everyone take refuge in the 
  church. He used exactly the same tactic in his 
  previous adventure (see Amy’s Choice on pg. 
  80) and had also done so several times before 
  that (most recently in Father’s Day in The Ninth 
  Doctor Sourcebook).
  •	
  After a harrowing experience being scanned by 
  Malohkeh, the Doctor asks for some celery to aid 
  in his restoration. He carried celery everywhere 
  during his fifth incarnation.
  •	
  The Doctor recounts the reason the Silurians 
  went into hibernation: their civilisation was 
  threatened with destruction by an oncoming 
  planet, which in turn became the Moon. He 
  learned this in his first encounter with the 
  species. The Doctor also describes the sad 
  outcome of that encounter (see Doctor Who and 
  The Silurians in The Third Doctor Sourcebook). 
  •	
  The Doctor arranges for the first meeting 
  of representatives of the human race and 
  Homo Reptilia. Although discussions begin 
  well, they are soon wrenched off-course by 
  events. However, the Doctor will return to this 
  approach again in the future, with considerably 
  more success, when he had Zygon and human 
  representatives sit and talk (see The Day of the 
  Doctor on pg. 241).
  •	
  Rory dies again, and this time he’s still dead at 
  the end of the adventure. This won’t last (see The 
  Pandorica Opens on pg. 102), nor will it be the 
  last time he comes too close to death.
  •	
  The crack from Amy’s bedroom wall reappears. 
  This time it swallows Rory, erasing him from 
  history, and Amy swiftly forgets him despite 
  the Doctor’s efforts to ensure she remembers. 
  This won’t be the last time Amy struggles to 
  remember something crucial to her life (see 
  The Big Bang and The Wedding of River Song)
  B  RUNNING THE ADVENTURE
  CLASSIC STRUCTURE
  The adventure leans heavily on elements that go 
  back to the Doctor’s earliest adventures. 
  •	
  A small group of people are trapped in an 
  isolated location and besieged by mysterious, 
  inhuman enemies.
  •	
  Both the Doctor and a companion are mistaken 
  for visiting authority figures and are promptly 
  invited into the centre of the unfolding plot.
  •	
  There is an enticing mystery to capture the 
  Doctor’s interest (two, in fact: the disappearances 
  of the dead bodies and Mo’s disappearance, both 
  locked-room mysteries).
  
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  •	
  The Doctor and his companions are separated 
  and then take turns getting captured.
  These things may feel like clichés, but traditional 
  plots give players easy handholds and allow them to 
  act with confidence as they negotiate the adventure. 
  Of course, some players may see them as a chance 
  to subvert expectation and look for non-traditional 
  solutions. Both impulses are great, just don’t be 
  surprised by either one!
  The adventure also makes a late swerve when Rory 
  is killed and then absorbed by the crack from Amy’s 
  bedroom. This shocking twist is all the more effective 
  because the adventure has been so traditional up to 
  that point. Your non-traditional plot twists will also 
  gain extra impact if you drop them into an otherwise 
  traditional adventure.
  INTRACTABLE PROBLEMS 
  Usually when you put problems into your 
  adventures, you anticipate them getting solved 
  if the players do a good job. The players usually 
  expect the same. However, the disagreement here 
  can’t be solved so easily. When you put intractable 
  problems in your adventures, make sure you are 
  ready to explore other ways for the characters to 
  win, and make sure the players get the message 
  so they don’t get frustrated or despondent. In this 
  adventure, simply getting to the negotiating table 
  is a major success, so it’s important that your 
  description of the action lets the players appreciate 
  how much they have achieved. 
  It’s also worth noting that this adventure’s big 
  problem is one with echoes in the real world. Any 
  glance at the international news will remind you 
  of some parallels. However, don’t overdo these 
  parallels in your adventures. Definitely don’t make 
  your adventure situation a direct allegory for a 
  real-world dispute! By all means take inspiration, 
  but remember that real situations are far too 
  complicated for use in a game like this. (Not to 
  mention that your players aren’t stupid, and they’ll 
  see parallels clearly enough without needing them 
  underlined.)
  WHO WILL YOU TRUST?
  ‘I promise you, Ambrose, I trust the Doctor with 
  my life. We stick to his plan. We keep that creature 
  safe.’
  This adventure is about big issues like justice and 
  fairness and humanity’s instincts, but it explores 
  those issues through a simpler idea: trust. If you’re 
  running this adventure, you can use trust the same 
  way. Whatever complicated issue arises, you can turn 
  it into a dramatic moment by having a Gamemaster 
  character pick one side and ask for everyone else 
  to trust them. Or, have Gamemaster characters 
  outright question whether characters deserve to be 
  trusted in their choices.
  When do Gamemaster characters start trusting the 
  characters? As Gamemaster you can just decide, of 
  course, but the social conflict rules also answer this 
  question, as shown in the table at the bottom of the 
  page.
  In an adventure like this where trust between 
  characters is of particular interest, you might want 
  to use these optional rules:
  •	
  Fine words aren’t enough by themselves to 
  win someone’s trust. Before making a social 
  conflict roll to win someone’s trust, you have 
  to take some action that demonstrates why you 
  are worthy of it. (For example, when the Doctor 
  evaluated the situation when arriving at the drill 
  site, he impressed Nasreen and Mack with his 
  insight, allowing him to quickly win their trust.)
  •	
  When someone screws up or is shown to have 
  been untrustworthy, anyone they’ve been trying 
  to win over can choose to instantly restore 
  some or all of their damaged social score. (For 
  example, when the Doctor forgot about Elliot 
  and left him to get stuck outside the church, 
  Ambrose’s doubts about him returned in full 
  force.)
  B  HOMO REPTILIA
  While many settlements of “Homo reptilia” consist 
  of about a dozen family groups, this tribe resided 
  in a huge underground city of walkways through 
  huge fern-strewn caverns, chambers carved out 
  THE HUNGRY EARTH/COLD BLOOD
  
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  of the rock, bright pools of magma, and colourful 
  bioluminescent fungi. The bright colours gave it 
  the aspect of a strange fairyland, and it was just 
  as vulnerable: oxygen pockets above the city would 
  destroy everything if they were ignited.
  The city had a shared authority, with an overall leader 
  (Eldane) supported by a military commander (Alaya) 
  and a chief scientist (Malohkeh). Both the military and 
  scientific traditions tended to stay within family lines, 
  and both struggled to accept human dominance of 
  the planet’s surface. Once, they had hunted apes 
  for sport, and it was a challenge to accept them as 
  deserving of dignity and respect.
  REPTILE TECHNOLOGY
  Eldane offered his people’s technology as part of 
  negotiations with Amy and Nasreen, alluding to 
  many advances. Their technological achievements 
  included fluid-based control systems, powerful 
  and sophisticated sensor arrays, precise energy 
  control (such as destroying tools with an energy 
  surge and sending a communication signal through 
  an unsuitable device) and climate control (ensuring 
  heat was kept at manageable levels even deep within 
  the earth).
  Powered Transport Discs (Major Gadget)
  Each disc projects a gravity bubble around itself and 
  its rider. Geothermal energy currents then project 
  the rider up and down through pre-existing rock 
  tunnels. The discs can burrow through soil and 
  packed earth, but not through solid rock.
  Traits: Burrowing, Environmental: Extreme Heat.
  Vehicle Ratings: Armour 2, Hit Capacity 6, Speed 10
  Force Field Projector (Special Gadget)
  Restac’s forces were able to project a dome of force 
  around the village, isolating it. The force dome could 
  be controlled to be either transparent or opaque; in 
  the latter case, no light could enter and it was like 
  night within. The dome sparked with dangerous red 
  lightning when touched. It was nearly impassable, 
  even to as sophisticated a vehicle as the TARDIS. 
  Traits: Entrap, Force Field, Transmit (disrupt 
  communications), Zap (does 4/8/12 to anything that 
  touches it; makes things explode and burn).
  Cost: 4 Story Points.
  CONFLICT TYPE
  CHARACTER ASKING FOR TRUST
  UNSURE CHARACTER
  Simple conflict
  •	
  Roll Presence + Convince
  •	
  If you roll highest, they conclude you 
  are worth their trust.
  •	
  Roll Resolve + Convince
  •	
  If you roll highest, they conclude 
  you will never be convinced to trust 
  them.
  Extended conflict 
  (mostly using 
  charm and 
  charisma)
  •	
  Roll Presence + Convince
  •	
  If you roll highest, temporarily reduce 
  other character’s Resolve by your 
  Presence score. 
  •	
  If they reach zero, they conclude you 
  are worth their trust.
  •	
  Roll Resolve + Convince
  •	
  If you roll highest, temporarily re-
  duce other character’s Presence by 
  your Presence score. 
  •	
  If they reach zero, they conclude 
  you will never be convinced to trust 
  them.
  Extended conflict 
  (mostly using wits 
  and insight)
  •	
  Roll Ingenuity + Convince
  •	
  If you roll highest, temporarily reduce 
  other character’s Resolve by your 
  Ingenuity score.
  •	
  If they reach zero, they conclude you 
  are worth their trust.
  •	
  Roll Ingenuity + Convince
  •	
  If you roll highest, temporarily 
  reduce other character’s Resolve by 
  your Ingenuity score. 
  •	
  If they reach zero, they conclude 
  you will never be convinced to trust 
  them.
  
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  Bioprogramming Tool (Major Gadget)
  Bioprogramming allows the control and manipulation 
  of natural objects. Soil, for example, can be 
  controlled to create and close tunnels, or suck things 
  on the surface down into the depths. The technology 
  is mainly used in engineering and construction. A 
  typical bioprogramming tool might be a hand-held 
  device that projects a dynamorphic field.
  Traits: Burrowing, Entrap, Open/Close, Restriction 
  (natural objects only), Shapeshift.
  Cost: 2 Story Points.
  FURTHER ADVENTURES
  •	
  When the Silurian city went into hibernation, 
  the Doctor set the machines for a 1000-year 
  wakeup. What will happen when this thousand 
  years comes due? Earth is a very different 
  place in 3020. Earth has been active across 
  space for centuries and intergalactic travel is 
  commonplace (see, for example, Terror of the 
  Vervoids in The Sixth Doctor Sourcebook). 
  In this more cosmopolitan environment, the 
  wakening Silurians could expect a fairer 
  hearing from humanity, and the challenge of 
  sharing the planet would perhaps be easier 
  with other worlds on offer. However, politics 
  being what they are, any number of conniving 
  forces could try and make use of the waking 
  Silurians to achieve their own nefarious goals. 
  What if another alien species, perhaps the
  THE HUNGRY EARTH/COLD BLOOD
  DR NASREEN CHAUDHRY
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  3
  Nasreen Chaudhry was highly accomplished, 
  savvy and generous, confident but not arrogant, 
  and quick to acclimatise to incredible new truths. 
  After bravely venturing underground and carefully 
  negotiating on behalf of humanity, she agreed to 
  abandon her life’s work and enter hibernation with 
  the Silurians alongside Tony Mack. 
  SKILLS
  Convince 3, Knowledge 4, Medicine 2, Science 4, 
  Technology 4, Transport 2.
  TRAITS
  Brave
  Charming
  Insatiable Curiosity
  Obligation (Major): Nasreen is responsible for 
  the drilling project, both its success and its 
  consequences.
  TECH LEVEL: 5 
   STORY POINTS: 5
  AMBROSE NORTHOVER
  AWARENESS
  2
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  2
  Ambrose was a practical-minded mum, dedicated 
  to her community and family. Unfortunately her 
  anxieties overcame her when a threat loomed 
  and her actions endangered everyone. In the 
  aftermath she pledged to raise her son to be the 
  best of humanity, hopefully to do better than she 
  herself had managed.
  SKILLS
  Convince 2, Knowledge 1, Marksman 1, Subterfuge 
  3, Survival 2, Transport 2.
  TRAITS
  Adversary – Silurians
  Impulsive
  Selfish: Ambrose puts the well-being of her 
  family and children over just about anything else.
  True Connection: Her son, Elliot.
  TECH LEVEL: 5 
   STORY POINTS: 3
  
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  Krillitanes (see School Reunion in The Tenth 
  Doctor Sourcebook), secretly manipulate the 
  newly awakened Silurians to claim Earth’s 
  resources for themselves?
  •	
  A thousand years is a long time. What if the Dalek 
  invasion in the middle of the following century 
  (see The Dalek Invasion of Earth in The First 
  Doctor Sourcebook), which also involved a deep 
  drilling project, disturbed the Silurian city and 
  brought the sleepers out of hibernation early? 
  The Silurians would encounter traumatised 
  and disorganised humans slowly recovering 
  from an awful occupation. Restac’s successor 
  as military commander would see the surface
  ALAYA
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  3
  STRENGTH
  5
  Alaya led the military expedition to scout out the 
  surface. She was captured but refused to co-
  operate, offering only barbed insults and her 
  confidence in a pending war. 
  SKILLS
  Athletics 4, Convince 2, Fighting 5, Marksman 
  2, Subterfuge 2, Survival 3, Technology 1, 
  Transport 4.
  TRAITS
  Alien Appearance (Major)
  Armour (5): Full battle armour.
  Brave:  Unconcerned by danger or the 
  prospect of injury.
  Climbing
  Empathic: She is good at guessing 
  unspoken fears and motivations.
  Environmental (Minor) – Extreme Heat
  Obligation (Major): She is loyal to the 
  military and to her people.
  Obsession (Minor ): She favours a defining, 
  decisive war with the humans.
  Special – Tongue Attack: Victims poisoned 
  by this attack must make Strength + 
  Resolve checks (Difficulty 12) every hour. 
  Each failure raises difficulty by 3 and 
  causes a mutation. Use 1/day.
  Tough
  Weakness (Minor) – Cold
  EQUIPMENT: Sonic Blaster (3/6/9), 
  Stun Gas Rifle (S/S/S), Mask 
  (Major Gadget: Scan, 
  Transmit).
  TECH LEVEL: 6
  STORY POINTS: 3
  ELDANE
  AWARENESS
  4
  PRESENCE
  6
  COORDINATION
  2
  RESOLVE
  5
  INGENUITY
  5
  STRENGTH
  3
  The leader of the city was in hibernation until 
  Malohkeh roused him to rein in Restac. He was 
  a moderate, prepared to listen before acting and 
  averse to unnecessary violence. 
  SKILLS
  Convince 4, Fighting 1, Knowledge 3, Marksman 
  2, Medicine 3, Science 3, Subterfuge 3, Survival 3, 
  Technology 3.
  TRAITS
  Alien Appearance (Major)
  Armour (3)
  Climbing
  Code of Conduct (Major): Eldane maintains and 
  demonstrates the nobility and fairness expected 
  of a leader. 
  Environmental (Minor – Extreme Heat)
  Obligation (Major): Eldane is the leader of his 
  people, and bears the weight of their fate and 
  wellbeing.
  Special – Tongue Attack: Victims poisoned 
  by this attack must make Strength + Resolve 
  checks (Difficulty 12) every hour. Each failure 
  raises difficulty by 3 and causes a mutation. Use 
  1/day.
  Voice of Authority
  Weakness (Minor) – Cold
  TECH LEVEL: 6 
   STORY POINTS: 3
  
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  as ripe for conquest, and the survivors of the 
  Daleks would be in no mood to negotiate with 
  another set of inhuman beings. It could all go 
  very horribly wrong, unless the characters can 
  find a way to calm things down. They would have 
  help from Nasreen Chaudhry and a mutated 
  Tony Mack, and perhaps Susan Foreman 
  might make an appearance. However the 
  Dalek invasion might have left a few unsavoury 
  surprises as well... 
  MALOHKEH
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  4
  As chief scientist, Malohkeh did not enter 
  hibernation. Working (mostly alone) for many 
  centuries, he conducted a number of studies on 
  humans. 
  SKILLS
  Convince 2, Craft 6, Knowledge 4, Medicine 6, 
  Science 4, Survival 5, Technology 4.
  TRAITS
  Alien Appearance (Major)
  Armour (3)
  Charming: Although Malohkeh tortured the 
  Doctor, calmly dissected Mo, and tried to do the 
  same to Amy, all of these become relaxed and 
  friendly with him soon after.
  Climbing
  Empathic: It takes Malohkeh a while to really 
  understand that humans have evolved, but even 
  before this he is sensitive to their well-being.
  Environmental (Minor – Extreme Heat)
  Obligation (Major): Malohkeh is responsible 
  for all scientific development and investigation 
  in the city. The Silurians’ advanced, highly 
  technological society demands much from him, 
  and has done all his life.
  Special – Tongue Attack: Victims poisoned 
  by this attack must make Strength + Resolve 
  checks (Difficulty 12) every hour. Each failure 
  raises difficulty by 3 and causes a mutation. Use 
  1/day.
  Weakness (Minor) – Cold
  TECH LEVEL: 6 
   STORY POINTS: 4
  RESTAC
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  5
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  5
  As military commander, Restac was obsessive 
  about security. She was somewhat paranoid and 
  ignored calls to restrain her instincts. 
  SKILLS
  Athletics 3, Convince 1, Fighting 5, Knowledge 2, 
  Marksman 4, Medicine 2, Science 2, Subterfuge 1, 
  Survival 3, Technology 1, Transport 2.
  TRAITS
  Alien Appearance (Major)
  Armour (5): Full battle armour.
  Brave: Heedless of danger, to the point of 
  recklessness at times.
  Climbing
  Environmental (Minor) – Extreme Heat
  Impulsive: She reacts quickly and without 
  second-guessing herself.
  Indomitable: Accustomed to dominance, she 
  bristles when anyone tries to call her to account.
  Obligation (Major): The security and safety of 
  the city is her responsibility.
  Obsession (Major): Deeply worried about 
  the threat posed by the apes, she tends to 
  overestimate any threat.
  Special – Tongue Attack: Victims poisoned 
  by this attack must make Strength + Resolve 
  checks (Difficulty 12) every hour. Each failure 
  raises difficulty by 3 and causes a mutation. Use 
  1/day.
  Weakness (Minor) – Cold
  EQUIPMENT: Sonic Blaster (3/6/9), Stun Gas Rifle 
  (S/S/S), Mask (Major Gadget: Scan, Transmit).
  TECH LEVEL: 6 
   STORY POINTS: 6
  THE HUNGRY EARTH/COLD BLOOD
  
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  ‘Doctor, my friend. We have fought monsters 
  together, and we have won. On my own, I fear I may 
  not do as well.’
  B  SYNOPSIS
  Paris, 2010, and Arles, France, 1890
  The Doctor was treating Amy to a tour around the 
  Van Gogh exhibition at the Musée d’Orsay when 
  they noticed a terrifying face leering from the 
  window of The Church at Auvers. The Doctor asked 
  the museum’s resident Van Gogh expert, Dr Black, 
  to estimate the date of the painting, and plotted a 
  course for the past.
  A painting titled The Café Terrace on the Place du 
  Forum, Arles, at Night in Amy’s guidebook led the 
  explorers to Vincent’s favourite cafe, where the 
  broke artist was trying to barter a self-portrait 
  for a drink. The cafe owner wasn’t having it, and 
  Vincent wouldn’t accept the Doctor’s charity – but 
  Amy bought herself a bottle of wine, and offered to 
  share it with Vincent. The Doctor had barely touched 
  the subject of churches when someone screamed 
  outside. A woman’s daughter had been murdered by 
  an unseen culprit. The locals blamed Vincent, and 
  he, the Doctor and Amy returned home.
  Vincent was telling the Doctor about his art when 
  Amy shrieked outside. Vincent armed himself with a 
  pitchfork and thrashed around – apparently a fit of 
  madness – but when something swept the Doctor off 
  his feet, they realised Vincent was defending his new 
  friends from a monster only he could see.
  Once the monster had fled, Vincent sketched the 
  creature he’d seen with charcoal, and the Doctor 
  took the sketch to the TARDIS. He found an old Rear 
  View Scanner, which he used to scan the creature. 
  It couldn’t decipher Vincent’s painting, but when the 
  Doctor left the TARDIS, the monster followed him, 
  and the scanner identified it as a Krafayis. The Doctor 
  ran as the Krafayis charged through Arles’ back 
  streets, and escaped by ducking around a corner.
  In the morning, Vincent went to Auvers, accompanied 
  by Amy and the Doctor. Hours passed and the sun 
  set with no incident, but eventually – there it was! 
  The Krafayis, inside the church. The Doctor ran in, 
  armed with the Rear View Scanner and his Sonic 
  Screwdriver. The Doctor could hear the Krafayis 
  grumbling, but couldn’t find it, and so it managed 
  to sneak up on the Doctor and smash his mirror. At 
  the sound of smashing glass, Amy rushed into the 
  church to try and help, but they were both cornered 
  and took refuge in a nearby wardrobe. The Krafayis 
  heard them breathing and attacked, but Vincent 
  rushed in and distracted its attention, wielding a 
  chair. Amy and the Doctor ran to the next room and 
  locked the heavy doors behind them. 
  The Doctor tried to reason with the creature 
  and appeal to its better nature, but as he spoke, 
  it crashed in through the window behind them. 
  Vincent returned with his easel, threatening it 
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  with the spikes on its legs. He noted that it was 
  skulking around the edges of the room, feeling its 
  way around, and the Doctor realised the creature 
  was blind! The Krafayis charged again, oblivious to 
  Vincent’s weaponised easel, and impaled itself. As 
  it lay dying, the Doctor heard that it was afraid, and 
  soothed it to sleep.
  On the way home, the Doctor and Amy were struck 
  by a brainwave, and invited Vincent to join them in the 
  TARDIS.
  The TARDIS returned to the Musee d’Orsay, and Amy 
  led Vincent to his own exhibition in 2010. The Doctor 
  goaded Dr Black, asked him to talk about Vincent 
  Van Gogh’s contribution to art in as much detail as 
  possible. Vincent listened in, and Dr Black’s speech 
  moved him to tears. Amy and the Doctor returned 
  Vincent to his home time with a new-found joie de 
  vivre.
  Amy returned to the museum, believing they’d saved 
  Van Gogh from his own depression – that with the 
  knowledge of his own talent, he’d no longer be driven 
  to suicide... but, not the case. Dr. Black’s speech 
  hadn’t changed, it still ended with Vincent’s death, 
  and the same paintings hung upon the same walls 
  – but that didn’t mean they hadn’t made a difference. 
  The Krafayis’ unearthly face had vanished from 
  The Church at Auvers, and Vase with 12 Sunflowers 
  sported a new dedication: ‘For Amy.’
  CONTINUITY
  •	
  Although unwoven from time, Rory Williams still 
  looms large in the Doctor’s memory, and while 
  she doesn’t know it yet, there’s a part of Amy that 
  remembers him, too. She keeps crying, and she 
  doesn’t know why. She has noticed the Doctor’s 
  been treating her suspiciously nicely, over the 
  last few days… 
  •	
  Amy mentions that the Doctor took her to 
  Arcadia. He’s referred to the Fall of Arcadia 
  as a key event in the Time War, in the past, but 
  Arcadia is on Gallifrey, and Gallifrey is time 
  locked. Presumably, then, this is a different 
  Arcadia, but the two may be related. 
  •	
  The Doctor tests his Rear View Scanner by 
  scanning his own face. It identifies him correctly, 
  and flashes images of a couple of his early 
  incarnations, in order.
  B  RUNNING THE ADVENTURE
  This adventure falls into a similar category as The 
  Unquiet Dead (see The Ninth Doctor Sourcebook) 
  REAR VIEW SCANNER (MAJOR GADGET)
  The Rear View Scanner is a wearable gadget, like a papoose with 
  an adjustable wing mirror. The mirror allows its wearer to view 
  and identify creatures that would be invisible to the naked eye. It 
  failed to identify the Krafayis from Vincent’s charcoal sketch, but 
  upon scanning the creature itself it pulled up all sorts of useful 
  data including its name and habitat. As it uses a mirror rather 
  than a lens, it only displays reflections, and you can therefore 
  only use it to see things that are behind you. This might have 
  been intuitive for the two-headed godmother who gifted it to the 
  Doctor so many years ago, but for monocephalous creatures like 
  you, me and the Doctor, it’s frustratingly cumbersome.
  Traits: Scan, Special (Reveals invisible entities), Restriction (only 
  works in reflection).
  Story Points: 2 
  VINCENT AND THE DOCTOR
  
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  or The Shakespeare Code (see The Tenth Doctor 
  Sourcebook), in that it rejoices in meeting a famous 
  historical character and going on an adventure with 
  them. Whilst you don’t have to be as much of an 
  art buff as Dr Black to pull it off, it helps if you’ve 
  brushed up on your history to run an adventure like 
  this. Don’t feel you have to get the exacting details 
  of the period correct – in fact, nothing will bore the 
  socks off your players quicker than a lecture on 
  19th century France. Instead try to evoke the feel 
  of the period by dropping in flavourful elements, 
  such as locations and scenes that evoke Van Gogh’s 
  paintings.
  Unlike those previously mentioned adventures – but 
  totally in keeping with the Eleventh Doctor (see pg. 
  21) – the adventure starts in the modern day where 
  a mystery is spotted in a Van Gogh painting. This is 
  a fantastic plot hook, only made possible for time 
  travellers of course! What other mystery might a 
  character observe in a modern day museum, and 
  then be inspired to travel back in time to solve? 
  Of course, this notion is actively used by River on 
  more than one occasion to deliberately attract the 
  Doctor’s attention.
  Striking a similar – if not more tragic tone – to 
  The Beast Below, the ‘enemy’ of this tale is not an 
  evil monster at all, but is a misunderstood, lonely, 
  abandoned creature. Unlike in The Beast Below, 
  the Krafayis cannot be saved – but perhaps, if 
  that’s too sad for your own adventures, your own 
  characters might have better luck of it than the 
  Doctor did.
  VINCENT VAN GOGH
  TRAITS
  Dependency: Vincent drinks heavily to calm his 
  nerves. 
  Distinctive: He does bear a certain likeness to a 
  well-known self-portrait.
  Eccentric: In his battles with his own sorrows and 
  depression, he sometimes appears to be acting 
  oddly to onlookers.
  Keen Senses (Sight): Vincent has got a keen eye 
  for the details.
  Outsider: He is shunned by the townsfolk.
  Psychic Training: Vincent can see things others 
  can’t.
  TECH LEVEL: 4 
   STORY POINTS: 5
  AWARENESS
  5
  PRESENCE
  2
  COORDINATION
  4
  RESOLVE
  2
  INGENUITY
  4
  STRENGTH
  3
  To describe Vincent Van Gogh as a broke and self-
  medicating depressive would be accurate, but a gross 
  oversimplification – practically a lie by omission. In 
  the words of Dr Black, “He transformed the pain of 
  his tormented life into ecstatic beauty”, and despite 
  his demons, Vincent Van Gogh will be remembered 
  not for the bleakness he saw in his world but for the 
  vibrance he saw despite it. 
  His illness does play into this adventure: he’s 
  inconsolable when he realises his time with the 
  Doctor and Amy can’t last, but he doesn’t let it define 
  him. Vincent shows pluck, loyalty and immense 
  grace under extraordinary pressure. He becomes 
  quick friends with the Doctor, but takes a particular 
  shine to Amy, and with Rory out of the picture, it 
  seems mutual.
  Although he appreciates his own paintings, he 
  expects nobody else to see value in them, and readily 
  discards them as worthless. Vincent has incredible 
  perception, and sees things other people can’t – 
  among them, the terrifying Krafayis.
  SKILLS
  Convince 2, Craft 4 (Painting 6), Knowledge 2.
  
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  FURTHER ADVENTURES
  •	
  A dank rock orbits a dying star in some 
  godforsaken nebula half way across the known 
  universe.  Arch Technician Lanniper of the Motuth 
  Syndicate sets her four cloven feet on uncharted 
  soil. The Motuth have identified the invisible 
  Krafayis (from the Motuth word ‘krafaya,’ or 
  ‘whirlwind’) as the ultimate bio-weapon: a 
  creature that can annihilate entire colonies 
  before anyone knows they’re being attacked, so 
  they’re keeping their discovery a closely guarded 
  secret. Lanniper has been sent to quietly uplift 
  the Krafayis, to educate and weaponise them... 
  but surely teaching monsters to fly spaceships 
  can’t end well? 
  •	
  Alternatively! As Vincent knows all too well, 
  people are more likely to lash out at what 
  they fear than to try and understand it. The 
  Krafayis in this adventure was dangerous, yes, 
  but nowhere near as nasty as the Doctor’s 
  scanner suggested – maybe its writers just plain 
  couldn’t be bothered to study such an elusive 
  and dangerous creature. Their home planet 
  remains unidentified, and of course it does! The 
  Krafayis are invisible. But there’s this beautiful 
  ghost town, on this gorgeous planet, and no one 
  ever found the civilisation that abandoned it, and 
  the Doctor can’t stop thinking... what if it’s not 
  abandoned? What if the Krafayis who cross the 
  galaxy don’t just happen to be violent – maybe 
  that’s just what their culture does with their 
  criminals! And if they’re ejecting their dirty 
  laundry into the universe and letting everyone 
  else deal with the fallout, shouldn’t someone try 
  to stop them?
  KRAFAYIS
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  2
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  6
  The Krafayis are lumbering quadrupedal pack 
  animals, and brutal hunters. Although their 
  instincts are vicious and distinctly animal, they’re 
  an intelligent species, capable of space travel and 
  of cogent speech. The Krafayis in this adventure 
  was abandoned by its pack as they moved onto 
  another planet, and it lurches across France blind 
  and aggressive. Like Van Gogh’s neighbours, it’s 
  lashing out not because it’s nasty, but because it’s 
  frightened and confused. Vincent’s Krafayis is as 
  much a victim as it is a monster, and when it dies, 
  it dies scared and alone.
  SKILLS
  Athletics 2, Fighting 4. 
  TRAITS
  Alien
  Alien Appearance
  Environmental – Space
  Impaired Senses: This Krafayis is blind.
  Invisible: The Krafayis can only be seen 
  reflected in a mirror.
  Natural Weapons – Beak and Horns: +2 damage 
  in melee.
  Size - Huge
  Vortex: When with the rest of its pack, a Krafayis 
  can travel the stars.
   STORY POINTS: 4
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  ‘Annihilate? No. No violence, do you understand 
  me? Not while I’m around. Not today, not ever. I’m 
  the Doctor, the Oncoming Storm… And you basically 
  meant beat them in a football match, didn’t you? 
  Lovely. What sort of time?’
  B  SYNOPSIS
  Colchester, England, 2010
  As the Doctor exited the TARDIS in a park in 
  Colchester, something exploded and he was thrown 
  to the ground. The TARDIS dematerialised, with Amy 
  trapped onboard. 
  One day later, a young man walked up Aickman Road. 
  As he walked past number 79, a voice called out from 
  the intercom for help. The man went inside and up 
  the stairs to 79B to help. Sophie and Craig were in 
  the flat below and noticed a strange, dark stain 
  spreading across the ceiling. They heard banging 
  from upstairs. Sophie left, hearing more strange 
  noises coming from upstairs. 
  As she left, the Doctor arrived, introducing himself 
  to Craig as his new lodger, handing him a paper 
  bag full of money to pay the rent and showing him a 
  reference from the Archbishop of Canterbury. Craig 
  couldn’t understand why the Doctor was here, as 
  he’d only just put the advert up. The Doctor began 
  asking Craig about upstairs and, after letting himself 
  in, the mysterious stain. The Doctor told Craig that 
  he shouldn’t touch it.
  The Doctor told Amy that the TARDIS was stuck in 
  a materialisation loop. Amy said that whatever was 
  stopping the TARDIS from landing was upstairs in the 
  flat. Craig was listening in, but could only hear the 
  Doctor talking gibberish – the Doctor told Amy that 
  the man upstairs mustn’t discover who the Doctor 
  was, so he couldn’t use his Sonic Screwdriver or any 
  advanced technology, and could only talk to Amy if 
  the device was scrambled. For now, the Doctor would 
  just have to pose as an ordinary human being. What 
  could possibly go wrong? 
  Outside, a woman walked up Aickman Road. As she 
  walked past number 79, a voice called out for help, 
  saying his little girl was hurt. She went inside and up 
  the stairs. There was a bang, lights flashed upstairs 
  and a woman screamed. The TARDIS was thrown 
  into the loop again and the Doctor noticed a localised 
  time distortion – the hands on his clock and watch 
  were whizzing round and round.
  The next day, while the Doctor was in the shower, 
  Craig heard more banging coming from upstairs 
  and went to investigate. The Doctor chased after 
  THE LODGER
  
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  him, mistaking an electric toothbrush for his Sonic 
  Screwdriver, but it was too late. Craig had opened 
  the door to 79B… but the old man who lived there 
  said he didn’t need Craig’s help. The Doctor then met 
  Sophie, and joined Craig’s pub league football team 
  for a game.
  Meanwhile, another woman walked up Aickman 
  Road.  As she walked past number 79, the voice of 
  a little girl called out for help, saying she had lost 
  her mum. The woman went upstairs too. As she did 
  so, the Doctor noticed another time loop. Everyone 
  was trapped in it but him. The TARDIS was in trouble 
  again, its display showing a lot of 9s. The Doctor 
  warned Amy that it could be flung into the Vortex and 
  lost forever.
  Later, the Doctor was building a device in his room 
  out of a load of old junk when Craig knocked on the 
  door to tell him that Sophie was coming round and he 
  needed some space. The Doctor didn’t get the hint. 
  Instead, he gatecrashed Craig and Sophie’s date and 
  persuaded Sophie to go and work in an orang-utan 
  sanctuary abroad. Craig disapproved, of everything.
  The Doctor used his non-technological gadget to 
  scan upstairs, but it all appeared normal. Amy urged 
  him to go upstairs. The Doctor recruited a cat to spy 
  upstairs for him. At the same time, Craig touched 
  the stain and fell unconscious, the stain spreading 
  up his arm. The Doctor concocted an antidote out 
  of concentrated tea to reverse the enzyme decay, 
  pouring it straight into Craig’s mouth. Craig woke up, 
  but the Doctor insisted he rest and not go to work. 
  Craig woke up much later and, arriving very late for 
  work, found the Doctor there in his place, impressing 
  all of his colleagues.
  Back at the flat, the Doctor’s cat spy returned – the 
  cat had seen lots of people go upstairs, but nobody 
  came down. This was the final straw for Craig, who 
  ordered the Doctor to leave. The Doctor knew he 
  had to convince Craig, so imparted his memories to 
  him telepathically… by headbutting him. By now, the 
  Doctor had worked out what was going on upstairs 
  too: the old man had a time engine and was using 
  innocent people to try to launch it, but they were 
  getting burnt up in the process. 
  At the same time, Sophie arrived. As she entered the 
  flat, a little girl appeared at the top of the stairs asking 
  for help. Sophie went to see what was wrong. As she 
  went upstairs, Craig was caught in another time 
  loop, which meant somebody was dying upstairs. But 
  there couldn’t be an upstairs, as it was only a one-
  storey flat. The Doctor and Craig raced upstairs into 
  the time engine to find Sophie being dragged towards 
  the console.
  The old man suddenly appeared. He was the 
  emergency crash program looking mindlessly 
  for a new pilot for its ship – he had tried 17 so far, 
  but six billion, four hundred thousand and twenty 
  six remained to try. Craig rescued Sophie, but the 
  Autopilot had now identified the Doctor as a suitable 
  correct pilot instead. The Doctor insisted he was the 
  worst choice, as he would be too much for the time 
  engine to handle and would cause the Solar System 
  to explode. 
  The Doctor worked out that as it needed to leave, it 
  wanted people who wanted to escape – like Sophie. 
  But not Craig. The Doctor told him to touch the panel 
  and concentrate on why he wanted to stay. Craig 
  confessed that he didn’t want to leave because he 
  was in love with Sophie. The two kissed, the Doctor 
  was freed and the TARDIS landed safely. 
  The Autopilot activated the emergency shutdown 
  and, as everybody fled the time ship, it imploded, 
  revealing the flat to only be one storey after all. The 
  Doctor left, assuring Craig that he would be back. 
  THE LODGER
  
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  Amy then went back in time to put a note in the paper 
  shop window to tell the Doctor which ad to answer. 
  Before she did so, she went looking for a pen in the 
  Doctor’s jacket pockets… but found an engagement 
  ring instead.
  CONTINUITY
  •	
  The Doctor can talk with cats, using one as a spy 
  upstairs. 
  •	
  Is the crude attempt at building a TARDIS to 
  do with the Silence? It certainly resembles 
  the interior of their craft (see The Impossible 
  Astronaut on pg. 116). 
  •	
  The Doctor can impart memories and information 
  telepathically… by headbutting the recipient. 
  •	
  The Eleventh Doctor is really very good at 
  football – see also the Fifth Doctor’s skill at 
  cricket (see Black Orchid in The Fifth Doctor 
  Sourcebook). 
  •	
  The Doctor learnt to cook in 18th century Paris.
  B  RUNNING THE ADVENTURE
  At its heart, this is an absolutely typical set up for 
  a Doctor Who adventure: strange and alien goings 
  on juxtaposed with an utterly mundane setting. 
  Something strange is going on in number 79B 
  Aickman Road; people keep going upstairs but never 
  coming back down. Whatever’s going on can’t be 
  investigated directly for fear that it will realise that 
  time travellers are present. 
  The characters are going to have to play for time, 
  which makes this a great opportunity to dig into their 
  backgrounds some more, or explore the relationships 
  between the TARDIS crew. In The Lodger it was 
  Craig’s life and his relationship with Sophie that 
  were explored, but this is a fine opportunity to turn 
  the spotlight onto some of the more down-to-earth 
  aspects of your own characters’ lives. Or introduce 
  some guest companions and see what happens when 
  a Time Lord comes to stay.
  The Lodger shares several similarities with The 
  Power of Three (see pg. 194) and Human Nature (see 
  The Tenth Doctor Sourcebook), in that the Doctor 
  must lie low on Earth while he investigates. What if 
  the time travellers had to do the same - what if they 
  were stranded, or otherwise incognito, in a time not 
  of their own. Can they blend in? Can they investigate 
  – or do battle with – the alien threat without recourse 
  to their own anachronistic gadgetry?
  Amy’s involvement is limited, but what if the goings 
  onboard the TARDIS were just as important – or 
  if a pilot was onboard it. What adventures might 
  they have whilst caught in the time loop? And what 
  
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  if, as the Doctor fears might happen, the TARDIS 
  really is thrown into the Vortex. It could turn into a 
  race against time for both the characters stranded 
  onboard the TARDIS and on Earth. Can they work 
  together to solve the puzzle?
  LAMMASTEEN TECHNOLOGIST 
  (MAJOR GOOD TRAIT)
  Prerequisite: Craft 3
  The Lammasteen were a race of aliens who 
  employed 
  non-technological 
  technology, 
  building sophisticated gadgets out of non-
  technological items. The Doctor made use 
  of similar principles to build a complicated 
  scanner out of a traffic cone and an umbrella.
  Effect: The character is skilled in the use and 
  construction of primitive tools, or complicated 
  gadgets out of otherwise crude or primitive 
  materials. The character receives a +2 
  bonus on rolls involving the use of primitive 
  items. Also, the character acts as if she has 
  the Boffin trait when building and designing 
  primitive gadgets. When using Lammasteen 
  Technologist to build a gadget, the character 
  uses Craft instead of Technology. In case 
  you were wondering, this does mean that 
  the Lammasteen can make something akin 
  to a tank, only out of lumber and stone and 
  powered by animals or people.
  FURTHER ADVENTURES
  •	
  Where did that time engine come from, why did 
  it crash and what was it the Silence had planned 
  to do with it? It’s likely it was part of their plan to 
  stop the Doctor from answering the Question, 
  so maybe it had something to do with his 
  TARDIS detonating (see The Big Bang on pg. 
  107). Perhaps the characters wind up playing 
  a part in stopping the Silence’s time-travelling 
  plans – maybe they’re the reason it crashes in 
  Colchester? 
  •	
  The time engine never did take off again – with a 
  choice of only humans and Time Lords, it could 
  never find a compatible pilot. But what if, say, a 
  group of time travellers who were compatible 
  showed up, an alien or a Time Agent amongst 
  them perhaps? Imagine what they could get 
  up to with a prototype Silence time machine. 
  Imagine what it could get up to with them. 
  •	
  Bad things have a knack of showing up in 
  Colchester – first the time engine, later the 
  Cybermen. What else might turn up on Craig 
  Owen’s doorstep? Daleks for tea, perhaps? 
  Slitheen for supper? Yet Craig has to survive 
  to set the Doctor in the right path at the end of 
  Closing Time (see pg. 166), so someone’s going 
  to have to turn up and save Craig.
  SOPHIE
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  2
  Sophie was Craig’s best friend and, although they 
  both fancied each other, they were both scared 
  to admit it. The Doctor inspired her to follow 
  her dream of travelling, unwittingly putting her 
  in grave peril. Craig saved her from Flat 79B by 
  admitting he loved her. By the time the Doctor next 
  showed up in her life, Sophie and Craig were living 
  together with their son, Alfie (see pg. 166).
  SKILLS
  Convince 2, Knowledge 2, Transport 1.
  TRAITS
  Empathic: Sophie is always a shoulder for her 
  friends to cry on, and knows deep down that 
  Craig cares for her too.
  Impulsive: Although somewhat hesitant at 
  first, the Doctor inspired her to quit her day job 
  and go volunteer at an orang-utan sanctuary in 
  Borneo.
  Insatiable Curiosity: She can’t help wonder 
  what’s going on upstairs.
  TECH LEVEL: 5 
   STORY POINTS: 12
  THE LODGER
  
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  79B AICKMAN ROAD
  programming prevents it from learning from its 
  mistakes or ever truly concocting a workable plan.
  Psychic
  Restriction: The timeship cannot fly without a pilot 
  who possesses both the Alien (so as not to kill the 
  pilot) and either the Time Traveller, Time Agent 
  or Vortex trait. However, if a pilot possessing the 
  Time Lord trait attempts to pilot the ship, the 
  timeship is liable to explode, destroying both the 
  Earth and the Solar System. Best not to try that… 
  Robot: The Autopilot is an inbuilt computer 
  program to the timeship.
  Telepathy: The Autopilot can sense the minds of 
  nearby creatures and establish an empathic link 
  with them, allowing it to appear in a form more 
  suitable to lure them in. Any attempt to scan the 
  timeship or the Autopilot program will be taken as 
  a sign of a suitable pilot and result in it redoubling 
  its efforts to lure the character in.
  Vortex: 79B Aickman Road is really a timeship 
  and, with the right pilot, can fly through time. 
  It sustained near-catastrophic damage in the 
  crash, however, to the extent that other time-
  travelling devices that attempt to manifest nearby 
  will suffer a serious malfunction, such as being 
  thrown into a time loop (see The Time Traveller’s 
  Companion).
  Weakness (Unadventurous): The Autopilot cannot 
  affect characters who possess the Unadventurous 
  trait. In addition, should a character with the 
  Unadventurous trait engage with the console, it 
  sustains Lethal damage, causing it to implode 
  within D6 action rounds.
  TECH LEVEL: 8 
   STORY POINTS: 6
  AWARENESS
  4
  PRESENCE
  2
  COORDINATION
  -
  RESOLVE
  4
  INGENUITY
  2
  STRENGTH
  -
  79B Aickman Road turned out to be a time engine, 
  created by the Silence as part of their plan to stop the 
  Doctor. It had somehow crashed and its crew had been 
  killed, leading to its holographic autopilot to search for 
  a new crew. Both humans and Time Lords proved to be 
  incompatible, however: humans were drained of too 
  much energy by the ship and killed; Time Lords had 
  too much energy to drain, causing it to hypothetically 
  overload and blow up the Solar System. It was 
  disguised as the – hitherto non-existent – second floor 
  above Craig Owen’s flat in Colchester, hidden by a 
  perception filter.
  SKILLS
  Convince 4.
  TRAITS
  Face in the Crowd: The timeship has a perception 
  filter that allows it to blend in, much like the 
  Doctor’s TARDIS. It appears as the top storey of 
  Craig’s flat.
  Hypnosis (Major): The Autopilot can compel 
  potentially suitable pilots to enter the ship and 
  engage with the console, normally resulting in their 
  (inadvertent) death. To do this, the Autopilot makes 
  a Presence + Resolve test opposed by the victim’s 
  Ingenuity + Resolve as normal. The Autopilot gains 
  a +2 bonus for each of the following traits that 
  the victim possesses: Brave, Insatiable Curiosity, 
  Impulsive, Outcast, Run for Your Life!, Sense of 
  Direction, Time Agent, Time Traveller, Time Lord, 
  Vortex. If successful, the victim is lured into the 
  timeship and forced to engage its console, with the 
  consequences listed below.
  Immunity: The Autopilot is immune to most forms of 
  physical damage.
  Natural Weapon: A character who tries to pilot the 
  ship but does not possess the Alien trait suffers 4/L/L 
  damage as they are burned up by the timeship, left as 
  little more than a nasty stain on the floor below… 
  Obsession (Major): The Autopilot is possessed with 
  the single-minded obsession to find a new pilot 
  and escape from this space and time. Its every 
  action is geared towards this goal, but its simplistic 
  
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  ‘So if you’ve got any plans on taking the Pandorica 
  tonight, just remember who’s standing in your way! 
  Remember every black day I ever stopped you, and 
  then, and then, do the smart thing: let somebody 
  else try first.’
  B  SYNOPSIS
  Stonehenge, Earth, AD 102
  France, 1890, and Vincent Van Gogh screamed in 
  torment as Madame Vernet dismissed his latest 
  painting as rubbish; in London, 1941, Bracewell 
  brought Churchill the painting, saying that it was 
  a message the Prime Minister had to deliver; in 
  the Stormcage Containment Facility, 5145, River 
  Song received a call meant for the Doctor before 
  escaping; in the Royal Collection, Liz 10 confronted 
  River stealing the painting; in the Maldovarium, River 
  negotiated with Dorium Maldovar to buy a Vortex 
  Manipulator, threatening him with micro-explosives 
  in his wine. 
  Meanwhile, the Doctor and Amy arrived at Planet 
  One, the oldest planet in the universe, where legend 
  had it that letters 50-foot high were written on a cliff 
  of pure diamond, a message from the dawn of time 
  that nobody had translated. Until today. The TARDIS 
  translated the message: “Hello Sweetie. ΘΣ ΦΓΥΔζ”
  The Doctor followed the coordinates from the cliff 
  face to Britain, AD 102, where they arrived next to 
  a Roman camp. Amy commented that Roman times 
  was her favourite topic at school. A soldier ran up to 
  them, his lips smeared with lipstick, and welcomed 
  the Doctor – believing him to be Caesar – and 
  said that Cleopatra was ready to see them now. In 
  Cleopatra’s tent, River greeted them, showing the 
  Doctor Vincent’s painting: it depicted the TARDIS 
  exploding, and included the same coordinates that 
  River had left the Doctor. Its title: The Pandorica 
  Opens. River explained to Amy that the Pandorica 
  was a legendary prison built to contain the most 
  feared thing in all the universe; and that if it was real, 
  it was here and opening. The Doctor reasoned that if 
  it was buried its builders would have left a marker as 
  to its location…
  The Doctor led them to Stonehenge, the largest 
  marker around, and their scans revealed evidence of 
  past alien activity. River moved one of the giant stones 
  to reveal a staircase leading into the Underhenge. 
  As they all entered the Underhenge, a disembodied 
  Cyberman head twitched into life. There they 
  discovered the Pandorica – more than just a legend 
  – and it was slowly unlocking from the inside. Amy 
  commented that the story of Pandora’s Box was her 
  favourite story as a kid. The Doctor deduced that 
  Vincent Van Gogh knew about it because the stones 
  were great, big transmitters broadcasting a warning 
  to everyone, everywhere, in every time zone. 
  THE PANDORICA OPENS
  THE PANDORICA OPENS
  
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  River used the signal to scan Earth’s orbit, discovering 
  that there were at least ten thousand starships 
  around the planet; Daleks, Cybermen, Sontarans, 
  Sycorax, more: all here for the Pandorica. River 
  urged the Doctor to run, but he insisted he would stay 
  and fight.
  River returned to the camp where the commander 
  had returned and seen through her deception. As 
  spaceships buzzed about in the sky above, River 
  riddled with the commander about them being 
  barbarians in the face of an advanced enemy, 
  requesting he help the Doctor. He sent a Centurion to 
  help, along with fifty men.
  The Doctor continued to scan the Pandorica, but Amy 
  produced the ring she had found in his pocket. The 
  Doctor dismissed it as a memory of someone he’d 
  lost. As they talked, a severed Cyberarm fired at 
  them. Amy distracted it while the Doctor leapt upon 
  it, scrambling its circuits with his Sonic Screwdriver. 
  A cable wrapped itself around Amy’s ankle, pulling 
  her to the floor, as the arm electrocuted the Doctor, 
  knocking him out. A Cyberhead tried to snap shut on 
  Amy’s head, but she knocked it against a stone and 
  threw it away. It fired a poisoned dart at her. The 
  Centurion appeared and skewered the Cyberman. 
  He removed his helmet to reveal himself to be Rory. 
  Amy collapsed.
  The Doctor started talking to Rory, missing the 
  obvious. Finally it dawned on him: Rory was here, 
  alive. Suddenly, with a rumble, the Pandorica began 
  to open. Amy woke up and the Doctor told Rory he 
  had to be very brave. Amy didn’t remember him. The 
  Doctor explained that he’d fallen through a crack in 
  time and now he had never been born. 
  The Doctor told River to fetch the TARDIS, but as 
  she dematerialised it, it shuddered before lurching 
  into the Time Vortex. The TARDIS landed in Amy’s 
  garden, 26th June 2010. As River rushed out, the 
  screen cracked and a voice said “Silence will fall.” 
  River found scorch marks on the lawn and signs of 
  a break-in, and rushing up to Amy’s room books on 
  Romans and Pandora’s Box. The truth dawned on 
  her. She explained to the Doctor that the Romans 
  couldn’t be real; they were in the book in Amy’s 
  house. Something was using her memories as a trap 
  to get close to the Doctor. The TARDIS shuddered 
  again; something else was controlling it. The Doctor, 
  learning where and when River was, told her to get 
  out but she couldn’t open the doors.
  Amy started to remember Rory. Suddenly a high-
  pitched noise echoed about Stonehenge and all the 
  Romans slumped over, before reactivating, their 
  hands flipping down to reveal guns. They were Auton 
  Duplicates! Rory tried to resist, Amy helping him, but 
  he shot her.
  The Pandorica opened and the Roman Autons 
  grabbed the Doctor, holding him before it as it scanned 
  him. Daleks arrived, followed by the countless other 
  aliens that formed the Alliance. They explained 
  that they were going to save the universe from the 
  
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  Doctor, who they had determined was responsible 
  for the cracks. The Autons forced the Doctor into the 
  Pandorica and it sealed closed with him inside.
  River finally got the TARDIS doors open, to reveal 
  a rockface. The TARDIS exploded, and with it every 
  other star in the universe.
  CONTINUITY
  •	
  Is the Royal Collection, housed on Starship 
  UK and containing the painting The Pandorica 
  Opens, the successor to the Undergallery (see 
  The Day of the Doctor on pg. 102)? 
  •	
  River makes a habit of vandalising historical 
  artefacts to attract the Doctor’s attention: as 
  well as the undecipherable text written into 
  the diamond cliff face on Planet One, there was 
  also the Home Box from the Byzantium (see The 
  Time of Angels). 
  •	
  From River’s perspective, this adventure occurs 
  before the events on the Byzantium (see Flesh 
  and Stone on pg. 71), as she warns Amy not to 
  reveal any spoilers about it. 
  •	
  River says that she hates good wizards in fairy 
  tales as they always turn out to be the Doctor. 
  This was the case in Battlefield, where Merlin 
  turned out to be the Seventh Doctor (see 
  The Seventh Doctor Sourcebook). 
  •	
  When the TARDIS screen cracks we hear the 
  phrase “silence will fall” for the first time. 
  This will become a major motif for the rest 
  of the Doctor’s adventures, and although we 
  don’t know it yet, it is the Silence that cause the 
  TARDIS to explode (see The Time of the Doctor 
  on pg. 251). 
  •	
  The legend of the Pandorica is not the only time 
  the Doctor will be referred to as the Warrior. His 
  name means such in the language of the Gamma 
  Forests (see A Good Man Goes to War on pg. 142), 
  and his eighth incarnation asked the Sisterhood 
  of Karn to make him a warrior (see Night of the 
  Doctor in The Eighth Doctor Sourcebook and 
  The Day of the Doctor on pg. 241 ).
  B  RUNNING THE ADVENTURE
  Rather than as the lead-in to the series climax, you 
  can run this adventure completely at face value: a 
  series of clues writ large across the galaxy (and in 
  the hands of familiar faces from past adventures) 
  point to something buried beneath a well-known 
  landmark. This buried artefact is something once-
  thought to be legend, but is patently now true, and 
  once uncovered attracts the attention of one or more 
  past foes, who turn up to lay claim to this device. 
  Defeat the alien, do away with said artefact, save the 
  day and tie up a few loose ends along the way. 
  THE PANDORICA OPENS
  
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  IT’S A TRAP!
  Of course, the real charm of this adventure is that 
  it does all of the above, but also sets up the grand 
  finale of the series. We’ll touch on how to do this a 
  great deal more in the next adventure (see The Big 
  Bang on pg. 107), but for now we’ll focus on what the 
  scenario in this adventure turned out to be: a trap! 
  You can use the same method that the Alliance used 
  on the Doctor to manoeuvre your own characters 
  into a trap; construct such a compelling scenario 
  that the characters will not only be drawn in by it, 
  but will feel compelled to unwittingly trigger it. 
  The Alliance did this by plundering Amy’s memories, 
  taking a snapshot of her mind and constructing the 
  scenario from what they found there. In her case, 
  it was her favourite fairy tale and her favourite 
  historical period. They also used her true love, and 
  the threat of the Crack in Time, to lure the Doctor in.
  You can do this in your own campaign. By now you 
  should have an idea about what your own players 
  are interested in: which settings have they enjoyed 
  visiting the most or which time period are they most 
  into? What Bad Traits do their characters have that 
  you can use to entice them in? What villains might 
  they chase blindly after or allies might they leap to 
  the rescue of, right into your trap? Use this as the bait 
  to get them to come running, then set them at ease 
  with a favourite setting or location, before slamming 
  the trap shut on them.
  FOLLOW THAT CLUE
  In a narrative trick we’ll see again (see A Good 
  Man Goes to War), the set-up to this adventure 
  is a series of brief vignettes where a trail of 
  clues is rapidly followed to their conclusion: 
  the Doctor arriving in Roman Britain. You can 
  do much the same in your games, describing 
  the events leading up to the start of the 
  adventure as a sort of cinematic montage. 
  Or, you might decide to play out those events 
  in more detail. Each one of them – Vincent’s 
  prophecy, the discovery of the painting in 
  Churchill’s bunker, River’s escape from the 
  Stormcage, breaking into the Royal Collection, 
  and the deciphering of the writing on Planet 
  One – could be an adventure in itself. What 
  if, instead of familiar faces from the Doctor’s 
  past, it was your own characters who had to 
  perform those acts and leave those clues for 
  the Doctor (or their future selves)?
  THE PANDORICA (SPECIAL GADGET)
  Legend has it that there was a goblin, a trickster or a warrior – some 
  nameless, terrible thing, soaked in the blood of a billion galaxies, 
  the most feared creature in all the cosmos – that was tricked by 
  a good wizard and trapped in a box. The Pandorica. The Doctor 
  dismissed it as a fairy tale, but it turned out to be true. It was the 
  perfect prison cell, complete with time stops, deadlocks and matter 
  lines, designed not to hold a monster but the Doctor himself.  In 
  order to work, the Pandorica must complete a scan of the intended 
  prisoner – this takes D6 rounds to complete, during which time 
  the prisoner must be held immobile before it. Once the scan is 
  complete and the Pandorica is opened, the prisoner can be placed 
  inside and the device sealed. Once sealed, it cannot be opened from 
  the inside at all. It can, however, be opened easily from the outside 
  – any Gadget with the Open/Close Gadget trait is able to do so. 
  Believing that dying was a form of escape, the Pandorica possessed a potent restoration field to keep 
  its prisoner alive and well. So potent was the field that even a dead prisoner would be brought back to 
  life, with the application of an appropriate DNA sample. 
  Traits: Entrap, Immortal (Special), Scan, Transmit, Bulky, Restriction (Can be easily opened from the 
  outside), Slow.
  Story Points: 4
  
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  CALLISTO PULSE (MINOR GADGET)
  A Callisto Pulse is a tiny device that can 
  deactivate – or detonate – micro-explosives 
  from up to 20 feet away. It’s a handy bargaining 
  tool, especially when you’ve slipped some 
  of those same micro-explosives into your 
  target’s wine. The device is often disguised as 
  an item of jewellery, such as a signet ring or 
  an earring.
  Traits: Delete (Explosives), Transmit, 
  Restriction (short-ranged).
  Story Points: 1
  FURTHER ADVENTURES
  •	
  What happened to the Pandorica before the 
  Doctor uncovered it? Perhaps the characters 
  travel to Stonehenge in an earlier time and 
  discover the Cyberman guarding the Pandorica. 
  The Celts’ run-ins with the Cyberman might 
  even be at the instigation of the characters, 
  who rally the locals to destroy this lone – but 
  exceptionally deadly – sentinel. And what if 
  they’re not entirely successful; a whole village 
  of Celts, upgraded into Cybermen to help ‘guard’ 
  the Pandorica would be more than a match for 
  the characters. So much so that they’d need to 
  turn to the Roman legions to help them out… 
  •	
  The characters, investigating the cracks in 
  time, might come to the same conclusion as 
  the Alliance – that whoever is responsible must 
  be stopped. They might find themselves on the 
  wrong side of the Doctor, working with some of 
  his greatest enemies to stop him inadvertently 
  destroying the universe. They might not even 
  realise until its too late what they are doing or 
  who they are up against.
  THE PANDORICA OPENS
  ROMAN AUTONS
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  2
  INGENUITY
  1
  STRENGTH
  5
  The Nestene Consciousness created Duplicates 
  in the form of Roman soldiers in order to trap 
  the Doctor in the Pandorica. They were unwitting 
  dupes, in that they believed themselves to be 
  Roman, to the extent that River’s hallucinogenic 
  lipstick worked on them. When triggered by a 
  signal, however, they reverted to the control of 
  the Nestene Consciousness.
  SKILLS
  Convince 1, Craft 1, Fighting 4, Knowledge 3 
  (Roman Empire 5), Subterfuge 3 (Disguise 5).
  TRAITS
  Armour (Minor): Tough plastic skin and 
  sturdy Roman armour protects it from a lot of 
  damage, any taken is reduced by 5.
  Immunity (Bullets): Any bullets are effectively 
  useless unless it takes a lot of damage at once. 
  Bullets hit it and the Auton either absorbs them 
  into the plastic or they go through. Also works 
  on bottle corks too, and swords!
  Shapeshift (Major)
  Natural Weapons: The Duplicate can change 
  the shape of its arms and legs into bashing 
  weapons (Strength +2 damage (3/7/10), and 
  also has an Auton Hand Blaster (4/L/L).
  Weakness (Major): If the controlling signal 
  from the Nestene Consciousness is blocked or 
  severed, the Duplicate reverts to believing it is 
  a Roman soldier.
  TECH LEVEL: 2 
   STORY POINTS: 4
  
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  ‘Raggedy man, I remember you, and you are late for 
  my wedding!’
  B  SYNOPSIS
  London, England, 1996
  In her aunt’s house, Amelia Pond prayed to Santa to 
  fix the crack in her wall. She heard a wind outside, 
  but when she went to investigate there was nothing 
  there. Downstairs, she showed a psychiatrist one of 
  her paintings, showing the sky filled with stars. But 
  there were no such thing as stars. Someone in a red 
  fez posted a leaflet through the door entitled ‘The 
  Anomaly’. It showed the Pandorica displayed at the 
  National Museum, and written in red ink were the 
  words: “Come along, Pond.” Later, Amelia and her 
  aunt visited the Museum, looking at petrified Daleks 
  and the Pandorica. Someone snatched her drink 
  and she noticed a post-it note on the display: “Stick 
  around, Pond.” She hid in the penguin display until the 
  museum had closed, sneaking up to the Pandorica. 
  The Pandorica opened, revealing Amy inside.
  1894 years previously, Rory cradled Amy’s body in 
  his arms and told her how the universe had ended. 
  Suddenly the Doctor, wearing a red fez and holding 
  a mop, appeared out of thin air. The Doctor told 
  Rory that he had to get him out of the Pandorica and 
  left him his Sonic Screwdriver, telling him to leave 
  it in Amy’s top pocket when he was done. Rory was 
  confused, but nevertheless followed the Doctor’s 
  instructions. He opened the Pandorica with the 
  Sonic Screwdriver, freeing the Doctor. The Doctor 
  observed that the chamber was full of fossilised 
  Daleks, Autons, Cybermen – whole races had been 
  deleted from existence and these were just after-
  images.
  The Doctor explained that there had been a total 
  event collapse; they were only alive because they 
  were at the eye of the storm. The Doctor explained to 
  Rory that he was a lump of plastic with delusions of 
  humanity, and that Amy wasn’t more important than 
  the fate of the universe. Rory punched the Doctor, 
  proving to the Doctor that he really was Rory. The 
  Doctor placed Amy inside the Pandorica, leaving her 
  a psychic message so she knew what was going on 
  when she woke up; the Pandorica was the ultimate 
  prison, to the extent that you couldn’t even escape it 
  by dying as it forced you to stay alive. It stasis-locked 
  Amy and all it needed was a scan of her living DNA to 
  restore her, 2000 years in the future. The Doctor took 
  River’s Vortex Manipulator out of her bag, intending 
  on taking a short cut to the future. Rory refused to go, 
  worried for Amy stuck in the box. He was determined 
  that he would stand guard.
  Back in the future, Amy fell out of the Pandorica and 
  looked at the display. As she did so, one of the Stone 
  Daleks activated – the light from the Pandorica had 
  hit it. The Doctor appeared and led both Ponds away, 
  picking up a fez from a display in the process. He led 
  them into a dead end. A security guard approached, 
  but the Dalek’s scan revealed him to be unarmed. 
  The security guard turned out to be Rory, and he shot 
  the Dalek with his hand-gun. Amy and Rory were 
  tearfully reunited. Rory commented that the Doctor 
  looked like he had 2000 years before, so he used the 
  Vortex Manipulator to travel back to AD102 to tell Rory 
  what to do. Returning to the future, he retrieved his 
  Sonic Screwdriver from Amy’s top pocket. He asked 
  Amelia how she’d known to come here and, once she 
  showed him the leaflet and the note, he grabbed both 
  from the information desk and vanished to deliver 
  them to the past. He returned with the drink he’d 
  stolen from Amelia earlier too, giving it to a thirsty 
  Amelia in the present. As they headed for the roof, 
  the Doctor from 12 minutes in the future appeared 
  THE BIG BANG
  
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  – without a fez – and collapsed, smoke rising from 
  him. He suddenly woke up and whispered something 
  in the other Doctor’s ear, before falling to the ground 
  again, dead.
  They headed for the roof, but Amelia had vanished as 
  history continued to collapse. The Dalek continued 
  to restore. On the roof, the Doctor scanned for the 
  exploding TARDIS. All the stars in the universe had 
  all gone out, but yet the sun still shone above the 
  Earth; the exploding TARDIS. He discovered River 
  was at the heart of the explosion; the TARDIS had 
  saved her by sealing off the control room and putting 
  her in a time loop. The Doctor rescued her using the 
  Vortex Manipulator.
  Reunited on the rooftop, River shot the Doctor’s fez 
  just as the Dalek hovered up above the parapet. They 
  fled back into the museum. The Doctor pondered 
  how the Dalek could be there, but worked out that 
  it had been restored by the Pandorica’s restoration 
  field. The Pandorica contained a memory of the 
  universe as it was, and that the Doctor could reboot 
  the universe using it… if he had a moment of infinite 
  power. But as the Doctor explained his plan, the 
  Dalek appeared and shot him. He used his Vortex 
  Manipulator to travel back 12 minutes in time. River 
  sent the others to find him, while she killed the Dalek 
  in cold blood. The others found that the Doctor’s 
  body had vanished. He wasn’t dead but instead was 
  strapped inside the Pandorica. 
  River explained that he was going to use the exploding 
  TARDIS to power the restoration field, causing it to 
  happen at every moment in history. Big Bang Two. 
  But he would have to fly it in himself, and he’d be 
  sealed on the wrong side when the cracks in the 
  universe closed. The universe would be rebooted, 
  but he would never have existed. The Doctor asked 
  to talk to Amy. He explained about the crack in the 
  wall and how she could use her memory of her 
  family to bring them back, just like she did with Rory. 
  The Pandorica took off and flew into the explosion. 
  History reset.
  The Doctor woke up on the floor of the TARDIS. 
  He thought he’d escaped, but then realised he 
  was rewinding; his time-stream was unravelling, 
  erasing, closing. He relived his various adventures, 
  but realised that Amy could hear him. He tried to 
  leave her a message in each instance. Finally, back 
  when he first met Amelia, he found her in the garden 
  waiting for him, asleep and carried her to bed. Then 
  he vanished through a crack in her wall… forever?
  14 years later, Amy was woken up by her mum on 
  the morning of her wedding. She was surprised, 
  although she didn’t know why. Then she saw her dad, 
  and reacted as though she’d never seen him before. 
  She asked Rory whether she’d forgotten something 
  really important. Later, after the wedding, as her dad 
  gave his speech, she began to cry. Then she noticed 
  a blue, blank diary that a woman had left for her. 
  She began to notice things that sparked a memory 
  of someone who was missing. She interrupted the 
  speech and told everyone about her imaginary 
  friend, her raggedy Doctor. She shouted that she 
  remembered him and the TARDIS materialised in 
  the middle of the room. Rory remembered him then 
  too. The Doctor, totally not surprised by this turn of 
  events, joined the wedding party.
  Afterwards, the Doctor returned to where he’d left 
  the TARDIS. River was waiting for him. He returned 
  her diary and Vortex Manipulator, and asked if she 
  was married. River took this to be a proposal and 
  said yes. The Doctor asked her who she was but she 
  would only say that he would find out very soon, and 
  that would be when everything changed. Then she 
  vanished. Amy and Rory caught the Doctor trying to 
  sneak off but they joined him in the TARDIS on the 
  Doctor’s next adventure.
  THE BIG BANG
  
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  CONTINUITY
  •	
  River shoots the Doctor’s hat, and not for the last 
  time (see The Impossible Astronaut on pg. 116). 
  •	
  Later, when the Doctor asks Amy’s best friend 
  Mels why he didn’t see her at the wedding, Mels 
  replies that “she doesn’t do weddings” (see Let’s 
  Kill Hitler on pg. 146). Of course, she was there 
  after all, just in the guise of River. 
  •	
  River once dated a Nestene duplicate; the 
  swappable heads were a plus point. 
  •	
  In this reality, scientist and philospher Richard 
  Dawkins is the head of a Star Cult. Dawkins has 
  made an appearance before (see The Stolen 
  Earth in The Tenth Doctor Sourcebook). 
  •	
  This is not the first time a Dalek has been found 
  in a museum; see also The Space Museum (see 
  The First Doctor Sourcebook) and Dalek (see 
  The Ninth Doctor Sourcebook). 
  •	
  The Doctor’s list of the top things to do in 12 
  minutes: suck a mint, buy a sledge, have a fast 
  bath. 
  •	
  Although the Ninth Doctor was a capable, if 
  reluctant, dancer (see The Doctor Dances in The 
  Ninth Doctor Sourcebook), the Eleventh Doctor 
  is decidedly less so. His trademark move is the 
  ‘drunk giraffe’. 
  •	
  It seems that the aftermath of Amy and Rory’s 
  wedding is both the moment the Doctor 
  (inadvertently) proposes to River Song (see 
  The Wedding of River Song on pg. 169), and 
  when River is conceived aboard the TARDIS 
  (see A Good Man Goes to War on pg. 142).
  B  RUNNING THE ADVENTURE
  Phew! This one’s going to be a tough adventure to 
  run properly… or is it? Actually, when you look at the 
  adventure more closely, you’ll realise that the set-up 
  is actually remarkably straightforward; it’s how the 
  players deal with it that makes it so complicated… 
  err, clever. We’ll look at some of the ways the players 
  can act clever in a moment, but for now let’s take a 
  look at the set-up.
  The adventure starts off straight after the end 
  of The Pandorica Opens: one of the characters is 
  trapped in the inescapable prison; another has just 
  been killed by the third character; who has just 
  discovered he’s not who he thinks he is; whilst the 
  fourth character is about to be killed by the group’s 
  exploding time machine. The event that, by the way, 
  triggers the series arc: the Crack in Time, and with 
  it a total event collapse. So, for every character 
  there’s an immediate problem to solve and peril to 
  escape from. First point of action, however: save 
  yourselves. Then save the universe. While in this 
  adventure it was the Doctor who saved everybody, 
  one by one, perhaps in your own adventure each of 
  the characters could be the key to saving someone 
  else, and the players have to work together to 
  decide how best to go about saving the day. Once the 
  characters have all been individually saved, then 
  it’s on to the small matter of saving the universe, 
  distracted only slightly by the small matter of a 
  fossilised alien slowly returning to life. The Doctor 
  saved the day by heroically sacrificing himself, 
  flying the Pandorica into the exploding heart of the 
  TARDIS. One of your characters could do the same; 
  without any guarantee of cheating death (although 
  enough Story Points spent by the surviving 
  characters could certainly solve that problem… ) 
  it’d be one helluva noble end for one of your players 
  who’s decided to go out with a (big) bang and wants 
  to start with a new character next series.
  PLAYING CLEVER
  Now, even though our characters might be 
  as smart as the Doctor, it’s not always that 
  easy for us players to keep up. The key to 
  playing a smart character who saves the day 
  with some outrageous plan is judicious use 
  of Story Points. Trapped in an inescapable 
  prison but want to be rescued by your future 
  self? Spend 4 Story Points. Accidentally killed 
  your girlfriend but think you can save her by 
  popping her in a rejuvenation field for 2000 
  years? Spend 5 Story Points. Need that Gadget 
  that you lent to another character in the past? 
  Spend 2 Story Points. Easy, right?
  THE NATIONAL MUSEUM
  In this reality, Britain’s primary museum was the 
  National Museum, which was a sort-of National 
  History Museum, Science Museum and British 
  Museum all rolled into one. It contained all manner 
  of zoological, botanical and historical exhibits, but 
  many of them were all jumbled up as a result of the 
  total event collapse. It was here that the Pandorica 
  ended up, after being rescued from a fire during the 
  Second World War. Rory worked at the museum as a 
  security guard, so he could maintain his watch over 
  the Pandorica.
  Key Locations:
  •	
  The Exhibition Halls: The museum itself 
  contains lots of individual displays, many of 
  which are anomalies caused by the change to 
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  history; amongst them, penguins in the Nile, 
  Egyptians in the Himalayas and dinosaurs 
  frozen in the ice. One of the displays was of Stone 
  Daleks. Who knows what other fossilised aliens 
  might be hiding in the stacks? 
  •	
  The Anomaly: The highlight of the National 
  Museum was the display featuring the Pandorica 
  itself. The display showed the Pandorica through 
  time: in AD118 it was taken back to Rome 
  under armed guard; in 420 it was raided by the 
  Franks; in 1120 it was the prized possession of 
  the Knights Templar; in 1231 it was donated to 
  the Vatican. According to legend, wherever the 
  Pandorica was taken, the Centurion would be 
  there, guarding it. His last recorded sighting was 
  during the London Blitz in 1941, when he rescued 
  it from a fire in the warehouse it was stored in. 
  •	
  The Rooftop: The roof of the National Museum 
  is notable for only two reasons. Firstly, it has an 
  array of satellite dishes, which make for great 
  improvised scanners as well as make-shift 
  shields against extermination rays. Secondly, 
  it affords a spectacular view of the exploding 
  TARDIS.
  FURTHER ADVENTURES
  •	
  We later discover that the reason the TARDIS 
  exploded in this adventure is interference by the 
  Silence in an attempt to prevent the Question 
  being answered (see The Time of the Doctor 
  on pg. 251), but we never see these events 
  take place. Might the characters be involved in 
  thwarting such an event? Perhaps, following the 
  events in The Lodger (see pg. 97), the Silence did 
  successfully build their own time machine and 
  use it to hijack the TARDIS. The characters have 
  to follow them into the Vortex and not only stop 
  them, but stop the TARDIS from detonating as 
  well. There’s a high-stakes chase through the 
  Vortex, including an attempt to board another 
  vessel during time-flight, and a climactic final 
  battle against Madame Kovarian and her Silents 
  within the heart of the TARDIS itself. 
  •	
  As we saw in The Eleventh Hour, some 
  creatures like Prisoner Zero used the cracks in 
  time to escape into our reality. But, what if at the 
  moment the universe cracked, the characters 
  were pulled into another universe; a universe 
  parallel to our own but also threatened with 
  destruction. The characters must team up with 
  their parallel (and possibly evil!) alter-egos and 
  not only try to get home, but to also fix the cracks 
  in time on both sides. But, what if in doing so only 
  one universe can be saved? 
  STONE DALEK
  See the Dalek stats on pg. 49, with the following 
  exceptions:
  Fossil (Special): Each Action Round that it does 
  nothing, it gains 1 Story Point. It may spend 1 
  Story Point to act in a round, and another Story 
  Point to use one of its traits. When it has 6 
  Story Points, it has been completely restored 
  and may act normally.
  Weakness (Eye Stalk): So long as the Stone 
  Dalek’s force field remains inactive, it is 
  vulnerable. A weapon or energy burst fired 
  straight into its eye stalk will kill the Stone 
  Dalek.
  I WEAR A FEZ NOW
  As well as providing a running joke throughout 
  this adventure – and future adventures – 
  the fez that the Doctor dons in the National 
  Museum serves a very important purpose. 
  In an adventure where there are multiple 
  instances of the same character running about 
  – in this case the Doctor from the present 
  and the Doctor from the future – the fact that 
  one wears a fez and one doesn’t allows the 
  observer to tell them apart. 
  You can use the same trick in your own games, 
  if you find yourselves with multiple instances 
  of the same character (whether a player’s 
  character or an NPC). Associate one of them 
  with a prop of some sort (ideally one you have 
  in real life!) so that your players can tell them 
  apart easily when they’re interacting with 
  them; an item of clothing (hats are always 
  good as they’re easy to put on or take off) or 
  something you can hold and wave about (such 
  as a Sonic Screwdriver, a wand or a broom). 
  That way, when you’re waving your wand about 
  or wearing your cowboy hat, your players 
  instantly know which instance of the character 
  they’re talking to. 
  Of course, if you don’t want them to know… 
  leave out the prop.
  THE BIG BANG
  
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  ‘Do you know, in nine hundred years of time and 
  space, I’ve never met anyone who wasn’t important 
  before.’ 
  B  SYNOPSIS
  Sardicktown, Unknown Planet, 44th Century
  Amy and Rory were on honeymoon aboard a space 
  liner when the engines failed. As the ship plunged 
  through clouds to the planet below, they summoned 
  the Doctor and joined the command crew on the 
  bridge. 
  The ship was trapped in a disruptive cloud layer that 
  was controlled by Kazran Sardick, the first citizen 
  of Sardicktown, a foggy, crowded settlement. The 
  Doctor went to see Sardick, and saw him meanly 
  refuse a family who were begging 
  for his help. Their relation was 
  locked 
  in 
  a 
  cryochamber 
  as 
  collateral for a loan, and Sardick 
  refused to let her join the family 
  for Christmas. He also declined 
  to rescue the space liner, in full 
  knowledge that thousands of lives 
  would be lost. 
  The family’s young boy threw 
  coal at Sardick, and the furious 
  Sardick went to strike him. Then he 
  restrained himself, and the Doctor 
  concluded that Sardick was not 
  beyond redemption. The trouble 
  would be changing his mind in the 
  hour before the ship crashed. As 
  he pondered this, the Doctor was 
  reminded of the Charles Dickens 
  story A Christmas Carol, and he 
  was inspired.
  The Doctor promptly arranged for 
  Sardick to watch a film of himself 
  as a child. Young Sardick wanted to 
  see Sardicktown’s airborne fish but 
  was berated and hit by his father. 
  The Doctor then entered Sardick’s 
  past and began to change Sardick’s 
  history. The Doctor bonded with 
  young Sardick by luring fish, then 
  escaping together from a hungry 
  sky shark (which ate half the 
  Doctor’s Sonic Screwdriver). They 
  needed an empty cryochamber to take the shark 
  back into the sky, and used the one belonging to the 
  woman the Doctor had seen in the future, Abigail. 
  Her singing calmed the shark, and the Doctor saw 
  how singing might be able to open the clouds without 
  needing Sardick’s control system.
  On returning Abigail to her cryochamber, young 
  Sardick promised he and the Doctor would visit 
  again. So, every Christmas, the Doctor would join 
  Sardick and they would take Abigail on an adventure 
  around time and space. As young Sardick grew 
  older, romantic feelings developed between him and 
  Abigail. Eventually, however, Abigail confessed her 
  secret to Sardick: she was very sick, and had only one 
  day of life remaining. Sardick, unwilling to use up her 
  last day, told the Doctor their Christmas adventures 
  were finished. He went to work with his father.
  A CHRISTMAS CAROL
  
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  In the future, Old Sardick felt his memories 
  change to embrace these new events. Changes 
  even happened around him: a portrait of his father 
  became a portrait of Abigail, although this did 
  not last. Finally, a furious Sardick insisted he did 
  not care about those on the ship, but the Doctor 
  revealed that the young, early Sardick was there 
  watching his older self say these words. Sardick 
  finally understood what he had become, embraced 
  his younger self, and joined the Doctor in trying to 
  save the ship. 
  The cloud machine would no longer work for the 
  changed Sardick so the Doctor improvised a new 
  plan. Sardick agreed to wake Abigail so she could 
  sing the clouds apart, using the Sonic Screwdriver 
  in the shark’s belly as a signalling device. Abigail’s 
  voice saved the ship, and the Doctor took Amy, Rory 
  and young Sardick away, leaving Abigail and old 
  Sardick to enjoy her last day.
  CONTINUITY
  •	
  The Doctor’s plan is inspired by the Charles 
  Dickens classic, A Christmas Carol. The Doctor 
  is a fan of the author’s work, and has told him so 
  first-hand (see The Unquiet Dead in The Ninth 
  Doctor Handbook). 
  •	
  Amy and Rory dig some old costumes out of 
  their closets for this adventure. Amy wears 
  her kissogram policewoman outfit (see The 
  Eleventh Hour on pg. 56) and Rory wears his 
  Centurion gear (see The Pandorica Opens on pg. 
  102).
  •	
  In California, 1952, the Doctor accidentally 
  got engaged to Marilyn Monroe, then married 
  her, although he was fairly sure it wasn’t a 
  real chapel. This is just the latest in a series 
  of marital misadventures (see also, The Day of 
  the Doctor on pg. 241) Nevertheless, he gave 
  Monroe a working phone number with which to 
  contact him. 
  •	
  Also in 1952, the Doctor spent time at Frank 
  Sinatra’s hunting lodge with Albert Einstein and 
  none other than Father Christmas (also known 
  as Santa Claus and “Jeff”).
  •	
  The Doctor hints that the Sonic Screwdriver 
  began as a student project that occupied his time 
  while he avoided emotional entanglements.
  •	
  The Doctor removes Kazran’s support staff using 
  the same lottery gambit he has used before to 
  get people out of their jobs (see School Reunion 
  in The Tenth Doctor Handbook).
  •	
  Amy’s and Rory’s families believe they are taking 
  their honeymoon in Thailand, not aboard a space 
  liner (see Dinosaurs on a Spaceship on pg. 185). 
  A CHRISTMAS CAROL
  
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  B  RUNNING THE ADVENTURE
  In the post-Time Lord era, the rules of time have 
  become more like suggestions, and the Doctor’s 
  plan for Kazran Sardick ignores those suggestions. 
  Never before has the Doctor interfered so directly 
  and thoroughly with someone’s history.
  The Doctor’s plan was to change Kazran Sardick by 
  giving him some different experiences when he was 
  younger, hoping that he might hold true to his early 
  instincts for kindness and generosity. That’s just one 
  way you can use time travel to fix a problem. Here 
  are some issues to consider before your game tries 
  to do the same.
  Inspiration: Whose idea is it to solve a problem with 
  time travel? There are always other ways to deal with 
  a situation, especially when players have Story Points 
  to spend! So if you prepare in detail for this kind of 
  problem-solving, your preparation will probably be 
  wasted. It is more likely that a player will suddenly 
  suggest this ploy, and you will have to invent an 
  elaborate response on the fly! If this happens to you, 
  smile and nod and ask for a quick break while you 
  look at your notes…
  Mechanics: The TARDIS (or whatever time vessel 
  they use) must be piloted with a high degree of 
  finesse. The base difficulty of a TARDIS jump within a 
  person’s timeline is 18, instead of the usual 15.
  Story Points: Entering the past of someone you have 
  already met in the future is strongly resisted by the 
  warping, twisting nature of time itself. It costs 5 Story 
  Points to overcome this and actually make contact 
  with the target character’s history. These points 
  can be paid by one character alone or piecemeal 
  by several characters. The payment is only needed 
  once, but even after contact is made, time itself 
  will continue trying to pull the characters away 
  from their interference. For every new sequence 
  of involvement with their target’s history, every 
  character must spend an additional Story Point each 
  to remain “in touch”, otherwise time will find ways 
  to protect itself by conspiring against the characters. 
  As with the Blinovitch Limitation Effect, bad luck will 
  keep getting in the way of any attempts to influence 
  history (it is up to the Gamemaster to decide what 
  constitutes a new sequence requiring another Story 
  Point expenditure).
  Consequences: Changes in history will wash forward 
  through the timeline, adjusting memories and 
  physical environments as they go. When the players 
  complete a bout of interference with a character’s 
  history, they should make a check (Difficulty 21) to 
  determine the consequences of their efforts. Usually 
  checks will be made with Ingenuity + Convince or 
  Ingenuity + Subterfuge, Gamemaster’s choice. If the 
  character has the Vortex trait, add +2 to the roll.
  LEVEL OF 
  SUCCESS
  CONSEQUENCE FOR 
  INFLUENCED CHARACTER
  Fantastic!
  The character changes in the 
  desired direction, and something 
  else good happens as well.
  Good
  The character changes in the 
  desired direction! (e.g. the 
  character loses or gains a trait)
  Success
  The character changes in the 
  desired direction, but only a 
  small amount, or they backslide 
  in a different area, or something 
  unexpected and very unhelpful 
  happens as well.
  Failure
  The influenced character is 
  unchanged, but something else 
  is affected in a way that will 
  make things easier. 
  Bad
  The influenced character is 
  unchanged, and may react 
  badly to the interference.
  Disastrous!
  Not only is the influenced 
  character unchanged, but 
  they become even more set 
  in their ways, or some other 
  unexpected but unhelpful 
  change occurs.
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  The exact consequences of each act of interference 
  are ultimately up to the Gamemaster. Changes 
  made in the past will tend to follow the path of least 
  resistance, so there is no need to be too clever here 
  – obvious changes are fine, and changes will rarely 
  be drastic – a change in a room’s decoration rather 
  than moving the character to a completely different 
  house. Complicated chains of effect (stepping on a 
  butterfly here to affect a hurricane there) usually get 
  stymied by the timeline. 
  Repetition: If the characters find that interfering in 
  history brings results, they might see it as a useful 
  way to resolve most of the problems they encounter. 
  The hefty cost in Story Points should argue against 
  this idea, but if it takes root anyway, there will be 
  consequences. Time is complicated and players 
  who cause too much interference will soon find 
  themselves facing challenges like paradox, time 
  spurs and other dangers that far exceed the risk of 
  dealing with problems without hopping back in time. 
  For more advice on this, refer to The Time Traveller’s 
  Companion.
  Ethics: Some would see this type of interference 
  with personal history as an awful abuse of power. 
  Characters doing this could be hunted by the Justice 
  Department and made to answer for their actions.
  SKY FISH
  Sky fish make their home in dense upper-atmosphere 
  clouds of ice crystals shot through with electricity. 
  Usually a surface fog is too thin for more than a 
  brief hunting trip. This is just as well for those on the 
  surface, who look rather tasty to sky fish predators. 
  Even the smaller fish can be problematic, they are 
  attracted to bright lights, and can deliver a painful 
  nip. Staying inside is a good way to stay safe in a fish 
  fog, but it also helps to sing. Sky fish become sleepy 
  and relaxed when they hear a song. (Technically, 
  resonating atmospheric crystals create delta 
  waves, sending the fish into a dreamy state of calm.) 
  Relaxing a fish with song is a Presence + Craft task 
  (Difficulty 15).
  CRYSTAL CLOUD
  Ships attempting to navigate crystal cloud will find it 
  hazardous and challenging. The charged crystalline 
  structure plays havoc with a ship’s systems, and 
  manual control is made difficult by the tumult and 
  lack of visibility. Piloting through the cloud is typically 
  a Difficult (21) task, with failures indicating damage to 
  onboard systems. Crystal clouds can be controlled 
  by sound frequencies, which makes them superb for 
  concealment. Dense clouds could hide and protect 
  a space pirate hideout, a Dalek superweapon or a 
  sargasso of ghost ships. 
  FURTHER ADVENTURES
  •	
  Marilyn Monroe has the Doctor’s phone number 
  and is not afraid to use it. What kind of adventure 
  might she bring the characters into? Fighting 
  the Autons in Hollywood with Marilyn Monroe 
  at your side would surely be a memorable time.
  SKY SHARKS
  AWARENESS
  3
  PRESENCE
  -
  COORDINATION
  3
  RESOLVE
  -
  INGENUITY
  -
  STRENGTH
  7
  SKILLS
  Bite 2 (4/9/13), Hunt 6.
  TRAITS
  Alien
  Alien Senses (Sonar)
  Environmental (Minor) – Crystal Atmosphere
  Flight (Minor): Within the crystal atmosphere 
  only.
  Frenzy: Triggered by hunger.
  Huge (Minor)
  Natural Weapon (Minor) – Jaws
  Weakness: Sky Sharks become sleepy and 
  relaxed when they hear a song. Relaxing a fish 
  with song is a Presence + Craft test (Difficulty 
  15).
  STORY POINTS: 0
  A CHRISTMAS CAROL
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  •	
  If some mad scientist could devise a way to 
  replicate the charged crystal environment of 
  the sky fish in an ordinary atmosphere, then 
  a terrifying shark-storm could wreak terror 
  and destruction on the astonished inhabitants 
  of a targeted community. The sharks might be 
  controlled by villainous opera singers, their 
  spine-tingling vibrato echoing through the 
  gloomy sky.
  KAZRAN SARDICK
  AWARENESS
  4
  PRESENCE
  5
  COORDINATION
  2
  RESOLVE
  6
  INGENUITY
  4
  STRENGTH
  1
  As an old man, Sardick delighted in mean-spirited 
  humour and surrounded himself with obedient 
  lackeys to laugh at his vicious jokes. He believed 
  he owed nothing to anyone, even refusing to help 
  when he could easily save thousands of people. 
  SKILLS
  Convince 2, Craft 2, Knowledge 1, Medicine 2, 
  Science 3, Subterfuge 3, Technology 3.
  TRAITS
  Adversary (Minor) There are many people in 
  Sardicktown who would love nothing better than 
  to see him suffer. 
  Code of Conduct: Sardick delights in following 
  an unbending code in which nothing is ever given 
  freely and, if possible, nothing is ever given at all.
  Indomitable
  Owed Favour (Major, many times over): Sardick 
  knows everyone important in Sardicktown, and 
  they all bow and scrape before him. Everyone 
  who matters is so far in his debt that they’re 
  never coming out.
  Phobia (Minor): Sardick is haunted by his 
  mistreatment at his own father’s hands.
  Selfish
  Voice of Authority
  TECH LEVEL: 6 
   STORY POINTS: 6
  ABIGAIL
  AWARENESS
  3
  PRESENCE
  5
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  Abigail was a generous, good-hearted woman, 
  devoted to her family and utterly selfless. Abigail 
  had a high, pure singing voice, and she loved to 
  sing. She knew her voice could influence and calm 
  the sky fish, and she felt a great closeness to those 
  creatures as well.
  SKILLS
  Convince 2, Craft 4 (Singing 6), Knowledge 1, 
  Medicine 1, Transport 2.
  TRAITS
  Animal Friendship
  Attractive
  Charming
  Dark Secret (Minor): Abigail is dying.
  Obligation (Major): Abigail has put herself into 
  cryosleep as collateral for a family loan.
  TECH LEVEL: 6 
   STORY POINTS: 6
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  ‘I’m going to need a SWAT team ready to mobilise, 
  street-level maps containing all of Florida, a pot of 
  coffee, twelve jammy dodgers and a fez.’
  B  SYNOPSIS
  Lake Silencio, Utah, 22nd April 2011, and Florida, 
  8th April 1969
  The Doctor appeared to be waving at Amy and Rory 
  throughout time: in a portrait by the lady Matilda and 
  a history book about Charles II; during an escape 
  attempt in Nazi Germany; from out of an old Laurel 
  and Hardy film. He’d been gone for two months and 
  Amy was getting impatient. She received a blue 
  envelope marked 3, containing a date, a time and a 
  map reference; an invitation from the Doctor. In the 
  Stormcage, River Song received a similar envelope, 
  marked 2.
  Later, Amy and Rory got off a bus in the middle of 
  nowhere. The Doctor, in a cowboy hat, was there to 
  meet them. Suddenly his Stetson was shot off; River 
  had arrived too. In a diner, River and the Doctor 
  compared diaries to see where they were in each 
  other’s time stream. The Doctor told them that he’d 
  been running his whole life but it was time to stop, 
  and that he needed them all with him. First, a picnic, 
  and then: Space, 1969.
  On the shore of Lake Silencio, they all had a picnic and 
  looked up at the Moon. Amy spotted a strange figure 
  on the horizon, but when she looked away she forgot 
  it entirely. A truck pulled up and an old man – Canton 
  Everett Delaware III – got out; the Doctor waved at 
  him. Then, an Apollo astronaut emerged from the 
  lake and the Doctor told them whatever happened, 
  they were not to interfere. The astronaut then shot 
  the Doctor and, as he began to regenerate, it shot him 
  again; the Doctor was dead. The old man approached 
  and confirmed that was the Doctor, giving them a can 
  of gasoline. River explained that there were empires 
  who would rip the Earth apart for just one cell of 
  his body, so they burned it on a boat in the middle of 
  the lake. River asked Canton why he had come; he 
  showed her his invitation, numbered 4.
  Back in the diner, they compared envelopes. River 
  wondered who had received number 1. Suddenly out 
  of the restroom emerged… the Doctor. River slapped 
  him. He said he’d been invited too. River told him that 
  they’d all been recruited by a man who trusted them 
  THE IMPOSSIBLE ASTRONAUT
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  more than anyone else in the universe, but wouldn’t 
  say more except that it had to do with a man called 
  Canton Everett Delaware III and 1969.
  The Doctor plotted a course for 1969 while the others 
  all conferred in secret. River explained to Amy 
  that the Doctor on the beach was a future version, 
  but that he was still going to die and they couldn’t 
  tell him about it. Amy said they had to stop it from 
  happening. The Doctor said he’d given the TARDIS 
  all the information they had and she was taking them 
  to Washington DC, 8th April 1969. But he refused to 
  land, to follow the mysterious summons. He knew 
  the others knew who had sent them. River said he’d 
  have to trust them but he couldn’t; Amy asked him to 
  trust her instead. 
  In Washington DC, Canton Everett Delaware III was 
  summoned for a meeting with President Nixon. The 
  President explained that, no matter where he was, he 
  received a phone call every day late at night. It was a 
  little girl, who said she was scared of the spaceman. 
  The Doctor landed the TARDIS, cloaked, and snuck 
  outside to look around… into the Oval Office. He 
  listened in on the phone call but was discovered. 
  He was wrestled to the floor and River made the 
  TARDIS appear. While they were distracted, the 
  Doctor escaped and sat in Nixon’s chair. He told the 
  President that he would take the case; all he needed 
  was five minutes. The Doctor deduced that the girl 
  was likely to be in Florida; it was where NASA was, 
  and where the spacemen lived. 
  Amy spotted a Silent at the door and remembered 
  the figure she saw at the lake, but as soon as she 
  looked away she forgot it and felt sick. She went to 
  the toilet, where another Silent was waiting for her. 
  Another woman – Joy – emerged from a cubicle and 
  was startled by the Silent, then forgot it was there, 
  then was startled again. The Silent then electrocuted 
  her and killed her. Amy took a photo of the Silent so 
  she would remember it. It told Amy she was to tell 
  the Doctor what he must know and what he must 
  never know. 
  The little girl called the President again and the 
  Doctor figured out the only place the call could be 
  coming from. The girl said the spaceman was going 
  to eat her. The Doctor, his companions and Canton 
  ran into the TARDIS. Rory was left to explain it to 
  him because he was the newest.
  The TARDIS arrived in a warehouse 
  near Cape Kennedy Space Centre, at the 
  junction of Hamilton Avenue, Jefferson 
  Street and Adams Street; the three names the 
  girl had given the President. They found some 
  alien technology, alongside some contemporary 
  Earth tech: a box full of space suits. River told Amy 
  that she couldn’t stop the spaceman to save the 
  Doctor; it would create a paradox. 
  River found a manhole cover, which led to 
  a network of tunnels running beneath the 
  warehouse. She found power lines and Silents, 
  but forgot about them so reported back that 
  there was nothing down there. Rory went 
  with her to take another look. They found a 
  locked maintenance hatch and, as River tried 
  to unlock it, she told Rory that her and the 
  Doctor were travelling in opposite directions 
  in time, that each time they met he knew 
  her less. They got through the door and 
  found what looked like the console to 
  a time ship. They set off an alarm and 
  Rory spotted some of the Silents, but 
  promptly forgot, so told River there 
  was nothing out there.
  Upstairs, in the warehouse, the others 
  heard the girl crying out for help. 
  Canton ran to help and was knocked 
  unconscious; as the Doctor chased after 
  him, Amy told him she was pregnant. 
  Suddenly, the astronaut appeared behind 
  them; Amy grabbed Canton’s gun and shot at 
  the astronaut, too late realising the little girl 
  was in the suit.
  CONTINUITY
  •	
  The Doctor was 908 the last time Amy saw 
  him; he is 1103 when they meet him at Lake 
  Silencio. When they later see him in the 
  diner he is only 909. 
  •	
  The people of Easter Island worshipped the 
  Doctor. River implies the famous statues were 
  modelled on him. 
  •	
  1969 is an easy date to travel to. 1482 is full of 
  glitches. 
  
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  •	
  River wasn’t scared by her death or the Doctor’s, 
  but by a far worse day. She explains to Rory that 
  this is the day when she looks the Doctor in the 
  eye and he doesn’t recognise her, and how she 
  fears it will kill her. It does (see Silence in the 
  Library/Forest of the Dead in The Tenth Doctor 
  Sourcebook). 
  •	
  Both the Doctor and River have seen how the 
  other dies. 
  •	
  The Doctor asks Amy to swear that she’s not 
  lying on something that matters; she picks fish 
  fingers and custard (see The Eleventh Hour on 
  pg. 56). 
  •	
  The Doctor puts the TARDIS into both silent and 
  invisible mode, as he has done before (see The 
  Dalek Invasion of Earth in The First Doctor 
  Sourcebook and The Invasion in The Second 
  Doctor Sourcebook). The TARDIS’ scanner 
  doesn’t work while it’s cloaked. Or rather, the 
  Doctor can’t get it to work while cloaked; River 
  can. 
  •	
  Two of the founding fathers fancied the Doctor. 
  •	
  Amy tells the Doctor that she’s pregnant. She 
  eventually has the baby at Demon’s Run (see 
  A Good Man Goes to War on pg. 142). 
  •	
  The Doctor says “Brave heart, Canton”, which 
  was his fifth incarnation’s catch phrase (see 
  The Fifth Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  What a way to start a new series – or even a whole 
  new campaign! Each of the companions receives a 
  mysterious invitation, they travel to the coordinates 
  only to be met by an old friend, who announces that 
  they are to go on an adventure, but before they can 
  leave he is killed. It’s only later, after they are joined 
  by the same character, that they realise they have 
  encountered a future version of their friend. But they 
  can’t mention the encounter to him, so must instead 
  keep the secret from him and work to try to stop the 
  future from occurring.
  In the adventure, of course, it was a future version 
  of the Doctor who invited all his companions to 
  Lake Silencio where he was killed by the Impossible 
  Astronaut, and who sent Amy, River and Rory off to 
  meet Canton Delaware III in 1969. 
  In your own game, of course, it might be any of your 
  characters’ future selves who sends the invite. If 
  you have a Time Lord at the centre of your group, 
  then they’re an obvious candidate to do so, but any 
  time traveller would work just as well, such as a 
  Time Agent. Make sure that the other companions 
  haven’t seen him for a while when they receive the 
  invitations, otherwise they’re bound to suspect 
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  he’s not the current version of their friend. You 
  can change other details, of course, to make the 
  adventure your own, such as the murderer. The 
  reason that the appearance of the Impossible 
  Astronaut is so striking here is that it is so out of 
  place. An Apollo astronaut, rising out of a lake, in 
  the middle of the desert. You can pull off the same 
  trick: juxtapose an extraordinary object or person 
  in an unlikely place. A Roman Centurion, emerging 
  from an airlock onboard the International Space 
  Station, perhaps. Or a knight in shining armour, 
  horse and all, galloping out of a train carriage on 
  the London Underground. You don’t need to worry 
  about what it all means, yet. That’s for the campaign 
  arc to reveal.
  How to run the adventure proper is covered in a few 
  pages’ time, in Day of the Moon.
  STARTING OVER
  This set-up is also the perfect way to begin a new 
  campaign, with characters who have never met 
  one another. What better way to begin then with a 
  mystery, wherein a disparate group of characters all 
  meet up for the first time at the behest of a future 
  version of one of them, who in turn has adventured 
  with them for a long time. It’s a compelling start for 
  sure, and the mystery can become the central arc of 
  their first adventures together.
  FURTHER ADVENTURES
  •	
  What has the Doctor been up to between the 
  events of A Christmas Carol and the start of this 
  adventure? It’s only been two months but, as we 
  saw, that’s more than enough time to get into 
  a whole heap of trouble. What brought him to 
  infiltrate the court of King Charles II of England? 
  And how did he come to escape the Tower of 
  London via a magical sphere? Sounds like an 
  adventure in the making…
  PRESIDENT RICHARD MILHOUS NIXON
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  The 37th President of the United States of 
  America, Richard Nixon’s time in office was 
  marred by a number of scandals, most notably 
  Watergate. Although the Doctor was not a fan of 
  his, Nixon assisted him during his fight against 
  the Silence. It was at the Doctor’s suggestion 
  that he began taping all of his conversations, a 
  procedure that eventually brought him down.
  SKILLS
  Convince 4 (Leadership 6), Knowledge 2, 
  Subterfuge 3, Transport 1.
  TRAITS
  Distinctive: Nixon will go down in history as one 
  of the most famous Presidents, but maybe not 
  for the reason he might have liked… 
  Friends (Major): As President of the United 
  States and Commander in Chief, Nixon has a lot 
  of people he can call on at a moment’s notice.
  Obsession: Nixon has to record every 
  conversation he has in the Oval Office, to make 
  sure he’s not forgetting the Silents.
  Owes Favour: Nixon owes Canton Delaware III 
  for defeating the Silents.
  Tough
  Voice of Authority: Nixon is President of the 
  United States, one of the most powerful men on 
  Earth.
  TECH LEVEL: 5 
   STORY POINTS: 5
  
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  ‘… one giant leap for mankind.’
  ‘And one whacking great kick up the backside for the 
  Silence! 
  B  SYNOPSIS
  United States of America, July 1969
  In Utah, three months later, Amy was running away 
  from Canton and the FBI agents. They cornered her 
  against a cliff and Canton gestured to a body bag. 
  Amy urged Canton to remember the warehouse. He 
  shot her.
  In Area 51, the Doctor, somewhat bedraggled, was 
  shackled to a chair and surrounded by guards. 
  Canton approached him and asked what the tally 
  marks on Amy’s arms were for. Soldiers began to 
  build a wall out of dwarf star alloy around the Doctor; 
  the perfect prison.
  In New York, River ran through a skyscraper under 
  construction. She saw two Silents and marked two 
  more tallies on her arms. Canton cornered her up 
  against the edge of the skyscraper. River told Canton 
  that America was invaded a long time ago, and now it 
  was occupied. She fell backwards off the skyscraper 
  rather than be captured.
  On the Glen Canyon Dam, Arizona, Rory – covered 
  in tally marks – was running from men with guns. 
  Canton told him he was waiting for him to run, as it 
  looked better if he was shot while running. He shot 
  him anyway.
  In Area 51, the body bags were dragged into the 
  now-completed cell. Canton joined the Doctor 
  there and said that within the walls nothing could 
  penetrate, which meant that the Silents could not 
  hear them. The Doctor got out of his shackles 
  and Amy and Rory sat up in their body bags. The 
  Doctor revealed that the TARDIS was in the cell 
  too, cloaked. They went into the TARDIS and the 
  Doctor ordered Amy and Rory to open the doors 
  to the swimming pool. River, still falling from the 
  skyscraper, turned and dove into the TARDIS’ open 
  doors with a big splash.
  River, Amy and Rory explained to Canton what they 
  knew of the Silence. They’d spent the past three 
  months trying to find out about them, marking their 
  skin with a tally to remind them that they’d had an 
  encounter. The Doctor injected a Nanorecorder into 
  each of their palms, to allow them to leave verbal 
  messages for themselves so they could remember 
  even if a Silent made them forget; a red light would 
  flash in their palm if there was a message waiting. 
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  Canton turned back to the Doctor and straightened 
  his bow tie. The Doctor revealed that he’d made him 
  do that by subliminally implanting the suggestion 
  while Canton was looking at a picture of a Silent; 
  when he looked away he had forgotten the Silent, but 
  still carried out the suggestion.
  Canton and Amy set out to find where the little girl 
  had been taken from, searching local childrens’ 
  homes. They pulled up to an old, dilapidated 
  orphanage; Greystark Hall. There they were met 
  by Dr Renfrew, who urged them to be quiet as the 
  children were asleep. Scrawled up the staircase in 
  large red letters was “Get Out Leave Now.” Canton 
  commented that he had thought the orphanage 
  had closed in 1967. Renfrew agreed that was the 
  plan, believing the date to still be in the future. 
  Amy explored the dormitory by herself but the door 
  slams behind her. Her palm was blinking and as 
  she looked up, she realised she was beneath a huge 
  nest of sleeping Silents hanging from the ceiling. 
  Elsewhere, the Doctor emerged from Apollo 11’s 
  command module at Cape Kennedy to face the 
  waiting scientists. He explained he was allowed to be 
  there as he was on a mission for the President. They 
  didn’t believe him until Rory and River arrived with 
  President Nixon, who assured them of the Doctor’s 
  intentions.
  As Amy continued to explore Greystark Hall, a hatch 
  opened in a door and a woman wearing an eye patch 
  peered in at Amy. Amy went through the door but 
  both the woman and the hatch were gone. Instead, 
  there were lots of photographs, including one of 
  Amy holding a baby. Then the astronaut appeared, 
  a crack in its helmet from where Amy had shot it. 
  Inside was a little girl. She asked Amy to help, just 
  as two Silents entered. Downstairs, in Renfrew’s 
  office, there was a knock on the door. Renfrew 
  answered it, reassuring whoever was there that 
  they were just asking some questions. Renfrew 
  turned away and forgot who was there, just as a 
  Silent entered. Canton activated his recorder and 
  asked it what it wanted, telling it that he would not 
  remember its answers. The Silent told him that its 
  kind had ruled since the wheel and the fire, and 
  had no need for weapons. Canton shot it and said 
  “welcome to America.” Elsewhere, Amy screamed 
  for help.
  The Doctor returned Nixon to the Oval Office in the 
  TARDIS, telling him to tape everything that happened 
  in there. River popped out of the TARDIS, telephone 
  in one hand, and said that Canton needed their help. 
  In Greystark Hall, Canton heard Amy calling out 
  from behind the door. He told her to get back as 
  he prepared to shoot the lock off, but the Doctor 
  and Rory appeared and they opened the door. 
  The spacesuit was lying empty on the floor 
  and Amy’s voice could be heard coming from 
  the Nanorecorder, calling for the 
  Doctor’s help; it had defaulted to live 
  broadcast. Renfrew came to fetch 
  help as the Silent was still alive. It 
  told the Doctor they were the Silence, 
  and that “Silence would fall.”
  Back at Area 51, the cell door opened 
  and Canton emerged, apparently days 
  later. He ordered Ishem to fetch Dr 
  Shepherd, but Ishem insisted on talking 
  to Colonel Jefferson first. President Nixon 
  followed him out of the cell, and everybody stood 
  to attention. On the television in the background, 
  Apollo 11 began lift off. 
  River examined the spacesuit, concluding that 
  it was alien technology, a life support system. It 
  was how the little girl had called the President, 
  as it had hacked the phone network to contact 
  the highest authority it could find. As River 
  examined the suit, the Doctor examined the 
  envelope his invitation to Lake Silencio had 
  come in, but he couldn’t work out what it meant 
  or who had sent it; River would not be drawn to 
  answer his questions either. The Doctor then 
  turned his attention back to the suit, deciding that 
  the only way to find Amy was to work out what the 
  Silence were up to. He concluded that the little 
  girl must be very strong, as she had forced her 
  way out of the spacesuit. 
  In the cell, Dr Shepherd examined the wounded 
  Silent, but not for the first time. He left, forgetting 
  why he was there, and the Silent began to taunt 
  Canton. It told him that they were foolish for 
  tending its wounds, that he should kill them all 
  on sight. But Canton had been recording the 
  Silent on the videophone the Doctor had given 
  to him, and now he had exactly what he needed.
  River received the recording of the Silent as the 
  spacesuit began to repair itself. Amy continued 
  to call for help. The Doctor told Rory he could 
  track Amy’s signal, but the Silence were too 
  powerful to stand up to; it was their empire, 
  they had always been here. On the television, 
  Apollo 11 was beginning to land on the Moon.
  
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  In an alien spaceship, Amy was covered in alien 
  technology. A Silent taunted her, telling her she would 
  bring the Silence. The TARDIS materialised and 
  the Doctor, Rory, Canton and River came to rescue 
  Amy, each of them keeping an eye on the Silents. 
  As Rory untied Amy, the Doctor told the Silents to 
  listen. He told them to surrender and he would let 
  them go in peace. He told them half a billion people 
  were watching the Moon landing on TV right now, but 
  billions and billions in the future would all watch the 
  same footage. As Neil Armstrong’s famous line was 
  broadcast around the world, Canton transmitted the 
  Silent’s taunt that the human race should kill them all 
  on sight. Unwittingly it had just ordered the Silents’ 
  execution, planting the subliminal suggestion in the 
  mind of every viewer. The Silents began to charge up 
  their electricity but River whirled round, shooting 
  them all, as the Doctor and Rory got Amy onboard 
  the TARDIS. Amy and Rory, reunited, kissed. The 
  Doctor took River back to the Stormcage and, just as 
  they part, they kissed too for the first time. But this 
  was to be the last time, for River.
  Back onboard the TARDIS, the Doctor secretly 
  scanned Amy. It fluctuated between pregnancy 
  positive and pregnancy negative. 
  Six months later, in New York, a tramp was 
  scavenging in an alleyway when a little girl 
  staggered out of the shadows, clearly unwell. She 
  told him she was dying, but that she could fix it. And 
  then she regenerated.
  CONTINUITY
  •	
  Rory remembers the 2000 years he spent 
  guarding Amy in the Pandorica, he just chooses 
  to keep it shut away most of the time (see 
  The Big Bang on pg. 107). 
  •	
  Dwarf star alloy, impregnable to any particle or 
  radiation is used to build the “perfect prison” in 
  Area 51. It was also used in the hull of Rorvik’s 
  ship (see Warrior’s Gate in The Fourth Doctor 
  Sourcebook) and to make a chain to bind Father 
  of Mine (see Family of Blood in The Tenth Doctor 
  Sourcebook). 
  •	
  The phrase “silence will fall” is heard from 
  the Silence, for the first time; both Prisoner 
  Zero (see The Eleventh Hour on pg. 56) and the 
  Saturnynians (see The Vampires in Venice on 
  pg. 76) have warned the Doctor the same thing. 
  •	
  This adventure sees the Doctor’s first kiss with 
  River; and River’s last kiss with the Doctor. 
  •	
  Presumably Amy gets kidnapped and replaced 
  by a Ganger at some point before this adventure 
  (see The Almost People on pg. 134 and A Good 
  Man Goes to War on pg. 142), as we see Madame 
  Kovarian looking in on her cell for the first time. 
  •	
  The strange console River finds in Florida is 
  identical to the one found above Craig Owen’s 
  house (see The Lodger on pg. 97). Was that 
  device one of the Silence’s too? Was it the same 
  one, but later? Or perhaps, after River killed all 
  the Silents, it crashed into Aickman Road? 
  •	
  River Song criticises the Doctor for wielding his 
  Sonic Screwdriver in battle, telling him to “go 
  build a cabinet.” Captain Jack (see The Doctor 
  Dances in The Ninth Doctor Sourcebook) and 
  the War Doctor have both told him in the same 
  (see The Day of the Doctor on pg. 241). 
  •	
  Young Melody Pond regenerates at the end of 
  this adventure; we later learn she regenerates 
  into Mels (see Let’s Kill Hitler on pg. 146).
  B  RUNNING THE ADVENTURE
  You know how we said before that The Impossible 
  Astronaut would make for an amazing start to a 
  SPACESUIT (SPECIAL GADGET)
  Built by the Silence from a score or more different types of alien technology, the Spacesuit was really 
  a super-advanced exo-skeleton, providing total life support for the wearer. It processed sunlight 
  directly, so the wearer never needed to eat. It had a built-in laser gun (4/L/L). It even had an advanced 
  communications system that could hack into anything, including the telephone network. By default it 
  would contact the highest authority on a planet it could find, which in the case of 1960s America meant 
  phoning the President of the United States. It was designed to keep the Silence’s perfect assassin – a 
  young Melody Pond – safe until she could carry out her mission: to assassinate the Doctor.
  Traits: Armour (5), Environmental (All), Fast Healing (Special), Hypnosis (Major), Transmit, Scan, Slow.
  Story Points: 4
  DAY OF THE MOON
  
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  campaign? Well, Day of the Moon makes for a pretty 
  epic finale. What we see is a series of vignettes as 
  Canton catches up with Rory, River and Amy, 3 
  months after the events at the end of The Impossible 
  Astronaut; what we don’t see are the events of that 
  intervening time, the dozens of encounters with the 
  Silence that have occurred as the companions and 
  the Doctor piece together what’s really going on. 
  And any one of those encounters could make for an 
  adventure in its own right.
  NANORECORDER (MINOR GADGET)
  A Nanorecorder is injected directly into your 
  palm where it fuses with the cartilage in your 
  hand. Once injected, it tunes itself directly to 
  the speech centres in your brain and it’ll pick 
  up your voice, no matter what. It’s activated 
  telepathically, whereupon it begins recording 
  anything you say. In this way you can leave 
  yourself messages so even if you forget an 
  incident, there’s an audio record of it. If a 
  message has been left, a red light in the palm 
  of your hand flashes. If the Nanorecorder is 
  removed, it reverts to a live feed.
  Traits: Transmit.
  Story Points: 1
  FURTHER ADVENTURES
  •	
  The Doctor might have struck a blow against 
  the Silence, but the unseen, unremembered 
  revolution to drive them off the Earth is going to 
  take a long time. How might the characters be 
  involved in this fight back? They could be tasked 
  by the President with hunting down Silents, or 
  working with UNIT to clear their nests. 
  •	
  In the midst of the revolution against the Silence, 
  the characters are approached by a ‘rogue’ 
  Silent. It remembers something crucial that the 
  characters have forgotten, a piece of information 
  vital in their ongoing adventures, but in exchange 
  for returning the memory it wants their help in 
  escaping the planet. But how can it be trusted if 
  every time the characters look away they forget 
  the details of the deal they’ve just struck. 
  •	
  The Silence capture Amy Pond and take young 
  Melody Pond from her; but what if Amy could be 
  sprung from her prison cell beforehand? How 
  might time flow differently? What would become 
  of Melody if she’d been raised in the loving home 
  of the Ponds? What if River was never around 
  to save the Doctor? Might the well-meaning 
  intervention of the characters end up having 
  disastrous effects on time and space?
  DOCTOR RENFREW
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  0
  INGENUITY
  2
  STRENGTH
  3
  A Southern gentleman and Director of Greystark 
  Hall Orphanage, Doctor Renfrew had lost his 
  mind due to excessive memory deletion by the 
  Silence. He kept writing “Get Out Leave Now” in 
  red letters on the walls of the orphanage and on 
  his hands, but had no memory of doing so.
  SKILLS
  Medicine 3 (Psychology 5).
  TRAITS
  Amnesia (Minor)
  Eccentric
  TECH LEVEL: 5 
   STORY POINTS: 0
  
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  ‘You couldn’t give up the gold, could you? Your 
  commission, your wife, your son – just how much is 
  that treasure worth to you?’
  B  SYNOPSIS
  The Fancy, Earth, 1699
  McGrath returned to the Fancy with a small cut on 
  his finger, and Captain Avery cast him out to die like 
  all the others. When his crew returned to the deck, 
  they found no trace of a struggle, but their shipmate 
  had been taken by a malevolent spirit. Then came 
  a banging from beneath the decks – Avery opened 
  the hatch and was greeted by a gaggle of fools: the 
  Doctor, Amy and Rory, with their impossible blue 
  box.
  The pirates made the Doctor walk the plank, but 
  Amy terrified them by picking up a sword. One man, 
  Dancer, dared to face her, but staggered back when 
  Amy’s blade glanced his side. The pirates eventually 
  disarmed Amy, and her sword scratched Rory as 
  she dropped it. Black spots appeared on Dancer and 
  Rory’s palms, and an ethereal song chimed from the 
  deep, rendering them insensible. A spectral lady 
  rose from the sea and landed on deck, drawing the 
  injured men to her music. Rory’s friends kept him 
  back, but Dancer took the Siren’s outstretched hand, 
  and turned to vapour on contact.
  The survivors scrambled beneath the decks into a 
  flooded cabin beyond the Siren’s reach. There, a 
  leech drew blood from a pirate called DeFlorres. A 
  black spot materialised on his hand, and the Siren 
  rose from the floodwater, taking him. The Doctor 
  deduced that the Siren could materialise not just 
  from the sea but from any pool of water. Avery 
  decided the bone dry armoury might therefore be 
  the only safe place on the ship. They found a boy 
  in the armoury: Toby Avery. He too, had a black 
  spot. The Doctor and Henry told everyone to stay 
  put, then left the armoury together, heading for the 
  TARDIS.
  Something was wrong: the Doctor was unable to get 
  his ship moving. The TARDIS rattled and groaned, 
  Henry and the Doctor evacuated, and the TARDIS 
  disappeared – not with its signature fade, but with 
  the watery shimmer of the Sirens’ victims. As they 
  returned to the armoury, they were accosted by a 
  mutineer – Mulligan had defied his absent captain’s 
  orders and was hoarding the ship’s plunder for 
  himself. Mulligan shut himself in the Captain’s 
  quarters, but burned his fingers in haste – and 
  within seconds, the Siren had been and Mulligan 
  gone. Henry and the Doctor found the quarters 
  devoid of Mulligan, yes, but more significantly, 
  devoid of water. So how had the Siren got in? The 
  Doctor twigged – the reflections in the treasure! – 
  and both men rushed on.
  THE CURSE OF THE BLACK SPOT
  THE CURSE OF THE BLACK SPOT
  
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  The Boatswain, too, had defied Avery and motioned 
  to leave. Toby cut him with a sword, marking his 
  palm, and by the time the Doctor and Henry returned 
  to the armoury, the Boatswain had been taken too. 
  The remaining crew set about destroying anything 
  reflective aboard the Fancy. They smashed windows, 
  broke mirrors and the Doctor implored Henry to toss 
  his treasure overboard.
  When the wind picked up and the sea became rough, 
  everyone went on deck to get the ship moving. In the 
  tempest, a shiny crown Avery hadn’t junked rolled 
  from his coat, and the Siren appeared from it. She 
  lured Toby across and, to his father Henry’s horror, 
  evaporated him. A gust of wind then blew Rory into 
  the water. The Doctor reasoned that there was 
  more chance of reclaiming him from the intelligent 
  Siren than the cruel sea, and they opened a barrel of 
  still water. She twirled out, arced into the deep, and 
  claimed Rory. Agreeing it might be the only way to 
  follow their loved ones, Amy, Henry and the Doctor 
  pricked their own thumbs. The Siren took their 
  hands, and they evaporated.
  They awoke in a spaceship, stranded on the other 
  side of the mirror. The crew had all died, but the 
  med-bay remained active, and sleeping in its beds 
  was everyone the Siren had taken – the TARDIS 
  included! The Siren floated through the ward, and 
  though Henry drew her ire when he fired a gunshot, 
  she became more interested in the Doctor when he 
  sneezed. He wiped his nose in a hanky and threw it to 
  the floor – the Siren incinerated it, and became placid 
  again. The Doctor realised she was a holographic 
  medic, so Amy explained to the Siren that Rory was 
  her husband, and took full responsibility for his life. 
  The Siren understood, and allowed them to take 
  Rory from his bed – however, he was still on the point 
  of death. They hauled him to the TARDIS, and Amy 
  administered CPR, saving his life.
  Toby’s illness was serious, typhoid fever, and he 
  wouldn’t survive without the Siren’s care. Rather 
  than return to his world, then, Henry Avery took the 
  helm, and with his son at his side and his crew behind 
  him, he piloted the Siren’s ship.
  CONTINUITY
  •	
  Captain Samuel Pike was hunting for Avery’s 
  treasure in an adventure with the First Doctor 
  (see The Smugglers in The First Doctor 
  Sourcebook).
  •	
  Amy saw the image of a woman in an eyepatch 
  watching over her. She had the same vision at 
  the orphanage (see Day of the Moon on pg. 120), 
  and it’s becoming ever harder to dismiss it as a 
  hallucination...
  •	
  Amy and the Doctor note that their concern for 
  one another is mutual. The TARDIS scanner still 
  can’t tell the Doctor whether Amy is pregnant, 
  and Amy herself is haunted by the Doctor’s 
  death, which she witnessed at Lake Silencio (see 
  The Impossible Astronaut on pg. 116).
  B  RUNNING THE ADVENTURE
  This adventure has three stages: a mystery, a puzzle, 
  and finally help. Initially, the Siren is a mystery to 
  be unravelled. We notice that strange things are 
  happening, and we can work out the patterns. We 
  see a figure, but we don’t know its nature or purpose. 
  Our challenge is to figure out what this entity actually 
  is, and what it is trying to do.
  Once we have a handle on that, the Siren 
  becomes a puzzle to be solved. We know 
  what it is doing, and can make a good 
  guess as to why. Now we need to find 
  a way to influence it, to stop it causing 
  problems for us. Sometimes this will 
  be easy, but other times it can be 
  fiendishly hard.
  Finally, we understand it and we 
  can make it do what we want. The 
  Siren has become a helper for us, 
  using its special abilities under 
  our guidance to help towards our 
  aims. Sometimes we won’t need or 
  want its help, and other times this 
  help will be essential for our goals.
  Here are some guidelines for 
  designing a new encounter with the 
  Siren, a Virtual Interface:
  •	
  VIs have both the Alien trait (as 
  they are the product of a non-
  human species), and the Robot 
  trait (as they are technology, 
  not alive) so they can access all 
  the Alien and Gadget traits as 
  well as the normal selection.
  •	
  They always have the By The 
  Book trait. They can think and reason, 
  but there are certain rules and procedures 
  they will always follow. Because direct 
  communication is very hard, these rules 
  need to be puzzled out.
  
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  •	
  Think about the VI’s purpose. When all is running 
  smoothly, how does it achieve this goal? Come 
  up with a procedure and break it down into steps. 
  Choose traits that allow the VI to complete these 
  steps. You might need to create some special 
  abilities for some of these steps.
  •	
  Consider how each step might appear to 
  observers who don’t understand the purpose of
  the VI’s actions. If you want to emphasise the 
  mystery stage of a VI encounter, devise an 
  appearance that looks like something else is 
  happening (for example, teleportation looks very 
  like disintegration).
  •	
  Finally, come up with one or two reasons why the 
  VI’s procedure is causing problems. The Siren’s 
  procedure was problematic because it couldn’t 
  distinguish between a minor scratch and a life-
  threatening condition, and because it couldn’t 
  actually heal the injured, only maintain them. 
  (Just one reason will usually be enough for a 
  satisfying mystery and puzzle experience.)
  You might want to add further layers of complexity 
  to the encounter by adding in some complicating 
  factors, like a cross-dimensional ship overlap, an 
  opposing force using the VI for devious ends, or a 
  moral conundrum where stopping the problematic 
  behaviour will create an even worse situation.
  THE SIREN
  The Siren is a holographic nurse that provides 
  automated medical care on an alien ship. When 
  her ship crashed and its crew died, she continued 
  to provide medical care, and slips through the gaps 
  between dimensions to take injured people from one 
  side to her sick bay in the other. Although her original 
  crew was not humanoid, she is capable of changing 
  her appearance, and for the pirates of this adventure 
  she takes the guise of a gorgeous sylph.
  She usually appears placid, glowing luminous 
  blue, but when she needs to defend her patients 
  she turns furious red, and can sterilise infectious 
  materials with fire, or blast back anyone who 
  attempts to interrupt her procedure. She marks 
  her patients with a black mark – a tissue sample 
  – then mesmerises them with an anaesthetic song 
  that renders them foolish and pliant. She then 
  transmats the sick and injured into her ward with 
  a single touch.
  The Siren always follows a clear procedure to interact 
  with the humans she has found. The procedure was 
  as follows (relevant traits and skills are indicated in 
  bold):
  •	
  Scan the humans in the environment constantly, 
  looking for injuries and sickness.
  •	
  When injury or sickness was found in a target, 
  use Teleport technology to remotely take a 
  tissue sample. The target just sees a black spot 
  appear where the sample was taken.
  THE CURSE OF THE BLACK SPOT
  TOBY AVERY
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  2
  Young and idealistic, Toby had believed his father 
  was still a high-ranking naval officer when he 
  stowed aboard the ship, and is appalled when 
  he discovers Captain Avery has turned pirate. 
  Nevertheless, he remains loyal to his dad, and 
  looks forward to exploring the galaxy with him. 
  Toby is already terminally ill at the time of this 
  adventure, but can survive indefinitely under the 
  Siren’s care.
  SKILLS
  Transport 2.
  TRAITS
  Dependency (Major) – The Siren: Toby will die 
  without the ministrations of the Siren.
  Indomitable: After his mother died, Toby 
  managed to find his father’s pirate ship and 
  sneak onboard.
  Inexperienced
  TECH LEVEL: 3 
   STORY POINTS: 8
  
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  •	
  Use Medicine skill to analyse the tissue sample 
  and prepare an appropriate berth in the medical 
  bay.
  •	
  Transmit a song calibrated to relax and hypnotise 
  the target. (This has a narcotic, ecstatic effect, 
  and also made the Siren irresistibly attractive. 
  The effect lingers after the singing stops.) 
  •	
  Using Teleport technology again, broadcast 
  a Flight-enabled avatar close to the target. 
  (Note that the avatar is not immaterial – it has a 
  physical presence with Strength 2.)
  •	
  When the target indicates consent by touching 
  the avatar, Teleport them to the medical bay, 
  where they would be placed in a berth and put 
  into a sleep-state through Hypnosis.
  If the Siren meets or observes interference, she 
  turns red and adopts a threatening countenance 
  using her Fear Factor. Her Concussive Scream will 
  hurl an offender away. If she sees a source of germ 
  contamination in her medical bay she generates 
  Disinfecting Fire to incinerate it.
  FURTHER ADVENTURES
  •	
  The grizzled, greying vigilante and his beautiful 
  wraith-like companion: decades pass, and 
  Captain Avery becomes a name feared across 
  the cosmos. Few have ever seen him, some 
  believe he was cursed never to leave his ship, 
  but the Siren’s song will reduce thieves and 
  murderers to jelly, and the next thing they know 
  they’re facing the spirit of furious justice himself. 
  Toby retains his sense of honour and dignity 
  well into his old age, and when he inherited his 
  father’s ship and a powerful Siren, what else 
  was a man to do? Now in his seventies, Toby’s 
  become tired of terrifying the waifs and strays. 
  Today, he sets set his sights on something 
  bigger: a corrupt dictator, a tyrant Aplan brute 
  by the names of Kaj & Koli, but he knows he’s 
  going to need to recruit a team if he wants to 
  breach the Neon Fortress that sits at the heart 
  of their empire. Who would be mad enough to 
  stand with Captain Toby Avery – and who will be 
  cut-throat enough to stand against him?
                THE SIREN/VIRTUAL INTERFACE
  Robot: The Siren is an inbuilt medical 
  program to its spaceship.
  Scan
  Screamer
  Shapeshift (Minor)
  Special – Concussive Scream: To 
  dispatch threats without seriously 
  hurting them, the Siren can issue a 
  scream that blasts out with enough 
  force to throw someone backward. 
  She can affect everyone close enough 
  to touch her, or target one specific 
  person who is further away. This attack 
  uses Resolve + Marksman, and is 
  resisted by Awareness + Resolve. The 
  scream deals damage (2/4/6), and on 
  a Good result, the target is knocked 
  over, while on a Fantastic result, the 
  target is thrown across the room.
  Teleport: The Siren can teleport 
  between the timeship and its co-
  location in adjacent dimensions, 
  but can only do so using a 
  reflective surface.
  Transmit
  STORY POINTS: 0
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  5
  INGENUITY
  3
  STRENGTH
  2
  SKILLS
  Athletics 2, Convince 1, Knowledge 3, Marksman 2, 
  Medicine 5.
  TRAITS
  Alien
  Alien Appearance (Minor): The Siren is kinda 
  obvious, and although she can alter her appearance 
  to be more pleasing to her patients, it only helps a 
  little.
  By the Book: The Siren is bound by her core 
  programming to look after her patients – whether 
  they like it or not.
  Fear Factor (3): The crew of the Fancy were terrified 
  of the Siren, even though she meant no harm.
  Flight (Minor)
  Hypnosis (Minor): The Siren can render her patients 
  insensible with her anaesthetic song.
  Natural Weapon (Major) – Disinfecting Fire (2/5/7)
  Restriction – Tied To Sickbay
  
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  ‘That’s me: A Type 40 TARDIS. I was already a 
  museum piece when you were young, and the first 
  time you touched my console you said –’
  ‘I said you were the most beautiful thing I had ever 
  known.’
  B  SYNOPSIS
  Bubble Universe, Unknown Date
  An older man, Uncle, led a young woman, Idris, 
  through a corridor littered with alien technology, 
  to an Ood with glowing green eyes, called Nephew. 
  Uncle explained that it would hurt, that Nephew 
  would drain Idris’ mind and soul and leave her body 
  empty. Auntie said that Idris would soon have a new 
  soul, as there was a Time Lord coming.
  Elsewhere, in very, very deep space, the Doctor, Amy 
  and Rory discussed their latest adventure. Suddenly 
  there was a knock on the TARDIS’ door. The Doctor 
  opened the door and found a small glowing box – it 
  was part of the Time Lord Emergency Messaging 
  System, and it meant there was another Time Lord 
  out there. It bore the mark of the Corsair, one of the 
  ‘good’ Time Lords. The Doctor confirmed there were 
  no Time Lords left in the universe, but the universe 
  wasn’t where they were going. 
  The TARDIS was leaving the universe and entering 
  a bubble universe through a rift. The Doctor had to 
  burn up TARDIS rooms to give it the energy to make 
  the journey, including the swimming pool and squash 
  court seven. The TARDIS landed and all of its power 
  drained. The matrix, the soul of the TARDIS, had 
  vanished. At this moment, Idris sat up, a little wisp 
  of golden regeneration energy escaping her mouth.
  The Doctor, Amy and Rory set about exploring, finding 
  themselves in a junk yard. Idris ran up to the Doctor, 
  shouting and yelling that the Doctor was her thief; 
  Auntie and Uncle chased her, warning the Doctor that 
  she was dangerous. Idris kept trying to alternately 
  kiss and bite the Doctor, before falling unconscious. 
  Nephew arrived to take Idris off. 
  The Doctor loves an Ood and noticed that its 
  translator ball was broken. Auntie commented 
  that Nephew was broken when he first came here, 
  and that House repaired him; House repaired all of 
  them. The Doctor fixed the translator and it began 
  THE DOCTOR’S WIFE
  THE DOCTOR’S WIFE
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  transmitting the Corsair’s distress message, along 
  with the distress messages of lots and lots of other 
  Time Lords. The Doctor demanded to know who else 
  was on the asteroid, but Auntie said it was just the 
  four of them. And House. She explained that House 
  was the world they were standing on; and sentient.
  House spoke to the Doctor and his companions 
  through Auntie and Uncle. He told the Doctor that 
  he had met Time Lords before, that there had been 
  many TARDISes on his back in days gone by. The 
  Doctor commented that there wouldn’t be any more, 
  as he was the last Time Lord and his was the last 
  TARDIS. House invited the Doctor to stay for a while, 
  to the consternation of Rory. 
  The Doctor set off to explore, hoping to find the other 
  Time Lords that he had heard. He pretended to have 
  forgotten his Sonic Screwdriver and sent Amy and 
  Rory back to the TARDIS to fetch it. Once they got 
  there, he remotely locked the doors to keep them 
  safe inside. Unbeknownst to them all, a mysterious 
  green gas was surrounding the TARDIS.
  Following the distress signal, the Doctor found 
  a small cupboard containing a dozen emergency 
  messages, all broadcasting. He realised that it was a 
  trap, that Time Lords were lured here, and that Auntie 
  and Uncle were made up of a patchwork of their body 
  parts – including the Corsair’s left arm, spine and 
  kidneys. He then realised that Idris had warned him 
  about the boxes, saying that they’d make him angry. 
  He sure was angry now, shouting at Auntie and Uncle 
  to run.
  The Doctor found Idris in a cage. She tried to convince 
  him that she was really the soul of the TARDIS, forced 
  into the body of Idris. House ate TARDISes, pulling out 
  the matrix first and sticking it in a living receptacle. It 
  dawned on the Doctor that he had sent Amy and Rory 
  into danger and he raced back to the TARDIS, just as 
  it dematerialised.
  The TARDIS, now inhabited by House, hurtled towards 
  the rift, eager to escape into the real universe. Auntie 
  and Uncle blamed the Doctor, pointing out that he 
  had warned House that there would be no more 
  TARDISes coming to feed on. Auntie and Uncle then 
  dropped dead. Idris was dying too, the TARDIS matrix 
  burning up her body. 
  On the TARDIS, House asked Rory and Amy why 
  it shouldn’t just kill them. Rory answered that 
  that wouldn’t be entertaining for House, so House 
  demanded that they entertain him, telling them 
  to “Run.” Amy and Rory ran off into the TARDIS, 
  tormented by House playing tricks on them – he 
  turned off the artificial gravity, split them up by 
  closing bulkheads and plagued them with illusions.
  In the junk yard, the Doctor had the idea to build a 
  new TARDIS console out of the broken remnants of 
  a hundred different models. Idris helped him, both 
  bickering in the process. But the console would 
  not work, would not hold its charge, until Idris 
  transferred some of her own energy into it, causing 
  it to dematerialise. They chased after the TARDIS, 
  but the Doctor’s companions would need to 
  lower the shields for them to materialise 
  onboard. Idris used her telepathic circuits 
  to send instructions for how to do so to 
  “the pretty one” (Rory, as it turned out). 
  She sent Rory and Amy to one of her 
  old control rooms, but along the way 
  Amy was blinded by House and they were 
  attacked by Nephew. The Ood chased 
  them into the secondary control room, 
  just in time to lower the shield. House 
  ordered Nephew to kill them, but the 
  Doctor and Idris materialised on top of 
  him, ‘redistributing’ him. 
  House toyed with how to kill them all himself, 
  but the Doctor urged him not to – House needed 
  the Doctor’s help breaking out of the bubble 
  universe. House promised not to kill them, so 
  the Doctor told him to eject some of his rooms. 
  House, breaking his promise, deleted the 
  control room they were in, but the hard-wired 
  fail-safe kicked in and teleported them all into 
  the main control room. 
  Returned to the heart of her TARDIS, golden energy 
  streamed out of Idris, killing House, even as her 
  physical body burned up. Her last words before 
  she vanished were, “Hello Doctor. It’s so very, very 
  nice to meet you.”
  Later, the Doctor installed a firewall around the 
  matrix to prevent the same thing happening again. 
  He chattered away to the TARDIS as he did so, and 
  when he came to pilot her, the levers moved on 
  their own.
  CONTINUITY
  •	
  The Second Doctor once used a device 
  reminiscent of the Emergency Messaging 
  System, also to contact the Time Lords 
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  (see The War Games in The Second Doctor 
  Sourcebook). 
  •	
  The Doctor deletes the swimming pool, amongst 
  other rooms – the swimming pool has come 
  in handy in the past, saving River in Day of the 
  Moon and rather less handy in The Eleventh 
  Hour, when the Doctor fell into it. 
  •	
  The TARDIS can be locked remotely, down the 
  phone by the Sonic Screwdriver. 
  •	
  The Doctor stole the TARDIS (or the TARDIS stole 
  the Doctor) seven hundred years ago. 
  •	
  The TARDIS archives old control rooms “for 
  neatness”. She has about thirty archived now, 
  despite the Doctor only having had a dozen or 
  so. When the Doctor commented that you can’t 
  archive something that hasn’t happened yet, she 
  replies simply, “you can’t.” The control room 
  she sends Amy and Rory to is that of the Tenth 
  Doctor. 
  •	
  Idris tells Rory that “the only water in the forest 
  is the river”, but no one knows what this means. 
  The meaning will only become clear in A Good 
  Man Goes to War (see pg. 142).
  B  RUNNING THE ADVENTURE
  This adventure starts with a fantastically simple, 
  yet instantly compelling hook: a Time Lord distress 
  beacon. Even at the best of times, pre-Time War, 
  this is likely to grab the characters’ attention, but 
  in a universe where there are no more Time Lords, 
  it’s like dynamite. There’s no way that the distress 
  beacon can be ignored, even if the characters 
  suspect they’re walking into a trap. In this adventure, 
  the distress beacon leads the Doctor to the bubble 
  universe, but in your adventure it could lead almost 
  anywhere – into E-space, perhaps (see The Fourth 
  Doctor Sourcebook), or some distant, lonely planet 
  at the end of the universe (see Utopia, in The Tenth 
  Doctor Sourcebook).
  Following the signal leads the characters through 
  the rift into the bubble universe (a journey not 
  without its perils, if you’re so inclined – see below 
  – and perhaps even the subject of a whole set of 
  adventures), to House’s asteroid. The asteroid 
  makes for a great setting to explore, populated by 
  strange, yet apparently harmless personalities, 
  including the planetoid itself. Leave the characters 
  to explore and interact, lulling them into a false 
  sense of security. At first glance the junkyard is 
  full of useless space flotsam washed through the 
  rift, but further investigation will lead them to make 
  the chilling discovery that its actually a TARDIS 
  graveyard, and there’s a whole load of distress 
  beacons – but no (living) Time Lords. It’s at this 
  point, of course, that their TARDIS (or other time-
  travelling device) gets gobbled up by House – or, at 
  least, whisked away to be consumed at his leisure, 
  preferably with some of the characters still inside. 
  This lets you turn the adventure into a haunted house 
  for one half of the group, while the other half face a 
  race against time to find a way to get back into the 
  TARDIS, and to get House out, before the TARDIS is 
  eaten and the characters trapped inside are killed. 
  For the Doctor, this was simply a matter of building 
  a new TARDIS from scratch, flying across space and 
  time and getting the matrix back inside her control 
  room, but your players might have a far more 
  complex plan… 
  TERRIFYING AND REALLY DANGEROUS 
  INTERIOR SCENES
  When you think about it, the TARDIS is a really, really 
  dangerous place to become trapped, not least when 
  it’s controlled by a malevolent entity. It’s an endlessly 
  shifting maze, filled with deadly traps. It can be 
  played like a haunted house, or even a dungeon, if 
  you like. In the meantime, here’s a few nasty tricks to 
  pull on your characters: 
  •	
  Turn off the anti-grav, so corridors suddenly 
  become shafts
  •	
  Slam bulkheads shut, trapping characters in 
  dangerous areas or splitting the party
  •	
  Loop corridors back on themselves
  •	
  Beset them with illusions of their aged 
  companions, giving the sense that months or 
  even years have passed.
  We’ll come back to this theme in more detail in 
  Journey to the Centre of the TARDIS, on pg. 223. 
  THE BUBBLE UNIVERSE
  House created and lived within a bubble universe, 
  joined to the regular universe by a small rift. It created 
  a planetoid with gravity and atmosphere, which was 
  also the destination for junk sucked through the 
  rift. All of this would collapse if House ever left.
  The rift energy throughout the bubble universe was 
  enough to keep House alive, but not nearly enough 
  to assuage its hunger. This meant a TARDIS would 
  not easily refuel here, as the abundant energy was 
  entirely under the control of House.
  To travel into – or out of – the bubble universe 
  safely is difficult, and that’s not counting the hungry 
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  THE ELEVENTH DOCTOR SOURCEBOOK
  extra-spatial entity that’s residing on the other 
  side. Anyway, it’ll require a successful Ingenuity + 
  Technology roll (Difficulty 21), or else there’s going 
  to be some nasty temporal phenomena on the other 
  side (see The Time Traveller’s Companion for more 
  on misjumps and temporal backlash).
  HOUSE
  In a scrapyard just outside of the universe, there was 
  a House. It made its home at the core of a planetoid, 
  and watched over its surface. Visitors who found 
  their way to House were reassured: “Be here in 
  safety.” This was a lie. For thousands of years House 
  had been luring in time travellers and devouring 
  their artron energy. In particular, it would lure Time 
  Lords, extract the soul from their TARDIS, and then 
  consume the energy. It was very successful at this 
  grisly diet.
  House had a sadistic personality, and enjoyed toying 
  with those who came under its power. It particularly 
  enjoyed using telepathy to devise complicated, 
  convincing illusions of a victim’s worst nightmares. 
  House devoured artron energy, which accumulates 
  in time travellers and powers all TARDIS systems. 
  Raw rift energy was enough to keep House alive 
  when it went a long time between meals, but proper 
  time-travel machinery processes rift energy into 
  artron energy, vastly more palatable and digestible.
  House kept a large number of Time Lord distress 
  beacons, which it used to lure unsuspecting TARDIS 
  crews into its clutches. Once a TARDIS came within 
  its reach, House removed its matrix to clear the way 
  (diverting the matrix into an alternative home, such 
  as a patchwork servant). Then all it needed was 
  some time alone. It wrapped the TARDIS in green 
  mist, locked the doors, and settled in for a feast.
  It is important to note that, while House makes its 
  home at the core of a planetoid, it is in fact immaterial. 
  This means House can transfer itself into any home 
  that can support its scale and complexity, like a 
  hermit crab switching shells. House could certainly 
  reside in a TARDIS, swiftly working out how to control 
  every aspect of its new home.
  UNCLE
  One of the ‘patchwork people’ who served House, 
  Uncle described himself as “everybody’s uncle.” His 
  eyes were thirty years younger than the rest of him, 
  his ears didn’t match (his right one was blue and 
  obviously alien), his right arm was two inches longer 
  than his left and he had two left feet. He also had the 
  Corsair’s spine and kidneys. He dressed in a military 
  uniform, and spoke in a distinctly French accent.
  EJECTING TARDIS ROOMS
  The interior of the TARDIS is constantly changing, able to add or delete rooms as needed. In times of 
  great need, rooms can be jettisoned, providing much needed power to help get the TARDIS out of a 
  pickle. Of course, at a later date the room can be regrown, but that’s not much use if the control room 
  gets ejected mid-flight, so pick wisely. A hard-wired failsafe automatically teleports the occupants 
  of any deleted room back to the main control room. The TARDIS pilot can opt to eject rooms prior to 
  making a relevant test, typically to make a difficult manoeuvre or escape a particularly dangerous 
  predicament. Doing so reduces the Difficulty by -2 (no matter how many rooms are jettisoned, the 
  Difficulty is only ever reduced by -2). 
  
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  AUNTIE
  Another patchwork person, Auntie was a middle-
  aged woman with a strong English accent. She looked 
  human enough, but her left arm once belonged to 
  the Corsair, as evinced by the distinctive snake tattoo 
  and, well, the fact it was that of a man’s. She died 
  alongside Uncle as soon as House left his asteroid.
  THE DOCTOR’S HOMEMADE TARDIS 
  (SPECIAL GADGET)
  The Doctor, with the help of Sexy, built himself 
  a new TARDIS – well, the console of one at 
  least – to go and rescue Amy and Rory. That’s 
  one helluva bit of Jiggery-Pokery! Lucky he 
  had found himself stranded in a junk yard 
  full of TARDIS spare parts, really. Doing so 
  in game would be an Ingenuity + Technology 
  roll (Difficulty 21), but with a bonus for the 
  abundance of spare parts.
  Traits: Teleport, Vortex, Restriction (Short 
  Ranged).
  Armour: -
  Speed: 15 (Materialised)
  Hit Capacity: 20
  Story Points: 4
  TIME LORD EMERGENCY MESSAGING SYSTEM 
  (SPECIAL GADGET)
  In an emergency, Time Lords could wrap 
  up their thoughts in psychic containers – 
  resembling small, glowing white cubes – and 
  send them off through time and space where 
  they would seek out other Time Lords, in the 
  hope that help might come. 
  Traits: Track (Major), Transmit, One Use.
  Story Points: 4
  FURTHER ADVENTURES
  •	
  House’s TARDIS junkyard would make for a 
  fantastic base for all sorts of time travelling 
  adventures, especially once it’s been cleared 
  of the murderous extra-spatial entity. Sure, 
  once House had left, the bubble universe would 
  suffer heat death in 3 hours, but that’s hardly a 
  problem for a time traveller now, is it, so long 
  as they don’t stay too long. 
  •	
  Who knows how many Time Lords were lured 
  to their death by House and his servants? A lot, 
  certainly. And, in a universe where Gallifrey and
  HOUSE
  AWARENESS
  6
  PRESENCE
  7
  COORDINATION
  -
  RESOLVE
  7
  INGENUITY
  8
  STRENGTH
  -
  SKILLS
  Convince 5, Craft 5, Knowledge 5, Medicine 5 
  (Surgery 7), Science 7, Survival 6, Technology 5.
  TRAITS
  Alien: In his ‘natural’ state, House appeared as 
  tendrils of glowing green gas, but he also doubled 
  as an asteroid.
  Alien Appearance (Major)
  Clairvoyance: Somewhat omniscient within his 
  domain, House could see and hear what was 
  going on throughout the asteroid and, when he 
  controlled it, the TARDIS too.
  Empathic
  Fear Factor (2)
  Hypnosis (Special): House can control the bodies 
  of his servants and, once empty of its matrix, a 
  TARDIS too. Given enough time, he can possess 
  others too.
  Networked
  Psychic
  Telepathy
  Vortex: House was a creature of space, dwelling 
  beyond the edge of the universe, but he still 
  needed a time machine to travel through the rift.
  Dependency (Artron Energy)
  Immaterial: House has no physical form, and 
  can only interact with the physical world via his 
  servants.
  Selfish
  TECH LEVEL: 10 
   STORY POINTS: 10
  THE DOCTOR’S WIFE
  
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  NEPHEW
  AWARENESS
  4
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  1
  INGENUITY
  2
  STRENGTH
  4
  Nephew was an Ood who had arrived through the 
  rift into the bubble universe. He was broken 
  when he arrived, so House fixed him. He did 
  not appear to be patchwork, like Auntie 
  and Uncle, but he was often possessed 
  by House, his eyes glowing green. 
  House used him to prepare receptacles 
  for TARDIS matrixes, by draining their 
  mind and soul. He was killed when 
  the Doctor’s makeshift TARDIS 
  materialised on top of him.
  SKILLS
  Athletics 1, Fighting 1, 
  Medicine 2, Survival 3 
  (Arctic 5), Technology 1, 
  Transport 1.
  TRAITS
  Alien
  Alien Appearance
  Enslaved: As an Ood, Nephew 
  was servile, which made 
  it even easier for House to 
  possess him than the others.
  Networked (Minor): Through 
  their telepathic connection 
  to House, Auntie, Uncle and 
  Nephew are in constant mental 
  contact.
  Psychic
  Telepathy
  Weakness (Major): The Ood 
  are very susceptible to mental 
  control. Though they are psychic 
  and telepathic, they have little 
  resistance to possession or 
  control. Any rolls to resist suffer a 
  -4 penalty. 
  EQUIPMENT: Junk Club (2/5/7).
  TECH LEVEL: 10* 
   STORY POINTS: 2
  the Time Lords are locked away, perhaps some 
  of these Time Lords – especially the good ones, 
  like the Corsair – can be rescued before its too 
  late. But how to get into the bubble universe 
  without getting your own TARDIS eaten? 
  AUNTIE AND UNCLE
  AWARENESS
  2
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  2
  INGENUITY
  2
  STRENGTH
  3
  SKILLS
  Convince 2, Knowledge 2, Survival 3.
  TRAITS
  Networked (Minor): Through their telepathic 
  connection to House, Auntie, Uncle and 
  Nephew are in constant mental contact.
  Tough: Made up of a patchwork of body parts 
  reduces the amount of damage taken by 2.
  Dependency (Major) - House: If House ever 
  leaves the asteroid, Auntie and Uncle will die 
  almost immediately.
  Distinctive (Minor): At first glance Auntie and 
  Uncle look human, but closer inspection reveal 
  that they are made up of mismatched body 
  parts – amongst them Auntie’s arm bearing a 
  distinctive snake tattoo.
  Enslaved: Auntie and Uncle are the slaves of 
  House.
  Unattractive: They were hardly made out of the 
  most attractive Time Lord specimens.
  EQUIPMENT: Junk Club (2/5/7).
  TECH LEVEL: 10* 
   STORY POINTS: 0
  *Although their technical expertise is much lower, 
  the combination of being made from bits of Time 
  Lord, and having access to an entire junk yard full 
  of TARDISes, has likely given House’s servants 
  familiarity with some of the most advanced 
  technology in the universe. Well, outside the 
  universe.
  
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  ‘It acts like life but it still needs to be controlled by 
  us.’
  B  SYNOPSIS
  St John’s Monastery, England, 22nd Century.
  On the TARDIS, the Doctor was contemplating the 
  anomalous data about Amy’s pregnancy while Rory 
  and Amy played darts. He did not confide in them, 
  instead offering to drop them off for a meal while 
  he investigated. Amy was suspicious, but before she 
  could learn more they were interrupted by a solar 
  storm and forced to land.
  They arrived on an island that was used as an acid 
  refinery. The refinery, a converted monastery, had 
  been damaged by the solar storm. Facility workers 
  soon discovered them and the Doctor used his Psychic 
  Paper to claim he was from the meteorological 
  department, investigating the effects of the solar 
  wave. He asked to see the factory’s critical systems 
  – and both he and the supervisor, Cleaves, knew 
  this meant the technology used to grow temporary 
  bodies. 
  The technology was called “the Flesh”. A vat of the 
  material in the chapel was used to grow artificial 
  bodies on demand. Workers in harnesses projected 
  themselves into the flesh doppelgangers, or 
  “Gangers”, to work with the dangerous acid.
  However when the Doctor scanned the Flesh with his 
  Sonic Screwdriver, he had the sensation that it was 
  scanning him right back. Curious, he put his hand 
  against the material, and communicated with it. The 
  flesh was alive! The Doctor accused the humans of 
  being too blinkered to see what they had created. 
  They were piling their personalities and memories 
  right into the living flesh.
  The solar storm’s second shock threatened, and the 
  Doctor tried to convince the workers to leave the 
  decrepit factory before it arrived. Cleaves refused as 
  they had a quota to reach and none of them wanted 
  to stay another rotation. The Doctor then went to 
  disable the solar router before it was overloaded by 
  the coming storm, but he was too late.
  The solar wave damaged numerous acid pipes, 
  but also had a strange effect on the Gangers. The 
  workers all disengaged from their Gangers, and one 
  named Jennifer was traumatised by the experience. 
  Rory went to comfort her. Cleaves took charge, 
  deciding to call for help from the mainland, when 
  they all heard music.
  THE REBEL FLESH/THE ALMOST PEOPLE
  THE REBEL FLESH/THE ALMOST PEOPLE
  
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  The Doctor knew this meant the storm had animated 
  the Gangers. The workers resisted the idea that 
  the Gangers were alive, or had any right to their 
  identities, but the Doctor reminded them that the 
  Ganger process meant pouring their identities into 
  the flesh. They had given the Gangers their lives.
  Jennifer went to the bathroom, with Rory following to 
  make sure she was all right. To her shock, Jennifer 
  discovered she was actually a Ganger, not the original 
  Jennifer. She transformed, elongating horribly, 
  and hit Rory while demanding the humans let the 
  Gangers live. Rory fled, but Ganger-Jennifer went 
  after him, apologising for her behaviour. Eventually, 
  Rory decided to help her.
  Meanwhile, the Doctor showed Cleaves that she was 
  a Ganger too. Cleaves did not cope well with this 
  revelation, and she ran in confusion and fury. She 
  found the Gangers of workers Buzzer, Dicken and 
  Jimmy. They had already gathered the acid protection 
  suits. Cleaves took charge, accepting that they were 
  all threatened by the humans, and noting that with 
  the suits they were able to strike at will.
  Meanwhile, the humans split up to perform various 
  tasks. The Doctor went to the flesh vat and used the 
  Sonic Screwdriver on it, then went to the TARDIS, 
  finding it sunk into an acid hole. His shoes were 
  damaged by the acid so he replaced them.
  Rory and Ganger-Jennifer were found by Amy, 
  Buzzer and Dicken and brought back to the dining 
  hall. The Doctor found the other Gangers and invited 
  them to the dining hall as well. With almost everyone 
  together, the Doctor once again declared that the 
  Gangers were people, not an accident to be mopped 
  up. He proposed that he get everyone, human and 
  Ganger, off the island in the TARDIS.
  Jimmy talked about his son Adam’s birthday, as 
  did Ganger-Jimmy. Sharing memories of Adam’s 
  birth, the two Jimmys cautiously began to build 
  sympathy with each other. However, human 
  Cleaves then interrupted the discussions with an 
  improvised weapon. She had been sneaking around 
  the monastery, watching everyone move, evaluating 
  the situation. She was determined to destroy the 
  mistakes.
   
  Ganger-Buzzer ran at Cleaves, and she fired at 
  him, killing him. The Gangers fled. Human Cleaves 
  declared that it was war: us and them. Even Jimmy, 
  reluctantly, agreed. The Gangers, similarly, decided 
  it was time for war.
  Elsewhere, human Jennifer was in the chapel, the 
  vat room. She saw what had emerged from the vat of 
  Flesh and ran. Shortly after, Ganger-Jennifer found 
  and attacked her. Rory heard her screams as he, 
  the Doctor, Amy and the human workers went to 
  fortify themselves in the chapel. He decided he 
  had to go and help. The others closed the door 
  and secured it, only to see they were not alone. 
  In the shadows of the room was a new Ganger 
  duplicate of the Doctor.
  The Doctor and the Ganger-Doctor 
  started working together, as the rebel 
  Gangers used acid to weaken the door. 
  They escaped through a tunnel into 
  the monastery, and the humans made 
  a plan: get the power up, contact the 
  mainland, and use scanners to track 
  the Gangers. To get above choking 
  acid fumes the humans went to the 
  evac tower. There, Amy questioned 
  the Doctors. Both insisted they 
  were equally real, but Amy knew 
  the original Doctor had damaged his 
  shoes. She was uncomfortable around 
  the duplicate of her best friend, and 
  while trying to explain this, she admitted 
  to him she had seen the original Doctor’s 
  death. 
  When the power was restored Cleaves 
  contacted the mainland, requesting an 
  immediate evacuation and the elimination 
  of the Gangers. However, the Gangers 
  were listening in. The execution order 
  strengthened their resolve to fight, despite 
  regular reminders of their closeness 
  to their human counterparts: Ganger-
  Cleaves could anticipate Cleaves’ strategic 
  moves; Ganger-Jimmy shared Jimmy’s 
  remembrance of his son’s birthday. Any 
  reluctance to fight was strongly opposed 
  by Ganger-Jennifer, who was looking to 
  start a global revolution. 
  Rory had been following Ganger-
  Jennifer, intending to help her. She 
  began to manipulate him, convincing 
  him she was the human Jennifer 
  and tricking him into disabling the 
  cooling vents below. The acid began 
  to overheat, threatening to destroy 
  the facility. She then showed him the 
  discarded broken Gangers, convincing 
  him that there was a need for change.
  
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  Up in the evac tower, the Ganger-Doctor and Buzzer 
  set out to rescue Rory. They found the body of Jennifer, 
  killed by her own Ganger. Following Cleaves’ orders, 
  Buzzer knocked out the Ganger-Doctor and left him 
  behind, only to encounter Ganger-Jennifer who killed 
  him as well.
  Elsewhere the Doctor led Cleaves, Jimmy, Dicken 
  and Amy to the thermostatic room in an effort to stop 
  the meltdown. It was too late. They then found Rory, 
  who tricked the group into entering the crypt. Rory, 
  who was unaware of the pending disaster, wanted 
  to discuss the treatment of the Flesh, but Ganger-
  Jennifer and the other Gangers simply locked them 
  in and left them to die while they were evacuated.
  The Gangers met with the Ganger-Doctor, and with 
  a disgusted Rory looking on, Jennifer made her case 
  for revolution. However, the Doctor had arranged 
  for Jimmy’s son Adam to call the island, and the call 
  patched through. The sight of Adam shocked Ganger-
  Jimmy into reconsidering the fate of his human 
  counterpart, and he broke with Ganger-Jennifer, 
  running to free the trapped humans. Ganger-Cleaves 
  and Ganger-Dicken followed suit, leaving Ganger-
  Jennifer isolated as the only one pushing for conflict.
  Ganger-Jimmy was too late, but before dying Jimmy 
  told the Ganger to be a father to Adam. The freed 
  humans and the Gangers came together, agreeing to 
  end their conflict. As they went to escape in the freed 
  TARDIS, Ganger-Jennifer transformed into a horrific 
  beast and set out to kill them all.
  Dicken sacrificed himself to save the others, and the 
  Doctor and Ganger-Cleaves prepared to do the same. 
  Amy was furious until he revealed he was in fact the 
  Ganger-Doctor. The two Doctors had swapped shoes 
  to see how differently they would be treated.
  The Doctor, Amy, Cleaves, Ganger-Dicken and 
  Ganger-Jimmy all escaped to the mainland. TARDIS 
  energy stabilised the Gangers so they would be 
  indistinguishable from humans. Cleaves and Dicken 
  went to confront Morpeth Jetsan, while Jimmy went 
  to see his son. 
  Back in the TARDIS, Amy suffered a painful 
  contraction, and the Doctor revealed she was a Flesh 
  duplicate. Her pain was from her real body, which 
  was pregnant and going into labour. This journey had 
  been a research trip by the Doctor to learn about the 
  Flesh. The Doctor promised Amy they would come 
  for her, then cut off the signal that maintained the 
  duplicate. Amy woke in a white cell, heavily pregnant, 
  where the eyepatch-wearing woman told her to push.
  CONTINUITY
  •	
  As in several recent adventures, Amy sees 
  the strange apparition of a woman wearing an 
  eyepatch. The Doctor tells her not to worry about 
  this vision, but doesn’t explain why. The woman’s 
  identity is revealed in A Good Man Goes To War 
  (see pg. 142).
  •	
  The Doctor has met duplicates many times 
  before – but usually the resemblance has not 
  extended beyond physical appearance. This is 
  the second time the Doctor has encountered 
  a duplicate of himself that shares his identity, 
  the first being the ‘metacrisis Doctor’ in (see 
  Journey’s End in The Tenth Doctor Handbook).
  •	
  While the Ganger-Doctor was stabilising, his 
  words showed previous Doctor incarnations 
  were swirling through his consciousness, 
  including the fourth (offering jelly babies) and 
  the third (offering that incarnation’s preferred 
  technical solution of reversing the polarity of the 
  neutron flow).
  •	
  Thinking he was the Ganger and not the original, 
  Amy inadvertently revealed to the Doctor that 
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  she had seen him die at Lake Silencio. (The 
  Impossible Astronaut)
  •	
  This adventure echoes some of what happened 
  with the Silurians (see The Hungry Earth/Cold 
  Blood on pg. 85). Once again, the Doctor tries 
  to broker peace between two mistrustful sides, 
  and their insecurities and fears lead towards 
  disaster. Unlike in that earlier adventure, here 
  the two sides did find a peaceful outcome. 
  •	
  Rory says that the Doctor’s Rule One is: Don’t 
  Wander Off (see The Eleventh Hour on pg. 56).
  •	
  The method of creating a clone by entering a 
  harness is similar to the Sontaran technology 
  used on Martha Jones (see The Sontaran 
  Stratagem in The Tenth Doctor Sourcebook). 
  It is possible the Flesh technology is derived in 
  some way from that system.
  •	
  The Doctor had at least one backup Sonic 
  Screwdriver in this adventure. He gave one to 
  his Ganger, and then used another on Amy in the 
  TARDIS shortly afterwards.
  B  RUNNING THE ADVENTURE
  SOLAR STORMS
  In this adventure the TARDIS is rocked by a solar 
  storm, and forced to land ahead of schedule. A solar 
  storm is an infrequent phenomenon where a huge 
  wave of solar radiation rolls out from the sun. The 
  wave is preceded by a magnetic quake, then the wave 
  itself arrives as two distinct shocks. A solar storm 
  is powerful enough to damage physical structures, 
  overload 
  electronic 
  equipment 
  (particularly 
  anything responsive to solar energy) and saturate an 
  environment with radiation.
  When describing the effects of a solar storm, assume 
  that all terrain has been made more difficult by the 
  wash, and that all equipment has been damaged and 
  needs repairs to function. Story Points can be spent to 
  preserve particular equipment. Players may also be 
  rewarded with story points if the solar storm renders 
  their equipment inoperable for an adventure.
   
  THE ST JOHN’S MONASTERY
  The Monastery of St John is a 13th-century stone 
  complex located on an island. By the 22nd century 
  it had been adapted into an industrial facility for 
  pumping acid from underground reserves, refining 
  the acid, and then piping it across to the mainland. 
  The facility is owned by the military, who contract 
  the Morpeth Jetsan company to manage the site. 
  Working with the acid is extremely dangerous, and 
  Morpeth Jetsan’s Flesh technology allow these 
  risks to be managed in an effective way. Due to the 
  sensitivity of the Flesh technology, the site is an 
  alpha-grade secure area, and trespass was taken 
  extremely seriously.
  Key locations in the refinery include:
  •	
  Chapel: This well-secured room is where the 
  flesh technology is situated, and where Gangers 
  are grown from a giant vat of flesh.
  •	
  Harness Room: This room contains harnesses 
  for all the crew, where they can plumb into their 
  Gangers.
  •	
  Crypt: This is a series of rooms where acid 
  is processed after being pumped up from 
  underground reserves. An acid well, a large pool 
  of acid, dominates each of these rooms.
  •	
  Thermostatic Chamber: This chamber manages 
  the temperature of the acid reserves. The acid 
  has to be cooled before pumping it to the surface. 
  If allowed to overheated, it will erupt beyond the 
  capacity of the refinery and destroy everything.
  •	
  Dining Hall: This large chamber is a general 
  social space for the refinery crew.
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  •	
  Monitoring Station: This room provides a full 
  suite of computers and communications gear for 
  managing the facility and contacting the outside 
  world. 
  •	
  Power Station: On top of the tower is a solar 
  router, a glorified weathervane that supplies the 
  whole facility with power.
  •	
  Locker Room: This room is a lock-up for key 
  equipment used in the facility, particularly the 
  acid suits.
  •	
  Evac Tower: This large tower, with a roof broad 
  enough for a helicopter to land on, contains a 
  secondary monitoring station.
  •	
  Discard Room: Abandoned, faulty Gangers are 
  sealed in this secret chamber.
  •	
  Courtyard: This open space is one of the few 
  areas on the island where a helicopter can land 
  for an evacuation. 
  Key control systems in the facility have biosecurity 
  profiles that locked out Gangers from using them. 
  This was presumably a military requirement, 
  reflecting some reservations about Morpeth Jetsan’s 
  Flesh technology.
  B  MAPS AND TACTICS
  After the Gangers are given independent life by the 
  solar storm, the rival factions start paying close 
  attention to who controls what areas within the 
  monastery. In your adventures you can also reach a 
  situation where two (or more) groups are contesting 
  control of a constrained environment. The players 
  will probably want to make strategic and tactical 
  decisions about what happens where, as these 
  decisions just became much more important than 
  usual! There are several ways to approach this kind 
  of situation in a game:
  DECIDE LOCATIONS AND RESOURCES
  There’s no point going to the trouble of making a map 
  and making the players stare at it if they can’t make 
  any decisions. When you set up this adventure, you 
  need a good number of locations each with different 
  useful resources. That means that when things 
  get going the players will have to  decide which 
  resources are more important, and which ones can 
  be sacrificed to the opposition. It’s also a good idea 
  to have one or two ticking clocks forcing the players 
  to keep pushing forwards instead of hunkering down 
  in a defensive position for the whole game. If the 
  players are worried about a time limit, weighing up 
  the value of different resources they want, and trying 
  to second-guess the opposing faction, they’ll have 
  plenty of interesting choices to make and the map 
  will be central to all of them.
  USE A COMPLETE MAP OF THE FACILITY
  In advance of the adventure, you will need to draw 
  up a complete schematic of the facility. It might be 
  easier to find one online and re-label it for your own 
  purposes – try searching for “monastery floorplan 
  13th century”, for example. 
  •	
  Mark on the floorplan where every key location 
  (see above) can be found.
  •	
  Make a few other notations on the floorplan, 
  things like “locked”, “dark”, “slippery”.
  Allow the players to review this map when they make 
  their decisions about what to do. The relationships 
  between key locations can then be seen right on 
  the map – if one location is at the end of a long 
  uninterrupted hallway, while another is bunched with 
  several others in a maze of criss-crossing passages, 
  then the differences between them are obvious. The 
  down side of this approach is that the map might be 
  too complex to be easily understood, and it might 
  be a lot of work for something that could be a fairly 
  small part of the game.
  CREATE AN ABSTRACT MAP OF THE FACILITY
  An alternative solution is to make the map an abstract 
  diagram. Instead of marking out where all the doors 
  and hallways are, make the map like a flowchart. 
  •	
  Give every key location a box, and draw arrows 
  between key locations that connect.
  •	
  Either immediately, or as you play, give each 
  arrow a word or two of description. Use words like 
  ‘confusing’, ‘easy’, ‘locked’, ‘narrow’, ‘unstable’, 
  ‘well-lit’ and so on.
  •	
  Either immediately, or as you play, give each 
  arrow a number representing distance in Areas.
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  This approach means the players can evaluate the 
  environment quickly and directly, and make better 
  decisions about what to do. It is also much easier 
  than designing and annotating a whole floorplan!
  USING THE MAP
  In the game, the map will be handy in several ways:
  •	
  Deciding where your faction should go, and 
  guessing where the opposing faction might be. 
  •	
  Helping to manage Chase scenes. Distances in 
  Areas are right there on the map, so you know 
  how many turns of chasing you need to get 
  through. Additionally the descriptions can be 
  used to decide on terrain modifiers for character 
  movement.
  •	
  Helping to manage subterfuge. When characters 
  go sneaking about, spying on each other or 
  setting up ambushes, the map will tell you when 
  complication modifiers are appropriate. If a 
  route is crowded or confusing, then a Subterfuge 
  roll should be easier than when a space is short 
  and well-lit.
  You can also add further useful details to the map, like 
  noting down risks in certain areas or on particular 
  routes. If one pathway is ‘confusing’, note on the map 
  that characters using it must make an Awareness + 
  Survival roll or they’ll get lost. If a room is ‘unstable’, 
  characters might need to make a Co-ordination + 
  Athletics roll or they’ll get trapped.
  •	B  THE FLESH
  ‘The government’s worst-kept secret, the Flesh.’
  The Flesh was fully programmable matter that 
  could be shaped into anything, right at the molecular 
  level. This exciting new product from 22nd-century 
  company Morpeth Jetsan was an instant hit, 
  particularly among military or government agencies 
  who kept the product out of the public eye and used 
  Flesh to create temporary bodies for high-risk 
  workers. However, new revelations would soon 
  change everything for Morpeth Jetsan and this new 
  technology. It turned out that the Flesh could grow. It 
  could reproduce. And it could rebel.
  FLESH TECHNOLOGY
  In its earliest forms, the Flesh technology relied on 
  large industrial machinery. The Flesh was a thick 
  pale liquid in a gigantic bowl, piped as needed into a 
  large coffin-shaped shaping container. Nearby was 
  the harness room. When someone climbed into a 
  spreadeagle harness and activated it, Flesh would 
  run down into the coffin to make a duplicate body. 
  Everything would be duplicated, including hairstyle 
  and clothes, all the way down to cells.
  The duplicate was called a doppelgänger, 
  or 
  Ganger. 
  After 
  checks 
  confirmed 
  cardiovascular, respiratory and motor 
  functions were on-line, the harness 
  projected the person’s mind directly into 
  their Ganger. This was called plumbing 
  in. When a projection link shut down, the 
  Ganger body would revert to liquid. 
  Ganger bodies offered a number of benefits 
  to working in a human body. For example,  a 
  Ganger body would automatically shut 
  off pain signals. This meant that a 
  horrible injury to a Ganger would be 
  a strangely neutral experience for 
  the person plumbed into it.
  More 
  importantly, 
  the 
  Ganger 
  body was disposable, and easily 
  replaced if it was damaged. The 
  Flesh wouldn’t even be wasted, 
  as it could be poured back into the 
  main bowl. Sometimes a Ganger 
  body was found to be faulty in some 
  way. These bodies were never 
  dissolved, to ensure the main 
  Flesh reserve would not be at 
  risk of contamination. In most 
  jurisdictions they were simply 
  left in a dark corner and 
  forgotten.
  INDEPENDENT FLESH
  ‘Isle of Sheppey. Ganger got an electric 
  shock, toddled off, killed his operator 
  right there in his harness.’
  It soon became apparent that there was 
  more to the Flesh than Morpeth Jetsan 
  had imagined. Operators poured their 
  consciousness into their Gangers when 
  they plumbed in, and some of that remained 
  when they pulled out. Gangers that were 
  destroyed on the job experienced 
  their final moments as a true death. 
  Worse, faulty Gangers that were 
  abandoned continued to live, trapped 
  in bodies they could not control.
  
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  Some circumstances could produce Independent 
  Gangers. A sudden disengagement during surging 
  electricity could lock a Ganger in shape, complete 
  with a replica of the operator’s mind. Each operator 
  would suddenly have an independent duplicate 
  who appeared to share everything that made them 
  human.
  Newly independent Gangers were disoriented at 
  first, compelled to investigate their memories. They 
  often did not understand they were the Ganger and 
  not the original. Their physical instability soon made 
  their true nature undeniable. In particular, intense 
  emotions reduced stability, and newly independent 
  Gangers might flicker back and forth uncontrollably.
  Eventually, an Independent Ganger would learn to 
  use its Flesh in new ways. Tricks included:
  •	
  Switching appearance of eyes back and forth 
  between natural and unstable.
  •	
  Turning its head 180 degrees to look directly 
  behind itself.
  •	
  Extending an arm like elastic in order to punch 
  someone on the far side of the room.
  •	
  Extending its neck like a bizarre tentacle. 
  A sufficiently determined Ganger could even divide 
  its cells to create a duplicate of itself, or refashion its 
  shape into a horrific, deadly monstrosity.
  The potential of the Flesh did not end there. For 
  example, when the Doctor touched a pool of 
  Flesh, he sensed that he was being scanned by a 
  consciousness within. The pool collected enough 
  knowledge to later allow the creation of a complete 
  Doctor Ganger, without the need for any information 
  from the harness machines.
  THE FLESH AND SOCIETY
  Given humanity’s sad history of exploitation, it is 
  certain that the Flesh was used in unsavoury way 
  despite early scandals. No doubt there are still shady 
  corners of the universe where Gangers are used for 
  backbreaking labour, for murder and assassination, 
  or in gladiatorial blood sports. The Flesh became a 
  social justice issue in the 22nd century. Across the 
  centuries that followed, the technology became 
  much more sophisticated. Gangers didn’t necessarily 
  retain the imprint of a personality; Flesh forms were 
  much more stable; control signals could be sent 
  from much further away, across universes and even 
  through time itself.
  FURTHER ADVENTURES
  •	
  22nd century: With massive industries reliant on 
  Ganger labour, the resistance to any recognition 
  of their rights would be fierce. A series of 
  adventures could follow these battles, bringing 
  the characters into contact with industrial 
  espionage, small activist groups, resistance 
  both violent and non-violent, huge strike action, 
  government infiltration of protests, and so forth. 
  Enemies like the Autons (who have some kinship 
  with the Flesh) could manipulate these events 
  for their own purposes.
  •	
  42nd century: The Second Great and Bountiful 
  Human Empire spreads across three galaxies. 
  Ood slavery (see Planet of the Ood, in The Tenth 
  THE REBEL FLESH/THE ALMOST PEOPLE
  
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  Doctor Sourcebook) would resonate with Flesh 
  (or Flesh-descended) people, and battles for 
  freedom could entangle Flesh networks.
  •	
  52nd century: Ethical issues long resolved, 
  the Flesh is now used for elaborate games of 
  misdirection and deceit, just one more tool for 
  sinister forces. Flesh duplicates can be a plot 
  twist in any adventure in this era.
  JENNIFER
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  3
  Jennifer was a worker in the acid refinery under 
  Miranda Cleaves. After the solar storm that led 
  to the creation of independent Gangers she was 
  cornered by her counterpart and murdered.
  Jennifer’s Ganger was different to all the other 
  Gangers. Obsessed with freedom for her kind, 
  she encouraged the group into war, and used 
  a number of cunning tricks to manipulate and 
  murder any humans unlucky to come close to her. 
  SKILLS
  Athletics 2, Convince 2, Fighting 2, Subterfuge 3, 
  Survival 2, Technology 3.
  TRAITS
  Impulsive
  Obligation – Morpeth Jetsan
  Sense of Direction: Jennifer – and her Ganger – 
  know the monastery inside out.
  Unlucky: She is first to be slain by her Ganger.
  TECH LEVEL: 6 
   STORY POINTS: 6
  INDEPENDENT GANGER
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  5
  SKILLS
  As for the source.
  TRAITS
  Alien Appearance (Minor): A Ganger’s 
  appearance fluctuates, technology detects them 
  as non-human.
  Outcast: Gangers are lower-class citizens.
  Special Trait – Ganger
  Strong: +2 to Strength, already included above. 
  Weakness (Minor): Body is unstable.
  STORY POINTS: 6-8
  Attributes same as the source, or use:
  MONSTROUS GANGER
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  2
  RESOLVE
  5
  INGENUITY
  3
  STRENGTH
  7
  SKILLS
  As for the source.
  TRAITS
  Alien Appearance (Minor): A Ganger’s 
  appearance fluctuates, technology detects them 
  as non-human.
  Outcast: Gangers are lower-class citizens.
  Special Trait – Ganger
  Replication
  Shapeshift (Special)
  Strong: +4 to Strength, already included above.
  Tough
  Weakness (Minor): Body is unstable.
  STORY POINTS: 4-6
  Attributes same as the source, or use:
  
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  ‘He’ll rise higher than ever before, then fall so much 
  further.’
  B  SYNOPSIS
  Demon’s Run, 52nd Century
  Amy had given birth to a baby, Melody Pond. Madame 
  Kovarian arrived to take the baby. Amy told Melody 
  that she would have to be brave, but not as brave as 
  her enemies would have to be as there was a man on 
  his way, a man who never let her down, who not even 
  an army could stop. Melody’s father, Rory. 
  Elsewhere, there was an intruder aboard the flagship 
  of the Twelfth Cyber Legion. It was Rory, dressed 
  in his centurion outfit. He told the Cybermen that 
  he had a message from the Doctor and a question: 
  where was his wife? The Cybermen asked what 
  the message was and, on cue, all the other ships 
  exploded.
  London 1888, and Madame Vastra returned home to 
  her maid, Jenny. She reported that she had stopped 
  – well, eaten – Jack the Ripper. Jenny informed 
  her that a matter had arisen in the living room; the 
  TARDIS. Vastra explained that a very old debt was to 
  be repaid; they would need the swords.
  Zarathustra, 4037, and as the battle raged all around 
  a boy lay ill on a bed. Strax, a Sontaran nurse, tended 
  to him. As he explained that he was serving penance 
  to restore the honour of his clone batch, the TARDIS 
  appeared outside. Perhaps his penance was now 
  over.
  The Stormcage, where River Song was breaking back 
  into her cell. She was met by Rory, still in his uniform. 
  He said the Doctor needed her help, but River said 
  she couldn’t help, not yet. The Battle of Demon’s Run 
  was in her past, and she couldn’t be with the Doctor 
  till the very end, when he’d find out who she was.
  At the Maldovarium, Dorium Maldovar was packing 
  his case. Madame Kovarian and Colonel Manton 
  were waiting for him as he left. Dorium warned her 
  that she had pricked the side of a mighty beast and 
  yet failed to run. He planned to admire her courage 
  from afar. Kovarian said that the Doctor had done 
  nothing so far, but Dorium was less certain; he was 
  bound to be collecting on his debts, raising an army. 
  As they left, Dorium heard the sounds of the TARDIS 
  in the distance.
  On Demon’s Run, one of the Clerics, Lorna Bucket, 
  went to see Amy, giving her a prayer leaf with 
  Melody’s name on it in the language of the Gamma 
  A GOOD MAN GOES TO WAR
  A GOOD MAN GOES TO WAR
  
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  Forests. They compared their experiences with the 
  Doctor. They watched Colonel Manton addressing 
  the Clerics, dismissing the myths surrounding the 
  Doctor. Manton explained why they were allied with 
  the Headless Monks, and lowered their hoods to 
  show that they really were headless, and so could 
  not be scared. But as he lowered the hood of a third 
  Monk, it turned out to be the Doctor. The Clerics 
  pointed their guns at him and the Headless Monks 
  drew their swords.
  In the control room, Vastra and Jenny held two 
  of the Clerics hostage and turned off the lights 
  for a moment. The Doctor put up his hood and hid 
  amongst the Monks. Panicking, a Cleric shot a Monk 
  and the Monks retaliated. Manton ordered everybody 
  to discharge their weapon packs so the Monks would 
  stop fighting. As they did so, a force of Silurians and 
  Judoon teleported in, surrounding them. The Colonel 
  warned them that if the base fell, an automatic 
  distress call would be sounded, but Danny Boy and 
  his Spitfires knocked it out.
  Madame Kovarian tried to flee the station with Melody 
  Pond. She boarded her shuttle but Rory was waiting, 
  along with Henry Avery and the crew of the Fancy. 
  She was taken to the control room along with Colonel 
  Manton. The Doctor, angry now, told the Colonel to 
  tell his men to run away. The Judoon escorted the 
  Clerics out of the quadrant. The Doctor had never 
  risen higher. 
  Rory rescued Amy and returned Melody to her. The 
  Doctor explained that, since before America, Amy 
  had physically been on Demon’s Run, but mentally 
  and spiritually onboard the TARDIS, in her Flesh 
  avatar. The Doctor produced a very old cot from the 
  TARDIS. It was very old; it was his. Dorium hacked 
  into the station’s software and Vastra was looking 
  at the scans of Melody. She wasn’t human; she was 
  human plus Time Lord, conceived during time-flight 
  through the Vortex. Kovarian appeared on screen 
  and explained how she intended to use Melody as a 
  weapon against the Doctor.
  Lorna approached Rory and Amy and warned 
  them that it was a trap. Suddenly the lights went 
  out. Strax’s scans found no lifeforms, but Lorna 
  pointed out that the Headless Monks weren’t alive. 
  A force field appeared around the TARDIS and 
  the doors locked. The Monks appeared, chanting 
  their attack prayer. Dorium tried to appease them, 
  but they chopped his head off. The Doctor’s allies 
  desperately tried to fend them off. Strax was injured, 
  Lorna slain.
  Kovarian told the Doctor it had been a privilege to fool 
  him the same way twice. As realisation dawned on 
  him, he raced to Amy, but he was too late. Melody’s 
  Flesh avatar had collapsed. River appeared, and the 
  Doctor attacked her for being too late. River said it 
  was the Doctor’s fault, for making them all so afraid, 
  and that his enemies had acted out of fear of him. 
  The Doctor asked who she was but River only 
  gestured at the writing in Old High Gallifreyan on 
  his cot. The Doctor worked out who River was and 
  began to get excited. He told Rory and Amy he knew 
  where to find their daughter and told River to take 
  them all home, before vanishing off in the TARDIS. 
  Amy demanded to know what River had told 
  the Doctor. River showed Amy Lorna’s prayer 
  leaf which spelled out her daughter’s name. 
  Except Lorna didn’t have a word for Pond, as 
  there were only Rivers in the forest. River 
  was Melody. River was Amy’s daughter.
  CONTINUITY
  •	
  The Twelfth Cyber Legion monitors the 
  entire quadrant of space that Demon’s 
  Run is found in. 
  •	
  The Doctor’s encounter with the 
  Atraxi (see The Eleventh Hour on pg. 
  56) remains a legend to the Clerics 
  of the 52nd century. 
  •	
  The Gamma Forests are designated 
  as ‘heaven neutral.’ 
  •	
  The Doctor had taken River to the 
  last of the great Frost Fairs in 1814, 
  along with Stevie Wonder, who hadn’t 
  realised he’d travelled back in time. 
  •	
  Demon’s Run was so named for the 
  saying “demons run when a good man 
  goes to war.” 
  •	
  The Doctor says that he doesn’t 
  have any children, but won’t answer 
  whether he has ever had any children. 
  •	
  The Doctor can speak baby – and not 
  for the last time, either (see Closing 
  Time on pg. 166). 
  •	
  The word “doctor” means “mighty 
  warrior” in the Gamma Forests, after 
  the Doctor saved the humans who lived 
  there from an alien creature. 
  •	
  River once told the Doctor that he 
  could turn an army around at the mere 
  mention of his name (see Silence in 
  the Library/Forest of the Dead in The 
  Tenth Doctor Sourcebook).
  
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  B  RUNNING THE ADVENTURE
  The essence of this adventure is a jailbreak – one 
  of the companions is being held prisoner (perhaps 
  for far longer than any of them realise) and must be 
  freed! The only catch: she’s being held prisoner in 
  one of the most closely guarded bases in the galaxy, 
  and not only do the prison guards know to expect the 
  Doctor, but they’ve taken every step to guard against 
  him… 
  …well, nearly every step. And that’s where the 
  characters get to have their fun, as it falls to them 
  to concoct a ridiculously improbable plan and then 
  pull it off. 
  You could run it fairly straight, with the players 
  carrying out their research of the defences, planning 
  their assault accordingly and then putting it all into 
  action in play, all the while everybody keeping a few 
  secrets and surprises up their sleeves to keep both 
  player and Gamemaster on their toes. That way, the 
  players get to try to outfox you as well as have fun 
  drawing maps and coming up with intricate plans. If 
  you’re feeling particularly cunning (or lazy, it’s a fine 
  line), you could wait to see what they come up with 
  while they’re planning and almost let them devise 
  your own defences for you. The only thing to keep in 
  mind is that the player characters should get away 
  with it, as hairy as it might be, so don’t use your own 
  omniscient powers to foil their ingenious plans.
  Taking this one step further, you could dispense 
  with the up-front planning and just launch into the 
  characters’ assault on your base. Give the players a 
  pool of Story Points and then devise a sequence of 
  near-impossible traps and defences. Whenever the 
  characters find themselves in a ridiculously tight 
  spot, they can spend Story Points from this pool 
  as normal to frame a flashback to their planning 
  montage, revealing how they’ve planned exactly for 
  this moment all along.
  CALLING IN FAVOURS
  While we only saw the briefest of snapshots of the 
  Doctor assembling his alliance, in your game this 
  could be the focus of an entire adventure – an entire 
  campaign, even! It’s a great opportunity to revisit 
  past adventures, to return to lives your characters 
  have changed and people they’ve saved. Who owes 
  them a favour, and what do they want in return? 
  Perhaps they’d love to help, but have got themselves 
  into another sticky situation that they need saving 
  from first.
  And what if your characters don’t have a massive 
  back-list of favours owed to them? Well, what better 
  opportunity is there to go out and make some new 
  friends and allies, to have dealings with some 
  duplicitous mercenaries and shady characters, and 
  have some new adventures along the way!
  BUT THAT MEANS?
  There’s nothing quite like finding out that your 
  long-suffering fellow time traveller is actually your 
  daughter/mother/husband, and while, if seeded and 
  foreshadowed properly throughout the campaign, it 
  can make for one helluva reveal (just ask Rory and 
  Amy, or even the Doctor), there’s always a risk that 
  a player will feel duped or it will involve too great 
  a suspension of disbelief. So go easy, be sensitive 
  and check in with the players involved to make sure 
  they’re OK with it, even if you don’t fill them in on the 
  whole story.
  I’M A GANGER, YOU’RE A GANGER, 
  EVERYONE’S A GANGER!
  Just as Amy Pond was revealed to really be a 
  Ganger-duplicate at the climax of the The Almost 
  People/The Rebel Flesh, so too was the infant 
  Melody Pond revealed as such at Demon’s Run. And 
  if the Silence can maintain the signal to a Ganger 
  inside the TARDIS, couldn’t that mean that any of the 
  characters have been replaced by Gangers too? This 
  could not only introduce an element of paranoia, but 
  also raise similar ethical questions to those posed 
  previously. 
  What if their Gangers weren’t controlled by signals 
  but were self-sentient too, genuinely believing 
  themselves to be who they really were. Would the 
  other characters be duty bound to help them, or to 
  find their originals, wherever they might be being 
  held? And would the Gangers want their originals to 
  be found? 
  A GOOD MAN GOES TO WAR
  
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  FURTHER ADVENTURES
  •	
  Turns out that Melody Pond was not the 
  only baby born at Demon’s Run – there were 
  countless other creatures spawned as part of 
  Madame Kovarian’s research into the perfect 
  weapon to use against the Doctor, some of them 
  more monstrous than others. Decades later 
  and they’re still there, waiting in the dark until a 
  Time Lord comes back… or until another group 
  of meddling time travellers inadvertently sets 
  them free. 
  •	
  If the Silence could maintain a Ganger Amy Pond 
  within a TARDIS, where else in the universe 
  might Ganger duplicates have infiltrated? As the 
  President of New Earth dissolves into a milky 
  puddle during a press conference, the race is 
  on to find out where the real President is being 
  held – and who knew enough about his Ganger 
  replacement to kill them.
  DORIUM MALDOVAR
  AWARENESS
  4
  PRESENCE
  5
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  2
  SKILLS
  Athletics 1, Convince 5 (Bargaining 7), Craft 
  1, Knowledge 3 (Antiquities 5), Marksman 1, 
  Medicine 1, Science 3, Subterfuge 4 (Sleight of 
  Hand 6), Technology 3 (Hacking 5), Transport 1.
  TRAITS
  Alien
  Alien Appearance (Minor)
  Charming
  Cowardly
  Disembodied Head
  Friends (Major): Dorium has contacts throughout 
  the galaxy.
  Lucky
  Owed Favour: Dorium has a number of useful 
  contacts.
  Owes Favour (Major): The Doctor
  EQUIPMENT: The well-made wooden box his
  head is stored in, Media-chip – Dorium has wi-fi in
  his head,Dorium can obtain virtually any
  Gadget through his contacts.
  TECH LEVEL: 8 
  STORY POINTS: 6
  LORNA BUCKET
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  4
  Lorna was a Cleric stationed on Demon’s 
  Run. She came from the Gamma 
  Forests, where she’d once had an 
  encounter with the Doctor. It was 
  the only thing that ever happened 
  there, but it had had such an impact 
  that even a Gamma girl such as her 
  had felt the need to join the clergy. 
  She tried to warn the Doctor of the 
  trap, but was killed by the Headless 
  Monks.
  SKILLS
  Athletics 4, Fighting 3, Marksman 3, Medicine 
  4, Subterfuge 3, Survival 3, Technology 2.
  TRAITS
  Brave: Lorna stands by Amy’s side.
  Code of Conduct (Minor – Anglican 
  faith): Even though she came from 
  a Heaven Neutral world, Lorna’s 
  experiences with the Doctor as a 
  child led her to the Church.
  Empathic: Even though she was 
  supposed to be holding Amy 
  prisoner, she couldn’t help but feel 
  for her and her daughter.
  Obligation (Major – the Church)
  Run for your Life!
  TECH LEVEL: 8 
   STORY POINTS: 3
  
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  ‘Well, I was on my way to this gay Gypsy bar mitzvah 
  for the disabled when I suddenly thought “Gosh, the 
  Third Reich’s a bit rubbish. I think I’ll kill the Führer.” 
  Who’s with me?’ 
  B  SYNOPSIS
  Leadworth, England, 2011 and Berlin, Germany, 1938
  Rory drove through a corn field as Amy gave 
  directions. They stopped the car to find the Doctor 
  standing by his TARDIS holding a newspaper with 
  a picture of the crop circle they have just made: it 
  spelled out “Doctor.” Rory pointed out that there 
  was a line on the photo that they hadn’t made, and 
  they were forced to dodge out the way of a sports 
  car that nearly ran them all over. Amy’s best friend, 
  Mels, got out, pursued by the police, pointed a gun 
  at the Doctor and demanded that they get them out 
  of here.
  In Berlin, a cleaner in the Reichstag watched General 
  Zimmerman walking down a corridor. Captain 
  Carter watched through the cleaner’s eyes on a bank 
  of monitors, conferring with the other members 
  of his crew. The cleaner – really the Teselecta –
  transformed into the General before miniaturising 
  him and transporting him inside, where he was 
  executed by the robotic Antibodies.
  The Teselecta entered Adolf Hitler’s study but as it 
  declared that it had found Hitler guilty, the TARDIS 
  crashed through the window, knocking the robot 
  over. The Doctor, Amy, Rory and Mels bundled out of 
  the TARDIS. The Teselecta stood up and Hitler shot it. 
  Rory punched Hitler and locked him in the cupboard.
  Mels was hit by the stray bullet and collapsed, 
  bleeding. The Doctor ordered everyone to get back, 
  as Mels regenerated into… River Song. Jim, the pilot 
  of the Teselecta, identified her as the woman who 
  killed the Doctor and they prepared to apprehend her. 
  Captain Carter and Jim quarrelled that the Doctor’s 
  recorded death was not here but at Lake Silencio, 
  Utah, 22nd April 2011.
  River kept trying to kill the Doctor, but the Doctor was 
  one step ahead of her, swapping her gun for a banana 
  and then removing the bullets from the gun. But the 
  Doctor did not anticipate her poisoning him with her 
  lipstick and River escaped out of the window. Amy 
  and Rory gave chase, on a motorbike. They were all 
  pursued by the Teselecta.
  The Doctor staggered into the TARDIS and activated 
  the voice interface, which appeared as young Amelia 
  Pond. It informed the Doctor that he has been 
  contaminated by the poison of the Judas tree and 
  would be dead in 32 minutes.
  LET’S KILL HITLER
  LET’S KILL HITLER
  
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  The Teselecta caught Amy and Rory, miniaturising 
  them and teleporting them inside, where Jim gave 
  them wrist monitors to protect them from the 
  Antibodies. The Teselecta – now resembling Amy 
  – apprehended River, torturing her. The Doctor 
  appeared next to his TARDIS, dressed in evening 
  dress with a top hat and a Sonic Cane. He worked 
  out that the Teselecta was a robot crewed by tiny 
  people; Amy signalled that she was inside, using the 
  Doctor’s Sonic Screwdriver.
  Captain Carter informed the Doctor that the 
  Teselecta dispensed justice to people throughout 
  history. The Doctor asked to see the records about 
  his death. Amy ordered the crew to comply, and the 
  Teselecta told him that the Silence – a religious 
  order – wanted him dead to stop the Question from 
  being asked.
  The Teselecta continued to torture River, so Amy 
  used the Sonic Screwdriver to deactivate everyone’s 
  wrist monitors. The Antibodies activated and tried to 
  kill them all. The Teselecta was forced to shut down 
  and the crew teleported back to their mothership. 
  As the Antibodies were about to kill Amy and Rory, 
  the TARDIS materialised around them. The TARDIS 
  had shown River how to pilot it.
  The Doctor was near death but whispered something 
  in River’s ear. She worked out that she was River 
  Song. She asked Amy if the Doctor was worth it. 
  Amy said yes, and River began to glow, channelling 
  her regeneration energy into the Doctor.
  Later, River woke up in the hospital of the Sisters of 
  the Infinite Schism, the best hospital in the universe. 
  Amy told her that she had used up all her remaining 
  regenerations. The Doctor left her a new blue diary 
  by her bedside. On the TARDIS, the Doctor looked at 
  some boring data downloaded from the Teselecta. It 
  was the date and location of his death.
  Finally, River Song was interviewed for a place to 
  study archaeology at Luna University. When asked 
  why she wanted to study it, she replied, “To be 
  perfectly honest Professor, I’m looking for a good 
  man.”
  CONTINUITY
  •	
  While we saw the end of River Song’s life in the 
  Library (see Silence in the Library/Forest of the 
  Dead in The Tenth Doctor Sourcebook), here we 
  see the start of it – or at least, the start of her 
  final incarnation. 
  •	
  River Song went to study archaeology at Luna 
  University, 5123. 
  •	
  The Doctor adds to his list of rules: Rule 7: 
  Never run when you are scared; Rule 27: Never 
  knowingly be serious; Rule 408: Time is not the 
  boss of you. 
  •	
  It turns out that the TARDIS’ supposed ‘temporal 
  grace’ – the effect by which weapons do not work 
  inside the TARDIS – is a clever lie by the Doctor. 
  •	
  Rory and Amy use a crop circle to attract the 
  Doctor’s attention. River Song uses a similar 
  trick in The Pandorica Opens. 
  B  RUNNING THE ADVENTURE
  Let’s Kill Hitler is actually a couple of different plots 
  – and settings – all playing out at once. On the one 
  hand, there’s the romp around Berlin in pursuit of 
  a rogue time traveller, nay Time Lord, who 
  is freshly regenerated and out looking 
  for trouble. You can play this part of the 
  adventure out like an extended chase, 
  with all manner of problems being 
  thrown in your characters’ paths, from 
  Adolf Hitler stuffed in a cupboard to Nazi 
  patrols and motorbike chases through 
  the streets of Berlin (see Racing through 
  Berlin, below). 
  For an extra splash of danger, the chase 
  can be a race against time; not just to catch 
  the fleeing time criminal, but perhaps to 
  undo the damage she’s done, especially if 
  she’s poisoned one of the characters and 
  is the only one who possesses the cure.
  While this is all going on, there’s also 
  the run in with the Teselecta to deal with 
  too, which is also hot on the heels of 
  the time criminal. If it gets to them first, 
  it’ll inflict its own brand of justice on them. 
  Its intervention could throw up all manner 
  of different problems for the characters, 
  from causing potential paradoxes or spurs 
  in time-space, to preventing the characters 
  from saving one of their own, not to 
  mention miniaturising – and perhaps then 
  impersonating – the characters, allowing 
  them to have fun running about inside the 
  Teselecta itself.
  Any one of these plots could make an 
  adventure all on its own, but roll them 
  together and your players are in for one hell 
  of a wild ride!
  
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  RACING THROUGH BERLIN
  Here are some ideas for obstacles to throw at the 
  characters in the chase across Berlin. No doubt 
  some of these can be turned into clever stunts as 
  well.
  •	
  A March or Rally: Hundreds of Berliners are 
  marching through the city, or lining the street 
  waving at their soldiers. Pushing or driving 
  through the crowd will be difficult without 
  injuring anyone. 
  •	
  Patrol: A routine patrol mounted on motorbikes 
  spots the chase. One joins the pursuit, whilst the 
  other rides to fetch backup. Expect more trouble 
  in D6+1 chase rounds. 
  •	
  Overturned Truck: The street is blocked by 
  a traffic accident, with a truck on its side and 
  munitions scattered in the path of the chase. 
  •	
  Fortifications: Berlin is on the eve of war, and 
  the street furniture now includes barbed wire, 
  sandbags and concrete fortifications. Don’t drive 
  into one in a hurry! 
  •	
  Checkpoint: Papers, please! And if not, the 
  guards are going to come out in force.
  STORY POINTS AND RETCONNING
  Whoever was playing the Doctor in this episode 
  must have blown through plenty of Story Points 
  during the confrontation with the newly regenerated 
  Melody, retconning that the gun was really a banana, 
  that the bullets had been taken out of the gun, and 
  so on. It’s this sort of quick-witted, fast-paced Story 
  Point use that can really lend a sense of flair and 
  cunning to the game, and is wholeheartedly to be 
  encouraged.
  STORY POINTS AND GAINING NEW SKILLS
  ‘Can you ride a motorbike?’
  ‘I expect so. It’s that kind of day.’
  •	
  When a character finds themselves in an 
  adventure that closely matches a movie genre, 
  they may spend 1 Story Point to be able to make 
  an appropriate skill roll as though they had 
  that skill at rank 2. Or, if they already possess 
  points in that skill, to gain an appropriate Area of 
  Expertise. This lasts for the duration of a single 
  scene.
  For example, in an adventure that is playing out 
  awfully like an action war movie, Rory and Amy try 
  to chase after Melody on a motorbike. Neither know 
  how to ride a motorbike, so Rory’s player spends 
  a Story Point to gain Transport 2 for the rest of the 
  chase scene.
  SONIC CANE (MAJOR GADGET)
  Along 
  with 
  regularly 
  reinventing 
  and 
  redesigning his Sonic Screwdriver, the Doctor 
  has made several other versions of the device. 
  The Sonic Cane comes out when the dress 
  code is “fancy”.
  Traits: Open/Close, Scan, Transmit, Weld, 
  Restriction (Cannot open Deadlock Seals, 
  Tricky Controls).
  Story Points: 2
  LET’S KILL HITLER
  
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  POISON LIPSTICK (MAJOR GADGET)
  The sap of the Judas Tree was so poisonous 
  that the briefest of contact with it caused 
  paralysis, intense pain and death within 32 
  minutes – even to a Time Lord. Melody Pond 
  had it made into a lipstick that she used to 
  poison the Doctor. 
  There is no antidote – the Doctor only 
  survived when Melody gave up her remaining 
  regenerations (likely indicating a 15 Difficulty).
  Traits: Delayed Stun/Stun/Lethal damage. 
  Getting kissed by someone wearing the 
  lipstick means the victim gets Stunned in 2d6 
  minutes.
  Story Points: 2
  FURTHER ADVENTURES
  •	
  While we know that the Teselecta teams up 
  with the Doctor again (see the Wedding of River 
  Song, on pg 169), at the end of this adventure 
  it’s been abandoned in Berlin, 1938, infested 
  with rampaging Antibodies. What happens to 
  it in between? Perhaps that’s an adventure 
  in the making for the characters: venture 
  into the Teselecta, avoid the Antibodies and 
  reactivate everybody’s privileges so the Justice 
  Department can recover it. But what if somebody 
  else ‘recovers’ it first – just think of the damage 
  a time-travelling, person-impersonating robot 
  could do in the wrong hands. 
  •	
  Who knows how many Justice Department 
  Vehicles are out there, hunting down arch-
  villains across time and space? The characters 
  could run across them somewhere else – maybe 
  in Rome the characters inadvertently foil an 
  attempt by the Justice Department to enact 
  justice on the Emperor Nero, causing both 
  characters and Teselecta to be thrown into the 
  gladiatorial arena as punishment!
  MELS
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  2
  SKILLS
  Athletics 2, Convince 3, Fighting 2, Knowlegde 2, 
  Marksman 1, Medicine 1, Science 2,  Subterfuge 4, 
  Survival 3, Technology 3, Transport 2.
  TRAITS
  Argumentative
  Attractive
  Brave
  Charming
  Dark Secret (Major): She was raised as an 
  assassin and she has to kill the Doctor.
  Distinctive: She’s terrible at blending in.
  Impulsive
  Obsession (Minor): The Raggedy Doctor.
  Run for your Life
  Technically Adept
  Scion of Gallifrey: The child of the TARDIS.
  EQUIPMENT: Pistol (2/5/7), Poison Lipstick, Stolen 
  car.
  TECH LEVEL: 5 
   STORY POINTS: 8
  
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  ‘Today, we’re answering a cry for help from the 
  scariest place in the universe – a child’s bedroom.’
  B  SYNOPSIS
  England, 2011
  Eight-year-old George was always afraid. He could 
  only manage his anxiety with obsessive rituals like 
  turning the light on and off five times. His despairing 
  parents Alex and Claire knew that the coping method 
  they’d been using – telling him to put whatever he 
  was afraid of into the cupboard – was not enough. 
  With George listening from his bed, Claire suggested 
  that it was time he saw a doctor. George closed his 
  eyes tight and wished as hard as he could: please 
  save me from the monsters. The Doctor got the 
  message. George’s words appeared on the Psychic 
  Paper and the Doctor, Amy and Rory set off to find 
  him. They reached George’s tower block and began 
  knocking on doors.
  George lay awake. An old lady walking by seemed 
  like a witch, and soon after she disappeared into 
  a pile of rubbish. Amy and Rory went past, and 
  unfortunately George overheard Rory’s joke about 
  leaving George to the monsters. Soon, after entering 
  a lift, they also disappeared. The Doctor spotted 
  George and knocked on the door. Alex, alone with 
  George, assumed the Doctor was from social 
  services. While the Doctor looked at family photos, 
  Alex said George’s fears had worsened and now he 
  seemed afraid of everything. Alex and the Doctor 
  went to George and the Doctor began to bond with 
  him, accepting his talk of monsters and identifying 
  the cupboard as dangerous. They were interrupted 
  by landlord Jim Purcell. Wrapping menace in a false 
  friendliness, Purcell told Alex the rent was due. On 
  returning to his flat, Purcell also disappeared. Over 
  a cup of tea, the Doctor warned Alex against opening 
  the cupboard and told him George’s monsters were 
  real. Stunned, Alex agreed not to open the cupboard. 
  The Doctor then decided to open the cupboard.
  Elsewhere, Rory and Amy woke in an old, dark 
  house, and quickly noticed some unusual features, 
  like the pots and pans being made of wood, and 
  the gigantic glass eye hiding in a drawer. They 
  found the front door but could not open it, and then 
  heard some sinister childlike giggles. The giggles 
  came from lurching life-size wooden peg dolls who 
  roamed the house. Purcell, who had also appeared 
  in the house, was seized by the dolls and went 
  through a strange metamorphosis, turning into one 
  of them. The old lady was also in the house and had 
  similarly been transformed. Amy and Rory fled from 
  the dolls, barricading themselves in the kitchen.
  The Doctor opened the cupboard door. There was 
  nothing threatening inside, just clothes and toys 
  and a large dollhouse in the back. The Doctor didn’t 
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  understand – if there was nothing in the cupboard 
  amplifying George’s fears, then what was going 
  on? Then he remembered the family photo album, 
  and worked out that Claire had not been pregnant 
  before George arrived, and in fact, Claire was 
  unable to have children. George, therefore, was not 
  who he appeared. This attention was not welcomed 
  by George, as the cupboard door swung open and 
  sucked the Doctor and Alex inside. They found 
  themselves inside the dollhouse. 
  As they were chased by peg dolls the Doctor worked 
  out what had happened: George was a Tenza, an alien 
  who had unconsciously answered Claire and Alex’s 
  desperate desire for a child. His self-protective 
  instincts were causing all the trouble, and he wasn’t 
  even aware of what he was doing. 
  Elsewhere in the dollhouse, Amy had convinced 
  Rory that they should try the unexpected: open the 
  door, push through the dolls, and get away. The 
  plan worked until one of the dolls grabbed Amy 
  and transformed her. The Doctor and Alex arrived, 
  and as the dolls closed in around them, the Doctor 
  called out to George, imploring him to open the 
  cupboard. 
  With a supreme effort, George opened the cupboard 
  door and joined the others in the house. The peg 
  dolls surrounded him, but Alex went to protect him, 
  pledging love for his son. The dolls collapsed, and 
  the dollhouse released its captives. In the morning, 
  Claire returned home to find George happy and 
  unafraid. The Doctor reassured Alex that everything 
  would work out just fine. 
  CONTINUITY
  •	
  The TARDIS team shrink when they go into the 
  dollhouse. This isn’t the first time the Doctor or 
  his companions have been reduced in size and 
  held in a miniature prison (see also Carnival of 
  Monsters in The Third Doctor Sourcebook). 
  •	
  Alex says that George hates clowns, and the 
  Doctor sympathises. The Doctor has met a 
  few scary clowns over his adventures, notably 
  including the troupe of the Psychic Circus (see 
  The Greatest Show in the Galaxy in The Seventh 
  Doctor Sourcebook) and one of Goth’s deadly 
  avatars (see The Deadly Assassin in The Fourth 
  Doctor Sourcebook).
  •	
  The Doctor mentions some of his favourite 
  bedtime stories: The Three Little Sontarans. The 
  Emperor Dalek’s New Clothes. Snow White and 
  the Seven Keys To Doomsday. 
  •	
  While trying to calm George, the Doctor says 
  he is “a bit rusty at this,” hinting at long-ago 
  experiences as a father and grandfather. 
  •	
  The dolls in George’s psychic repository sing a 
  rhyming song, alluding to the Doctor’s coming 
  death at Lake Silencio. 
  B  RUNNING THE ADVENTURE
  TOWER BLOCKS
  Tower blocks are fascinating settings that provide 
  plenty of useful features for an adventure:
  •	
  Narrow corridors, blown lightbulbs, 
  rickety lifts, and lonely stairwells make 
  suspense and surprise easy.
  •	
  The limited accessways for a tower 
  block – ground floor or you’re out of 
  luck – make it particularly well suited 
  to a classic “base under siege” story. 
  •	
  The honeycomb of closed doors means 
  it’s easy to balance information and 
  secrets, because there are eyes and 
  ears everywhere but no-one really 
  knows what’s going on in someone 
  else’s apartment.
  Tower blocks were intended as vibrant, 
  friendly ‘streets in the sky’, but they ended 
  up encouraging isolation and intimidation. 
  Consider using a tower block for any 
  adventure where good intentions have 
  fallen short in reality.
  FINDING A NEEDLE IN A HAYSTACK
  “Any luck?”
  “Three old ladies, a traffic warden 
  from Croatia and a man with ten 
  cats.”
  When they start searching for George, 
  the Doctor, Amy and Rory have very 
  little to go on. They face a long, dreary 
  slog of knocking on doors and asking 
  questions of random people. This sort of 
  wide-open mystery often ends up being 
  a drag to play, but you can make it work.
  Is the investigation really more fun than 
  just telling the players they find what 
  they are looking for? If not, either skip 
  ahead or use the investigation to add 
  something else to the game, like:
  
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  •	
  Establishing a specific mood (creepy children 
  being creepy, doors closing in faces).
  •	
  Exploring the setting, so the players can learn 
  about the world.
  •	
  Introducing characters who will end up being 
  important later (e.g. Rory meeting the landlord).
  •	
  Giving the characters a chance to play detective, 
  which can be fun and revealing by itself.
  •	
  Potentially revealing extra, unrelated secrets.
  Make sure the players have plenty of ways to succeed 
  in their investigation. There should be lots of clues 
  pointing in the same general direction, and if the 
  players aren’t finding them, you can always ask for 
  a Story Point spend to drop a clue right into their 
  laps. Story Points also give you a way to end the 
  investigation quickly if it stops being fun.
  AMAZING THERAPY ACTION
  To end the threat in this adventure, a character 
  must deal with a profound personal issue. It’s an 
  elaborate, dangerous therapy session! This sort 
  of adventure is a great change of pace between big 
  action epics where lots of things explode and the 
  fate of the universe is in jeopardy. Small stakes 
  become large when you take the time to explore 
  them. 
  To prepare an adventure based on a character issue:
   
  •	
  Decide the character’s fundamental problem. 
  This is where the trouble starts, and it makes 
  everything else go wrong.
  •	
  Players can’t fix this problem with a simple 
  check. It doesn’t matter how good the Convince 
  roll is, Lonesome Joe is not going to suddenly 
  forgive his father. (They can still convince 
  Lonesome Joe to buy that used car, of course.)
  •	
  Chop the big problem up into distinct challenges 
  that must be completed on the way to success. 
  Three is a good number. For George, these might 
  be:
   ◦
  Make him relax and listen.
   ◦
  Convince him he is in control of the strange 
  events.
   ◦
  Show him clearly that his fear is unfounded.
  •	
  The players have to work out what these 
  challenges are! You can just tell them, like 
  George telling the Doctor what’s bothering him, 
  or you can drop clues and let them figure it out.
  •	
  Players being players, they might try a 
  completely different approach to the problem. 
  That’s fine! Unless they really have the wrong 
  end of the stick, you should give them a chance 
  to fix it their way. If you decide their idea can’t 
  work, steer them directly at a better solution!
  GEORGE
  George was the Tenza who chose Alex and 
  Claire to be his parents. Unfortunately, he and 
  his parents were caught in a cycle of anxiety 
  driven by George’s deep fear of abandonment. 
  His instinctive powers protected him, until Alex 
  convinced him he was loved unconditionally. 
  George has standard statistics for a child Tenza.
  B  TENZA
  These strange creatures hatch in space from 
  great clouds of drifting eggs. Navigating by some 
  unknowable sense, they find their way to inhabited 
  planets and use their psychic powers to find families 
  who desperately want children. They then insert 
  themselves smoothly into these families, using a 
  SPECIAL TRAIT – IMPRISON
  When a Tenza feels uncomfortable or ill-at-ease, they might instinctively create a psychic prison. 
  Anyone who threatens the Tenza may be dragged into it. This will usually happen after they leave the 
  Tenza’s presence, to help keep the Tenza insulated from the threat.
  The prison always has a physical anchor and overlaps with a physical space, but it exists mostly in 
  the psychic realm. In this prison, victims wander through a disorienting landscape, and they are 
  threatened by nightmare creations that embody the Tenza’s fears. These creations are not clever 
  hunters, but follow a kind of dream logic: murmuring confusing phrases, they slowly close in on their 
  victims. Anyone they catch is transformed to become just like them (by Infection) and joins the hunt. 
  The Tenza tends to be afraid of the anchor for their own psychic prison, sensing that it holds all the 
  things they fear the most.
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  THE ELEVENTH DOCTOR SOURCEBOOK
  psychic perception filter to cover over their unusual 
  arrival. Eventually, in adulthood, they may create 
  more eggs that launch into space. Notably, the 
  young Tenza does not understand its true nature. 
  When it perceives a threat, instinctive psychic 
  powers activate to protect it. Sometimes this makes 
  everything worse. Problems might arise when the 
  Tenza feels:
  •	
  Mistreated, abandoned or sent away (e.g. 
  institutionalised).
  •	
  Vulnerable, especially where their adopted 
  family isn’t helping (e.g. bullying).
  •	
  Threatened, especially where their whole 
  adopted family is under threat (e.g. 
  persecution).
  •	
  Overwhelming personal change (e.g. puberty).
  Psychic responses might include:
  •	
  Hurling objects, like a poltergeist (Telekinesis).
  •	
  Transporting threats into a unique psychic prison 
  (Special – Imprison, see opposite).
  •	
  Ramping up the power of the perception filter to 
  conceal themselves (Invisible).
  FURTHER ADVENTURES
  To prepare another Tenza adventure, decide what 
  problem the Tenza faces (or roll a dice), and whether 
  the danger is real or just imagined:
  1. 
  Family is not welcome in their new home, and is 
  being harassed.
  TENZA (CHILD)
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  1
  INGENUITY
  2
  STRENGTH
  1
  SKILLS
  None.
  TRAITS
  Alien
  Amnesia (Minor): The Tenza don’t know they are 
  an alien.
  Cowardly
  Dark Secret (Minor): Really a Tenza.
  Dependency (Minor): A Tenza depends on its 
  adoptive parents to survive.
  Invisible
  Phobia: The anchor for their psychic prison.
  Psychic
  Special – Imprison: See box out.
  Telekinesis
  Tiny (Minor): The Tenza is at -2 to be hit, -4 to be 
  seen and -1 Speed.
  Unadventurous
  Weakness: Anxiety.
  STORY POINTS: 6
  ALEX
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  3
  Alex was a determined, loving man who shared 
  his wife Claire’s desire for a child. When he 
  discovered that his son George was not truly 
  his son, he quickly overcame his doubts and 
  convinced the boy of his unconditional love for 
  him. While not a stupid man, Alex couldn’t keep 
  up with the Doctor’s ferocious brain and followed 
  along with whatever he suggested, as long as it 
  would help his family.
  SKILLS
  Athletics 1, Convince 1, Craft 3, Technology 1, 
  Transport 3.
  TRAITS
  Face in the Crowd
  TECH LEVEL: 5 
  STORY POINTS: 7
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  2. 
  Contagious illness affects the family, scaring the 
  neighbours.
  3. 
  Caregiver being sectioned, which will force the 
  Tenza into foster care.
  4. 
  Parents demanding perfection at a sport or 
  performing art.
  5. 
  The Tenza has done something bad and is 
  terrified of being found out.
  6. 
  A new friend is leading the Tenza down the 
  wrong path.
  Second, decide on a complication or roll another dice:
  1. 
  The family is being filmed for reality television.
  2. 
  The Tenza has run away from home.
  3. 
  The Tenza knows it can make people disappear 
  and is deliberately targeting anyone it doesn’t 
  like.
  4. 
  The Tenza has met another of its kind, and their 
  psychic prisons are linking together.
  5. 
  The Tenza falls into a coma and its nightmare 
  creations start leaking into the real world.
  6. 
  The Tenza is being hunted by someone who 
  knows it is alien and wants it for nefarious 
  reasons.
  Finally, choose a psychic prison, using this table for 
  inspiration:
  PSYCHIC PRISON
  ANCHOR
  NIGHTMARISH 
  THREAT
  Giant old house
  Dollhouse
  Peg dolls
  Abandoned 
  hospital
  First aid kit
  Veiled 
  nurses
  Boarding school 
  dormitory
  Battered 
  suitcase
  Older boys
  Long-distance 
  train at night
  Train set
  Metallic 
  conductors
  Rat tunnels in 
  the walls
  Hole in wall
  Long spiders
  Amusement 
  park
  Pop-up book
  Sad clowns
  Submarine
  Model 
  submarine
  Crying 
  sailors
  Computer 
  game
  Forbidden 
  game files
  Blinking 
  ghosts
  NIGHTMARE CREATION
  AWARENESS
  2
  PRESENCE
  1
  COORDINATION
  1
  RESOLVE
  4
  INGENUITY
  1
  STRENGTH
  4
  SKILLS
  Athletics 1, Fighting 2.
  TRAITS
  Alien
  Alien Appearance (Major): The Nightmare 
  Creations don’t look real, resembling a rag doll 
  or worse.
  Fear Factor (1)
  Infection: On a successful grab the Nightmare 
  Creation can transform its victim.
  Natural Weapons – Grab: (Held/Infection/
  Infection)
  Slow (Minor)
  Tough
  STORY POINTS: 0
  TENZA (TEENAGER)
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  SKILLS
  Athletics 1, Convince 2, Knowledge 1, 
  Technology 1, Transport 1.
  TRAITS
  Alien
  Amnesia (Minor): It doesn’t realise its an alien.
  Dark Secret (Minor): Really a Tenza.
  Invisible
  Phobia: The anchor for their psychic prison.
  Psychic
  Special – Imprison: See box out.
  Telekinesis
  Weakness: Anxiety.
  STORY POINTS: 6
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  ‘36 years, 3 months, 4 days of solitary confinement. 
  This facility was built to give people the chance to 
  live. I walked in here and I died. Do you have anything 
  to say? Anything, Doctor?’
  B  SYNOPSIS
  Two Streams Facility, Apalapucia, The Future
  The Doctor took Amy and Rory to visit Apalapucia; 
  but, when they left the TARDIS, they found themselves 
  in a white corridor with a door. While Amy went 
  back to get her camera phone, Rory and the Doctor 
  pressed the Green Anchor button to open the door. 
  Amy followed them but, finding the door closed, 
  pressed the other button; the Red Waterfall. The 
  room looked the same, but there was nobody there. 
  The Doctor saw her through a time glass, in an 
  identical-looking room. A white robot entered the 
  Green Anchor room and questioned the Doctor 
  and Rory. The image in the time glass went wobbly 
  and when Amy reappeared in it a week had passed 
  for her. The Doctor surmised that it was the same 
  room, but running at a different speed; Amy was in 
  a faster timestream. 
  The Doctor tried to stabilise the image as the robot 
  advanced menacingly on Rory, scanning the room 
  with its life-like hands. The Handbot explained that 
  Apalapucia was under planet-wide quarantine, and 
  this kindness facility was for those infected with 
  the Chen-7 virus, a virus fatal to creatures with two 
  hearts. The Doctor, recognising the name, covered 
  his face with his coat until the Handbot told him 
  he was in a sterile room. Nonetheless, the Doctor 
  could not enter the rest of the facility without dying. 
  The Doctor worked out that the Red Waterfall 
  timestream was compressed, so that patients with 
  the virus could live out their entire lives, and that 
  visitors could watch them grow old.
  The Doctor took the time glass back to the TARDIS, 
  planning to use it to get a lock on Amy’s timestream 
  and break through. He sonicked the time glass, 
  permanently locking it onto Amy but triggering an 
  alarm. He told Amy to enter the facility, but not to 
  allow the Handbots to give her anything; they didn’t 
  know she was an alien so their kindness would kill 
  her. He plugged the time glass into the TARDIS’ 
  console to follow its signal. He gave Rory a pair of 
  glasses with an in-built camera, so Rory could be 
  his eyes and ears. 
  Amy left the room and was greeted by the facility’s 
  Interface. A Handbot scanned her and, registering 
  unrecognised bacteria, tried to ‘cure’ Amy. Amy fled 
  behind the counter, finding her way into a service 
  corridor. She discovered that if she hid near the 
  temporal exhaust vents, the Handbots could not 
  detect her. She left the Doctor a message scrawled 
  on the door in lipstick, telling him where she was.
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  The TARDIS broke through the timestreams and 
  Rory set out to find Amy. He was confronted by an 
  older, red-haired woman wearing a suit of makeshift 
  armour. The woman removed her helmet to reveal 
  that she was Amy, but much older. She told Rory and 
  the Doctor that she had been waiting for them for 36 
  years, and that she now hated the Doctor. She led 
  Rory back to the engine room, now her home. The 
  Doctor said he’d put it right, but needed to talk to the 
  Interface, so Amy took Rory through to the Garden. 
  The Doctor came up with a plan: to use the facility’s 
  temporal engines to fold the two points of Amy’s 
  timeline together and bring Amy into this future. He 
  just needed Future Amy to help him, but she refused, 
  as she would be rewritten. Future Amy asked Rory to 
  save her. The Doctor could hear Amy crying, so Rory 
  confronted Future Amy with her past self. Amy tried 
  to persuade Future Amy to do it for Rory. Future Amy 
  decided to help, but only if they took her in the TARDIS 
  as well. The Doctor said that, with some effort, the 
  TARDIS could support the paradox that would ensue. 
  He told both Amys to share a thought, something 
  so powerful it could rip through time. Both Amys 
  started to dance the Macarena; the memory of Amy 
  and Rory’s first kiss.
  It worked: Amy appeared in the future, alongside 
  Future Amy. A Handbot appeared but Amy knocked 
  it out of the way. More teleported in. They escaped 
  through the Gallery, where the TARDIS was waiting. 
  Future Amy covered them, but a Handbot touched 
  Amy and she fell unconscious. Rory carried Amy into 
  the TARDIS and the Doctor closed the door behind 
  them. He had lied; the paradox was too big to sustain. 
  Future Amy began pounding on the doors. Rory tried 
  to let her in, but Future Amy told him not to open the 
  door; she had seen how Rory had looked at Amy and 
  remembered how much she’d enjoyed being her, but 
  she would still fight to the end. Handbots swarmed 
  Future Amy. She collapsed, unconscious, as the 
  TARDIS dematerialised.
  CONTINUITY
  •	
  Apalapucia was voted number two planet in the 
  top ten greatest destinations for the discerning 
  intergalactic traveller to visit. Number one was 
  the planet of the coffee shops. 
  •	
  At the time of the Doctor’s visit, Apalapucia 
  was infected with an outbreak of the Chen-7 
  virus. Chen-7 was known as the one-day plague 
  because once you get it, you die in a day. Luckily, 
  Chen-7 only affected two-hearted races like the 
  Apalapucians. 
  •	
  The TARDIS has sustained a temporal paradox 
  before, when the Master rebuilt its time rotor 
  into a paradox machine (see Last of the Time 
  Lords in The Tenth Doctor Sourcebook). The 
  TARDIS hates it. 
  •	
  This is the first time we see Amy wearing 
  glasses; her optician leaves her a message in 
  The Power of Three (pg. 194); by The Angels Take 
  Manhattan (pg. 199) she has a pair of her own.
  B  RUNNING THE ADVENTURE
  This adventure really is a case of ‘divide and conquer.’ 
  Split the party up, not necessarily equally, between 
  the two time streams of the facility, then follow the 
  two separate time streams until they come together 
  at the climax. For convenience, we’ll refer to both 
  plots as they do at Two Streams: Green Anchor and 
  Red Waterfall.
  Characters in the Red Waterfall stream find 
  themselves trapped on the facility, exploring it whilst 
  evading the handbots long enough to be rescued. 
  Realistically, this stream isn’t all that exciting after a 
  couple of scenes (which can be spaced apart by days 
  or even weeks), but it’s worth playing through long 
  enough to establish the dangers posed by the facility 
  to the rest of the group.
   
  Characters entering the Green Anchor stream 
  find themselves initially separated from their 
  companions, only able to view them through the 
  Time Glass. It should become quickly apparent that 
  their companions are living in a compressed time-
  stream, so rescuing them will quickly become an 
  urgent matter. Any attempt to break into the other 
  Red Waterfall stream will instead lead them into to 
  find future versions of their missing companions. 
  They might have one or two things to say to the 
  rest of the party; who knows what horrors they’ve 
  endured or how long its been? Get the players to 
  decide amongst themselves – and reveal it to the 
  group in character – what’s happened to them in 
  the meantime. These future-selves can, of course, 
  be played by their regular players – you might want 
  to give them a few extra – and unusual – skills and 
  traits to reflect the time they’ve spent apart. Perhaps 
  one of them didn’t make it at all (in which case their 
  player can play a potential new companion, at least 
  for the time being)… 
  Whilst the Green Anchor characters will no doubt 
  want to rescue the present-day Red Waterfall 
  characters, the future Red Waterfall characters 
  might well object. Will they cooperate in attempting 
  THE GIRL WHO WAITED
  
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  to rescue their past selves? Players might well 
  decide they prefer their future selves and decide 
  they don’t need rescuing; this is fine and all, but 
  this is where you can be devious in splitting up the 
  party, especially if some of them have close, intimate 
  even, relationships – how would they react to being 
  separated across time-streams? And what about a 
  character who died in the facility – surely the rest of 
  his companions will want to enact a rescue?
  There are a number of ways the characters can 
  solve this conundrum, many of which will involve a 
  cunning plan and no small amount of Story Points. 
  Do they break open time to rescue the present-
  day companions? Do they fly off with the future-
  companions instead? Or do they risk a paradox and 
  take both sets of companions with them, at least for 
  the short term?
  THE TWO STREAMS KINDNESS FACILITY
  Two Streams was a ‘kindness’ facility for those 
  infected with the always fatal Chen-7 virus, a hospice 
  of sorts for those destined to die within a day. The 
  Two Streams facility compressed the entire lives of 
  patients into a single day, allowing them to live their 
  entire lives in 24 hours. Relatives of infected patients 
  could come to the kindness facility and watch them 
  live out the rest of their lives. To a genuine patient, 
  Two Streams is a safe, nurturing environment; to 
  an unexpected visitor, however, that same kindness 
  will kill. At the time of the Doctor’s visit, there are 
  40,000 residents within the facility, each in their own 
  parallel timestreams.
  TIME GLASS (MINOR GADGET)
  These gadgets resemble over-sized magnifying 
  glasses, and were a window into an adjacent 
  time stream. They were used in the Two 
  Streams facility to allow visitors to the 
  Green Anchor stream to communicate with 
  relatives held in the Red Waterfall stream. It 
  was the only means for the Doctor and Rory 
  to communicate with Amy; Rory used it to 
  confront Future Amy with her younger self.
  Traits: Scan
  Story Points: 1
  SAVING AMY
  Time is always wibbly wobbly, but in Two Streams 
  its extra wobbly, which can work to the advantage of 
  characters trying to rescue their comrades stuck in 
  the future. Or the past. The Doctor used this – along 
  with the temporal engines – to fold Amy’s timeline 
  together, bringing her past and future selves into the 
  same time stream. To do this is going to require an 
  Ingenuity + Science roll (Difficulty 21) and a whole 
  lotta Story Points. Let’s say 7-8.
  MOVING BETWEEN TIME STREAMS
  Smashing through the timewall between time 
  streams is extremely difficult – and dangerous. It 
  first requires a signal, which can be established 
  using a time glass and an Ingenuity + Technology 
  roll (Difficulty 12). Then, a successful Ingenuity + 
  Transport roll (Difficulty 21) must be made to pilot a 
  time machine between the timestreams. How much 
  time has passed in the Red Waterfall time stream 
  depends on the level of the success.
  LEVEL OF 
  SUCCESS
  HOW LONG HAS PASSED
  (Roll a dice to determine the 
  amount of time in…)
  Fantastic
  Weeks
  Good
  Months
  Success
  Years
  Failure
  Years
  Bad
  Decades
  Disastrous
  Centuries, so they’re likely dead 
  now. Or, you’re trapped in the 
  fast time stream too.
  SUSTAINING A TEMPORAL PARADOX
  The Doctor said that if he shunted the reality 
  compensators, 
  re-calibrated 
  the 
  Doomsday 
  bumpers and jettisoned the karaoke bar, the TARDIS 
  could sustain the paradox that was caused by two 
  Amys in the same time stream. But, as we found out, 
  he was lying. What if the Doctor hadn’t been? What 
  if the TARDIS had been able to sustain a temporal 
  paradox and allowed both versions of Amelia Pond to 
  co-exist? How would that have worked? 
  To pull apart time and defy destiny and causality will 
  take an Ingenuity + Science roll (Difficulty 27), and 
  for both versions of the character to share a thought, 
  and someone’s going to need to calm the TARDIS 
  down with a Presence + Transport roll (opposed by 
  the TARDIS’ Resolve + Survival). Everyone’s going to 
  
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  need to spend Story Points by the bucket load too. 
  But that’s just the quantum physics of it. How would 
  it actually work?
  Well, at the point at which they both exist in the same 
  place and time their own personal timestreams 
  will split; they’d have to, otherwise Future Amy’s 
  memories, experiences and appearance would 
  be in a constant state of flux. This is, of course, 
  inimical to time, hence why the TARDIS would need 
  to act as a paradox engine. At the very least, that’s 
  going to keep the old girl (by which we mean the 
  TARDIS, not Amy) under a fair amount of stress 
  and strain for the rest of Amy’s lives, so you can 
  rule out doing anything fancy involving time travel 
  for a few more years. 
  And that’s not to mention the various entities that 
  naturally swarm to such temporal anomalies. Amy’s 
  going to have to get used to regular appearances of 
  Reapers in her future.
  SONIC PROBE (MINOR GADGET)
  Future Amy had made her own version of the 
  Doctor’s Sonic Screwdriver, although she 
  angrily maintained it was a Sonic Probe.
  Traits: Open/Close, Restriction (Cannot open 
  deadlock seals), Scan.
  Story Points: 1
  FUTURE AMY
  Experienced 3: Amy’s picked up more than a few 
  new tricks in her time alone on Two Streams.
  Impaired Senses: Needs reading glasses.
  Indomitable: Kicking and screaming to the end.
  Run for Your Life! A katana will only get you so 
  far; sometimes you’ve got to run for cover to 
  survive.
  Quick Reflexes: Amy acts first in her Action 
  Round.
  Tough: Amy is a fighter, and no mistake.
  EQUIPMENT: Makeshift armour (5 points), Sonic 
  Probe, Katana (3/7/10).
  TECH LEVEL: 5 
   STORY POINTS: 3
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  3
  STRENGTH
  3
  Future Amy had survived on her own in Two Streams 
  for 36 years, waiting for the Doctor and Rory to come 
  and save her. In that time she had become an expert 
  at survival and melee combat, and developed a deep-
  seated hatred of the Doctor. She still loved Rory, but 
  desperately wanted to survive. She would not bow out 
  gracefully, but carried on kicking and screaming to 
  the very end.
  SKILLS
  Athletics 3, Convince 3, Craft 2, Fighting 4 (Katana 
  6), Knowledge 2, Marksman 1, Subterfuge 3 
  (Remaining Hidden 5), Survival 3 (Two Streams 
  Facility 5), Technology 3 (Hacking 5), Transport 1. 
  TRAITS
  Adversary (Minor): Amy hates the Doctor more than 
  anyone else alive.
  Argumentative: Future Amy is just as belligerent 
  and mouthy as Rory’s Amy.
  Boffin: They may not be as refined as the Doctor’s 
  handiwork, but Amy can make what Gadgets she 
  needs to get by.
  Brave: The years have only made her more so.
  Distinctive: That hair can only be Pond’s.
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  CAMERA GLASSES (MINOR GADGET)
  The Doctor gave Rory a pair of these glasses so 
  that he could see what was going on inside the 
  Two Streams facility without risking catching 
  the Chen-7 virus. 
  The glasses transmit everything the wearer 
  can see and hear to the viewscreen in the 
  TARDIS, as well as letting the Doctor talk to 
  the wearer via a set of speakers.
  Traits: Transmit
  Story Points: 1
  FURTHER ADVENTURES
  •	
  The Doctor may not have saved the older Amy 
  – but what if someone else had? Wouldn’t an 
  Amy Pond, now free, make for a kick-ass time-
  travelling heroine. Or, if she really is as angry at 
  the Doctor as she claims, a really nasty villain, 
  out for revenge on the Time Lord who left her 
  behind… 
  •	
  The Apalapucians have a reputation as great 
  scavengers, and somewhere on the surface 
  of the planet is an invaluable artefact they’ve 
  recovered that the characters need. But there’s 
  still the risk of the Chen-7 virus, not to mention 
  rival time travellers also out for the artefact. 
  •	
  Amy wasn’t the only ‘patient’ trapped in the Two 
  Streams facility – the Doctor’s scan registered 
  40,000 parallel time streams, and one of 
  them knows something of importance to the 
  characters. But with the patient only having 
  24 hours to live, and the characters at terrible 
  risk of getting trapped in a compressed time 
  stream themselves, can they get to the patient 
  in time?
               HANDBOTS
  By the Book: Handbots follow their 
  programming to the letter.
  Natural Weapon (Anaesthetic 
  Touch): The slightest touch from 
  a Handbot’s hand will Stun its 
  victim.
  Networked: Handbots are in 
  constant contact with each 
  other and the Interface, which 
  dispatched them to provide 
  medical assistance where needed.
  Restriction: Some kinds of energy 
  overload and interfere with hand 
  sensors, such as the exhaust from 
  temporal engines. 
  Robot
  Slow
  Weakness (Major) – Hand 
  Sensitivity: A Handbot will overload 
  with feedback if its hand is pressed 
  against another Handbot hand.
  EQUIPMENT: Medicine Darts (3/6/L 
  to beings with only one heart), 
  Medicine Syringe (4/L/L to beings 
  with only one heart)
  TECH LEVEL: 6 
   STORY POINTS: 0
  AWARENESS
  4
  PRESENCE
  1
  COORDINATION
  3
  RESOLVE
  2
  INGENUITY
  1
  STRENGTH
  4
  While most of a Handbot is smooth and hard like 
  any other android, the hands are soft and realistic, 
  and so sensitive they can sense the environment. 
  They have a featureless faceplate and a chest that is 
  bare except for two communication bulbs, one green 
  and one red. A Handbot’s hands can be loaded with 
  extra functions. The Handbots of the Two Streams 
  Facility have anaesthetic loaded into their hands, and 
  a single touch is enough to instantly incapacitate. In 
  the Two Streams facility on Apalapucia, the Handbots 
  were configured as medical aides for a quarantined 
  populace. The facility held people across hundreds of 
  parallel timestreams, and it could move the Handbots 
  through time streams as needed, a process that 
  appeared much like teleportation. 
  SKILLS
  Convince 1, Fighting 1, Knowledge 3, Medicine 5.
  TRAITS
  Alien Senses (Hands): Handbots ‘see’ with their 
  hands, which are so sensitive that they can identify 
  individual bacteria on a person.
  
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  “OK, this is bad. At the moment I don’t know how bad, 
  but certainly we’re three buses, a long walk, and 
  eight quid in a taxi from good.”
  B  SYNOPSIS
  Prison Ship, Unknown Date
  Lucy 
  Hayward, 
  a 
  policewoman, 
  walked 
  the 
  corridors of a deserted hotel. She opened a door 
  and saw a clown inside, sitting on a bed and holding 
  a balloon. In the next room was a photographer 
  taking a picture of a girl with a birthday cake.  She 
  went into the next room and a gorilla came out of 
  the bathroom, scaring her. She backed out of the 
  room and remarked that the gaps between her 
  worship were becoming shorter, and that now she 
  understood what happened to the others, she was 
  so happy. She turned gladly to meet the Minotaur, 
  praising him as it killed her.
  Elsewhere in the hotel, the TARDIS appeared. Amy 
  was unimpressed by the rubbish old hotel, until 
  the Doctor explained it wasn’t a hotel on Earth, 
  but a hotel made to look like it was on Earth. The 
  Doctor rang the bell at reception and three people 
  appeared, two – Rita and Howie – brandishing 
  makeshift weapons, the third – Gibbis – waving 
  a white flag. Rita determined the Doctor and 
  companions were as surprised to see them as they 
  were. They explained they’d been trapped here for 
  two days, and that the corridors and rooms moved 
  about. 
  The Doctor suggested they pop back to the TARDIS to 
  find out what was going on, but it had vanished. The 
  Doctor asked if there were any more guests, and Rita 
  took him to Joe, who was tied to a chair in a room 
  filled with ventriloquist’s dummies. Joe told the 
  Doctor they were all going to die, that he’d seen the 
  light and soon “he” would feast. The Doctor asked him 
  why “he” hadn’t already, but Joe explained that they 
  weren’t ready, were still raw, but were now “cooked.” 
  He told the Doctor that everyone had a ‘room’ here, 
  including the Doctor. Joe said that he used to hate 
  the ventriloquist’s dummies but now they made him 
  laugh. He then warned the Doctor that “he” would be 
  here soon. The Doctor decided to take Joe with them, 
  wheeling him off on a luggage trolley.
  They set off to find the TARDIS, the Doctor warning 
  everyone to resist entering a room they felt drawn 
  to. Howie explained that it was all a conspiracy 
  theory. A PE teacher stepped out of a door and 
  harangued Howie; Howie followed, where he was 
  taunted by pretty girls. The Doctor tried to help 
  him overcome his fear, telling him that it must be a 
  conspiracy theory after all.
  In the corridor, Amy found Lucy’s diary, Rory 
  thought he found an exit and something roared, 
  forcing them all into another room. The exit 
  vanished. Rita’s father shouted at her for being lazy, 
  and she began to mutter “praise him.” In another 
  room, Amy spotted a Weeping Angel but the Doctor 
  reassured her it wasn’t real. Something huge 
  stomped down the corridor outside and the Doctor 
  couldn’t resist peeking at it through the spyhole. 
  Joe’s bonds magically unravelled and he chased 
  after the monster. The Doctor chased after him, 
  finding Joe slumped against a wall. They regrouped 
  in the restaurant; as the Doctor scanned Joe, Rory 
  secured the door and Rita made a cup of tea. Amy 
  reassured Gibbis – who was panicking that the 
  creature didn’t want to enslave him, but kill him – 
  that the Doctor would save them all. 
  The Doctor deduced that Joe’s spark of life, his 
  loves and hates, his faiths and fears, had been 
  taken from him, leaving him dead. Rita gave him a 
  cup of tea, and explained her theory that this was 
  Jahannam, the Muslim Hell; the Doctor reassured 
  her it wasn’t. Amy showed the Doctor Lucy’s diary, 
  but Howie began to “praise him”. Gibbis attempted 
  to get everyone to abandon Howie, while the Doctor 
  worked out that the monster fed on fear. 
  They then set out to catch it, broadcasting Howie’s 
  voice across the hotel’s PA system to lure it into the 
  spa, where they trapped it; a Minotaur. The Doctor 
  talked to it, trying to work out if it had trapped 
  them here or if they were trapped with it. Suddenly 
  Howie escaped and the Minotaur chased after him, 
  knocking Rory down. Elsewhere Amy was drawn 
  to a room, opening the door before Rita pulled her 
  out. As they laid out Howie’s body in the restaurant, 
  the Doctor asked Rory if he had found his room yet. 
  Rory said he hadn’t, wondering what that meant. 
  The Doctor pondered that he might not be scared of 
  anything, and Rory agreed that after all the time in 
  the TARDIS there was nothing left to be scared of.
  The Doctor caught up with Rita, explaining that he 
  would get them all out of here and offering to take 
  her exploring in the TARDIS when he did. He spotted 
  the CCTV camera and raced off to find the control 
  THE GOD COMPLEX
  THE GOD COMPLEX
  
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  room. After he left her, Rita began to praise the 
  Minotaur. Finding the monitors, the Doctor spotted 
  Rita and worked out that she had begun to praise 
  “him.” Rita was determined to get as far away from 
  the others as possible. Rita wanted the Doctor to 
  remember her as she had been, not robbed of her 
  faith, hanging up the phone and moving out of sight 
  of the camera.
  This confused the Doctor; she wasn’t scared when 
  she died, she was brave and calm. It finally dawned 
  on the Doctor that it wasn’t fear the Minotaur fed 
  on, but faith. Faith in something: Howard’s belief in 
  conspiracies, Joe’s belief in luck, Gibbis’ belief that 
  someone would tell him what to do, Rita’s Muslim 
  beliefs. They all believed that something was 
  guiding them, that something else would save them; 
  and that was what the Minotaur replaced in their 
  minds. The Doctor had been telling them all to dig 
  deep and find the thing that made them brave, but 
  it had ended up exposing their faith to the Minotaur. 
  The Doctor realised he had put Amy in great danger, 
  as she had unshaking faith in… him.
  Amy began to praise him. The Minotaur started 
  stomping towards her. The Doctor grabbed her and 
  carried her into… Amy’s room. There little Amelia 
  Pond was sitting on her suitcase, waiting for the 
  Doctor to return. Rory tried to bar the door as Amy 
  could feel it changing her thoughts. The Doctor told 
  her he could not save her. He said that first he’d 
  stolen her childhood and now he’d led her to her 
  death. He said he knew that this would happen; this 
  always happened. The Minotaur burst in and the 
  Doctor urged Amy to forget her faith in him. As her 
  faith faltered, the Minotaur staggered backwards 
  and then collapsed.
  As the Minotaur began to die, the hotel vanished 
  around them, revealing a holographic chamber. 
  He explained that this was an automated prison in 
  space, designed to hold the Minotaur. As it died, 
  the Minotaur whispered to the Doctor, telling him 
  of an ancient creature, drenched in the blood of 
  the innocent, drifting in space through an endless, 
  shifting maze. For such a creature, the Minotaur 
  said, death would be a gift. The Doctor told it to 
  accept his gift, but the Minotaur hadn’t been talking 
  about itself… 
  Later, the TARDIS materialised back on Earth, in a 
  leafy London suburb. The Doctor showed the Ponds 
  their new house, their new car. He was leaving them, 
  now, while they were still breathing. He was saving 
  them.
  CONTINUITY
  •	
  Tivoli is the most invaded planet in the galaxy. Its 
  national anthem is called “Glory to Insert Name 
  Here.”
  •	
  What did the Doctor see in his room? We will 
  have to wait until the end of his life to find out 
  (see The Time of the Doctor on pg. 251). 
  •	
  The Doctor says that the Minotaur is a distant 
  cousin to the Nimon, another race of bull-
  headed creatures that set themselves up as 
  gods (see The Horns of Nimon in The Fourth 
  Doctor Sourcebook). 
  •	
  The Doctor offered a level-headed, clever, brave 
  medical student a ride in his TARDIS 
  before – Martha Jones (see Smith and 
  Jones in The Tenth Doctor Sourcebook). 
  Similarly, Rita is not the first potential 
  companion to be offered a trip but to 
  die before they could take him up on 
  his offer; Lynda Moss and Astrid Peth 
  both shared that fate (see Bad Wolf/The 
  Parting of the Ways in The Ninth Doctor 
  Sourcebook and Voyage of the Damned in 
  The Tenth Doctor Sourcebook). 
  •	
  Amy is not the first 
  companion to have 
  placed their unshakable 
  faith in the Doctor, nor is 
  she the first companion 
  he has had to force to 
  lose their faith (see 
  The Curse of Fenric 
  in The Seventh Doctor 
  Sourcebook). 
  •	
  The Doctor is frightened 
  that he will get Amy 
  and Rory killed or watch 
  them die. He has worried 
  about this before (see 
  School Reunion in The Tenth 
  Doctor Sourcebook and The 
  Vampires of Venice on pg. 76).
  B  RUNNING THE ADVENTURE
  Think of this adventure as a haunted house 
  horror movie and you won’t go far wrong. 
  It’s haunted by things from the characters’ worst 
  nightmares – literally – and the more scared they 
  get, the more they turn to their faith for comfort. 
  And the more they turn to their faith, the riper 
  they become to the Minotaur. To truly emphasise 
  the danger, however, you’re going to need to kill 
  off a few characters. As your players are likely to 
  be rather put out if you kick things off by having 
  
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  the Minotaur munch on one of them, it’s a good idea 
  to introduce a handful of non-player characters too, 
  to follow them around, get attached to and then die 
  off, one by one. 
  This adventure is a great way to delve into the 
  personalities of the characters in your group, 
  finding out what makes them tick, what scares 
  them and what they truly believe in. To really make 
  it work, therefore, your players need to know their 
  characters inside out too. This adventure benefits 
  more than a little from extra preparation. In the 
  sessions preceding it, try to probe your players and 
  find out what their characters like or dislike, what 
  they’re scared of, what they believe in. 
  Do this casually, innocuously, so as to avoid raising 
  their suspicions too much. Make notes as to how they 
  react to stressful situations; what do they turn to 
  when the chips are down? What do they seem most 
  scared by, what stresses them out the most? Use 
  their reactions in past adventures to help you think 
  up some ideas as to what might be in their rooms, 
  when they reach the prison ship. 
  And don’t worry if they haven’t done all this before 
  you start the adventure: you can instead use the 
  adventure itself as an opportunity to find out more. 
  Ask probing questions as you go along, putting them 
  in danger or stress and then stopping the action to 
  ask direct questions like: what’s your character’s 
  worst fear? What do they believe in? What do they 
  have faith in? What or who do they turn to when 
  they’re alone?
  If you ask these questions as you go along, you’re 
  going to have to think on your feet a lot more, coming 
  up with ideas for what will be in your characters’ 
  rooms as you go, but that’s OK too. Take your time, 
  take a break if you need to. You can even turn to your 
  players to help you out; after all, it’s in their interests 
  to have as exciting an adventure as possible, even if it 
  means putting their characters in danger!
  ENCOUNTERING MINOTAURS
  It isn’t too complicated to set up an adventure 
  featuring a Minotaur, as they’re the sort of alien 
  race that tends to conquer an innocent people, then 
  dominate and eat them.
  The places they conquer need to be strong in faith, 
  often but not always religious faith. Potential targets 
  for Minotaur conquest include: 
  •	
  Avignon in France when the Papacy had left 
  Rome and set up there 
  •	
  Jerusalem at any time, a centre of faith for 
  Christians, Jews and Muslims, who would put 
  aside their differences and come together in 
  service to the Minotaur 
  •	
  China at the birth of communism, during the 
  long march against Chiang Kai-Shek 
  •	
  51st century Clerical military frigate 
  •	
  The 1969 Woodstock festival of peace and love 
  •	
  A death row prison in the Southern U.S. 
  Minotaurs might also be encountered in other 
  contexts, like the one the Doctor, Amy and Rory 
  met which was trapped in a malfunctioning prison. 
  What happens when a Minotaur finds itself in a place 
  where faith is thin on the ground?
  As well as choosing an appropriate setting, identify 
  the faiths that are important to the characters, 
  as these will be exposed and tested during the 
  adventure, and some of them might be lost entirely.
  THE PRISON SHIP
  The prison ship was built to hold a Minotaur, set up 
  to feed it with the faith it needed to survive. Faithful 
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  ‘guests’ were transported from across time and 
  space, the prison ship modifying its interior to scare 
  them, forcing them to confront their worst fears 
  with faith, which the Minotaur could then consume. 
  At some point, the prison ship began to malfunction, 
  its interior permanently resembling that of a 
  rubbish old hotel. Corridors and rooms could still 
  move about, seemingly at random, to isolate and 
  trap guests. 
  Key locations include:
  •	
  Hotel Rooms: Each room contains the worst fear 
  of one of its guests, be it Daleks, Plymouth or 
  parental disappointment. Although anybody can 
  encounter it – and potentially be scared by it – 
  only the intended victim will be truly effected by 
  it. Guests wouldn’t know what would be in their 
  room until they saw it, and then they realised it 
  couldn’t be anything else. The rooms remain, 
  even after the death of their victim. 
  •	
  Reception: Desk, bell, CCTV screens, the 
  usual. Dreadful musak piped incessantly (and 
  unstoppably). The doors and windows that 
  should have led out of the hotel were in fact 
  merely a brick wall designed to look like a door. 
  A door-wall or a dwall. A woor, even. Fans of 
  walls: you’re in luck. Fans of escape: less so. 
  •	
  Restaurant: All the tables in the restaurant are 
  filled with laughing ventriloquist’s dummies, 
  which stop and watch anyone who enters the 
  room.
  When they have no worshippers, to ensure they 
  don’t go hungry they force that faith on unsuspecting 
  and unwilling targets. The Minotaurs use a form of 
  Possession to replace a target’s existing faith with 
  their own. 
  The Minotaur is surrounded by a ‘Worship Field’, 
  an effect that extends to an area roughly the size of 
  a few city blocks. This is passive and instinctual for 
  the Minotaur, but through an effort of will the field 
  can be extended further for a time. The Minotaur 
  has to spend Story Points to extend a field – 1 point 
  to engulf an entire neighbourhood, 2 points for the 
  whole inner city, and 3 points to engulf an entire 
  city and suburbs. The Minotaur can also spend a 
  Story Point to concentrate the field on one person 
  in particular, as long as they can locate the person 
  either in person or through a video or audio link.
  Everyone in a Worship Field is vulnerable to 
  Possession, but the effect does not work on just 
  anyone. To be vulnerable to the Minotaur, a target 
  must have a strong faith of their own that can be 
  converted into Minotaur worship. This can be 
  a religious faith, or some other kind of trust in a 
  guiding force, like luck, or belief in globe-spanning 
  conspiracies, or even absolute confidence in the 
  Doctor. This should be a character trait, perhaps 
  Code of Conduct, Obligation, Obsession or By the 
  Book, or it could be a feature of their backstory 
  instead. Anyone without faith is immune to the 
  field.
  Just having inner faith isn’t enough, either. The 
  Minotaur cannot convert faith that is hidden or 
  unused, so the target must first be made to draw 
  on their faith in some way. Any time a faith-type 
  trait comes into play (for example, if it is tapped 
  for Story Points), the character’s faith is exposed. 
  At the Gamemaster’s option other provocations 
  might work as well. One way of provoking people 
  into revealing their faith is by scaring them, and 
  Minotaurs have proven adept at this through 
  the centuries. Any time a character becomes 
  afraid they will be vulnerable, because a scared 
  character instinctively turns to their faith for 
  support. 
  Anyone within a Minotaur’s Worship Field who 
  exposes their faith immediately becomes a target 
  for Possession. Resisting Possession is a Difficult 
  task (Difficulty 21), using Resolve + Ingenuity. If 
  the possession is resisted this time, the character 
  is immune to the Possession for one day. If the 
  roll fails, the target becomes possessed. Over 
  the next day their faith will be stripped out and 
  replaced by the urge to worship the Minotaur. 
  With increasing frequency, they will start to utter 
  phrases like “Praise him!” and “I submit to you my 
  master!” Finally, they will feel the rapture coming 
  like a wave, and give themselves over to the faith, 
  eagerly accepting their fate. 
  It is possible to break a possession. Unfortunately, 
  this requires the target to lose their original faith, 
  the one the Minotaur has replaced. The target 
  must spend a Story Point and also lose the trait 
  that represents their faith. This does not require 
  any check, but such a major change should be 
  carefully roleplayed out by players.
  SPECIAL TRAIT: WORSHIP FIELD
  
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  •	
  The 
  Staircase: 
  The 
  winding 
  staircase 
  leading down to reception was adorned with 
  photographs of previous guests, dressed as 
  the staff of the hotel, the labels listing their 
  fear. Previous guests included Commander 
  Halke (defeat), Tim Heath (having his photo 
  taken), Lady Silver-Tear (Daleks), Paige Barnes 
  (other people’s socks), Tim Nelson (balloons), 
  Novice Prin (sabrewolves), Royston Luke Gold 
  (Plymouth) and Lucy Hayward (that brutal 
  gorilla). 
  Get creative when describing the hotel – this is your 
  chance to evoke a properly surreal, creepy locale 
  that will stay with the players long after the game has 
  come to an end.
  THE MINOTAUR
  but of course most new worshippers will eagerly 
  seek out the Minotaur and their doom.
  Dependency (Faith): The Minotaur has to 
  consume the faith of its victims to survive.
  Fear Factor 2
  Possession (Special) – see Worship Field, on pg. 
  163.
  Special – Devour Faith: Minotaurs feed on 
  the faith their victims have in them. Anyone 
  with great faith in the Minotaur can be taken 
  at any time, and their faith devoured. To this 
  end, Minotaurs cultivate great swathes of 
  worshippers, who can be treated as a never-
  ending banquet. Feeding happens up close. The 
  Minotaur holds their target close and sucks the 
  faith out of them. The victim loses their spark of 
  life, and simply shuts down. Death is immediate. 
  The target does not resist this terrible embrace, 
  as their faith in the Minotaur is complete. (Any 
  target who would resist is not “ripe” and will be 
  left alone.)
  Special – Worship Field: (See box on pg. 163)
  TECH LEVEL: 7 
   STORY POINTS: 4
  AWARENESS
  3
  PRESENCE
  7
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  7
  The Minotaurs are an ancient star-faring species that 
  prey upon whole populations. They use the God Gambit, 
  arriving in a new society and setting themselves up 
  as divine rulers. They then feed on the faith of their 
  flock, snuffing out lives as they go. They are extremely 
  long-lived, and can dominate many generations of 
  a population. Eventually, however, their authority 
  will slip, and the faith they commanded will begin to 
  fade. Some Minotaurs furiously try to evoke greater 
  faith using vicious and grandiose schemes, while 
  other Minotaurs cut their losses and head off to find 
  a new society to dominate. Some unlucky Minotaurs 
  are overthrown, and killed or imprisoned by their 
  erstwhile worshippers. Minotaurs speak only through 
  roars and grunts, but they are highly intelligent, and 
  their vocalisations do function as a language (one that 
  is beyond the power of the TARDIS gift to translate, 
  although the Doctor was able to understand Minotaur 
  speech.) In addition to the normal five senses, 
  Minotaurs are able to sense their worshippers from 
  a great distance, and navigate towards them. When 
  they have many worshippers, this isn’t much use, but 
  when there aren’t many faithful around this gives the 
  Minotaur a way of tracking its next meal.
  SKILLS
  Athletics 5, Convince 5, Fighting 4, Knowledge 3, 
  Survival 3.
  TRAITS
  Alien
  Alien Appearance (Major)
  Alien Senses (Faithful): The Minotaur can sense the 
  presence of anyone who has accepted faith in them. 
  They are able to hunt them out using this sense, 
  THE GOD COMPLEX
  
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  GIBBIS
  AWARENESS
  4
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  1
  INGENUITY
  3
  STRENGTH
  2
  Gibbis was an alien from the planet of Tivoli, 
  the most invaded planet in the galaxy. Its 
  inhabitants had a pathological compulsion 
  to surrender, and engaged in a sort of 
  aggressive form of timidity. Gibbis’ 
  fear were the Weeping Angels, as 
  they didn’t seek to conquer but 
  to kill, so there was no form 
  of surrender. He survived and 
  the Doctor dropped him off at 
  the nearest galaxy. 
  SKILLS
  Knowledge 3 (Alien Cultures, 
  Town Planning).
  TRAITS
  Alien
  Alien Appearance
  Cowardly: If Gibbis could take 
  this trait multiple times, he would. 
  Phobia: Anything that wants to 
  kill, not enslave, him.
  Run for your Life! Gibbis is very, 
  very good at running away.
  Selfish: Gibbis will gladly sacrifice 
  others just so he can surrender.
  Unadventurous: The natives of 
  Tivoli would rather not go out and 
  explore the galaxy – who knows 
  what dangers await them?
  TECH LEVEL: 6 
  STORY POINTS: 2
  FURTHER ADVENTURES
  •	
  Was this Minotaur the last of his kind, or are 
  there other worlds – or other prisons – with a 
  Minotaur at their centre? What might a society 
  that worships a Minotaur look like – and what
  might happen to that society after the Minotaur 
  has been captured or defeated? 
  •	
  What if the prison ship keeps on transporting 
  new guests to feed the Minotaur, even after it’s 
  dead? This could be a great way to start a new 
  campaign with a truly diverse cast: a group of 
  characters, transported from across time and 
  space, find themselves trapped on the prison 
  ship. Can they work out what’s happened? Can 
  they find a way to use the prison ship to take 
  them home? What else is trapped in there with 
  them?
  RITA
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  5
  STRENGTH
  3
  Rita was a doctor and a Muslim, with a fear of 
  disappointing her parents. Her quick thinking 
  impressed the Doctor and he referred to her as 
  “the clever one.” Had she not succumbed to the 
  Minotaur, the Doctor intended to take her with him 
  as a companion. Instead, her death helped make 
  his mind up to take Amy and Rory home.
  SKILLS
  Convince 3, Knowledge 2, Medicine 5, Science 4.
  TRAITS
  Attractive
  Brave: Rita’s faith made her brave in the face of 
  danger.
  Empathic: Rita had a keen insight into her 
  companions’ emotions.
  Obligation (Minor): Rita is afraid of disappointing 
  her parents.
  TECH LEVEL: 5 
  STORY POINTS: 4
  
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  ‘The Cybermen – they blew up! I blew them up with 
  love!’
  B  SYNOPSIS
  Colchester, England, 2011
  Closing time in the Sanderson & Grainger 
  department store, and Kelly and Shona were closing 
  up. The lights flickered on and off as Shona went to 
  check the changing rooms. 
  In Craig and Sophie’s house, Sophie was going away 
  for the weekend and worried whether Craig would be 
  OK looking after their baby, Alfie, on his own for the 
  first time. No sooner had she left was there a knock 
  at the door and the Doctor appeared. The Doctor was 
  making a social call for the first time, checked Craig 
  was all right and turned to leave, just as the lights 
  flickered. The Doctor decided something was wrong 
  and rushed into the house to investigate and… woke 
  the baby up.
  Back in the department store, something moved in 
  one of the changing room cubicles. Shona went to 
  investigate and pulled back the curtain to reveal… a 
  Cyberman!
  Craig complained that he couldn’t cope on his own 
  with Alfie. The Doctor quietened Alfie down with a 
  shush. The Doctor spoke Baby, after all. The Doctor 
  explained that he was on a farewell 
  tour and was checking in on Craig 
  – but upstairs was real, and the 
  neighbours were all human. The 
  Doctor was trying not to notice that 
  something was wrong but he had 
  noticed the faint patina of teleport 
  energy… 
  In the toy department of Sanderson 
  & 
  Grainger, 
  the 
  Doctor 
  was 
  demonstrating a remote control 
  helicopter to a group of children. He 
  accidentally crashed it near Craig, 
  who was surprised to see him there. 
  But the Doctor worked in the shop 
  now! The Doctor was looking for a 
  robot dog when something whizzed 
  past. He tried to usher Craig and 
  Alfie out but Craig wanted to know 
  what was wrong. 
  The Doctor explained that three local people 
  had gone missing recently, and that the power 
  fluctations coincided with the disappearances. 
  The Doctor escorted them to the lift, which had an 
  ‘out of order’ sign on it. The Doctor fixed it with his 
  Sonic Screwdriver as he continued to explain that 
  somebody had been using a teleport relay right 
  here in the shop. As they got into the lift, they were 
  teleported up to a Cybership. The Doctor quickly 
  reversed the teleport relay, before fusing it so the 
  Cybermen were trapped on their ship.
  Craig knew he was safest with the Doctor. The Doctor 
  decided to investigate, asking Val whether she’d seen 
  anything unusual; the only thing she’d seen was a 
  silver ‘rat’. The Doctor discovered that Shona had not 
  turned up for work this morning, having last been 
  seen in the changing rooms. They went to investigate, 
  the Doctor explaining that the silver rat was actually 
  a Cybermat. It was an infiltrator, collecting power 
  for the Cybermen. The Doctor concocted a plan to 
  capture it. 
  The Doctor and Craig hid in the shop after it closed and 
  waited until the security guard, George, had done his 
  rounds. The Doctor scanned for the Cybermat with 
  his Sonic Screwdriver, catching it in a butterfly net. 
  It was made of metal, but had a real mouth with real 
  teeth – the Doctor sonicked it into submission before 
  calming Craig down. Then George screamed from 
  the basement. The Doctor found his unconscious 
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  body but was knocked out by a Cyberman. When 
  he came round, George was gone. The Doctor was 
  confused – how had they escaped their ship after 
  he’d fused the teleport relay? They hadn’t killed him 
  because they were using damaged, old spare parts – 
  but why were they using spares?
  Back at ‘base’ – Craig’s kitchen – Craig went out to get 
  more milk and left the Doctor to look after Alfie. As 
  he did so, the Cybermat woke up and lunged at them, 
  but the Doctor stunned it with his Sonic Screwdriver. 
  They ran outside. Meanwhile, Craig came back to 
  the house, missing the Doctor’s voicemail message 
  telling him not to enter the house. The Cybermat 
  leapt at his throat and the Doctor crashed through 
  the French windows to rescue him. As Craig got Alfie 
  off to sleep, the Doctor reprogrammed the Cybermat 
  to use as a weapon against the Cyberman. 
  The next day, Craig woke up to a message from the 
  Doctor on the fridge (that he was going to stop the 
  Cybermen). Craig put Alfie in his papoose and set 
  off to help the Doctor – he knew the Doctor always 
  needed someone to help him, even if he would not 
  admit it.
  The Doctor investigated the changing rooms, 
  looking for a secondary teleport. Instead he found a 
  disillium bonded steel door disguised as a wall – the 
  Cyberman hadn’t teleported down, it had climbed 
  up. The Doctor went down to explore, finding a 
  Cybership buried deep underground. Craig arrived 
  shortly after, handing Alfie to Val to look after. The 
  Doctor worked out that the Cybership had crashed 
  here centuries before, with no survivors, but had 
  remained dormant until the council had stuck a load 
  of new power cables on top of it. The Cybermat had 
  been sent out to channel the power into the ship, and 
  it started to recrew from the shop staff. There were 
  now six Cybermen, but that was more than enough to 
  transform the planet.
  The Cybermen seized the Doctor, deciding that 
  he might – after a fashion – make a good Cyber-
  Controller, even if he was not entirely compatible. 
  Then Craig entered, but was seized by the Cybermen. 
  He was far more suitable to be a Cyber-Controller! 
  He was clamped into a Cyber-conversion chamber 
  and a Cyberman helmet closed over his face. They 
  begin to cleanse him of emotions, but the Doctor told 
  him to fight it and to think of Alfie and Sophie. As the 
  lights flickered in the shop, Alfie began to cry. Craig 
  heard him and it reversed the process. He broke 
  out of the chamber and triggered a feedback loop 
  into the Cybermen’s emotional inhibitors. The ship 
  sealed itself and began to explode, but the Doctor 
  activated the teleport relay and they appeared back 
  in the shop. As Craig and Alfie cleaned themselves 
  up, the Doctor rushed off. He borrowed TARDIS-blue 
  envelopes from Craig’s house – the same envelopes 
  the others had received their invitations to Lake 
  Silencio in. He told Craig he was going to America, 
  so Craig gave him the Stetson from Sean’s stag-do. 
  There was a knock at the door as Sophie came back, 
  and the Doctor vanished. Sophie was amazed at how 
  well Craig had coped until Alfie said his first word: 
  “Doctor.”
  The Doctor returned to the TARDIS, ready for one 
  last trip. Elsewhere, River was looking at her diary 
  – 22/04/11, 5.02pm, Lake Silencio. Madame Kovarian 
  appeared and River asked if she knew about the 
  Doctor. She said she did, so very well, but told River 
  not to try to remember her as she had been thorough 
  with River’s head. Two Silents appeared behind her, 
  her ‘owners’. Madame Kovarian asked River what 
  she knew about the day, and River said it was the day 
  the Doctor dies. “By Silencio Lake, on the Plain of 
  Sighs, an Impossible Astronaut will rise and strike 
  the Time Lord dead”. River said it was just a story, 
  but Madame Kovarian said that this was where the 
  story began, that she had made her, the woman who 
  would kill the Doctor. Two soldiers entered with a 
  spacesuit and River was sedated. She woke up, in the 
  spacesuit, under water… 
  CONTINUITY
  •	
  After leaving Rory and Amy back on Earth, the 
  Doctor embarked on a 200-year farewell 
  tour, during which he ‘waved’ at them 
  from throughout history (see The 
  Impossible Astronaut on pg. 116). 
  The tour culminates in his visit to 
  Craig, which sets him on the path to 
  confront his fate at Lake Silencio. 
  This is not his first farewell tour 
  (see The End of Time in The Tenth 
  Doctor Sourcebook). 
  •	
  When working in the shop, the 
  Doctor has a name tag – handy 
  for when he forgets his name, 
  as he has done in the past (see 
  Castovalva in The Fifth Doctor 
  Sourcebook, 
  Time and the 
  Rani in The Seventh Doctor 
  Sourcebook, The TV Movie in 
  The Eighth Doctor Sourcebook 
  and Human Nature in The Tenth 
  Doctor Sourcebook). 
  
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  •	
  Amy is now a famous model for the perfume 
  Petrichor – Petrichor was the password the 
  TARDIS gave Rory to access its secondary 
  control room (see The Doctor’s Wife on pg. 128). 
  Its slogan is “for the girl who’s tired of waiting”, 
  which is certainly something Amy has done 
  enough of (see The Eleventh Hour on pg. 56 and 
  The Girl Who Waited on pg. 155). 
  •	
  The Doctor says he is better at catching 
  Cybermats than he remembers – he has faced 
  them before (see Tomb of the Cybermen and 
  The Wheel in Space in The Second Doctor 
  Sourcebook, and Revenge of the Cybermen in 
  The Fourth Doctor Sourcebook). 
  •	
  Whilst this model of Cybermen cannot convert 
  Time Lords (as they are “not exactly compatible”, 
  later models are more than able to (see Nightmare 
  in Silver on pg. 231). 
  •	
  The Doctor has blown up an enemy beneath a 
  department store before (see Rose in The Ninth 
  Doctor Sourcebook). 
  B  RUNNING THE ADVENTURE
  This adventure is actually a fairly straightforward 
  story: there is a crashed Cybership beneath a town, 
  the Cybermen (and Cybermats) begin to wake up, 
  and are abducting victims to rebuild their forces. The 
  Doctor turns up, investigates the disappearances and 
  uncovers the Cybermen plot, but his companion is 
  captured and transformed into a Cyberman but saves 
  the day through the power of love. So far so good. The 
  key difference here is the setting itself – everyday 
  Colchester – and the fact that it is juxtaposed with the 
  day-to-day monotony of normal life. The Cybermen 
  are not invading some far-off world, but the changing 
  rooms of the local department store. The Cybermat 
  is not skulking about ducts on a spaceship, but is 
  scuttling about Craig’s kitchen. The combatants are 
  not UNIT or Torchwood, but Craig looking after his 
  baby son. It’s this juxtaposition between mundane 
  and alien that makes it such a compelling adventure 
  in its own right.
  Look for opportunities to do the same in your own 
  game. Who did your characters end up befriending in 
  The Lodger? Perhaps it’s time to check back in with 
  them again, see where they are, and find out how 
  their life has changed after encountering a group of 
  time travellers. Or maybe a former companion left 
  the TARDIS to settle down to a normal life again – 
  perhaps the Cybermen show up in their backyard 
  (literal or metaphorical), and they have to team up 
  with the other characters once more. And it’s not 
  just the juxtaposition of settings that makes this so 
  effective. It’s also the upping of the stakes. It’s not 
  just the human race that are endangered by the 
  Cybermen; it’s Craig’s baby, Alfie. By bringing the 
  danger home (again, literally), invading the personal 
  lives of the people the Doctor cares about, the price 
  of failure – very nearly paid here by Craig – are 
  upped. And, of course, if your Time Lord is on his 
  own farewell tour, it reinforces the danger that his 
  presence puts people in, feeding into that readiness 
  to face up to destiny. 
  FURTHER ADVENTURES
  •	
  What caused the Cybership to crash in the first 
  place? Perhaps it was fleeing from someone – or 
  something – that has scattered its Cyberfleet to 
  the far corners of the Solar System. Perhaps this 
  foe poses a threat greater than the Cybermen, 
  forcing the characters to form an uneasy alliance 
  with the Cybermen to overcome this enemy. But 
  can this alliance hold, and what happens once 
  the characters emerge victorious? Will they 
  become the Cybermen’s next victims? 
  •	
  The Cybership crashed in Medieval Colchester, 
  several hundred years ago at the height of the 
  Black Death. Its Cybermen crew might not 
  have survived, but the Cybermats certainly did 
  – Cybermats who have past form at spreading 
  plague and disease through their bites. What 
  if the Black Plague wasn’t spread by rats after 
  all, but by Cybermats? And what if it was a ploy 
  to weaken the human race – and to create a 
  surfeit of spare biological components – to allow 
  the Cybermen to rebuild and reconquer while 
  humanity is at its weakest? 
  CLOSING TIME
  
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  ‘The first question! The question that must never be 
  answered! Hidden in plain sight! The question you’ve 
  been running from all your life! Doctor Who? Doctor 
  Who? Doc-tor-who?’
  B  SYNOPSIS
  Lake Silencio, USA, and Parallel Earth, 22nd April 
  2011, 5.02pm
  In modern-day London, with steam trains running 
  through the Gherkin, flying cars carried aloft by 
  balloons, Pterodactyls flying through Hyde Park 
  and heightened sun-spot activity, it was obvious 
  that something was amiss. In his office in the 
  Buckingham Senate, Emperor Winston Churchill had 
  his blood pressure tested by his personal physician, 
  the Silurian Malohkeh. It was high, as a result of an 
  argument he’d had with Cleopatra. 
  Churchill asked the doctor what time it was; he 
  replied that it was two minutes past five in the 
  afternoon, the same time it always was. Churchill 
  was bothered by this, and by the fact that the date 
  was always 22nd April. Malohkeh replied that the 
  date and time had always been the same. Churchill 
  demanded to see his Soothsayer – the Doctor – who 
  had been thrown into the Tower of London. Churchill 
  asked him what had happened to time and the Doctor 
  replied “a woman.”
  Earlier, the Doctor interrogated a dying Dalek, 
  searching its data core for everything the Daleks 
  knew about the Silence. On the docks of Calisto B, he 
  met with the Teselecta, which had disguised itself as 
  the late Father Gideon Vandaleur to conduct its own 
  investigation into the Silence. 
  He played Live Chess with another of the Silence’s 
  agents, an alien named Gantok, forfeiting the 
  game in exchange for being taken to see the head 
  of Dorium Maldovar. Gantok took the Doctor to the 
  Seventh Transept, where the Headless Monks’ 
  ‘leftovers’ were stored. Dorium’s head was in a box, 
  still alive. Gantok drew his laser pistol, hoping to get 
  his revenge on the Doctor for beating him at chess, 
  but he fell into a pit full of ravenous skulls. 
  The Doctor asked Dorium for more information 
  about the Silence, finding out that they were a 
  religious order who had made it their mission to stop 
  the Doctor’s future, to stop the question from being 
  answered. Dorium told the Doctor what the question 
  was and the Doctor took him back to the TARDIS. 
  THE WEDDING OF RIVER SONG
  
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  Back in the Buckingham Senate the Doctor continued 
  to tell Churchill his story, but they suddenly found 
  themselves not in Churchill’s office but in the Senate 
  Room. Churchill had a revolver and the Doctor had 
  been running. The Doctor had a tally mark on his 
  arm.
  In the TARDIS the Doctor received a call on the TARDIS’ 
  phone from a nursing home, informing him that the 
  Brigadier had passed away. The Doctor, suddenly 
  aware of his own mortality, decided it was time to go 
  to Lake Silencio. He met up with the Teselecta again 
  and gave it a series of blue envelopes, to deliver his 
  messages to his companions without crossing his 
  own timestream. If he had to die, he didn’t want to 
  die alone.
  In Buckingham Senate, the Doctor now had three 
  tally marks on his arm…
  At Lake Silencio, the Doctor met up with his friends, 
  had a picnic and then waved at the older Canton 
  Delaware III, as the Impossible Astronaut emerged 
  from the waters of the lake. The Doctor told his 
  companions to stay back and went to speak to the 
  astronaut – who was River. The Doctor made River 
  look at herself, on the shore, so she’d know she had 
  a future. River insisted that time could be rewritten 
  and drained her weapon systems instead of shooting 
  him. Everything goes white…
  In the Senate, Churchill asked the Doctor what 
  happened. The Doctor replied that nothing happened, 
  and then it kept happening. Time was dying, and it 
  would be stuck at 5.02pm for all eternity. The Doctor 
  was now holding a spear and Churchill had fired his 
  gun – they were defending themselves. Now there 
  were four tally marks on his arm – and his other arm 
  was covered in them! 
  The ceiling was filled with Silents. Suddenly a 
  grenade rolled in and a unit of soldiers burst in, 
  all wearing eye patches similar to the one worn by 
  Madame Kovarian. Pond, Amelia Pond walked in 
  behind them, also wearing an eye patch, and shot the 
  Doctor in the head.
  The Doctor woke up on a couch onboard a steam 
  train. Amy informed him they were nearly in Cairo. 
  The Doctor implored Amy to remember who she 
  was, before realising that Amy already knew; she 
  had a model TARDIS in her office and her wall 
  was covered in drawings of aliens. Amy also had a 
  drawing of Rory, but she didn’t know where he was. 
  She told the Doctor that time had gone wrong, but 
  some of them had noticed. She remembered Lake 
  Silencio, and the Doctor simultaneously dying and 
  not dying. Time had split wide open at that point.
  A soldier entered the office – Captain Williams – to 
  inform them that the train was arriving at Area 52. 
  Rory told the Doctor he had to put the eye patch on; 
  except it wasn’t an eye patch but an Eye Drive, to 
  help the wearer remember seeing a Silent. They 
  walked into the pyramid, past hundreds of Silents 
  floating in tanks of water, insulated to stop them 
  channelling electricity. The Silents responded to 
  the Doctor’s presence. As they walked through the 
  pyramid, the Doctor told Rory to ask his boss – Amy 
  – out. 
  In the Control Room, scientists bustled about 
  monitoring the time on their screens. As the Doctor 
  entered the room, time moved forward by four 
  chronons. River, wearing an Eye Drive, was there; as 
  was Madame Kovarian, who was tied to a chair. The 
  Doctor told River that, because of her, time had been 
  fatally compromised, time was dying. The Doctor 
  lunged at River, trying to kiss her; if they touched, 
  time would reset.
  THE WEDDING OF RIVER SONG
  
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  Elsewhere, the Silents began to break out of the 
  storage tanks. Captain Williams noticed water 
  dripping down into the Control Room. The Doctor 
  asked Amy how many Silents they had trapped in the 
  pyramid; Madame Kovarian told him they weren’t 
  trapped, but waiting for the Doctor. The Silents 
  began killing the other soldiers and Captain Williams 
  tried to bar the door. Suddenly everyone’s Eye Drives 
  began to overload, killing or stunning the wearers. 
  As Madame Kovarian gloated, her Eye Drive began 
  to zap her too.
  Amy, River and the Doctor raced up to the Receptor 
  Room as Captain Williams tried to hold the Silents 
  off. He refused to remove his Eye Drive, so as not 
  to forget his enemy. Just as the Silents were about 
  to kill him, Amy returned with a machine gun and 
  rescued him. Madame Kovarian begged Amy for 
  mercy, but Amy refused, forcing her Eye Drive back 
  on so it killed her – she told Madame Kovarian that 
  River didn’t get all her psychopathy from her.
  On top of the pyramid, River had built a distress 
  beacon. She had sent a distress call beyond their 
  bubble of broken reality to ask for help. The sun 
  spot activity wasn’t the sun at all, it was millions and 
  millions of voices saying they’d help the Doctor. River 
  couldn’t let the Doctor die without knowing he was 
  loved. The Doctor said he had to die, to save billions 
  more. River said she’d suffer if she had to kill the 
  Doctor, more than anyone else.
  The Doctor took off his bow tie and wrapped one end 
  around River’s hand and the other around his own. 
  He whispered something in River’s ear – his name 
  – and then Rory and Amy married them. Then the 
  bride and groom kissed and the Doctor died at Lake 
  Silencio… 
  Later, in the garden of Amy’s house, River arrived, 
  fresh from the Byzantium, and joined her mother for 
  a glass of wine. Amy was grieving for the Doctor – 
  and for killing Madame Kovarian – but River told her 
  the Doctor wasn’t dead. She told Amy his last secret, 
  what he had really whispered in her ear.
  In the Seventh Transept, a hooded monk returned 
  Dorium’s box to its plinth. As he turned to go Dorium 
  recognised the Doctor and asked him how he’d 
  survived. He explained that it wasn’t him on the 
  lakeside, but the Teselecta disguised as him. Dorium 
  warned him that it was all still waiting for him: the 
  Fields of Trenzalore, the Fall of the Eleventh and the 
  Question. “Doctor Who? Doctor Who? Doc-tor-who?”
  CONTINUITY
  •	
  The Doctor receives a phone call on the 
  TARDIS’ phone to tell him that Brigadier Alistair 
  Lethbridge-Stewart had died peacefully in his 
  sleep, exactly as the Seventh Doctor predicted 
  he would (see Battlefield, in The Seventh Doctor 
  Sourcebook). 
  
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  •	
  The Doctor mentions that Liz the First was 
  waiting in a glade to elope with him. We see their 
  actual marriage in The Day of the Doctor (see 
  pg. 241). 
  •	
  The Doctor says that, with his time machine, he 
  could go to all of Captain Jack Harness’ stag dos 
  or help Rose Tyler with her homework. 
  •	
  Charles Dickens pops up on TV to talk about his 
  forthcoming Christmas ghost story (see The 
  Unquiet Dead in The Ninth Doctor Sourcebook). 
  •	
  Malohkeh, the Silurian scientist from The Hungry 
  Earth/Cold Blood (see pg. 85), is Churchill’s 
  personal physician. 
  •	
  The Headless Monks killed Dorium Maldovar at 
  Demon’s Run (see A Good Man Goes to War on 
  pg. 142). His head – still alive – is stored in the 
  Seventh Transept. 
  •	
  The bottle of wine the Doctor and his companions 
  drink at Lake Silencio was thrown at him by 
  Napoleon Bonaparte. 
  •	
  When River says “time can be rewritten”, the 
  Doctor replies “don’t you dare.” In Silence in the 
  Library (see The Tenth Doctor Sourcebook), 
  River says the same to the Doctor’s suggestion. 
  •	
  Rory is called the man who dies and dies again, 
  referencing his many deaths. 
  •	
  After Amy returns to grieve after Lake Silencio, 
  River appears to tell her the Doctor is still alive – 
  and she has come straight from the wreck of the 
  Byzantium (see Flesh and Stone on pg. 71).
  B  RUNNING THE ADVENTURE
  We’ll level with you: there’s a lot going on in this 
  adventure. There are three main things going on, 
  all at once, although you don’t need to run them 
  simultaneously. In fact, any of the strands of this 
  adventure could make for a standalone adventure 
  in its own right. Anyway, the three elements, in 
  chronological order: first up there’s the Doctor’s 
  ongoing investigations into the Silence in an attempt 
  to avert his death; there’s the death itself, at Lake 
  Silencio; and then there’s the paradox that blows up 
  when it doesn’t all go entirely to plan. There’s a fourth 
  element to the plot too, the denouement, which is 
  where it all gets put back together; but that draws on 
  each of the other strands to tie it all up. 
  You might decide to run each of these elements 
  individually or in chronological order. Or, like in the 
  episode, you might throw the players right into the 
  middle of the action and not explain things until you 
  get going.
  Let’s run through each of those elements in turn. 
  INVESTIGATING THE SILENCE
  First up is the Doctor’s own investigations into the 
  Silence, his trying to find out more about who they 
  are and why they want him dead. In the adventure 
  this is largely a montage of background scenes 
  that show what the Doctor has been up to between 
  waving goodbye to the Ponds in The God Complex 
  and meeting them at Lake Silencio in The Impossible 
  Astronaut. 
  In your own game, however, this could be something 
  of a story arc in its own right, as the characters try 
  to dig into the truth behind the Silence. You could 
  play this as full-on space fantasy, with games of Live 
  Chess in exotic alien bars. You could go for a more 
  subtle, espionage feel, with the characters infiltrating 
  one of the Headless Monks’ space churches. 
  Perhaps in your own adventure the information the 
  characters glean lets them come up with a plan to 
  thwart the Silence. Or perhaps they come to the 
  same conclusion as the Doctor: they cannot avoid a 
  fixed point in time, so they must go to Lake Silencio 
  and face their fate with dignity. But we’ll come back 
  to that in a moment.
  TIME ASKEW
  Next, let’s talk about the paradox that is at the real 
  heart of the adventure, which could also be titled What 
  Happens When You Change a Fixed Point in Time. In 
  THE WEDDING OF RIVER SONG
  
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  this case, what happens is the characters wind up 
  on the alternate Earth that River has inadvertently 
  created. Without any warning, the characters – 
  perhaps as a result of their own actions, perhaps as a 
  result of somebody else’s – find themselves in a new 
  setting that makes no sense. 
  Sure, at first it might look merely fantastical – 
  dinosaurs in London! Churchill riding a mammoth! 
  Cars powered by balloons! – but as they explore more 
  and more will surface that will seem plain wrong. All 
  of history is taking place at the same time. The time 
  and date never change. Time itself is dying.
  When meddling with the setting itself, make sure you 
  meddle with the characters too and their place within 
  it. After all, River, Amy, Rory and the Doctor all had 
  new roles and guises within this new setting. Do the 
  same with your characters, taking the time to create 
  new, alternative character sheets for each of them 
  before you start play. 
  You could even start the session by handing out their 
  new characters and thrusting them right into an 
  alien and unfamiliar situation. You might decide that, 
  at first, they remember nothing about their previous 
  lives; or perhaps they remember everything. You 
  might even let them spend a Story Point to recall a 
  pertinent fact from the other timeline.
  ALL PATHS LEAD TO LAKE SILENCIO
  Over the course of this adventure, the Doctor goes to 
  Lake Silencio not once, but twice. The first time – in a 
  flashback told to Emperor Churchill from our point of 
  view – River breaks time by discharging her gun. The 
  second time, the Doctor confronts his destiny – and 
  escapes it completely.
  This is the moment where your characters can really 
  stand out. The moment the story has been building 
  towards. They’ve had a whole series to plan for 
  this eventuality; have they come up with something 
  suitably spectacular to sidestep fate and avoid death 
  on the shores of Lake Silencio? The Doctor hid inside 
  the Teselecta, but what will the characters do? If 
  they’ve come up with something suitably inventive 
  and fun, run with it! And if they need to spend a few 
  Story Points between them to make it work, then let 
  them. 
  This is the climax not just of the adventure but of the 
  whole series – make it spectacular, but make it all 
  about the characters. Let them shine!
  CALISTO B
  The Doctor visited Calisto B in his search for the 
  Silence. It was a dark and misty world, and a known 
  hang-out for many disreputable sorts, the agents of 
  the Silence and the Teselecta amongst them, who the 
  Doctor met in a seedy space bar. 
  LIVE CHESS
  One of the most popular activities on Calisto B 
  was a particularly deadly variant of chess, Live 
  Chess, so-called because the pieces were 
  increasingly electrified as the game went on.
  A game of Live Chess is handled as an 
  extended 
  opposed 
  Ingenuity 
  + 
  Resolve 
  conflict, that inflicts 1/2/3 Levels of Damage 
  to the loser. Each subsequent round multiples 
  the damage – so in the second round, the loser 
  takes 2/4/6 damage, in the third round 3/6/9 
  damage and so on. The game is played either 
  until one player concedes or until one player is 
  incapacitated by the damage.
  
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  EYE DRIVE (MINOR GADGET)
  The Eye Drive is an external storage device 
  that communicates directly with the memory 
  centres of the brain, allowing the Silents’ 
  servants to remember them. Amy and River 
  developed them based on the technology 
  used by Madame Kovarian, which had the 
  disadvantage that the Silence could use them 
  to debilitate or kill their wearers. So long 
  as a character is wearing an Eye Drive, they 
  are unaffected by the Silents’ Memory Proof 
  ability. However, if the Silence will it, they can 
  use the Eye Drive to inflict damage on the 
  wearer – the character must make a Resolve 
  test (Difficulty 12) or suffer 3 levels of damage.
  Traits: Scan, Transmit, Restriction (Can be 
  overridden by the Silence).
  Story Points: 1
  FURTHER ADVENTURES
  •	
  What other exciting adventures might the 
  characters have on Calisto B? It certainly looks 
  like a hive of scum and villainy, populated by all 
  manner of weird and wonderful agents. Agents 
  of the Silence obviously frequent its docks 
  and bars, but who else might be found there? 
  Dalek Puppets? Gangers? Time Lords who have 
  managed to survive the destruction of Gallifrey? 
  Where better to hide than in plain sight! 
  •	
  It’s unlikely that Dorium is the only head of note 
  residing in the Seventh Transept. Perhaps over 
  the course of another adventure they discover 
  that the source of invaluable information 
  has not only been beheaded alive, but their 
  head is now held by the Headless Monks. The 
  characters will have to stage a thrilling break 
  in, discovering the location of this secret shrine 
  and then bypassing all those deadly traps in 
  order to get at the informant.
  •	
  How did Amelia, Captain Williams and River 
  capture all those Silents? What daring raids 
  and secret missions might they have had to 
  accomplish in order to gather the intelligence 
  they needed to put their plan in action? How did 
  they capture Madame Kovarian? That must have 
  been one helluva sting! 
  THE WEDDING OF RIVER SONG
  GANTOK
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  4
  Gantok is a humanoid alien who acted as spy for 
  the Silence. He was considered by most to be their 
  “weakest link”, a reputation that proved true when 
  he took the Doctor to one of their most precious 
  sanctuaries – the Seventh Transept. 
  SKILLS
  Craft 3 (Chess 5), Fighting 3, Knowledge 3 (The 
  Silence 5), Marksman 4, Subterfuge 3.
  TRAITS
  Alien
  Alien Appearance (Minor): He’s one ugly looking 
  alien.
  Brave: Gantok doesn’t let a few hungry skulls 
  bother him.
  Clumsy: Mind that pit there, Gantok.
  Obligation: He’s a servant of the Silence.
  Obsession (Minor): He must always win at chess.
  Selfish: It’s all about him, him, him.
  Tough: He’s a gnarled and tough alien.
  TECH LEVEL: 7      STORY POINTS: 3
  
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  ‘Cyril, what have I told you about opening your 
  presents early? Something like this was bound to 
  happen.’
  B  SYNOPSIS
  England, 1938 and 1941, and Unnamed Planet, 5345
  A spaceship loomed and armed its weapons – then, 
  exploded! The Doctor hurtled through corridors, 
  grabbed a spacesuit, and plummeted to Earth.
  A huge crash knocked Madge Arwell halfway off 
  her bike. She found the source: an impact crater, 
  with a man at the bottom. She couldn’t see his face 
  for the spacesuit, but helped him find a police box. 
  In exchange, he promised her a favour – all she 
  need do was make a wish. The years passed, and 
  Madge’s husband Reg was sent to war. Christmas 
  1941 approached, and she received a telegram: “We 
  regret to inform you...” She didn’t tell her children.
  The normal caretaker didn’t greet Madge, Lily and 
  Cyril at Uncle Digby’s old house. Instead, a man 
  calling himself the Doctor had kitted the entire 
  house out with automatic chairs, lemonade taps, an 
  enormous Christmas tree with a hundred rotating 
  parts – the works! – and under the Christmas tree 
  sat a blue present, gently glowing.
  Curiosity overcame Cyril, and he opened the present 
  in the dead of night. Inside was a portal, and he 
  crawled through it, onto an alien planet.
  The Doctor and Lily, who’d been talking, noticed 
  Cyril wasn’t in bed and found the present open, with 
  two sets of fresh footprints trailing out through the 
  alien snow. Cyril was tracking something, and that 
  something’s footprints were getting bigger, so the 
  Doctor and Lily followed him in. When Madge awoke 
  to find the house empty, she too followed her children 
  into the open present, leaving the house empty.
  Cyril arrived at a tower on an unnamed planet, 
  apparently made of stone, containing a statue 
  of a Wooden King. He pressed on upstairs, and 
  the Wooden King moved.Meanwhile, Madge was 
  being accosted by three armed soldiers who had 
  emerged from an Androzani Harvester. They pointed 
  their weapons at Madge, and she started crying. 
  Uncomfortable threatening a crying woman, they 
  each put their weapons down, and Madge produced 
  her own pistol. “I’m looking for my children.”
  Cyril reached the top of the tower, where a Wooden 
  Queen stood holding a crown. The Queen 
  was already advancing on Cyril when 
  the Doctor and Lily arrived, but his 
  Sonic Screwdriver was useless 
  on the wooden door. 
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  It eventually unlocked on its own, as though inviting 
  them in to see Cyril sitting, crowned, upon a wooden 
  throne.
  Madge had now boarded the Harvester and chained 
  two of the miners to pillars. Billis, the free miner, was 
  sympathetic to Madge but didn’t know how to pilot the 
  Harvester. She ran a scan for Madge’s children, but 
  transmatted her crew away to escape the acid rain, 
  due to scorch the planet in just five minutes. The 
  Harvester established an audio link with the children 
  in the tower, and Madge listened in.
  The Wooden Queen had now been joined by her King. 
  The Doctor explained that the crown was a conduit, 
  and would allow the trees’ life-force to temporarily 
  inhabit a humanoid vessel – but the Wooden Queen 
  dismissed Cyril as too weak. The Doctor tried to wear 
  it, but was also weak. The conduit burned his hands, 
  but Lily seized it and felt just a minor tingle. The 
  Wooden Queen explained that Lily was strong, but too 
  young for their needs. Acid drizzled from the sky, and 
  the Doctor tried to escape with the children, but Cyril 
  was stubborn, he insisted on waiting for mummy. The 
  Doctor explained she probably wasn’t coming, but 
  the ground tremored: there, on the horizon, was the 
  Androzani Harvester, Madge driving. She crashed 
  the walker at the door, and rushed upstairs.
  When Madge entered the chamber at the top, the 
  Wooden Queen gave her the crown... and it fit! The 
  life force of the forests slipped through the conduit 
  into Madge’s head, and their chamber rose off the 
  top of the tower and jetted into the Time Vortex. 
  Madge was steering, and only needed think of home 
  – but she needed a powerful thought, a thought so 
  powerful it hurt. She thought of her life with Reg, how 
  he followed her home, all the good thoughts... but 
  then, she couldn’t help thinking about him dying. Her 
  visions beamed onto the wall of the escape pod, and 
  Cyril and Lily saw for the first time how dad’s plane 
  was lost over the seas with no stars to light the way.
  As the pod crashed onto the family’s lawn, the souls of 
  the forest scattered into the atmosphere. The Doctor 
  gave Madge a moment’s privacy with her children to 
  break the bad news... but then rushed back in. Madge 
  had thought so hard about Reg that she’d opened the 
  Vortex, and with nothing else to guide him, Reg had 
  followed her through. The Arwells were reunited in 
  time for Christmas, and when Madge learned the 
  Doctor’s friends believed him dead, she ordered him 
  to go visit his family, too.
  London, 2011, the Doctor arrived on Amy’s doorstep, 
  and initially received a frosty reception, but they 
  quickly embraced, and she invited him in for 
  Christmas dinner. 
  CONTINUITY
  •	
  The Fifth Doctor previously visited Androzani 
  Minor with Peri (see The Caves of Androzani in 
  The Fifth Doctor Sourcebook).
  THE DOCTOR, THE WIDOW AND THE WARDROBE
  
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  •	
  The Doctor recalls that the Forest of Cheem 
  fancied him (see The End of the World in The 
  Ninth Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  One of the tropes of the Eleventh Doctor’s era that 
  was discussed earlier (see pg. 20) is the fairy tale 
  aspect of some of his adventures, and that is never 
  more true than in this story. 
  Harking back to some of the fiction of the early 20th 
  century, the story has a familiar set up – a widow 
  has lost her husband in the war, and she and her 
  children retire to a lonely old house to face their 
  first Christmas alone. Once there, her son discovers 
  a strange doorway to a magical realm, populated by 
  strange fairy tale folk; they must help them, and in 
  so doing overcome their loss. 
  This story has a somewhat whimsical feel to it, 
  and you should definitely play that up in your own 
  adventures. After all, if you’re going to evoke similar 
  Christmassy, fairy tale-esque stories you might 
  as well go all in. Sugar plum fairies, animated 
  nutcrackers, strange woodland sprites; all are fair 
  game, with your own unique twist of course.
  HARVEST RANGERS
  The Harvest Rangers conduct forestry but also serve 
  as corporate military to protect the forests from 
  poachers and vandals. They remove trespassers 
  and are entitled to shoot to kill against suspected 
  saboteurs or agents of enemy corporations. Despite 
  military training, however, they spend most of their 
  time looking after trees. As a result they sometimes 
  take a fairly relaxed approach to rules of engagement 
  and the chain of command.
  Droxil is the leader, and as the most level-headed 
  member of the group acts as something of a lynchpin. 
  The other two defer to him for commands.
  Billis appears to be the second in command, and 
  is perhaps a little too diplomatic: she is the first to 
  put down her weapon, and co-operates with Madge 
  when her colleagues are incarcerated.
  Ven-Garr appears to have the most technical 
  expertise, as he’s the only miner to use the scanner, 
  but is emotionally volatile – seeing Madge crying 
  sets him off, too, and when he finally pulls himself 
  together he offers to shoot her.
  CONDUIT (MAJOR GADGET)
  What looks like a golden crown is actually a psychic conduit, which can 
  forge a basic link with anyone. Whoever you are, when you’re wearing 
  the conduit, a Wooden Monarch can put their hand on your shoulder and 
  temporarily borrow your mouth, but the conduit’s way more than just 
  nature’s walkie-talkie. On the right head, the conduit can pass the life 
  force of an entire forest into its wearer. The wearer does not experience 
  any discomfort – indeed, she seems to rather enjoy the experience – and 
  as long as she keeps it on, she can pilot the trees’ escape pod through the 
  time Vortex. As you may have gathered, the right head is always female. 
  Men are incapable of carrying life, and therefore considered weak, 
  whereas women have capacity. You also need to be an adult to contain 
  the forest – Lily’s strong, but too young – and ideally, you need to be mum.
  Traits: Possess, Vortex, Restriction (Mothers only).
  Story Points: 2
  
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  VEN-GARR’S SCANNER (MINOR GADGET)
  A handheld device used to obtain information. 
  On a perfect day, it can identify whether a 
  subject is armed, and even recognises that 
  Madge has travelled in time. Regrettably, 
  today is not a perfect day, and this scanner, 
  to the Harvest Rangers’ cost, can’t tell the 
  difference between wool and a side-arm.
  Traits: Scan.
  Story Points: 1
  FURTHER ADVENTURES
  •	
  It’s funny how the people of the Androzani 
  system always end up cannibalising their 
  planets in the name of profit. As a comment on 
  the human condition, it’s depressingly astute, 
  but it’s also getting beyond a coincidence. The 
  Androzanis have an enabler, a mystery buyer 
  who’s tempting them into self-destruction, but 
  who’d buy spectrox and battery acid in such 
  magnificent bulk? More to the point, what’s 
  next on their shopping list?
  •	
  The Harvest Rangers are wonderful characters, 
  each distinct and interesting, yet, due to the 
  brevity of their appearance, tantalisingly 
  underexplored. As far as they know, they’ve 
  indirectly 
  condemned 
  a 
  lost 
  family 
  to 
  gruesome melty death. A shrewd and slightly 
  manipulative Doctor could play on that seed of 
  guilt if necessary, and recruit them to join his 
  investigation – because this is eco-vandalism, 
  pure and simple, and the Doctor’s not likely to 
  let it keep happening.
  MADGE ARWELL
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  2
  A devoted mother and terrible driver, Madge is 
  crippled by the news of her husband’s death, but 
  will not to let it ruin Christmas for her children. 
  Smart, tough, and occasionally a little crafty, 
  Madge Arwell is the strong mother the Androzani 
  trees need to guide them home. A woman of 
  sensible precaution, she carries a pistol about 
  her person, and is willing to use it if necessary.
  SKILLS
  Marksman 2, Subterfuge 3, Transport 2.
  TRAITS
  Brave: She’s remaining strong for her children.
  Eccentric: She is known to be slightly dotty.
  Empathic: Madge has a reputation for taking in 
  waifs and strays.
  Indomitable: She survives it all with a stiff upper 
  lip.
  Owed Favour: She saved the Doctor, and he has 
  not forgotten his debt.
  Run for your Life!
  True Connection: Her husband, Reg.
  TECH LEVEL: 4 
  STORY POINTS: 5
  HARVEST RANGERS
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  3
  SKILLS
  Athletics 1, Convince 2, Fighting 3, Marksman 3, 
  Medicine 2, Subterfuge 2, Technology 4, 
  Transport 4.
  TRAITS
  Obligation (Minor – Harvester Corporation)
  EQUIPMENT: Hand Scanner (detection includes 
  weapons and artron energy, interference from 
  natural fabrics), Ranger Gun (3/7/10), Body 
  Armour 5
  TECH LEVEL: 8 
  STORY POINTS: 1-3
  THE DOCTOR, THE WIDOW AND THE WARDROBE
  
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  ANDROZANI TREES
  They can craft devices that connect humans to 
  their network, and can actually speak through 
  a connected human, but even then they have 
  difficulty with concepts and symbols.
  Precognition: As well as having a psychic network, 
  the trees have access to some degree of limited 
  precognition. The trees encountered by the Doctor 
  and the Arwell family said their arrival had been 
  foretold.
  Psychic
  Special – Woodshaping: They can shape wood into 
  almost anything, including shiny baubles, walking 
  statues, convincing replicas of stone and metal, 
  elaborate carvings, and ships that can enter the 
  time vortex. They reside within trees, but should 
  danger threaten they rise up like lights, looking for 
  a new living host to carry them to safety.
  Unadventurous
  Vortex: To escape a threatened forest, the energy 
  forms abandon their wooden shapes and create a 
  ship that can carry them into the time vortex. They 
  then seek out a new home on a different planet in 
  another place and time and seed a new forest to 
  begin again. However, they cannot make it through 
  the trip alone, they need a human (or equivalent) 
  to carry their collective psychic essence in her 
  head. (The best carrier is a mother, while males 
  are more or less unsuitable for this job.)
  Weakness (Major): Cannot communicate without 
  intermediary.
  STORY POINTS: 4-6
  AWARENESS
  6
  PRESENCE
  5
  COORDINATION
  -
  RESOLVE
  5
  INGENUITY
  5
  STRENGTH
  -
  The name ‘Androzani Trees’ is somewhat misleading: 
  they aren’t from Androzani. That’s just what people 
  from Androzani call them as they melt them down into 
  battery acid. They aren’t exactly trees, either. The trees 
  are just convenient shells for a collectively-intelligent 
  species of eternal time-travelling energy forms with 
  technology based on the manipulation of living wood. 
  Also, they’re a wee bit psychic. 
  SKILLS
  Convince 4, Craft 6, Knowledge 2, Survival 6.
  TRAITS
  Alien
  Hypnosis: When they needed a human to aid them 
  in moving from planet to planet, they needed that 
  person to co-operate with them. A mild form of 
  hypnosis was used to fascinate the target, hold them 
  still long enough for a communication device to be 
  placed on their head. The “stronger” the target, the 
  more they were affected by this hypnosis effect.
  Immaterial
  Networked: The trees share a psychic network. 
  Anything that happens in the forest can be sensed by 
  the collective – there are no secrets among the trees. 
  Communicating with others isn’t so easy, however. 
   ANDROZANI HARVESTER
      
  By the 54th century, the people of Androzani Major identified a variety of tree 
  as the greatest energy source in the universe. Calling these “Androzani Trees” 
  to represent their claim on the species, they set up massive tree farming 
  operations across multiple worlds, finding or cultivating forests and then 
  melting them down with satellite-delivered acid rain. They worked the forests 
  using Androzani Harvesters, semi-automated machine platforms that towered 
  above the treetops on three hydraulic legs. Harvesters walk through the forests 
  with a three-legged gait that is ungainly but avoids entanglements with the 
  foliage. It is crewed by three Harvest Rangers, each with their own comfortable 
  swivel chair in the cockpit. (The cockpit is accessed via a lift in the platform’s 
  foot.) Not every crew member has completed the years of training needed to be 
  qualified to drive. Driving an Androzani Harvester across an open, flat surface is 
  a Tricky task, Difficulty 15. Driving through a forest is a Hard task, Difficulty 18.
  Armour 6     Hit Capacity 24     Speed 8
  
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  ‘You’re going to fire me at a planet? That’s your 
  plan? I get fired at a planet and expected to fix it.’
  B  SYNOPSIS
  The Dalek Asylum, The Future
  In the ruins of Skaro, the Doctor met with Darla, a 
  young woman who had sent him a message. She 
  wanted his help rescuing her daughter Hannah from 
  a Dalek prison camp. The Doctor was suspicious; 
  rightfully so, as she was a Dalek Puppet and shot the 
  Doctor. The Doctor had been acquired.
  At a photoshoot, on Earth, Amy was modelling for 
  the camera. She was interrupted by Rory, who had 
  brought her divorce papers to sign. As the make-
  up girl applied make-up, an eyestalk emerged 
  from her head. Amelia Pond had been acquired. As 
  Rory got on a bus to go home, an eyestalk emerged 
  from the driver’s forehead too. Rory Williams had 
  been acquired.
  Rory and Amy woke up on the floor of a circular 
  room. They looked out of the window to see a 
  fleet of Dalek saucers. The door opened and the 
  Doctor was brought in by a Dalek escort. The 
  ceiling opened and the floor lifted them up into the 
  middle of an auditorium, Daleks all around them. 
  The Parliament of the Daleks. The Dalek Prime 
  Minister told him he was here to save the Daleks. 
  All of the other Daleks joined in the chorus of “Save 
  the Daleks.”
  Elsewhere a music box played Carmen as Oswin 
  nailed planks over a round door. From outside, the 
  sounds of Daleks attempting to get in could be heard.
  Back at the Parliament, Rory and Amy discussed 
  what the Doctor was up to. He had chosen the most 
  defensible area of the room, counted all of the Daleks, 
  counted all of the exits, and had now worked out that 
  Amy and Rory were standing apart and begun to 
  worry. The Dalek saucer arrived at its destination: 
  the Dalek Asylum. 
  The Dalek Asylum was where the Daleks kept all the 
  Daleks that had gone wrong, but they could not kill 
  them as they found the concept of such divine hatred 
  to be beautiful; the Doctor was sickened by this. Darla 
  told him that the Asylum was fully automated and 
  there were uncounted millions of Daleks in there, all 
  armed. She then played the Doctor a signal that was 
  being received from the heart of the Asylum: it was a 
  broadcast of Carmen. The Doctor tracked the signal 
  back and tried talking to whoever was sending it – 
  Oswin Oswald, junior entertainment officer, starship 
  Alaska. She told him the starship had crashed into 
  the planet a year ago and she had been keeping 
  Daleks out every since, making soufflés. 
  The Doctor explained that because a starliner had 
  crashed into the Asylum, someone had got in; and 
  if someone had got in, then everything could get 
  out. The Supreme Dalek said that the Asylum must 
  be cleansed, but the forcefield was impenetrable; 
  it could only be turned off from inside the Asylum. 
  ASYLUM OF THE DALEKS
  ASYLUM OF THE DALEKS
  
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  The Doctor said that a small taskforce of Daleks 
  could sneak in; but the Daleks were all too scared. 
  The Supreme Dalek said that the Doctor would be 
  sent down, that he would have to turn the forcefield 
  off because he would have no other means of escape. 
  A Dalek Puppet placed a wristband on the Doctor’s 
  wrist, to protect him from the nanocloud. He would 
  then be fired at the planet by gravity beam, along 
  with his companions, to fix it. The Doctor, Amy and 
  Rory were pushed into the gravity beam.
  Amy landed in a snow drift. A man in white thermals 
  ran over to help her; he introduced himself as Harvey 
  and followed her as she went to look for Rory. The 
  Doctor landed over the ridge, and several eyestalks 
  popped out of the snow to watch him. Oswin spoke 
  to him and explained that she had hacked the 
  Dalek technology. She said she was somewhere 
  underground. 
  Harvey led them to where the other gravity beam 
  had come down, right into a shaft leading deep 
  underground. He explained that the escape pods 
  from the Alaska had crashed two days ago, not 12 
  months as Oswin had said. Inside the escape pod 
  the crew were all desiccated corpses, freaking 
  Harvey out; he had just spoken to them, but the 
  Doctor’s scans suggested they had been dead for 
  much longer than that. Harvey then remembered 
  that he had died outside and the cold had preserved 
  his body; an eyestalk popped out of his head and 
  the Doctor and Amy pushed him through a door. 
  The Doctor explained that there was a Nanocloud 
  in the Asylum, which automatically processed any 
  organic matter, living or dead, into a Dalek Puppet 
  unless it was wearing a wristband. Living or dead, 
  like the corpses. The skeletons began to move, the 
  Doctor and Amy fled into the cockpit. Oswin scanned 
  it and found a breach in the floor. As they prepared to 
  escape, the Doctor asked Amy about her and Rory; 
  Amy explained it wasn’t something that he could 
  fix, that it was just life. The Doctor noticed that the 
  skeletons were waving something on the security 
  monitor – Amy’s wristband.
  In the Asylum, some greenish goo dripped on 
  Rory’s face, waking him up. He was surrounded by 
  inanimate Daleks. As he backed away, the Daleks 
  began to slowly wake up. They started shooting and 
  Rory fled. Oswin told him to run for the door at the 
  end of the corridor, shutting it behind him. 
  The Doctor and Amy climbed down the ladder and 
  into the Asylum, where the Doctor explained that the 
  Nanocloud was already converting Amy – he knew 
  because they had had the same conversation four 
  times already. He sniffed the air, leaving Amy for a 
  moment before asking Oswin why he could never see 
  her. She directed him to a door to his left, explaining 
  that she had put Rory somewhere safe. 
  Amy staggered off on her own, seeing a room 
  filled with people dressed in formal evening 
  wear and dancing elegantly. She began to dance 
  too. The Doctor found her, telling Amy that the 
  Nanocloud had altered her perception, that they 
  were really Daleks she was dancing with. As 
  they ran, the skeletons from the escape pod 
  climbed down too. A Dalek without a gun 
  stopped the Doctor. The Doctor told it to 
  identify him and asked it what its orders 
  were; it identified him as the Predator, and 
  the Predator must be destroyed. But the 
  Dalek had no weapon, so it started to self 
  destruct instead. The Doctor lifted its lid 
  and fiddled about inside, and the Dalek 
  reversed backwards at speed, before 
  exploding in a chamber filled with 
  other Daleks. 
  Rory heard the explosion and rushed 
  in, finding the Doctor carrying an 
  unconscious Amy towards him. He laid 
  her down on the teleport pad as Rory 
  rushed over to wake her. He asked if 
  she remembered him and she slapped 
  him; she remembered him. The Doctor 
  asked Oswin why she was OK, but she 
  put it down to being a genius, to hacking 
  the Dalek Asylum. But that wasn’t what 
  really worried the Doctor – he wanted to 
  know where she got the milk for her soufflés. 
  The Doctor had come up with a clever plan: 
  he had to neutralise the Daleks in the Asylum, 
  rescue Oswin from the wreckage, escape from 
  the planet and fix Amy and Rory’s marriage. The 
  Doctor wanted Oswin to drop the forcefield, then he 
  would use the teleport pad to beam them all off the 
  planet and back onto the Dalek saucer. The Doctor 
  explained he’d wait for Oswin, but she said he had to 
  come and get her. He told Rory to look after Amy, to 
  keep her focused to stop the conversion.
  Rory told Amy he was going to give her his wristband; 
  the Daleks subtracted love and replaced it with hate, 
  and he knew he loved Amy more than she loved him. 
  Amy explained that she knew Rory wanted kids, 
  and that she could no longer have them; she hadn’t 
  kicked him out, she’d given him up. Rory went to give 
  
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  her his wristband, but she was already wearing one; 
  the Doctor had given her his. He didn’t need one.
  The Doctor went to find Oswin, but she warned him 
  that he would have to go through intensive care. 
  This was where all the Daleks that had survived the 
  Doctor were kept. As he entered, they all woke up 
  and started to close on the Doctor. The Doctor yelled 
  for Oswin to hurry up and open the door. Suddenly 
  the Daleks stopped and wandered off. Oswin had 
  hacked into their telepathic web and mass deleted 
  any information connected with the Doctor. 
  The door opened and the Doctor turned to meet 
  Oswin. He asked her if it looked real, where she was. 
  She replied it was real, but the Doctor explained 
  she’d dreamt it for herself because the truth was too 
  terrible. She was a Dalek. The Daleks hadn’t turned 
  her into a Puppet, but fully converted her. She tried 
  to exterminate the Doctor, but he persuaded her to 
  stop. She lowered the forcefield and told him to “run 
  you clever boy. And remember.” 
  The Doctor ran back to the teleport pad, where Amy 
  and Rory were kissing, and teleported them all back 
  to the Dalek ship, just as the Asylum was destroyed. 
  The Daleks identified an incoming teleport and 
  prepared to defend themselves, but nothing 
  appeared. The Doctor poked his head out of the 
  TARDIS door and explained that he had a really good 
  aim with a teleport. The Daleks did not recognise the 
  Doctor, however, asking him to identify himself. The 
  TARDIS dematerialised as he took Amy and Rory – 
  together again – home.
  CONTINUITY
  •	
  Since the emergence of the New Dalek Paradigm 
  (see Victory of the Daleks on pg. 65) the Daleks 
  have been busy, building a new Dalek Empire led 
  by the Parliament of the Daleks. 
  •	
  The Daleks have requested help from the Doctor 
  before (see The Evil of the Daleks in The Second 
  Doctor Sourcebook). 
  •	
  This is not the first time the Doctor has 
  encountered nanogenes rewriting people into 
  something else (see The Empty Child/The 
  Doctor Dances in The Ninth Doctor Sourcebook). 
  •	
  The Daleks have converted humans to Daleks 
  on many occasions in the past (see The Evil of 
  the Daleks in The Second Doctor Sourcebook, 
  Revelation of the Daleks in The Sixth Doctor 
  Sourcebook, The Parting of the Ways in The 
  Ninth Doctor Sourcebook and Daleks in 
  Manhattan in The Tenth Doctor Sourcebook). 
  •	
  The Daleks in intensive care are survivors of the 
  Doctor – specifically from Aridius and Kembel 
  (see The Chase and The Daleks’ Master Plan 
  in The First Doctor Sourcebook), Vulcan (see 
  The Power of the Daleks in The Second Doctor 
  Sourcebook), Spiridon and Exxilon (see Planet 
  of the Daleks and Death to the Daleks in The 
  Third Doctor Sourcebook). 
  •	
  The Doctor boasts that he’s great at teleports – 
  something Rose commented on previously (see 
  Boom Town in The Ninth Doctor Sourcebook). 
  •	
  Mickey Smith once deleted all information about 
  the Doctor from the Internet, much like Clara 
  does with the Dalek Pathweb (see World War 
  Three in The Ninth Doctor Sourcebook).
  ASYLUM OF THE DALEKS
  
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  B  RUNNING THE ADVENTURE
  This adventure firmly falls into the category of 
  ‘wastes no time in getting started.’ The characters 
  are swept up into the action without a say so, and 
  before they know it they’re being fired at a planet full 
  of mad Daleks.
  The Doctor’s clever plan seems like a good path to 
  follow, in no particular order, the problems facing 
  the players are: 
  •	
  Neutralise the Daleks in the Asylum.
  •	
  Rescue Oswin from the wreckage
  •	
  Escape from the planet
  •	
  Fix Amy and Rory’s marriage
  NEUTRALISE THE DALEKS IN THE ASYLUM
  This was not just the Doctor’s plan, but also the 
  reason that the Daleks sent him down there too. Over 
  the course of the adventure, the Daleks are dealt 
  with in a number of different ways, from tricking 
  them into self destructing to sneaking past them to 
  plain, old fashioned running away.
  The ultimate way they are dealt with, of course, 
  is by Oswin lowering the forcefield protecting the 
  planet (so the Dalek fleet could blow them all up) 
  and hacking into their computers so they’d forget the 
  Doctor ever existed (thereby allowing him to escape).
  RESCUE OSWIN
  A new twist is placed on this adventure by the 
  presence of an unseen ally on the inside, who is 
  guiding and advising the characters as they go. In 
  this case, it’s Oswin, hacking into the Daleks’ system 
  to aid the Doctor. It’s an archetypal set-up we’ve 
  seen before, as a lone hacker off-screen aids the on-
  screen protagonists infiltrate their target, disabling 
  security cameras, opening doors and shouting 
  warnings as the guards approach. 
  It’s also something you can try in your game too, but 
  rather than have the character of Oswin played by 
  another player (which can work, although you might 
  want to give them more things to do than just bake 
  soufflés and make Ingenuity + Technology rolls), 
  why not have her as a non-player character, who the 
  players can call upon using Story Points. Need a map 
  of the area? Spend a Story Point, call Oswin for help. 
  Problem with a room full of Daleks? Spend a Story 
  Point, get Oswin to open some doors to get you past. 
  Of course, in this adventure Oswin can’t be saved – it’s 
  too late, she’s already a Dalek. But in your adventure, 
  maybe your players can do what the Doctor couldn’t?
  ESCAPE FROM THE PLANET
  The plan the Doctor concocts to escape from the 
  planet is to lower the forcefield, then to boost the 
  power of the teleport pad to teleport them to the only 
  ship in range – back up to the Dalek saucer – before 
  the Dalek fleet pulverises the Asylum. Both require 
  an Ingenuity + Technology roll (Difficulty 15), but the 
  twist is that two separate characters will need to 
  make the roll or else they’ll be blown to smithereens.
  The players might come up with their own plan, of 
  course. There is a crashed starliner on the planet; 
  perhaps there’s something in that to help them 
  escape?
  FIX AMY AND RORY’S MARRIAGE
  One of the beautiful parts of this adventure is its 
  juxtaposition between the hazards of life with the 
  Doctor, and the hazards of life in a relationship. Just 
  as much as the story is about escaping from the 
  Dalek Asylum or rescuing Oswin, it’s about Amy and 
  Rory’s failing marriage – and whether it can be fixed. 
  This is a fantastic way to explore relationship issues 
  – or other personal problems – your own characters 
  might be facing. Rather than focus on this issue in a 
  
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  regular, safe environment, by transporting it into an 
  alien, hazardous situation it is made to stand out all 
  the more. In lieu of normal life, the focus on the issue 
  at hand is all the more apparent. 
  The key to solving the adventure’s central dilemma 
  might be bound up in the personal issue too – the 
  characters can only escape from the Dalek Asylum 
  by saving Amy and Rory’s marriage. This might be 
  a bit heavy handed, however. So instead, as it was 
  here, the issue might instead be solved as a result 
  of the adventure’s journey – because of the perils 
  the adventure has put them through, Amy and Rory 
  realise how much they do love each other.
  GRAVITY BEAM
  The Gravity Beam was a one-way mode of 
  transport employed by the Daleks to rapidly 
  deploy from their saucers to a planet, and it 
  was able to circumvent forcefields. It was also 
  used to fire the Doctor at the Dalek Asylum, in 
  the hope that he would solve the problem for 
  them.
  Traits: Teleport, Special – Circumvents 
  Forcefields, Restriction (One-way).
  DALEK NANOCLOUD
  The air of the Dalek Asylum is suffused with micro-
  machines, robots the size of molecules, nanogenes. 
  This Nanocloud automatically processed any organic 
  matter – living or dead – into a Dalek Puppet, 
  rewriting a body at a genetic level without them even 
  noticing. Physical changes – eyestalks, gunsticks, 
  would come in time, but the process would start 
  by changing the victim’s feelings, their memories. 
  They would begin to forget recent conversations and 
  events, repeating the same thing over and over or not 
  remembering how they had got where they were.
  Conversion by the Nanocloud is treated as an extended 
  mental conflict, in a similar way to possession (see 
  Being Possessed in the Doctor Who Roleplaying 
  Game Core Rulebook). At dramatically appropriate 
  intervals determined by the Gamemaster – once a 
  scene, perhaps, or every round, the character must 
  make a Resolve + Ingenuity rolls opposed by the 
  Nanocloud’s Resolve + Convince (as a Dalek). 
  Each time they fail, they suffer mental damage as 
  normal, losing a piece of themselves each time. Once 
  their Resolve is reduced to 0, they will begin to notice 
  the side effects of conversion – their perception 
  will be altered, they will start to act against their 
  companions or they will pass out. Once three stats 
  are reduced to 0, the conversion is irreversible; they 
  have been physically converted into a Dalek Puppet 
  and will be utterly in thrall to the Daleks. That’s 
  usually the point at which an eyestalk bursts from 
  their forehead and they begin to shout “exterminate”, 
  but their new masters might have subtler uses for 
  them… for now. 
  Sometimes, just occasionally, an especially strong-
  willed individual – such as Tasha Lem – might be 
  able to regain Resolve after conversion is complete, 
  restoring their personality through sheer willpower 
  alone. Such an outcome requires the expenditure of 
  Story Points; but surely, if they had any Story Points 
  left, they wouldn’t be in quite this predicament in the 
  first place now, would they?
  NANOCLOUD WRISTBAND (MINOR GADGET)
  Traits: Immunity (Nanocloud).
  Story Points: 1
  FURTHER ADVENTURES
  •	
  The Doctor commented that if something could 
  get on to the planet, then might something also 
  get out? What if it wasn’t a Dalek that escaped, 
  but some of the Asylum’s Nanocloud – every bit 
  as crazy as the Daleks interred there. Spreading 
  amongst the crew of a Dalek saucer like an 
  infection, driving the Daleks and their Puppets 
  mad. The Daleks, confronted with a terrifying 
  outbreak of madness in their own ranks, might 
  just have need to call on the Doctor once again… 
  •	
  What happened to the Alaska, to make it crash 
  into the planet? And might most of its crew be 
  saved before it’s too late? With a time-echo of 
  Clara onboard, anything’s possible…
  ASYLUM OF THE DALEKS
  
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  ‘What sort of man doesn’t carry a trowel?’
  B  SYNOPSIS
  Silurian Ark, AD2367
  The Doctor visited the Indian Space Agency to 
  learn about a strange craft approaching Earth. In 
  six hours, the ISA would send missiles to destroy it 
  as a potential threat. Keen to learn more about the 
  ship, the Doctor gathered a team composing Queen 
  Nefertiti from 1334 BC, big game hunter John 
  Riddell from AD 1902, and the Ponds, 10 months 
  after last seeing them. In his haste to collect the 
  Ponds, Rory’s father Brian was accidentally swept 
  up along with them. Aboard the ship, the Doctor 
  and his gang encountered a pair of dinosaurs. 
  They hid, and the beasts – ankylosaurs – stomped 
  away. Looking at a shipboard computer, the Doctor 
  accidentally instructed the ship to teleport himself, 
  Rory and Brian down to the engine room, leaving 
  Amy, Riddell and Nefertiti behind.
  The Doctor, Rory and Brian appeared on a giant 
  stormy beach, but they quickly realised there was 
  a metal floor beneath the sand and found computer 
  screens in the rocks. They were actually in a gigantic 
  engine room. Harried by pterosaurs, they ran to 
  hide in a cave, and met two humanoid robots coming 
  the other way. The robots imprisoned the trio and 
  marched them away. On the way they befriended a 
  triceratops, thanks to the tasty golf balls in Brian’s 
  pocket. Meanwhile Amy, Nefertiti and Riddell 
  explored the dinosaur-populated ship. Amy found 
  her way into some data records and discovered they 
  were on a Silurian ship that had fled the destruction 
  of Earth, bringing 50 different species of dinosaurs 
  along with them. However, they found no sign of 
  Silurian life. Digging deeper, Amy discovered that 
  there was another ship on board.
  The robots brought the Doctor, Rory and Brian to this 
  ship, which (like the robots) belonged to Solomon. 
  Only the Doctor was allowed inside, where Solomon 
  introduced himself and revealed he was badly injured 
  after an encounter with some raptors. He wanted 
  medical help. When the Doctor asked where he had 
  gathered the dinosaurs, he didn’t answer and then 
  instructed his robots to harm Brian to deflect further 
  questions.
  As the Doctor tended to Solomon’s injuries, Amy 
  called Rory via superphone and told them what 
  she’d learned. The Doctor confronted Solomon, and 
  he admitted that he had tricked the Silurians into 
  allowing him on board, then ejected them from the 
  ship in order to sell the dinosaurs. Unfortunately, 
  he wasn’t able to pilot the ship, and it maintained its 
  course for Earth.
  The Doctor, Rory and Brian fooled the robots and 
  escaped Solomon’s ship. They climbed on to the 
  triceratops and rode it away from the robots. 
  However, the ship was contacted by the Indian Space 
  DINOSAURS ON A SPACESHIP
  
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  Agency, who announced they were preparing to 
  launch the missiles.
  Solomon confronted the Doctor. His detection 
  systems had identified that Queen Nefertiti was on 
  board, and he knew she would be incredibly valuable 
  cargo. He offered to let everyone else live if Nefertiti 
  was given up to him. He killed the triceratops to 
  show he was serious. The Doctor refused, but Queen 
  Nefertiti, Amy and Riddell appeared to join them. 
  Nefertiti would not be dissuaded: she went over to 
  Solomon.
  With 17 minutes before the missiles hit, the Doctor 
  devised a plan to turn the ship around. The ship’s 
  controls could only be operated by two individuals 
  from the same gene chain. Brian volunteered himself 
  and Rory for this duty. While they tried to get the ship 
  as far away from Earth as possible, Amy and Riddell 
  held off some raptors using stun guns, while the 
  Doctor extracted the signal core of the Silurian ship.
  The Doctor magnetised Solomon’s ship so it could 
  not leave, then teleported aboard and shorted out 
  the robots. Solomon threatened to kill Nefertiti but 
  the Queen overpowered him. Then the Doctor left the 
  signal core in Solomon’s ship, ignoring Solomon’s 
  desperate offers of reward for saving him, and 
  released the magnetic hold. Solomon’s ship burst 
  away, and the missiles from Earth homed in on it 
  and destroyed it. The Doctor set about re-homing 
  the dinosaurs, taking them to a new planet, Siluria. 
  Nefertiti joined Riddell on his next hunt. Amy and Rory 
  returned home for another break from adventures 
  through time and space. Brian was inspired by the 
  adventure to begin travelling around the world.
  CONTINUITY
  •	
  The Doctor last encountered dinosaurs when 
  they invaded London (Invasion of the Dinosaurs, 
  in The Fourth Doctor Sourcebook).
  •	
  This is one of many occasions where the Doctor 
  has received a message through his Psychic 
  Paper (most recently in Night Terrors, see 
  pg. 150), although in this case it appears he is 
  actually subscribing to news updates.
  •	
  The Doctor’s efforts to scrub himself from 
  history have been remarkably effective, as 
  Solomon’s IV device cannot identify him.
  •	
  Just before the beginning of this adventure, the 
  Doctor helped Queen Nefertiti repel an attack by 
  weapon-bearing giant alien locusts. It all went 
  rather well.
  B  RUNNING THE ADVENTURE
  This adventure is an example of a simple, 
  straightforward 
  mystery. 
  Questions 
  present 
  themselves: why are there dinosaurs on a spaceship? 
  Why are we on a beach? Where are the ship’s crew? 
  I.V. SYSTEM (MAJOR GADGET)
  This system (IV is for “identifying value”) is a sophisticated scanner linked to an extensive, constantly 
  maintained database of staggering depth. The device catalogues nearly everything that is or ever was, 
  and estimates a market value for the item. Simply by scanning something (a process taking only a 
  momentary burst of flickering purple light), the user can see what it could be sold for.
  Traits: Networked, Scan.
  Story Point: 2
  DINOSAURS ON A SPACESHIP
  
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  But none of these questions are difficult to answer. 
  There are no red herrings, there is no trail of clues. 
  Straightforward investigation – asking the obvious 
  questions and simply looking around – provides the 
  answers. This kind of mystery can be very satisfying 
  in play, because the players get to wonder at the 
  questions but then experience the joys of making 
  progress and uncovering answers. A simple mystery 
  is also an excellent way to draw the players into the 
  adventure while you set up something else – in this 
  case, a battle of wits with a very bad man.
  OUTWITTING WICKEDNESS
  This is one of the rare cases in which the Doctor 
  encounters a truly wicked individual. Often the 
  enemies he faces are mad or misled, or members 
  of aggressive species like the Daleks. Solomon, 
  however, is a human being who just happens to be 
  utterly villainous. The adventure is really a battle of 
  TYRANNOSAURUS MOTHER
  AWARENESS
  4
  PRESENCE
  -
  COORDINATION
  3
  STRENGTH
  12
  SKILLS
  Bite 3, Hunt 3.
  TRAITS
  Armour (5)
  Fear Factor 2
  Huge* (Major)
  Natural Weapon (Minor) - Teeth: (7/14/21).
  Run For Your Life
  * +2 to be hit and +4 to be seen, +1 to Speed
  STORY POINTS: 0
  YOUNG TRICERATOPS
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  2
  STRENGTH
  10
  SKILLS
  Impale 2, Play 2.
  TRAITS
  Huge* (Minor)
  Natural Weapon (Minor) - Horns: (6/12/18).
  Tough
  * +2 to be hit and +4 to be seen, +1 to Speed
  STORY POINTS: 4
  ENFORCER ROBOT
  AWARENESS
  4
  PRESENCE
  1
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  8
  Solomon had two of these robots 
  under his control, having purchased 
  them on Illyria Seven. They claim to 
  have been operative for two thousand 
  years, and have deteriorated in 
  that time. The two robots, with 
  imperfect AI, squabble and 
  bicker constantly.
  SKILLS
  Fighting 3, Marksman 4, Medicine 2, 
  Technology 3.
  TRAITS
  Armour (10)
  Eccentric
  Networked: The two robots are joined 
  together, mentally speaking.
  Robot
  Slow
  EQUIPMENT: Laser (3/6/9)
  TECH LEVEL: 6 
  STORY POINTS: 0
  
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  wits with an extremely nasty individual. If you want to 
  feature a similar contest in your adventure, there are 
  a few things to keep in mind:
   
  •	
  Make sure your villain does some nasty things. 
  The old advice applies here: show, don’t tell. 
  It doesn’t matter what reputation your villain 
  has, or even if they wear a necklace of skulls, 
  the description isn’t enough. They need to 
  act! Have them do nasty things that directly 
  affect the characters. Harming innocents is a 
  good standby; Solomon hurts Brian, threatens 
  Nefertiti, and slaughters a friendly dinosaur. If 
  you do this, the players will quickly figure out 
  that your villain is both wicked and effective.
  •	
  Make sure your villain has the upper hand. Right 
  from the start, the players must find themselves 
  in a bad situation with no obvious way out other 
  than to jump through whatever hoops the villain 
  has prepared. This is an uncommon beginning 
  for the Doctor’s adventures – he often enters 
  situations on his own terms and with several 
  aces up his sleeve, but don’t let that happen here.
  •	
  Ensure your villain has support. They should 
  have some reliable henchmen (or henchbots), 
  at least, and maybe a few other tricks they can 
  call upon if things get tricky. Your players will 
  come at the villain from a variety of directions, 
  and villains without support will be exposed and 
  overcome swiftly.
  •	
  Remember that the villain has Story Points. 
  Give them a large pool of points and spend them 
  liberally. Turn their failed rolls into successes. 
  Cut off player escape routes, produce the right 
  weapon at the right time, even anticipate player 
  actions and counter them. Try not to simply block 
  or shut down player actions, as that will just be 
  frustrating. Instead, try to deflect or divert those 
  actions so they still have some small effect on 
  the game. Just remember to play fair with your 
  Story Point pool!
  FURTHER ADVENTURES
  •	
  The Doctor took the surviving dinosaurs to 
  a planet he named Siluria. This would be an 
  exciting world to visit, simply for the joy of seeing 
  dinosaurs thriving in a natural environment. If 
  the planet’s occupants became widely known,
  JOHN RIDDELL
  AWARENESS
  5
  PRESENCE
  4
  COORDINATION
  5
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  4
  A big game-hunter who, in 1901 and 1902, had 
  some adventures with the Doctor. His charm was 
  leavened with chauvinism, but battling dinosaurs 
  alongside Amy Pond and Queen Nefertiti gave 
  him a clear lesson in the foolishness of those 
  attitudes. 
  SKILLS
  Athletics 4, Fighting 4, Marksman 5, Medicine 2, 
  Subterfuge 3, Survival 4.
  TRAITS
  Attractive: The ladies swoon over Riddell.
  Brave: He’s not afraid to put himself in danger.
  Charming
  Quick Reflexes
  Weakness: Riddell is overconfident in his own 
  abilities.
  EQUIPMENT: Hip Flask, Hunting Rifle (3/6/9), 
  Stun Gun (damages Resolve – 2/5/Knocked Out)
  TECH LEVEL: 4 
   STORY POINTS: 7
  DINOSAURS ON A SPACESHIP
  
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  QUEEN NEFERTITI
  AWARENESS
  5
  PRESENCE
  6
  COORDINATION
  4
  RESOLVE
  6
  INGENUITY
  4
  STRENGTH
  3
  The Lady of the Two Lands, wife of the Great King 
  Amenhotep, Queen Nefertiti of Egypt. She is one 
  of the most famous women in history, and brooks 
  no insolence or interference. Yet she is not 
  frivolous or cruel, and can be generous to those 
  who learn from their mistakes.
  SKILLS
  Athletics 2, Convince 5, Fighting 3, Knowledge 2, 
  Marksman 3, Medicine 2, Science 2, Subterfuge 5, 
  Survival 4, Technology 5.
  TRAITS
  Attractive
  Brave
  Code of Conduct: Nerfetiti abides by a strict code 
  of honour and nobility. Do not try to talk her out 
  of it.
  Friends – the Doctor
  Indomitable
  Voice of Authority: She is – and acts like – a 
  queen.
  TECH LEVEL: 2 
   STORY POINTS: 8
  SOLOMON THE TRADER
  AWARENESS
  5
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  5
  STRENGTH
  1*
  *Normally 3
  A ruthless pirate and profiteer, 
  Solomon roams the nine galaxies 
  seeking opportunities to make 
  a profit. After being injured by 
  dinosaurs, he was killed when 
  ISA missiles homed in on his 
  ship and destroyed it.
  SKILLS
  Convince 2, Fighting 4, 
  Knowledge 4, Marksman 3, 
  Subterfuge 5, Technology 2, 
  Transport 3.
  TRAITS
  Adversary (Major): Solomon 
  has left a trail of blood 
  behind him. Many people, 
  some of them powerful, 
  would happily ruin him if they 
  had the chance.
  Indomitable
  Psychic Training: He can see 
  through the Doctor’s tricks.
  Selfish
  Sense of Direction
  Tough: He’s not going to let a raptor 
  bite put him down.
  TECH LEVEL: 6 
   STORY POINTS: 12
  however, then it would quickly become a focus 
  of galactic interest. Dinosaurs are very valuable 
  trade items, so poachers would be quick to 
  descend. Human scientists would be desperate 
  to witness surviving dinosaurs, so research 
  expeditions would be mounted from Earth or its
  colonies. Thrillseekers and tourists would also 
  relish the chance to visit Siluria.
  •	
  Any revived Silurians would be eager to visit 
  Siluria, and perhaps to claim it as theirs by right 
  as their dinosaur cousins were first arrivals. 
  An intense struggle could develop as other 
  interests try to keep free access to Siluria (or to 
  develop and exploit it). Meanwhile, the Silurians 
  themselves could be riven with internal disputes 
  as some factions would resist settling for an 
  alien world when the Earth is their true home.
  
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  ‘America’s the land of second chances. We called this 
  town Mercy for a reason.’ 
  B  SYNOPSIS
  Mercy, Nevada, 1870
  The Doctor, Amy and Rory arrived in the town of 
  Mercy. The small town of 81 people was surrounded 
  by a crude border made of stones and lumps of wood, 
  and signs warning outsiders to stay away. Curious, 
  the trio entered the town. The townsfolk kept their 
  distance. The Doctor spotted electric streetlamps 
  and noted this technology shouldn’t have been in 
  place for another decade.
  The Doctor announced himself in the saloon and the 
  reaction was dramatic. Everyone got to their feet 
  and the undertaker measured him up for a coffin. 
  A young townsman named Walter asked the Doctor 
  if he was an alien, and when he confirmed this, the 
  townsmen swept him up and dumped him outside 
  the town border. They held him at gunpoint and 
  waited. Down from the hills came a sinister cyborg 
  Gunslinger, closing on them swiftly in a series of 
  short teleporting hops.
  Before the Gunslinger could get too close, Isaac the 
  town Marshal intervened. He knew the Doctor was 
  not the alien doctor the Gunslinger was hunting. 
  The Doctor crossed back across the barrier and the 
  Gunslinger went away.
  In his office, Isaac filled the trio in on the problem. 
  They had been under siege for three weeks. The 
  Gunslinger had created the border line and was 
  policing it fiercely, demanding the town hand over 
  the alien doctor. The Doctor deduced that there was 
  in fact another alien doctor in town and Kahler-Jex 
  presented himself, saying he had crash landed here 
  and decided to stay. Isaac confirmed Jex had helped 
  them a great deal, including rigging up the electric 
  lights, which used his ship as a power source. Jex 
  had become a friend, and Isaac would not allow him 
  to be handed over to the Gunslinger.
  The Doctor decided to retrieve the TARDIS then use it 
  to evacuate the town. To reach the TARDIS, however, 
  he had to outmanoeuvre the Gunslinger. The Doctor 
  rode out on the preacher’s horse while Rory and 
  Isaac ran ahead on foot, serving as a distraction for 
  the Gunslinger. On his ride the Doctor came across 
  Jex’s ship and stopped to look at it. He was surprised 
  to find it undamaged. Onboard files revealed Jex’s 
  dark secret: his involvement in the horrific work of 
  creating cyborgs for war. The Gunslinger confirmed 
  to the Doctor that he sought Jex’s death.
  Back in Mercy, Jex detected the Doctor’s intrusion 
  into his ship. Deciding it was time to leave, he pulled 
  a gun on Amy and prepared to use her as a hostage. 
  Isaac appeared behind him and held him at gunpoint 
  as well, saving Amy. Soon after this the Doctor 
  returned, and in a fury he revealed to all that Jex was 
  a murderer. Jex refused to repent, for his actions 
  had ended the war in a week. The Doctor and Rory 
  pushed Jex across the border, expecting him to die 
  at the Gunslinger’s hands, but Amy convinced them 
  to look harder for another way. Their change of mind 
  came too late, however, as the Gunslinger came in 
  range of Jex. Isaac leapt to shield Jex from the killing 
  shot, and died from the wound. Jex himself crossed 
  back over the line of protection. Frustrated by this 
  turn of events, the Gunslinger said he would destroy 
  the town if Jex wasn’t handed over.
  After fending off a lynch mob overnight, the Doctor 
  (now wearing the Marshal badge) met the Gunslinger 
  at high noon. He distracted the Gunslinger by blowing 
  up the electric lights, and then many other townsfolk 
  similarly spoiled his aim by running about wearing 
  Kahler-style face markings. Meanwhile Jex fled for 
  his spaceship. When he reached it, he didn’t simply 
  flee as had been planned, but announced his failure 
  and let the ship self-destruct.
  The Gunslinger’s mission was complete. The Doctor 
  promptly gave him a good reason to stick around: 
  A TOWN CALLED MERCY
  A TOWN CALLED MERCY
  
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  he became a protective angel for the town of Mercy, 
  serving in this capacity for generations afterwards.
  CONTINUITY
  •	
  This is the first time in a long time the Doctor has 
  visited the Old West (see The Gunfighters in The 
  First Doctor Sourcebook).
  •	
  The Doctor forces Jex outside the town limits, 
  knowing the Gunslinger will kill him. This is the 
  second time in two adventures where the Doctor 
  has willingly and knowingly sent someone into 
  a situation where their death is assured. In 
  Dinosaurs on a Spaceship, Solomon was indeed 
  killed, but here, Amy’s intervention earns Jex a 
  second chance.
  •	
  Amy confronts the Doctor, appalled at his 
  decision-making, and suggesting that too long 
  without companions has affected his judgement. 
  This has been a repeated theme for the Doctor 
  ever since the Time War (for example, see      
  The Runaway Bride and The Waters of Mars in 
  The Tenth Doctor Sourcebook).
  •	
  This adventure takes place during the events of 
  the Slow Invasion (see The Power of Three  on 
  pg. 194). The Doctor refers to Rory leaving his 
  phone charger in Henry VIII’s rooms, and that 
  visit (including the phone charger) is included in 
  that adventure.
  B  RUNNING THE ADVENTURE
  This adventure features the Doctor’s return to the 
  old West of the USA, a period celebrated in countless 
  films, books and comics. At every step the Doctor, 
  Amy and Rory embrace the clichés of the era, as do the 
  people of Mercy. There’s a high noon confrontation, a 
  lynch mob confronting the Marshal outside the jail, a 
  saloon that falls silent when new faces come through 
  the swing doors, and more. When your game goes 
  to the Old West, lean into the fun of it. (Well, unless 
  you have very serious-minded players!) Don’t try and 
  avoid cliché, instead use it as a source of building 
  blocks for the story. Although cliché is a nuisance 
  in films or books, it is positively helpful in a game 
  situation because it gives the players little scripts 
  telling them how to act and what to expect.
  MURKY MORALITY
  ‘It would be so much simpler if I was just one thing, 
  wouldn’t it? The mad scientist who made that killing 
  machine, or the physician who’s dedicated his life to 
  serving this town. The fact that I’m both bewilders 
  you.’ Like Dinosaurs on a Spaceship, this adventure 
  sets two contrary tones against each other. The 
  gleeful fun of the characters interacting with beloved 
  iconography (this time the Wild West instead of 
  dinosaurs) is balanced against a deadly serious 
  dramatic problem (there it was the hateful crimes 
  of Solomon the Trader, and here it is the murk of 
  wartime morality). The contrast in tones works well 
  in this setting, in fact. Despite a reputation for (literal) 
  white-hatted goodies and black-hatted baddies, grey 
  morality is a common feature of Wild West stories, 
  and the shadow of a recent war falls over the era.
  There is no simple recipe for adventures that turn 
  on this kind of problem. However, there are some 
  general guidelines that could be useful:
  •	
  Nail down the actual problem at the heart of 
  the adventure. This needs to be a dilemma that 
  will have no easy answer. It doesn’t have to be 
  complicated – in fact it’s a really good idea if it 
  isn’t complicated. This is actually the trickiest 
  part, because really juicy moral dilemmas don’t 
  grow on trees!
  
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  •	
  Set up two characters who embody the two 
  main sides of the issue. Jex and the Gunslinger 
  directly express two sides of the dramatic 
  question in this adventure – can war crimes be 
  left unanswered, or not?
  •	
  However, do make sure those two characters do 
  more than just embody the arguments for and 
  against. Both Jex and the Gunslinger have self-
  serving motives that complicate everything they 
  say and do, and that makes the whole adventure 
  richer and more interesting.
  •	
  You could also create two extra characters who 
  can throw light on the central drama. One should 
  be a voice of fear, and the other a voice of hope. 
  Use these characters to provoke the players 
  into thinking carefully about the key issue. In 
  this adventure, Walter is the voice of fear, and he 
  leads the lynch mob and argues that sacrificing 
  Jex to save everyone else is the right idea. 
  Isaac is the voice of hope, and he goes so far as 
  sacrificing himself because of his faith in Jex.
  •	
  Do not decide in advance how the problem 
  should be solved. You might have an idea that 
  the players will do “thing X” that leads to the 
  redemptive sacrifice of “character Y” - but don’t 
  steer them towards your pre-planned ending. 
  Let the players explore the situation in their own 
  way, and enjoy being surprised by their inventive 
  solutions.
  •	
  That said, do have an ending in mind in case 
  the players get stuck and the whole adventure 
  sinks into a mire of muddy morality. If the story 
  just isn’t working out, you can always just have 
  something big explode...
  In the real world, we tend to work our way through 
  complex issues by talking about them with each 
  other. In a game, however, issues are best explored 
  through action. In game, a conversation can just circle 
  on endlessly, but an action changes the world (even 
  if just a little bit) and forces a concrete response. As 
  Gamemaster, you can help with this by ruthlessly 
  KAHLER-JEX
  Friends (Minor): Kahler-Jex has won over the 
  Marshal, Isaac, as a supporter and friend.
  Run For Your Life!
  Technically Adept: All Kahler have a knack for 
  technology.
  Wanted
  EQUIPMENT: Kahler Ship, Revolver (2/5/7): This is a 
  small yet punchy weapon. Jex uses it to hold Amy 
  at bay when he first feels his cover is blown. 
  TECH LEVEL: 6 
   STORY POINTS: 6
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  Kahler-Jex was the lead scientist in the team that 
  created cybernetic soldiers to bring about the end 
  of the Kahler war. He was successful, but his team 
  effectively tortured and murdered their volunteers. Jex 
  feels guilt for his role in this, but doesn’t go so far as to 
  regret it or feel it was unwarranted. His efforts did play 
  a major role in ending the war. Still, he is haunted by 
  the screams of his subjects. 
  SKILLS
  Convince 5, Knowledge 4, Marksman 3, Medicine 6, 
  Science 4, Subterfuge 4, Survival 3, Technology 5, 
  Transport 3.
  TRAITS
  Adversary (Major) – The Gunslinger
  Alien
  Alien Appearance (Minor Bad): He has a distinctive 
  and elaborate marking on his face.
  Dark Secret: Kahler-Jex does not admit to anyone 
  the horrific things he has done.
  Empathic
  A TOWN CALLED MERCY
  
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  interrupting any conversation that overstays its 
  welcome, but the best solution is for the players to 
  look after this themselves. 
  Moral dilemmas might provoke surprising choices 
  by your players – expect the unexpected! Ideally, the 
  players will be talking to each other a little to develop 
  their thinking on the issue at hand, then pushing those 
  thoughts into concrete form with strong, decisive 
  actions. Offer the Story Points to encourages players 
  to always seek ways to turn talk into action, and to 
  make sure their actions are informed by talk.
  FURTHER ADVENTURES
  •	
  Kahler-Tek 
  managed 
  to 
  escape 
  being 
  decommissioned thanks to damaged circuitry. 
  Other cyborgs might also have damaged circuitry 
  from the war, and could be out there acting as 
  mercenaries, hunters of Cybermen or fugitives 
  from technology thieves. Worse, one might 
  succumb to nightmares and become an angel of 
  death for otherwise innocent victims.
  •	
  Kahler-Tek developed a special bond with a 
  young girl from Mercy. Although he always 
  remained aloof, he would communicate with 
  her from time to time. Perhaps this continues 
  down the years, a secret connection passed 
  from mother to daughter, until in the early 
  21st century a young girl in the still-small 
  town of Mercy learns the truth about the 
  town’s secret protector. But the secret is out, 
  and black helicopters have come looking for 
  the Gunslinger. Is it time for him to climb the 
  mountain of death carrying all those he had 
  wronged in his long, long life?
  THE GUNSLINGER
  Scan: His systems can see beyond the normal 
  range of visible light. Heat signals and other 
  information was processed to show people hiding 
  behind rocks or around corners. The system 
  can also swiftly determine identities of those 
  detected, and evaluate whether they are likely to 
  be innocents or not.
  Technically Adept: All Kahler have a knack for 
  technology.
  Teleport: He can teleport, but usually only in 
  short hops.
  Tough: Reduce any damage by 2.
  EQUIPMENT: Energy Rifle (4/L/L)
  TECH LEVEL: 6 
   STORY POINTS: 8
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  6
  INGENUITY
  3
  STRENGTH
  5
  Kahler-Tek was forcibly and painfully transformed 
  into a cybernetic soldier. After the war he set out to 
  hunt down and execute those responsible for his 
  transformation. The last on his hit list was the surgeon, 
  Kahler-Jex. 
  SKILLS
  Athletics 3, Fighting 4, Marksman 6, Medicine 3, 
  Survival 4, Technology 3, Transport 3.
  TRAITS
  Alien
  Alien Appearance (Major Bad): The Gunslinger 
  is disfigured by brutally effective cybernetic 
  modifications.
  Code of Conduct (Minor Bad): He will take 
  significant measures to ensure innocents are not 
  harmed by his actions. However, he is willing to 
  sacrifice this rule if obstructed long enough.
  Cyborg
  Fear Factor (2)
  Immortal
  Obsession (Major Bad): He is determined to track 
  down and execute the people responsible for his 
  horrific transformation. 
  
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  ‘We have two lives. Real life and Doctor life. Except 
  real life doesn’t get much of a look in.’
  B  SYNOPSIS
  England, early 21st century
  One night in July, countless featureless black boxes 
  appeared everywhere. The Doctor set up a lab in Amy 
  and Rory’s kitchen, and was promptly interrupted by 
  Kate Stewart, UNIT’s head of scientific research. 
  UNIT had already performed many tests on the 
  Cubes and found them completely invulnerable, 
  and people across the world had taken the curious 
  objects into their homes. The Doctor concluded the 
  best course of action was to observe them.
  Four days later, the Cubes remained unchanged 
  and the Doctor’s impatience was defeating him. He 
  suggested a jaunt in the TARDIS but Amy and Rory 
  decided to stay behind for the sake of their regular 
  lives. 
  Months passed and everyone became accustomed to 
  the Cubes. The Doctor had told Brian to watch two 
  Cubes, and he did so with great diligence, sending 
  daily reports to UNIT who declared them provisionally 
  safe. No one was aware of the role of the Cubes in 
  strange events at Rory’s hospital, where two masked 
  orderlies with cubic snouts stole a patient, watched 
  by a little girl with flashing blue eyes.
  The Doctor returned the following June, attending 
  Amy and Rory’s wedding anniversary party. He 
  took them on a side trip lasting seven weeks. After 
  returning to the party the Doctor became a long-
  term house guest. As the first anniversary of their 
  arrival neared, the Cubes activated. Many made 
  small movements or produced light displays, but 
  other activations were more dramatic. Amy was 
  pricked by needles when she went to touch one Cube, 
  which then measured her pulse. Another Cube flew 
  about the room, producing a muzzle and firing energy 
  blasts at the Doctor, before linking to the Internet and 
  gathering data. Enough people were attacked by the 
  Cubes that Rory was called in to help at the hospital. 
  The Doctor was summoned by Psychic Paper to 
  UNIT’s secret base under the Tower of London. Kate 
  Stewart explained that the Cube activations displayed 
  no meaningful pattern. Some blasted fire or affected 
  moods, some were triggered by proximity, one 
  blared an annoying tune on an endless loop. After 
  47 minutes, having breached government computer 
  systems around the world, the Cubes deactivated. 
  There followed a short power outage, and then all 
  the Cubes displayed a countdown. Around the world, 
  people hurried to get the Cubes out of their homes as 
  the numbers ticked closer to zero.
  In Rory’s hospital, Brian was taken by the masked 
  orderlies. Rory saw this and gave chase. They 
  disappeared into a lift, and Rory followed, touching 
  THE POWER OF THREE
  THE POWER OF THREE
  
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  a wall to reveal a portal into a spaceship beyond a 
  wormhole where the abducted bodies lay on slabs. 
  Rory confronted the two orderlies but they overcame 
  him.
  At UNIT’s base, the Doctor went into a secure room 
  with a Cube as it reached zero. The Cube opened, but 
  there was nothing inside. However, this was just a 
  lure to bring people in close, where the Cube could 
  shock the target’s heart with stolen electricity and 
  stop it. The Doctor was struck, but his second heart 
  kept him going until Amy could jump-start the first 
  one with a portable defibrillator.
  A UNIT signal search had uncovered the transmitter 
  stations controlling the Cubes. There were seven of 
  them around the world, and Amy was shocked to find 
  the closest one was Rory’s hospital. They hurried 
  there, and the Doctor identified the little girl with 
  flashing blue eyes as a droid, monitoring events. The 
  Doctor shut her down and they pushed on to find the 
  portal to the spaceship. 
  Amy and the Doctor revived Rory and Brian, but 
  were interrupted by a projected image of an alien. 
  The alien was one of the Shakri, come to wipe out 
  humanity before they could spread beyond Earth. 
  The Shakri was unmoved by Amy, Rory and the 
  Doctor’s improvised defence of humanity, and set 
  out to release more Cubes to kill more people. Amy 
  and Rory helped the Doctor come up with the idea 
  of hijacking the existing Cubes to provide a mass 
  defibrillator shock to the people whose hearts had 
  been stopped. Millions were revived, and the energy 
  surge destroyed the Shakri ship.
  Back at home, the Doctor bid farewell Kate Stewart 
  with a salute, then joined Amy, Rory and Brian for 
  a meal. At Brian’s urging, Amy and Rory decided to 
  continue to put “real life” on hold, and they joined the 
  Doctor on the TARDIS for more adventures.
  CONTINUITY
  •	
  Amy and Rory think they have experienced 10 
  years of their personal timeline travelling with 
  the Doctor. That’s a mixture of adventures in the 
  TARDIS and regular life on Earth.
  •	
  The Doctor’s sneeze gives away their hiding place 
  under Henry VIII’s bed. He also suffered from 
  an ill-timed sneeze when hiding from Charles 
  II (see The Impossible Astronaut on pg. 116).
  •	
  Amy and Rory joined him in the TARDIS to 
  receive their anniversary present, a night in the 
  Savoy in 1890. Unfortunately the Savoy was the 
  scene of a Zygon invasion, which ruined their 
  evening somewhat. They spent seven weeks on a 
  roundabout journey back to the party, including 
  a side trip to Henry VIII’s bedchamber after Amy 
  accidentally married him. This trip also included 
  an adventure in the Old West (see A Town Called 
  Mercy on pg. 190).
  •	
  This is the second time the Doctor has moved in 
  with someone as a flatmate (see The Lodger on 
  pg. 97). He continues to be a ‘challenging person’ 
  to live with.
  B  RUNNING THE ADVENTURE
  This 
  adventure 
  is 
  all 
  about 
  the   
  Unadventurous trait. Rory and Amy both 
  have this as a Minor Bad trait at the 
  start of this adventure, and they have 
  to decide whether they are going to 
  buy it off and continue travelling 
  with the Doctor, or let it grow into 
  a Major Bad trait as they commit 
  to their regular lives.
  If characters in your game pick 
  up the Unadventurous trait, you 
  might want to give them an adventure like 
  this where they can explore it. You might 
  not need to – the players might have a very 
  clear intention of keeping on adventuring, or they 
  might be ready to retire the character. If they’re 
  not sure, this kind of adventure can help them 
  decide!
  This adventure gives a lot of time to the 
  regular lives of the characters and the costs 
  of their continued adventuring. The lengthy 
  timeframe of the “slow invasion” helps raise 
  these questions, but you don’t have to use 
  so much time. You could get much the 
  same effect by weaving a whole 
  adventure through a day or two of 
  ordinary life, as long as enough of 
  that ordinary life turns up in play.
  It really helps as well to have 
  at least one other character who 
  knows the dilemma faced by the 
  characters and will ask provocative 
  questions of all of them. Rory’s father, 
  who has been previously established 
  as a reliable and caring person with sound 
  judgement, is an excellent example of how 
  this observer character can provoke by 
  asking challenging questions.
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  At the end of the adventure, make the question 
  explicit. You could have your provocative observer 
  ask the characters outright whether they will stay 
  at home or go adventuring. You could also have 
  them give a summary (from their perspective) of 
  what the characters have done in the adventure, 
  and whether that supports one answer or the 
  other.  Whichever way it goes, this adventure should 
  provide a good game justification to either buy off 
  the Unadventurous trait, or to let it grow into a Major 
  Bad trait and have the characters permanently 
  retire from regular action.
  DOWNTIME
  This adventure happens across a long period 
  of time, something that is very unusual for the 
  Doctor’s adventures. Usually, when the Doctor and 
  companions encounter a strange situation, things 
  start moving very quickly indeed and a resolution is 
  reached in a matter of days or even hours.
  If you want an adventure to last a long time, you will 
  need to manage lengthy periods of downtime. It is 
  impossible to do the usual sort of time management, 
  where you can simply ask the players what they 
  do now, and follow along from one situation to the 
  next. Instead, think of the adventure as a series of 
  tiny micro-adventures, spread out across the long 
  period of time. Each time a new dramatic situation 
  happens – the Cubes activate, or new information is 
  discovered – then you can zoom into that moment 
  and follow it through as normal. But once it ends, 
  zoom back out into downtime mode.
  When you’re in downtime mode, ask each player 
  questions about what their characters get up to. 
  You can ask general questions like “what do you do? 
  Where do you go?” but a handy trick is to ask open-
  ended but more specific questions like:
  ROLL
  1
  2
  3
  4
  5
  6
  1
  Triples in size
  Hypnotic 
  patterns
  Plays hide and 
  seek
  Nasty smells
  Thick smoke
  Confetti 
  explosion
  2
  Falls apart, 
  revealing 
  smaller box 
  within
  Plays the most 
  boring conver-
  sations it has 
  overheard
  Plays the most 
  scandalous 
  conversations 
  it has 
  overheard
  Screaming 
  from within, 
  no way to open 
  it
  Voice from 
  inside 
  whispers 
  secrets it has 
  learned
  Voice from
  inside tells 
  lies about 
  people
  3
  Becomes an 
  unsolvable 
  Rubiks Cube
  Skitters like a 
  spider under 
  the bed 
  A mirror 
  appears, but 
  reflection is 
  distorted
  Combines with 
  other Cubes 
  into a castle
  Displays 
  fortunes like a 
  magic 8-ball
  Makes people 
  sad
  4
  Disco lights
  Old-school hip 
  hop beat
  Horror movie 
  music
  Soaring heroic 
  music
  Starts eating 
  food
  Makes people 
  angry
  5
  An eyehole 
  appears
  A keyhole 
  appears
  A telescopic 
  lens appears
  Kissable lips 
  appear
  Projects 
  neighbour’s 
  holiday snaps
  Makes people 
  romantic
  6
  Buzz-saw
  Knives
  Energy whip
  Flamethrower
  Scalpel
  Blaster
  RANDOM CUBE BEHAVIOUR 
  ‘Every Cube is behaving individually. There’s no meaningful pattern. Some respond to proximity. 
  Some create mood swings.’
  THE POWER OF THREE
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  •	
  What great thing happens at your job?
  •	
  What does a friend ask you to do for them?
  •	
  What surprising phone call do you get?
  •	
  Which person from your past reappears in your 
  life?
  Another handy technique is to ask the players to 
  describe a series of scenes from their lives, like a 
  montage. Go around the room a few times and ask 
  each person to describe a moment. You might even 
  put on some montage music while you do this!
  You don’t need to get a full picture of the characters’ 
  lives, but try to get a sense of who they are when they 
  aren’t on adventures. You could zoom down into any 
  situations that seem interesting and play a scene or 
  two, but don’t get bogged down. 
  Throughout downtime, look for opportunities to 
  reward the players with Story Points. Also during 
  downtime, players can spend Story Points to focus 
  on improving skills, discovering new traits, or even 
  improve attributes. The Gamemaster might use this 
  sort of action to help make decisions about character 
  growth (while always remembering the importance 
  of the character’s goal).
  B  THE SHAKRI
  The Shakri are a legendary set of beings who exist 
  in an adjacent dimension called the Darkspace. They 
  take it upon themselves to eliminate species who 
  they reckon to be dangerous to the health of the 
  universe if they spread beyond their point of origin. 
  Young Time Lords were always warned not to draw 
  the attention of the Shakri and bring destruction 
  upon all of Gallifrey.
  The Shakri’s mission is guided by their belief in the 
  Tally, a future time when the healthy balance of the 
  universe will be measured just before everything 
  closes down forever. They have a near-religious 
  fixation on the number seven, and tend to operate in 
  groups of seven and across seven-unit timespans.
  Their actual appearance is unknown but it is likely 
  the computer projection encountered by the Doctor, 
  Amy and Rory, a bald, pale, wrinkled humanoid 
  figure, is an accurate depiction of one of the Shakri.
  FURTHER ADVENTURES
  •	
  There were seven Shakri ships monitoring the 
  Earth operation. The Doctor’s interference 
  destroyed one of the ships, but the other six 
  might have survived. Their sentence of death 
  for humanity has not been carried out, and they 
  might develop a new plan to eliminate humanity. 
  The Shakri can only be stopped by destroying 
  them, or by convincing them that humanity must
  SHAKRI AGENT
  AWARENESS
  3
  PRESENCE
  1
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  1
  STRENGTH
  4
  The Shakri used humanoid robotic 
  agents to run missions and errands in 
  support of their plans. These agents 
  appeared as humans while on Earth, 
  except for a snout with a metallic grill 
  which could not be disguised. They 
  covered this snout with a simple mask. 
  SKILLS
  Athletics 4, Fighting 4, Survival 4.
  TRAITS
  Alien Appearance: The snout is of horrific 
  appearance and must be concealed 
  around ordinary people.
  Fear Factor (1)
  Networked: Agents are all connected 
  together.
  Restriction: Cannot speak.
  Robot
  Run for your Life!
  EQUIPMENT: Hypodermic Needles 
  (3/S/S)
  TECH LEVEL: 10 
  STORY POINTS: 3
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  be spared – and changing their minds requires 
  more than just a passionate speech, based on 
  the Doctor’s experience.
  •	
  The Cubes self-destructed when they reversed 
  their attacks on humanity. But any self-destruct 
  order might go wrong. There could be some 
  Cubes that survived. These might bond with 
  humans and start serving them with the great 
  powers at their disposal. What might happen 
  if a Cube began to serve a devious banker? 
  A paranoid survivalist? A troubled homeless 
  person? A self-righteous activist?
  SHAKRI VIRTUAL MASTER
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  5
  INGENUITY
  3
  STRENGTH
  -
  The Shakri ship has a virtual interface that runs 
  operations, interacts with visitors and directs all 
  ship processes. 
  SKILLS
  Athletics 4, Fighting 4, Survival 4.
  TRAITS
  Alien Appearance: The wrinkled form of the 
  virtual interface is clearly inhuman.
  Fear Factor (1)
  Immunity - Physical damage.
  Networked
  Restriction: Tied to the ship.
  Robot
  Scan
  Teleport
  Transmit
  EQUIPMENT: Energy blast (2/5/7) 
  TECH LEVEL: 10  
  STORY POINTS: 0
  SHAKRI CUBES
  AWARENESS
  4
  PRESENCE
  -
  COORDINATION
  4
  RESOLVE
  -
  INGENUITY
  -
  STRENGTH
  8
  The Shakri used an enormous drop of Cubes to 
  effect their slow invasion. The Cubes are used 
  for gathering information, and also for effecting 
  genocide, although their exact mix of functions is 
  random and inelegant. 
  SKILLS
  Marksman 3.
  TRAITS
  Eccentric: The Cubes are deliberately obtuse 
  in their function, to obscure their purpose and 
  disguise their deadly goal. They all manifest 
  a unique and distinctive power during their 
  activation phase.
  Face in the Crowd
  Flight
  Natural Weapon – Varies: Typical example: 
  Energy blast (2/5/7).
  Networked
  Robot
  Scan
  Shapechange: The Cubes can alter their 
  molecules to form whatever tools they need.
  Special – Custom Genocide Tool: The Cubes 
  spend a long time scanning and evaluating 
  their targets to determine the most efficient 
  genocide method. In the case of humanity, they 
  concluded an electrical charge to the heart 
  of nearby humans would be most efficient, 
  and so developed the systems needed to 
  steal electricity from the environment, attract 
  attention with a countdown display, and use it 
  against targets.
  Tough
  Transmit
  TECH LEVEL: 10  
  STORY POINTS: 0
  THE POWER OF THREE
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  ‘Never let him see the damage. And never, ever let 
  him see you age. He doesn’t like endings.’
  B  SYNOPSIS
  New York, USA, 1938 and 2012
  In 1938, private detective Sam Garner was hired by 
  the sinister businessman Grayle to hunt for moving 
  statues in the Winter Quay Apartments near Battery 
  Park, Manhattan. In one apartment he found an older 
  version of himself, warning him that the statues 
  would send him back in time. The Weeping Angels 
  pursued Garner to the roof, where he saw the Statue 
  of Liberty, as an Angel, had come for him.
  In 2012, the Doctor, Amy and Rory were enjoying 
  a visit to Central Park. As the Doctor read a novel 
  about Melody Malone, Private Eye, Rory disappeared 
  while getting coffee. The Doctor read in horror as the 
  book described Melody Malone, actually River Song, 
  encountering Rory. The Doctor and Amy hurried to the 
  TARDIS to find him. Unfortunately, time distortions 
  covered the city, and the Doctor couldn’t get in.
  Rory had been hurled back to 1938 by an Angel, 
  where he met River. Gun-toting heavies took them to 
  meet Grayle, who kept a wounded Angel in his office. 
  In the office, River took note of a Chinese vase, which 
  Amy read in the book. The Doctor stopped Amy from 
  reading further, as doing so would fix events in place. 
  However, he needed a target to lock on to when 
  steering the TARDIS through the time distortions, so 
  he took the TARDIS to old China and arranged for a 
  special commission.
  In 1938, River saw the Doctor’s message on the 
  vase. She sent a signal from her Vortex Manipulator 
  to help him navigate through the time distortions. 
  Unfortunately, Grayle’s chained Angel managed 
  to grab hold of River’s wrist, and Grayle asked for 
  information about the Angels.
  The TARDIS arrived in Grayle’s foyer. The Doctor 
  and Amy spoke with the trapped River. Amy had 
  read in the book that River’s wrist would be broken 
  when she was freed, and the Doctor was angry she 
  had read this as it made the event unavoidable. Amy 
  suggested they could still get hints from the book 
  without reading it properly, from the chapter titles. 
  The Doctor looked, and saw that Rory was in the 
  cellar. As Amy went off to find him, the Doctor was 
  horrified to read the final chapter title: Amelia’s Last 
  Farewell. Determined to defy the book, he ordered 
  River to get her wrist free of the Angel without 
  breaking it. River freed herself but she had to 
  break her wrist. The Doctor infuriated her by 
  healing the injury with regeneration energy.
  Rory, meanwhile, had been thrown into the cellar 
  where cherubic Angels sent him across town to 
  the Winter Quay apartments. Amy, River and the 
  Doctor soon caught up to him, but only 
  after he’d met his older self. As Amy 
  held old Rory’s hand, he died. The 
  Doctor realised the Angels had 
  created a farm, hurling their 
  victims back in time for their time 
  energy but then keeping hold of 
  them in the building so they could 
  continue to feed off them over and 
  over again. Rory was about to be 
  taken, and he would spend the rest 
  of his life in the apartment until 
  finally dying.
  Rory refused to accept that his fate 
  was set. If he could defy them and 
  create a paradox, it would unmake 
  the “farm” and perhaps kill all the 
  Angels. Amy joined Rory and they ran, 
  swiftly getting separated from River 
  and the Doctor. The Statue of Liberty 
  Angel was waiting for them on the roof, 
  but Rory reasoned that if he jumped from 
  the building and died, that would create 
  the paradox they needed. Amy wouldn’t let 
  him do it alone, and so she joined him, and 
  together they let themselves fall from the 
  building.
  The paradox took effect. Winter Quay, and 
  the army of Angels in Manhattan, was 
  wiped from history; Amy and Rory bounced 
  back to 2012 and met the Doctor and River 
  in a cemetery. However, a surviving Angel 
  touched Rory and sent him back in time 
  again. Distraught, Amy let the Angel 
  touch her as well. Her name appeared 
  beside his on a nearby headstone. The 
  Doctor knew the damage to the timeline 
  was now so enormous he could not be 
  reunited with them. River agreed to 
  write the Melody Malone book, which 
  THE ANGELS TAKE MANHATTAN
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  she would send to Amy to get published. The Doctor 
  read the book’s afterword, a message to him from 
  Amy, saying she had lived well and asking him to visit 
  little Amelia as she waited for him in her garden. The 
  Doctor made this trip, and told little Amelia of the 
  adventures that awaited her.
  CONTINUITY
  •	
  This is the second time Amy has gazed on an 
  aged version of her husband – previously she 
  saw him within the TARDIS while enduring the 
  mind games of House (see The Doctor’s Wife on 
  pg. 128). This is something of an occupational 
  hazard for time travellers – Rory had previously 
  encountered an aged version of Amy too (see 
  The Girl Who Waited on pg. 155).
  •	
  By 1938 the Angels had made New York City a 
  tangle of temporal energy distortions, but they 
  weren’t the only source of wrinkles in time. Not 
  far uptown, time-lost Daleks had attempted 
  to build a new army just eight years earlier. 
  (see Daleks in Manhattan in The Tenth Doctor 
  Sourcebook). Elsewhere around the world, the 
  same set of time travellers – the Doctor, Amy, 
  Rory and River Song – had visited Berlin and 
  interacted with Hitler (see Let’s Kill Hitler! on 
  pg. 146). Later that same year, at Christmas time, 
  a space vessel attempted to destroy the Earth 
  (see The Doctor, The Widow and the Wardrobe 
  on pg. 175).
  B  RUNNING THE ADVENTURE
  If The Power of Three was about whether Amy and 
  Rory wanted to retire from adventure or not, this 
  adventure is about how sometimes you don’t get to 
  make that choice at all, and the end is forced upon 
  you. There is a false ending in this adventure, because 
  after the good guys win and everyone is smiling, a 
  surviving Angel suddenly comes out of nowhere and 
  claims Rory.
  Take care before you make a move like this in your 
  games. Sure, as Gamemaster, you have the power 
  to make anything happen, including have a surviving 
  Angel turf Rory into the past. But should you use that 
  power? If you’re not careful, your players will hate 
  you for what might seem vindictive or irrational.
  Here are some ways you might end up playing out a 
  situation like this:
  •	
  Rory’s player has announced he is leaving the 
  group, so he needs to be written out. They tell 
  you this adventure will be their last, and it’s 
  fine by them if they don’t survive to the end. As 
  Gamemaster, you can take your gloves off and be 
  as mean as you like.
  •	
  Amy’s and Rory’s players have together decided 
  that it’s about time for their roles in the game to 
  end. They played through The Power of Three 
  and discovered that simply retiring just didn’t 
  THE ANGELS TAKE MANHATTAN
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  feel right for these characters. They tell you 
  these characters will probably need a push to 
  end their adventuring days. You can now feel 
  confident in playing unfair.
  •	
  The whole group has had a discussion before the 
  latest series of adventures that they would like 
  a bit more jeopardy in the game. The excitement 
  of risk and unexpected failure has been missing. 
  You know now that you can make some hard 
  moves during any adventure and the players will 
  be up for it.
  •	
  Without warning, you ruin the group’s happy 
  ending by having an unexpected survivor snatch 
  Rory away. You announce there’s no way he can 
  ever be seen again. Your group understands, 
  however, that they can use Story Points to get 
  around this restriction. In a sudden moment of 
  clarity, however, everyone just knows this is the 
  right way to end Rory’s story, and Amy’s player 
  makes it the end for her as well. Everyone is 
  stunned, five minutes ago they were looking 
  forward to their next adventure, but everyone’s 
  happy with the dramatic twist. 
  There are many other ways to take Rory out of the 
  game leaving his player enthralled and engaged. 
  Just remember to handle with care.
  WINTER QUAY BUILDING
  Winter Quay was created and managed by the Angels. 
  Anyone caught within it was sent back in time, 
  where past Angels ensured they could not escape 
  the building. The victim would grow old while the 
  building captured every scrap of time energy from 
  them. Winter Quay was removed from existence by 
  Rory’s paradox.
  The Angels should be considered to have a nearly 
  limitless supply of new Story Points from Winter 
  Quay. Ordinarily an Angel’s time attack would bring 
  a reward of 1 to 3 Story Points, but the Winter Quay 
  farm triples that amount, and points can be shared 
  among any Angels present. The building also exists 
  within a custom Perception Filter, a sliver of time 
  THE ANGELS OF MANHATTAN
  The Weeping Angels were infesting Manhattan. Dozens of them were 
  preying on the city, and they were growing in numbers all the time, 
  turning statues throughout the city into new Angels. The infestation 
  even rippled through time to 2012, where the temporal energy of 
  TARDIS-traveller Rory Williams made him a tempting target. Use 
  the normal statistics for a Weeping Angel (see the Doctor Who 
  Roleplaying Game Core Rulebook) with these modifications:
  Special Trait: Infection
  This trait allows Angels to infect living beings and turn them into new 
  Angels. It can also transform a statue (even one made from a substance 
  other than stone) into an Angel. Creating a new Angel like this costs 
  Story Points, so if Angels have been transforming statues just before 
  your adventure begins, reduce their Story Point totals by 2-3 each. (The 
  extra Angels will more than make up for the loss of points!)
  Special Trait: Time Eater
  During the Manhattan infestation, targets of the Angel’s Time Eater trait are not thrown back in time. 
  Instead they are only transported in space, across New York to the Winter Quay building. Only once they 
  are in the Winter Quay building are they transported back in time as normal. 
  Additionally, it appears that Angels can only use this power if they have Story Points remaining – the 
  tortured Angel in Grayle’s office could only restrain River, not send her back in time.
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  that draws in any victims transported to its environs, 
  and allows the Angel of Liberty to stride across 
  Manhattan between the moments when witnesses 
  would ordinarily Quantum Lock it in place.
  FURTHER ADVENTURES
  •	
  The Winter Quay battery was strong enough to 
  allow the Angels to spread throughout Manhattan 
  with impunity. It is only a matter of time before 
  they try again. A new battery might be resistant 
  to paradox in some way, to prevent a repeat of 
  Rory’s gambit. It might also be much larger – 
  instead of an apartment building, perhaps an 
  entire isolated town, or an ocean cruise liner, or 
  an intergalactic colony ship.
  •	
  The Doctor is no longer able to contact Amy and 
  Rory after they go back in time. This suggests 
  that the time distortion is wrapped around them, 
  as well as New York City. In their long lives in 
  the city that never sleeps, their unique energy 
  profiles might draw the attention of any number 
  of time-sensitive beings. They could have a 
  number of future adventures in New York, either 
  alone or joined by other former companions of 
  the Doctor.
  THE ANGEL OF LIBERTY
  AWARENESS
  3
  PRESENCE
  5
  COORDINATION
  4
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  10
  The Angels have transformed the largest and most 
  iconic statue in New York, and perhaps the world, 
  into one of their kind. The Statue of Liberty is 
  Quantum Locked almost all of the time, but it can 
  step into the time fissure around Winter Quay and 
  walk through the streets to serve as the ultimate 
  sanction of the Angels.
  SKILLS
  Fighting 4, Knowledge 4.
  TRAITS
  Alien
  Alien Appearance (Minor)
  Alien Senses (Blind-sense)
  Fear Factor (4)
  Immortal (Special)
  Size – Huge (Major): Any attack on the Angel of 
  Liberty has a bonus of +4 due to its enormous 
  size. The Angel is too big to hide without some 
  special assistance (like an intervening building).
  Natural Weapons (Minor)
  Slow (Minor): Unlike most Angels, which are 
  incredibly swift, the Angel of Liberty is fairly slow, 
  taking giant, ponderous steps. However, unlike 
  most Angels, its speed is not tied to its story point 
  total. It has a speed of 4.
  Special – Infection
  Special – Lights Out
  Special – Quantum Locking
  Special – Time Eater
  TECH LEVEL: Unknown   STORY POINTS: 6
  THE LAUGHING ANGELS
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  2
  INGENUITY
  2
  STRENGTH
  1
  Among the many statues transformed by the 
  Weeping Angels, those created from statues of 
  cherubic children are particularly menacing. They 
  have a malicious sense of humour and they can 
  speak, although usually they just giggle. (They can 
  also, to take one example, blow out a match...)
  SKILLS
  Fighting 2, Subterfuge 5.
  TRAITS
  Alien
  Alien Appearance (Minor)
  Alien Senses (Blind-sense)
  Immortal (Special)
  Natural Weapons (Minor)
  Size –Tiny (Major): Any attack on a Laughing 
  Angel has a penalty of -2 due to their small size. 
  They are good at hiding, and attempts to spot 
  them have a penalty of -4.
  Special – Don’t Blink
  Special – Infection
  Special – Lights Out
  Special – Quantum Locking
  Special – Time eater
  TECH LEVEL: Unknown   STORY POINTS: 1-5
  THE ANGELS TAKE MANHATTAN
  
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  ‘Over a thousand years of saving the universe, Strax, 
  you know the one thing I learned? The universe 
  doesn’t care.’
  B  SYNOPSIS
  London, England, 1892
  Intelligent, dangerous space snow fell on London, 
  where it was collected by men working for Walter 
  Simeon’s Great Intelligence Institute. Simeon kept 
  the snow in a giant glass sphere, conversing with 
  its disembodied voice about the gathering swarms 
  while the workers were killed by Snowmen. Later, Dr 
  Simeon paid a visit to the frozen pond at the Latimer 
  family home, where a young governess had died a 
  year earlier. Dr Simeon told Captain Latimer that 
  what was growing there belonged to his institute. As 
  he departed, Madame Vastra and Jenny confronted 
  him about the strange snow. Simeon told them there 
  was nothing they could do to stop what was coming.
  Nearby lived the Doctor, now a recluse. As he walked 
  past a pub, a barmaid named Clara asked him about 
  a sudden Snowman. The Doctor gave it a cursory 
  look then left in a carriage driven by Strax, but Clara 
  pursued him. The Doctor decided she had learned too 
  much and went to erase her memory of him using a 
  memory worm. Clara was amused as the Doctor and 
  Strax struggled with the worm. 
  They were interrupted by several 
  aggressive Snowmen, apparently 
  generated by Clara’s thoughts. 
  The Doctor convinced her to 
  imagine them melting, which they 
  obligingly did, and then left. Clara 
  followed him to a park and up a 
  spiral staircase into the clouds, 
  where she discovered the TARDIS. 
  She hurried away. Overnight, the 
  snow thawed. Clara returned to 
  her work as governess for the 
  Latimer 
  children, 
  Francesca 
  and Digby. Francesca had been 
  having nightmares about the 
  dead governess coming back to 
  punish her. Clara remembered 
  the Doctor’s explanation about 
  the Snowmen mirroring her 
  thoughts, and sensed danger. She 
  went to find the Doctor, calling 
  out his name in the park, where 
  Jenny spotted her. Jenny took her 
  to Madame Vastra, who forced her to condense her 
  request for help down to one word. The word Clara 
  chose was “Pond”. The Doctor could not ignore it.
  The Doctor visited the Institute. He kept Dr Simeon 
  at bay and spoke with the snow in the globe, swiftly 
  determining that the Snowmen wouldn’t be enough 
  to conquer the world, and the snow meant to 
  generate a new form using the frozen governess as 
  a template. He escaped Dr Simeon’s men and went 
  to the Latimer’s house, just in time to save Clara 
  and the children from the Ice Governess. Dr Simeon 
  brought down snow upon the house, strengthening 
  the Ice Governess and surrounding the house with 
  Snowmen. 
  The Paternoster Gang joined the Doctor inside, and 
  Captain Latimer found the worried group. Jenny used 
  a shield grenade to keep the Ice Governess at bay 
  while Strax led them to a secure room. The Doctor 
  and Clara faced Simeon, who gave them five minutes 
  to surrender the Ice Governess. Instead, they lured 
  the Ice Governess to the roof and up the spiral stair 
  to the TARDIS, for the Doctor had earlier moved the 
  cloud overhead. After trapping the Ice Governess on 
  the stairway, the Doctor welcomed Clara into the 
  TARDIS, even giving her a key. But the Ice Governess 
  had broken through the Doctor’s barrier, and it 
  dragged Clara off the cloud, gravely injuring her.
  THE SNOWMEN
  
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  Back in the house, Strax used the best medical 
  science to help Clara while the Doctor went out to 
  negotiate with Dr Simeon. He said he had a piece of 
  the Ice Governess and would bring it to the institute. 
  There, Simeon confronted him and the Doctor 
  revealed the snow was a blank parasite reflecting 
  Simeon’s loneliness and anger. He tricked Simeon 
  into being bitten by the memory worm, and as 
  Simeon lost his memories, the snow lost its identity. 
  However, the Doctor had miscalculated. The alien 
  snow achieved sentience on its own and began 
  controlling Simeon’s body as a puppet. However, it 
  lost cohesion and fell apart as the snow at the house 
  mirrored the emotional tears of the family within. 
  They were crying for Clara, who had died of her 
  injuries.
  Clara’s final words reminded the Doctor of Oswin 
  Oswald, the soufflé girl. When he discovered her full 
  name was Clara Oswin Oswald, he sensed a mystery. 
  Fascinated and revitalised, he set off in his TARDIS to 
  seek answers. 
  CONTINUITY
  •	
  The Doctor is still using Amy Pond’s reading 
  glasses, which he borrowed in New York (see 
  The Angels Take Manhattan on pg. 199) and 
  never had a chance to return. 
  •	
  The snow parasite combines with Dr Simeon 
  to become the Great Intelligence (see The 
  Abominable Snowmen and The Web of Fear in 
  The Second Doctor Sourcebook). 
  •	
  As he emerges from isolation the Doctor 
  resumes wearing a bow tie, and reaffirms to 
  himself that bow ties are cool (see The Eleventh 
  Hour on pg. 56).
  •	
  Clara again tells the Doctor, “Run, you clever 
  boy, and remember” (see Asylum of the Daleks 
  on pg. 180).
  B  RUNNING THE ADVENTURE
  Like The Power of Three, this adventure is built 
  around the Unadventurous trait. In that adventure, 
  Amy and Rory were unsure about their future: should 
  they keep adventuring with the Doctor, or was it time 
  to live normal lives? Here, the Doctor has already 
  made his choice: his adventuring days are over!
  From the perspective of the players, The Power of 
  Three explored the choice itself, so the players could 
  figure out where they stood. In this adventure, the 
  choice isn’t at issue. Everyone knows the story starts 
  with the Doctor having decided to quit, and everyone 
  knows that he’ll be back at the TARDIS controls by 
  the time it’s over. The only question is how it might 
  happen.
  Use these two adventures as a model for dealing with 
  the Unadventurous trait. If the players themselves 
  are unsure what they want for their characters, 
  prepare an adventure like The Power of Three. If 
  the players know they want to lose the trait and 
  keep going, then follow The Snowmen and prepare 
  an adventure that will push the character on to 
  further adventures. But how exactly do you do that? 
  You’re not a mindreader, how do you work out how to 
  motivate the Unadventurous character?
  The simple answer is: ask. Sit down with the player 
  and quiz them for a general idea of what might get 
  the character back on adventures. No specifics, 
  just general ideas: a mystery to investigate? A new 
  relationship to explore? An enemy who must be 
  fought? And when you have their ideas, use them! 
  Put that motivation right at the centre of your 
  adventure.
  MEMORY WORM
  AWARENESS
  3
  PRESENCE
  -
  COORDINATION
  3
  STRENGTH
  3
  This huge mottled worm is covered with a 
  secretion that robs the recent memories of those 
  who touch it. The effect is concentrated in the 
  creature’s venom, a bite taking away months or 
  even decades of memories.
  SKILLS
  Fighting 2, Hide 2.
  TRAITS
  Natural Weapon (Minor – Teeth)
  Size - Tiny (Major)*
  Special – Memory Loss: When touched, the 
  worm automatically deletes the last hour or so 
  of memory from the person who touched it. On 
  a bite, the loss is 1-6 weeks for a success, years 
  for a good success, and decades for a fantastic 
  success.
  * -4 to be hit and -8 to be seen, -2 to Speed.
  STORY POINTS: 0
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  NO, I DO THE HAND GRABBING. THAT’S MY JOB. 
  THAT’S ALWAYS ME! 
  In this adventure, the Doctor and his friends have 
  to work out if Clara has what it takes to become a 
  companion for the Doctor. This situation will come up 
  from time to time in your games: a player will have 
  a new character, but there’s no obvious reason for 
  them to become part of the regular crew. You need 
  an adventure like this one, where everyone can see 
  the character strut their stuff.
  At every point in this adventure, Clara is showing 
  why she would be a great addition to the TARDIS
  crew. The other players are in on this as well, testing 
  her in various ways and seeing how she copes. As 
  Gamemaster, you can help new characters make a 
  strong impression by directing the spotlight at them. 
  Give them obstacles they must deal with alone, and 
  have other characters make demands of them. Give 
  her some big moments, but some little ones as well 
  – you can learn plenty about Clara from such small 
  details as how she fends off questions about her 
  other job.
  If you put a little effort into featuring the new 
  character, it will pay off in a big way. The other players 
  will learn about her from her actions in the game, 
  and in fact her player will discover lots of new things 
  about her too! It’s a good investment, especially if she 
  survives to the adventure’s end...
  FURTHER ADVENTURES
  •	
  The Doctor took the remnants of the Ice 
  Governess into the TARDIS, where presumably 
  they remain. Perhaps the Ice Governess escapes 
  after a collision knocks open the box. It could 
  WALTER SIMEON
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  5
  STRENGTH
  3
  Guided by his secret friendship with a malevolent 
  Snowman, 
  young 
  Walter 
  Simeon’s 
  worst 
  tendencies grew and calcified. As an adult, he 
  was shocked to learn the Snowman was simply 
  reflecting his own weakness, and he was solely 
  responsible for his own evil.
  SKILLS
  Athletics 2, Convince 3, Fighting 2, Knowledge 3, 
  Subterfuge 2.
  TRAITS
  Psychic Training
  Enslaved: Simeon is in the thrall of the Great 
  Intelligence.
  Quick Reflexes
  Selfish
  TECH LEVEL: 4 
  STORY POINTS: 9
  PARASITIC SNOW
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  0
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  0
  The snow that rained down on London in 
  December 1892 looked ordinary, but in fact was an 
  alien collective organism imbued with a telepathic 
  field. 
  SKILLS
  Convince 2, Subterfuge 3.
  TRAITS
  Alien
  Immobile: The snow has no physical autonomy 
  and simply lies where it falls.
  Networked: The snow generates a telepathic 
  field and a collective intelligence arises whenever 
  enough snow is present to host it.
  Psychic
  Telepathy: The snow can detect and respond to 
  the thoughts and memories of the people around 
  it. 
  Weakness – Uncontrolled Telepathy: The snow 
  cannot help how it reflects the content of its 
  telepathic field. This caused the alien snow in 
  the globe to dissolve into tears after the Latimer 
  family cried together at Clara’s deathbed.
  Weakness – Heat: The snow cannot survive in a 
  warm climate. To circumvent this weakness, the 
  snow tries to evolve into a more stable form using 
  a template, for example, the Ice Governess.
  TECH LEVEL: 6   
  STORY POINTS: 5
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  then use the frozen TARDIS swimming pool as a 
  base while absorbing and mirroring the wisdom 
  of the whole TARDIS system. A tense adventure 
  would ensue where it hunts its prey through the 
  strange corridors of their home.
  •	
  Criminals could use the Memory Worm to hide 
  their criminal activities. Carried around in a box 
  by stick-up thugs or con artists, they could wipe 
  away any eyewitness memories. But the Memory 
  Worm is notoriously difficult to handle, and the 
  bad guys could themselves get caught in a tricky 
  situation with no memory of how they got there...
  FANGED SNOWMAN
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  2
  INGENUITY
  2
  STRENGTH
  5
  These creatures of alien snow were effectively 
  mindless predators. They appeared as traditional 
  Snowmen but with nasty fanged mouths and 
  crooked eyes. 
  SKILLS
  Fighting 4.
  TRAITS
  Alien
  Networked: The Snowmen are linked to the 
  greater snow intelligence and responded to its 
  needs.
  Psychic
  Teleport: The Snowmen can melt entirely and 
  pop up in a different (snowy) location .
  Weakness – Uncontrolled Telepathy: The snow 
  cannot help how it reflects the content of its 
  telepathic field. This allowed Clara to cause 
  Snowmen to melt by thinking hard about it 
  doing so.
  Weakness – Heat: The Snowmen cannot stand 
  intense heat, and takes damage from intense 
  heat sources. 
  TECH LEVEL: 6 
  STORY POINTS: 0
  ICE GOVERNESS
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  2
  STRENGTH
  4
  In 1891, the Latimer’s governess drowned in their 
  icy pond. Although her body was retrieved in the 
  thaw, the ice remembered. 
  SKILLS
  Fighting 3.
  TRAITS
  Alien
  Natural Weapons – Icy Touch: If the Ice 
  Governess grabs hold of a target, she can freeze 
  them solid (damage 2/4/6 cold)
  Psychic
  Relentless: +2 bonus on any roll when pursuing 
  in a chase, including getting through barriers.
  Teleport: The Ice Governess can melt into ice 
  crystals then reform in a different (snowy) 
  location.
  Weakness – Heat: The Ice Governess cannot 
  stand intense heat, and takes damage from 
  intense heat sources. 
  TECH LEVEL: 6 
  STORY POINTS: 3
  THE SNOWMEN
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  ‘Suppose there was something living in the WiFi, 
  harvesting human minds. Extracting them. Imagine 
  that. Human souls trapped like flies in the world-
  wide web.’
  B  SYNOPSIS
  Cumbria, 1207, and London, 2013
  After a fruitless search for another incarnation of 
  Clara, the Doctor had retreated to a 13th-century 
  monastery to contemplate her mystery. When the 
  TARDIS phone rang, he answered to find himself 
  giving technical support to a woman in 2013. Suddenly 
  he realised he was talking to Clara. He used the 
  TARDIS to get to 2013 and knocked on her door, but 
  not before she had connected to a mysterious WiFi 
  network.
  The WiFi network was stealing the minds of those 
  who connected to it. A room of operators noted her 
  connection, and their supervisor Kizlet decided to 
  give her a computer skills package and upload her.
  At home, Clara refused to allow the Doctor inside. 
  However, a robot server (a “Spoonhead”) sent by 
  Kizlet’s people arrived through the WiFi connection 
  and started uploading Clara. The Doctor broke 
  into the house and interrupted the process, then 
  reversed it, sending a message that she was under 
  his protection. The Doctor looked after Clara while 
  she recovered from the upload. Clara discovered she 
  had acquired computer expertise. As she spoke to 
  the Doctor, another Spoonhead revealed itself across 
  the street. Then the WiFi activated people across 
  London, turning off lights everywhere except around 
  Clara and the Doctor, where lights were turned on. 
  This marked out a target for an airliner crash. The 
  Doctor grabbed Clara, used the TARDIS to jump to 
  the plane, then pulled it out of the dive and blocked 
  the WiFi signal so the pilots could resume control.
  The Doctor landed the TARDIS on the South Bank 
  the next morning. Moments after landing, Kizlet’s 
  workers found them, tracking the Doctor and Clara 
  to a rooftop terrace cafe near St Paul’s. The Doctor 
  was stymied as he tried to find the physical location 
  at the source of the WiFi signal, but Clara used her 
  new computer knowledge to take over. 
  Kizlet used the WiFi to demonstrate the extent of 
  her control to the Doctor, hoping to intimidate him. 
  Meanwhile, Clara hacked into the office webcams 
  and matched faces with social network profiles, 
  working out that the WiFi was based in the Shard. A 
  Spoonhead, disguised as the Doctor, surprised her 
  and this time she was successfully uploaded.
  The Doctor raced across town and rode his antigrav 
  motorbike up the side of the Shard, crashing into 
  Kizlet’s office. Kizlet refused to download anyone 
  from the cloud, whereupon the Doctor revealed he 
  was actually talking remotely through the hacked 
  THE BELLS OF SAINT JOHN
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  Spoonhead. He uploaded Kizlet, and when she then 
  ordered that everyone be downloaded the staff 
  obediently did so.
  UNIT arrived to take control of the office, and Kizlet 
  conferred with her “client”, the Great Intelligence. 
  This had all been a scheme to give the Intelligence 
  minds on which to feast. Now, however, the Great 
  Intelligence ordered Miss Kizlet to end the operation. 
  She deprogrammed the entire staff, including 
  herself. Everyone in the office was painfully reduced 
  to their earlier selves, before they had been seized to 
  work for the Intelligence. Miss Kizlet, who had been 
  enthralled since childhood, was reduced to sitting in 
  confusion hoping her parents would appear.
  With the WiFi threat over, the Doctor invited Clara 
  to join him in the TARDIS and see the universe. She 
  suggested he ask her again the next day, indicating 
  that she would travel with him, but only on her terms.
  CONTINUITY
  •	
  While at the monastery, the Doctor became 
  known as the Mad Monk. He is not the only Time 
  Lord to have adopted monastic robes (see The 
  Time Meddler in The First Doctor Sourcebook)!
  •	
  Clara was given the TARDIS’ phone number by 
  a woman who helped her in the computer shop. 
  The identity of this woman was not revealed 
  during the Eleventh Doctor’s adventures – but 
  see The Twelfth Doctor Sourcebook.
  •	
  The Maitland family WiFi password is rycbar123 
  (“Run you clever boy and remember”). Clara 
  appears unfamiliar with this phrase, but the 
  Doctor heard it during his encounters with both 
  previous Claras. 
  •	
  The TARDIS has a garage! Getting a vehicle 
  larger than a motorcycle out of the garage would 
  probably require a larger door.
  •	
  The Doctor explains that he doesn’t take the 
  TARDIS into battle because it might fall into the 
  wrong hands.
  B  RUNNING THE ADVENTURE
  This is one of the Doctor’s few adventures that is 
  intensely involved in the present. Plot developments 
  hinge on pervasive social media, ubiquitous WiFi, and 
  the (then) newly built Shard in London. The last time 
  the Doctor’s adventures had been so aggressively 
  contemporary was perhaps way back in The War 
  Machines (see The First Doctor Sourcebook), which 
  also featured control signals broadcast from a 
  dramatic new feature of the London skyline.
  If you want to run an adventure in the same spirit, 
  you’ll need to think about the present moment for 
  your game. With the rapid rate of technological 
  change, the world around us gets a regular makeover, 
  with a fresh scope for adventure every time. What is 
  happening around you now that is new compared to 
  just a few years ago? The Bells of Saint John was full 
  of the latest stuff when it happened – when you look 
  at it now, what seems outdated or old-fashioned? 
  What new things have risen in their place?
  After identifying new technologies, places, or 
  trends, you need to turn them into threats. If it’s a 
  new building, what kind of enemy might operate 
  from there? A new theatre suggests a different kind 
  of enemy to a new parliament building. If it’s a new 
  technology or tool, how could it be used to harm, 
  trap, trick or control? Or just start with this: how 
  could you make it scary?
  You could also look for inspiration at the fears 
  inspired by the latest wave of technological change. 
  Just look at the tabloids to see what the big headlines 
  are shouting about as the death of manners and/or 
  civilisation... Even if this fear is silly, it could still have 
  resonance as an adventure idea!
  B  THE CLIENT
  ‘My client requires a steady diet of living human 
  minds. Healthy, free-range, human minds. He loves 
  and cares for humanity. In fact, he can’t get enough 
  of it.’
  THE BELLS OF SAINT JOHN
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  Kizlet and her office are using the sinister WiFi to 
  serve the Great Intelligence. The Intelligence, using 
  the face and voice of Dr Simeon, is lurking in the ether 
  and feeding off trapped psyches. Kizlet and the office 
  staff are essentially puppets of the Intelligence, but it 
  is not directly involved in their activities. After setting 
  them up and instructing them to gather minds, the 
  Intelligence has left them to their task.
  Kizlet’s office seeks out very clever people who have 
  been caught by the WiFi network. On finding one it 
  sends out a Spoonhead to upload their consciousness 
  into the system, then uses these trapped psyches as 
  additional processing power. The victims are aware 
  of their fate: they are fully conscious but perceive 
  themselves trapped in unfamiliar places, calling 
  desperately for help that never comes. While they 
  are trapped in this living hell, the Great Intelligence 
  eats them, one by one. There is no way to escape, and 
  even if there were, the body they left behind is almost 
  certainly dead and gone.
  You can find out more about the Great Intelligence 
  on pg. 41.
  ANTIGRAVITY BIKE
  This ordinary-looking motorcycle is in fact 
  equipped with an antigravity motor. The Doctor 
  claims he rode it in the Antigrav Olympics, and 
  he uses it here to ride up the exterior wall of 
  the Shard.
  Armour: 0
  Hit Capacity: 6
  Speed: 10
  Traits: Climbing
  Story Points: 1
  FURTHER ADVENTURES
  •	
  UNIT will have seized the Spoonheads and 
  preserved or destroyed them. However, some 
  may have escaped this fate. They could be 
  pursuing their own aims, perhaps uploading 
  targets into a strange cyberspace that no longer 
  serves as a prison (the lack of integration means 
  victims could be more easily downloaded), 
  or they could end up stolen by another, less 
  virtuous, agency.
  •	
  Office workers did go on holidays and maintain 
  ordinary social lives when away from work, so 
  perhaps when UNIT raided the office and Kizlet 
  shut it all down, one of the workers was off in 
  Ibiza, out of reach of the “factory reset” signal. 
  This person would have a unique (but indirect) 
  connection to the Great Intelligence. If and when 
  the Intelligence discovers their existence, it 
  might target them as a new host. This person 
  could seek help as they struggle with visions of a 
  sinister Victorian man, dangerous furry robots, 
  and their own strange double life. Can they be 
  saved before the Great Intelligence claims them 
  entirely?
  THE WIFI
  AWARENESS
  8
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  6
  INGENUITY
  6
  STRENGTH
  -
  The WiFi is not really an entity in itself – it is a 
  system comprising highly sophisticated computer 
  servers maintained by a round-the-clock staff. The 
  statistics below represent the whole set of people 
  and technology that make up the WiFi.
  SKILLS
  Craft 6, Knowledge 6, Science 6, Subterfuge 4, 
  Technology 6.
  TRAITS
  Alien Senses: The WiFi can scan through every 
  public image on the internet with astonishing 
  speed.
  Cyborg: Although the humans are not physically 
  connected to the WiFi, they are definitely part of 
  the overall machine.
  Dark Secret (Major): Everyone working in the 
  WiFi office are possessed.
  Networked
  Obsession (Major): To upload new minds for the 
  client.
  Possess: The WiFi can possess people 
  throughout its network, giving them instructions 
  or even using them as vessels for Kizlet (or 
  another leader figure) to speak through.
  Slow (Major): The WiFi operates out of a large, 
  well-equipped office in the Shard. Moving the 
  WiFi to a new home would be a major operation 
  taking days.
  Transmit
  TECH LEVEL: 5   
  STORY POINTS: 5
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  SPOONHEAD
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  1
  STRENGTH
  6
  Kizlet’s office released thousands of servers (a.k.a. 
  “Spoonheads” or “walking base stations”) into the 
  world. Each of these robots could disguise itself 
  as a person, using images from the subconscious 
  of anyone it scanned. Spoonheads were relay 
  stations for the WiFi, focal points allowing a high 
  degree of control in an area. More importantly, 
  they were able to upload people using a hypnotic 
  beam from the dish in the back of their heads. 
  SKILLS
  Athletics 2, Fighting 2, Subterfuge 2.
  TRAITS
  Alien Appearance: Spoonheads have an empty 
  space at the rear of their head – the entire 
  brainpan is actually a satellite dish allowing easy 
  connection to the WiFi and serving as a the focal 
  point of the hypnosis beam. 
  Enslaved
  Fear Factor (2)
  Networked: The Spoonhead is constantly in 
  contact with the office, and in any complicated 
  situation it receives instructions and direction 
  from workers stationed there.
  Psychic 
  Robot
  Scan
  Shapeshift (Minor): Spoonheads can adopt the 
  appearance of anyone from the thoughts and 
  memories of someone who they have scanned.
  Special – Upload: The Server can paralyse 
  a target and upload their mind. This is an 
  extended conflict using Presence + Resolve with 
  a +2 bonus, opposed by the target’s Ingenuity + 
  Resolve. Damage is applied to Resolve, and when 
  it reaches 0 the target is uploaded.
  Teleport: Spoonheads have a limited ability to 
  teleport along WiFi connections, so they can 
  appear alongside any computer with an open WiFi 
  connection.
  TECH LEVEL: 5  
  STORY POINTS: 3
  KIZLET
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  Kizlet is the manager of the Shard office 
  that operates the WiFi and serves the Great 
  Intelligence. She is cold, manipulative and 
  ruthless, but not without a certain grim and 
  condescending gentility that leads to such 
  grotesqueries as allowing a worker to take a 
  holiday before killing him. Kizlet fell under the 
  spell of the Great Intelligence when she was 
  a young girl, probably not long after the Great 
  Intelligence’s failure in the London Underground. 
  After the Doctor dismantled the office, the 
  Great Intelligence instructed her to extract his 
  influence from the office. She did so, mentally 
  reverting to a scared and confused child.
  SKILLS
  Craft 2, Knowledge 2, Medicine 2, Science 2, 
  Subterfuge 2, Technology 3.
  TRAITS
  Voice of Authority
  Enslaved
  EQUIPMENT: 
  Control Tablet: This tablet includes slider 
  controls for every individual on staff, allowing 
  direct manipulation of their conscience, paranoia, 
  obedience and IQ. It can also adjust their stats 
  and skills as needed.
  TECH LEVEL: 5 
  STORY POINTS: 9
  THE BELLS OF SAINT JOHN
  
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  THE ELEVENTH DOCTOR SOURCEBOOK
  ‘This exact leaf had to grow in that exact way in that 
  exact place so that precise wind could tear it from 
  that precise branch and make it fly into this exact 
  face at that exact moment. And if just one of those 
  tiny things had never happened, I’d never have met 
  you.’
  B  SYNOPSIS
  Blackpool, 1981 and Akhaten, the Future
  The Doctor peered over the top of his comic and 
  watched with detached curiosity as a leaf blew into 
  Dave Oswald’s face. He stumbled onto the road, 
  right into the path of an oncoming car – but as he 
  staggered, a woman swept in and saved him. Ellie 
  Ravenwood.
  The Doctor followed Dave and Ellie across the 
  months and years as they married and had a child, 
  who they called Clara. The Doctor followed, looking 
  for anything extraordinary, but nothing – a perfectly 
  ordinary childhood. The Doctor returned to the 
  TARDIS, and set course for suburbia, where a twenty-
  something Clara Oswald sat on the stairs, waiting for 
  the sound of those ancient engines.
  The market on Akhaten was a melting pot of species. 
  The Doctor introduced Clara to Panbabylonians, 
  Lucanians and the Ultramanta – all here for the 
  Festival of Offerings. The Doctor wandered into the 
  crowd, but Clara dawdled, and he was gone. As he left, 
  a girl in red robes rushed past, bumped into Clara, 
  then dashed away. Tailing her, two men in similar 
  attire. Clara found the little girl hiding in a storage 
  room. As the girl introduced herself as Merry Gejehl, 
  a trio of Vigil materialised in the doorway. Clara and 
  the girl ran for it – they scuttled across the bazaar, 
  bit by bit, keeping to the shadows, and reached the 
  TARDIS. Clara reached for the handle, pulled it – and 
  found it locked!
  Escape foiled, the girls sat down and talked. The 
  girl revealed she was fleeing for fear that she’d flub 
  the Long Song. Clara recalled how she got lost on 
  Blackpool beach as a child, and her mother taught 
  her how to be brave. Merry took heart in the story, 
  and returned to the nearby choristers. As Merry 
  disappeared, the Doctor emerged from the market.
  The choristers escorted Merry to an amphitheatre 
  that opened onto a sheer cliff, the very edge of 
  the planetoid. Clara and the Doctor followed, and 
  took their seats. As Merry started singing, another 
  chorister sang from within the pyramid to a sleeping 
  Mummy, and both voices carried across the cosmos 
  as a haunting duet. The crowd joined in, singing 
  along and offering mementos that turned to dust, 
  until Merry hesitated. The pyramid gave a dreadful 
  rumble. The male chorister tried to keep the song 
  going, but a tendril of yellow energy reached out of 
  the pyramid and seized Merry. Clara exchanged her 
  mother’s ring for a moped, which they boarded, and 
  followed Merry into the temple.
  The temple door was locked by a set of 
  endlessly cycling tumblers, and the Doctor 
  couldn’t unlock it permanently, but he 
  managed to hold it open long enough for 
  Clara to sneak in and speak to Merry. When 
  the weight of the door became too much for 
  the Doctor to bear, he slid under the door 
  with them. The male chorister kept 
  singing, but to no avail – the Mummy 
  was still agitated, so the chorister 
  teleported out, conceding defeat.
  The Doctor implored Merry not 
  to believe in the Old God, and 
  as her faith wavered, the Vigil 
  appeared to her, and attempted 
  to stun them. Merry opened a 
  secret exit with her voice, and 
  by nullifying the Vigil’s blasts 
  with the Sonic Screwdriver, the 
  Doctor, Clara and Merry managed 
  to slink past and escape the temple.
  The Mummy broke through its glass case, 
  and fired a lightning blast into the core of 
  Akhaten. The Vigil disappeared, and the 
  Doctor realised that the Old God the song 
  appeased hadn’t been the Mummy, but the 
  planet itself – and it was awakening. He ordered 
  Clara and Merry back to the amphitheatre, and 
  teetered across to the rock’s precipice.
  Facing the planet, the Doctor told a story. 
  He told it of all the lives he’d lived and of the 
  sights he’d seen – and the planet listened. 
  It reached out, eating the story, feasting 
  on all the moments that made up the 
  Doctor’s soul, and the people of Akhaten 
  sang too, trying to help. But when the 
  Doctor finished his story, Akhaten was not 
  defeated, nor even quenched. It dimmed a 
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  little, but blazed regardless, its clouds curling into 
  a malevolent grin. Recognising the Doctor’s plight, 
  Clara took the moped, and sped to his side. She took 
  her mother’s old book from her bag, and offered 
  Akhaten the leaf that formed page one. She told 
  Akhaten of the infinite potential the leaf represented 
  – not of stories past, but of a future that never came 
  to be – and the planet took it in its ethereal yellow 
  tendril. The infinite power of the leaf was too much 
  for even the appetite of an entire planet. Akhaten 
  imploded, and the ring system went dark.
  CONTINUITY
  •	
  The Doctor says he last visited Akhaten with his 
  granddaughter. Susan travelled with the First 
  Doctor, which suggests this adventure may have 
  taken place when the Doctor was still in his first 
  incarnation.
  •	
  The Doctor continues his investigation into 
  the many Claras, following her timeline from 
  the point her parents meet right up until her 
  mother’s untimely death. Although he fails to 
  find anything that links her to Oswin Oswald (see 
  Asylum of the Daleks on pg. 180) or Clara Oswin 
  Oswald (see The Snowmen on pg. 203), he does 
  uncover the history of the leaf from The Bells of 
  Saint John.
  •	
  In The Bells of Saint John, the Doctor claimed 
  never to take the TARDIS into battle. This 
  hasn’t always been true, but continues into this 
  adventure, where the Doctor chooses to rent a 
  moped rather than risk his time machine.
  •	
  The Doctor wears Amy Pond’s old glasses (see 
  The Angels Take Manhattan on pg. 199).
  B  RUNNING THE ADVENTURE
  This adventure is a spectacular space-fantasy 
  writ large, with an over-the-top alien setting and a 
  (literally) gigantic foe to face down. The enjoyment 
  is to be had in exploring the setting, soaking in the 
  atmosphere of Akhaten and generally having fun 
  adventuring on a truly alien world. The best bit 
  about Akhaten is it remains a great place to set your 
  adventures, both before and after the events of this 
  adventure.
  B  AKHATEN
  When the Doctor arrived, he took Clara to a tiny 
  planetoid, overlooking a gorgeous cosmic vista. As 
  Akhaten’s rocky rings swirled around the vivid red 
  planet, the circles’ rotations revealed a pyramid, 
  built upon a distant planetoid and glowing gently 
  gold. The planet Akhaten is both a gas giant and a 
  cackling despot, so its inhabitants live not on its 
  surface but on the rocky rings in orbit. The rings 
  are like micro-planets, each boasting different 
  attractions; one contains a bazaar and amphitheatre, 
  another a temple. 
  Akhaten prizes music and stories, using them as 
  currency, and the planetoids play host to the Festival 
  of Offerings, a once-in-a-millennium celebration 
  that only happens when the rings align. Nowadays, 
  this is celebrated as a festival of culture and song, 
  but it was originally set up to appease the planet 
  itself – a psychic vampire, feasting on both the stories 
  of its inhabitants and on the people like Merry who 
  remember them.
  CITIZENS OF AKHATEN
  The Akhateenians are a diverse bunch. Some are 
  practically humanoid, others more exotic, and some 
  appear completely cybernetic. Appropriately for an 
  intergalactic melting pot, many of its inhabitants have 
  cribbed technology from other civilisations: among 
  the gadgets on display are Ood-esque translator 
  balls and Hath-like breathers. 
  One of the merchants, Dor’een, belongs to a species 
  that speaks in dog-like growls. She accepts Clara’s 
  ring as payment for the use of her moped, but at the 
  end of the adventure she returns it, out of gratitude.
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  AKHATEN
  Also known as the Old God and Grandfather, 
  Akhaten is a parasite that feeds off the hopes 
  and dreams of its inhabitants. It lays dormant 
  for millennia at a time, but will be awoken if the 
  Festival of Offerings is interrupted. Akhaten’s 
  inhabitants are largely oblivious to the planet’s 
  sentience. Akhaten is altogether too large to 
  have stats in and of itself – instead, should he 
  be awoken it’ll take a clever plan and a whole 
  load of Story Points to quieten him back down 
  again.
  DOR’EEN’S MOPED
  A hover vehicle, ideal for short excursions. 
  Dor’een rents out her moped for a nominal 
  fee, and it can then be used to cross between 
  planetoids. Travelling from Dor’een’s shop, the 
  pyramid planetoid lies well within the moped’s 
  range at the time of the Festival of Offerings.
  Armour: 0 
  Hit Capacity: 4
  Speed: 6 
  Traits: Environmental, Flight.
  FURTHER ADVENTURES
  •	
  Akhaten is musical, cultural and, in the Doctor’s 
  eyes, beautiful. Unfortunately, not everyone 
  has the Doctor’s eyes, and where the Doctor 
  sees a pacifist utopia, the Sontarans see 
  tactical weakness. Fortunately for Akhaten, 
  the Sontarans aren’t particularly interested in 
  declaring war on an enemy that wouldn’t fight 
  back – but when the Doctor returns to find the 
  rings of Akhaten corrupted into a military outpost, 
  its citizens enslaved for the glory of the Sontaran 
  Empire, his fury might be uncontrollable.
  •	
  Grandfather was replaced with an artificial 
  planet, and over the generations, the people 
  of the rings forgot Akhaten had ever been 
  anything more than a vast metal space station, 
  but The Day the Lights Went Out passed into 
  popular mythology. New religions were born, 
  with conflicting interpretations. Some believed
  THE VIGIL
  AWARENESS
  5
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  A trio of soulless guardians, the Vigil were 
  created to maintain the cycle of sacrifices that 
  pacify Akhaten by enforcing necessary evils when 
  creatures of conscience waver. The Vigil speak 
  in whispers, but are capable of blasting their 
  foes with more powerful sound waves to stun or 
  disarm them. 
  SKILLS
  Convince 3, Fighting 3, Knowledge 4 (History of 
  Akhaten 6), Subterfuge 2.
  TRAITS
  Fear Factor (1): The sinister Vigil instil fear in 
  those around them, gaining a +2 bonus when 
  trying to actively scare or intimidate.
  Immortal
  Keen Senses – Hearing
  Obligation (Major): The Vigil serve Akhaten.
  Psychic
  Telekinesis: The Vigil can use their psychic 
  powers to project force shields to protect 
  themselves, or to hurl foes about.
  Teleport
  Voice of Authority: Although they speak in 
  whispers, they command attention.
  TECH LEVEL: 7  
  STORY POINTS: 2-5
  
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  MERRY GEJEHL
  AWARENESS
  6
  PRESENCE
  5
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  2
  In her capacity as the Queen of Years, Merry has 
  memorised every song, poem and legend known 
  to the historians of Akhaten. Although frequently 
  scared – of monsters, of death, and of angering 
  the Old God – Merry is exceptionally brave for 
  one so young, and is willing to sacrifice herself to 
  appease the Grandfather.
  SKILLS
  Craft 4 (Singing 6), Knowledge 3 (History of 
  Akhaten 5).
  TRAITS
  Brave: Although initially scared, Merry is 
  determined to help the Doctor defeat Akhaten.
  Distinctive: Merry’s face is scarred, marking her 
  out as the Queen of Years.
  Empathic
  Obligation (Major): Merry is destined to be 
  sacrificed to Akhaten.
  Photographic Memory: Merry has had to commit 
  all of the Long Song to memory.
  Psychic
  Run for your Life! Merry fled after worrying she’d 
  mess up the song.
  Telekinesis
  TECH LEVEL: 7 
  STORY POINTS: 5
  MUMMY
  AWARENESS
  3
  PRESENCE
  5
  COORDINATION
  2
  RESOLVE
  6
  INGENUITY
  2
  STRENGTH
  7
  A snarling beast of apparently limited intelligence, 
  the Mummy lives in a glass prison within Akhaten’s 
  pyramid. Where the Vigil exist to keep the cycle 
  running and prevent Akhaten from awakening, the 
  Mummy’s mission is to awaken Akhaten should 
  the cycle stop. 
  SKILLS
  Fighting 4, Marksman 3.
  TRAITS
  Alien 
  Alien Appearance
  Fear Factor (2): The Mummy gains a +4 bonus 
  when trying to actively scare.
  Immortal (Major)
  Impervious: The Mummy cannot be harmed by 
  mundane means.
  Obsession (Major): Awaken Akhaten.
  Psychic
  Natural Weapons – Beam: The Mummy can fire a 
  powerful energy beam from its mouth (4/L/L). It is 
  the means by which it can awaken Akhaten itself.
  Slow Reflexes (Major): The Mummy has just 
  awoken from a millennia-long snooze and is 
  hardly in a hurry.
  TECH LEVEL: 7 
  STORY POINTS: 2
  the Lonely Medic conquered Grandfather, others 
  insist he was slain by the Lady of the Leaf. 
  Akhateenian culture splits in two. The Medicites 
  are initially overjoyed when their god returns to 
  Akhaten, but when his divine wisdom favours their 
  rivals’ scriptures, they start to question his story. 
  Maybe he’s a heretic. Maybe he craves attention. 
  Maybe he’s making the whole thing up...
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  ‘Sovereign of the Tharseesian Caste, vanquisher 
  of the Phobos Heresy! The greatest hero the proud 
  Martian race has ever produced... lock him up.’
  B  SYNOPSIS
  Firebird, Arctic Circle, 1983
  A submarine had gathered a peculiar cargo – a 
  beast frozen in a block of ice. Orders were to wait 
  ’til Moscow, but Piotr couldn’t resist. He thawed the 
  creature out, and the startled Ice Warrior lashed out, 
  killing him. Pipes started bursting, the submarine 
  flooding – and a blue box appeared amidst it all. The 
  Doctor rushed to action, guiding the submarine to 
  the safety of an underwater ridge, but despite his 
  help the Soviets saw the Doctor as a potential threat 
  and started interrogating him. Overwhelmed, Clara 
  passed out – just as the empty TARDIS faded away...
  When Clara woke up, the Doctor was still trying (and 
  failing) to inspire confidence among the Soviets. The 
  Russians weren’t disarmed by his charm offensive, 
  but quickly unhanded him when a hulking green 
  Martian appeared in the corridor behind. The Doctor 
  was horrified when the Ice Warrior identified himself 
  as Grand Marshal Skaldak, and even moreso when 
  a crew member attacked Skaldak with a cattle prod, 
  knocking him out. At the Doctor’s behest, the Soviets 
  chained the mighty warrior to the inside of the ship.
  As Skaldak sat in his cell, calling for reinforcements 
  he feared wouldn’t come, the humans debated who 
  they could send to talk with him. The Doctor wouldn’t 
  let Commander Zhukov interrogate Skaldak, as 
  he believed Skaldak would recognised Zhukov as 
  a soldier. Zhukov had likewise pegged the Doctor 
  as an enemy spy, and wouldn’t let him interrogate, 
  either. Clara was sent in, wearing a headset. Skaldak 
  was not fooled, he recognised Clara as an agent of 
  the Doctor, but Clara soon registered that the bulky 
  suited warrior wasn’t moving. Confidence growing, 
  she crept up to the armour... and found it completely 
  hollow! Ship scientist Grisenko speculated that the 
  Ice Warrior might have been more vulnerable, but 
  the Doctor dismissed this: that Skaldak had left 
  his armour meant he had nothing left to lose, and 
  a desperate war hero was the most terrifying and 
  unpredictable kind.
  Sure enough, somewhere in the bowels of the ship 
  Skaldak was wrapping his slender, bony fingers 
  around crewman Stepashin’s neck. Stepashin 
  respected his adversary, and proposed an alliance 
  – one Soviet Ice Warrior could turn the tide of the 
  Cold War. Skaldak considered, with interest, the idea 
  of two foes locked in a state of mutually assured 
  destruction, but didn’t see any value in Stepashin or 
  the Soviets as allies. Instead, he ripped the crewman 
  to pieces to learn about human biology: strengths 
  and weaknesses, inside and out.
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  Skaldak tore two more apart: their screams alerted 
  the Doctor and crew, but they arrived to find only 
  mangled bodies. Everything was getting a bit too real 
  for Clara, and then two spindly green hands gripped 
  her by the neck. Grisenko fired at Skaldak, who 
  retreated back into the rafters... before grabbing 
  Grisenko himself. Skaldak declared that the people 
  of Earth must pay for Grisenko’s attack, but Zhukov 
  talked him down. He proposed negotiations, and 
  Skaldak agreed – but noted that he would have the 
  upper hand. The empty suit of armour strode down 
  the corridor, Skaldak dropped into it and made his 
  way to the weapons room.
  As Skaldak armed the missiles, preparing the 
  mutually assured destruction of all Earth civilisation, 
  the Doctor appealed to his better nature, his former 
  life and his reputation as a hero that would surely 
  be tarnished by the brutal murder of several billion 
  innocents; and, as they spoke, the Firebird rose! 
  Up and up, through the sea, drawn to the surface 
  by an alien tractor beam – an Ice Warrior tractor 
  beam. Skaldak disappeared, teleported away, but 
  the missiles remained primed for too many tense 
  moments... until, blessedly, they disarmed! Skaldak 
  had returned humanity’s mercy. 
  Clara asked the Doctor, for the umpteenth time, what 
  had happened to the TARDIS – the Doctor conceded 
  that he’d reset the Hostile Action Displacement 
  System. He whipped out his screwdriver, and traced 
  the TARDIS to the pole... specifically, the South 
  Pole. Sheepishly, he asked the Soviets if they could 
  have a lift.
  CONTINUITY
  •	
  In The Curse of Peladon (see The Third Doctor 
  Sourcebook), the Third Doctor posed as an 
  ambassador for Earth. He namechecked this 
  lie and opted not to repeat it in this adventure, 
  instead admitting to the crew of the Firebird that 
  he and Clara were time travellers.
  •	
  The Hostile Action Displacement System (HADS) 
  was first set by the Second Doctor (see The 
  Krotons in The Second Doctor Sourcebook). 
  Zoe, like Clara, was horrified when the TARDIS 
  initially disappeared – apparently destroyed by 
  Krotons – and in both instances the Doctor didn’t 
  explain the HADS to his companion until later on 
  in the adventure.
  •	
  Clara learned about the TARDIS’ translation 
  circuit in this adventure when she told a group 
  of Russians that she didn’t speak Russian... in 
  Russian! The Ninth Doctor described translation 
  as a “gift of the TARDIS,” and negotiation can be 
  very difficult without it as Harriet Jones learned 
  in The Christmas Invasion (see The Tenth 
  Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  This adventure is a taut, tightly paced affair, not just 
  for its confined, almost claustrophobic setting, but 
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  also for the high stakes at risk. As with the very best 
  Doctor Who adventures, this one’s a parable of sorts 
  – this time for the Cold War itself, using the tension 
  between the Russians on the submarine and the Ice 
  Warrior from Mars to draw parallels with the wider 
  conflict of the time. This is something you can do in 
  your own games, using the alien-oriented conflicts of 
  your own adventures to comment on what’s going on 
  in the real world.
  FIREBIRD
  The Firebird is a 1980s military submarine – built 
  to last, but not necessarily built for comfort. A 
  sprawling maze of Soviet steelwork, the Doctor 
  joined the Firebird under extraordinary pressure, 
  as it bursted at the seams and plunged to the 
  bottom of the Arctic Ocean. The Firebird is kitted 
  out with living quarters, a kitchen, enough supplies 
  to keep a small crew alive for a good few months... 
  and plentiful stocks of highly volatile weaponry.
  FURTHER ADVENTURES
  •	
  Mars is a planet fast becoming wasteland; some 
  would argue that it’s already uninhabitable. 
  Today, though, the ancient and noble society 
  of Ice Warriors rescued an ancient mythical 
  hero from Earth’s seas, and are looking at their 
  erstwhile neighbours with renewed interest. 
  The “Planet of the Russians” is perfectly 
  habitable, and – with the Doctor’s reluctant 
  assistance – a few pioneering young Martians 
  quietly plant a flag in the Arctic tundra. How 
  long can the newly dubbed Ice Healers coexist 
  with the primitive natives? Why does history not 
  remember them?
  •	
  Grand Marshal Skaldak is beyond ancient; he’s 
  twice as old as Alexander the Great and then 
  some, but as Mars decays, an old-time hero 
  is exactly the morale boost the Ice Warriors 
  need. He’s put up in the most opulent 
  home, with hotlines to every diplomat and 
  bureaucrat and whatever approximates a 
              GRAND MARSHAL SKALDAK
  Earth-like atmospheres his Coordination 
  is lowered by 2 (the Attribute score 
  already takes an Earth-like 
  atmosphere into account).
  Cyborg
  Natural Weapon (Sonic Gun): 
  Ice Warriors have a sonic gun 
  attached to the gauntlet of their 
  armour (4/L/L).
  Slow (Minor): An Ice Warrior’s 
  speed is halved in Earth-like 
  environments.
  Weakness (Major): An Ice 
  Warrior prefers cold 
  weather and can’t stand 
  intense heat. An Ice 
  Warrior gets a -2 penalty 
  to all actions when the 
  temperature rises 
  to 32°C and takes 4 
  levels of damage as 
  the temperature gets 
  closer to 100°C.
  Voice of Authority
  TECH LEVEL: 6
  STORY POINTS: 3-4
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  1
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  7
  Skaldak was a living legend among the Ice Warriors; 
  The Grand Marshal had been entombed in a brick 
  of ice for some five thousand years before he was 
  thawed in this adventure. Although brutal, Skaldak 
  was ultimately a humane and honourable foe: he 
  fondly recalled that he sang songs with his daughter 
  in his former life, and when the Ice Warriors finally 
  responded to his call he shut off the Firebird’s missiles 
  as an act of mercy.
  SKILLS
  Fighting 4, Marksman 3, Survival 3, Technology 3.
  TRAITS
  Alien
  Alien Appearance: Ice Warriors appear to be 
  reptilian humanoids.
  Armour (Major): Ice Warriors wear a bioarmour 
  that resembles a carapace or shell. This armour 
  reduces damage taken by 10. It also slows their 
  Coordination; in their native atmosphere an Ice 
  Warrior has his Coordination lowered by 1. In 
  
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  media presence – or rather, they have hotlines 
  to him. As his descendants wring the great 
  warrior for everything he is, he regrets that the 
  only way to escape is to become everything he 
  never wanted...
  ZHUKOV
  AWARENESS
  4
  PRESENCE
  5
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  3
  The fearless leader of the Firebird, Captain 
  Zhukov was highly suspicious of the Doctor and 
  Clara when they appeared on his ship, believing 
  them to be Western spies, but he set his prudent 
  Cold War paranoia aside in the face of a more 
  dangerous foe. Respecting his own limitations, 
  he sensibly recognised the Doctor’s greater 
  authority in extraterrestrial matters and quickly 
  relinquished leadership to the Time Lord.
  SKILLS
  Convince 3 (Leadership 5), Fighting 3, 
  Marksman 3, Transport 3 (Submarines 5).
  TRAITS
  By the Book: Zhukov is loyal to the Soviet Union’s 
  ideals.
  Brave: Zhukov is a brave officer, even when out of 
  his depth against an Ice Warrior.
  Military Rank (Special): Captain of his boat.
  Obligation (Minor): Zhukov’s belief in the mission 
  overrides his care for his crew.
  True Connection: His daughter, back home.
  Voice of Authority: He’s the captain of his ship.
  TECH LEVEL: 5 
  STORY POINTS: 5
  GRISENKO
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  3
  INGENUITY
  4
  STRENGTH
  2
  Grisenko was a scientific advisor, the only pacifist 
  in a submarine full of fighters. When they arrived, 
  Grisenko was quick to identify the Doctor and 
  particularly Clara as kindred spirits. Unlike his 
  comrades, Grisenko held the Western world in 
  great esteem, he loved British culture and was 
  particularly fond of modern bands like Ultravox 
  and Duran Duran. He shared his music with Clara, 
  and implored her to sing when she was nervous.
  SKILLS
  Knowledge 3 (Western Music 5), Science 5, 
  Technology 4, Transport 2.
  TRAITS
  Boffin
  Dark Secret: Secretly loves the West.
  Empathic: Grisenko is horrified at the deaths 
  aboard the submarine.
  Eccentric: Sings to himself during dangerous 
  situations.
  Obsession (Minor): He is obsessed with Ultravox 
  and Duran Duran.
  Outsider: As the only pacifist onboard, he’s left 
  out.
  Technically Adept
  TECH LEVEL: 5 
  STORY POINTS: 5
  COLD WAR
  
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  ‘We’re all ghosts to you. We must be nothing.’
  ‘You’re not that.’
  ‘Then what are we? What can we possibly be?’
  ‘You are the only mystery worth solving.’
  B  SYNOPSIS
  Caliburn House, Scotland, 1974
  A ghastly apparition flashed across the hall, its 
  face contorted into a hellish scream. As Emma 
  channelled the wraith of the lady, Alec took photos, 
  but the creature was gone in seconds. The house fell 
  quiet – but then, a knock at the door.
  “Hello! I’m looking for a ghost.” 
  The ghost-hunters were cautious of the Doctor, but 
  opened up when he reassured the pair that he and 
  Clara hadn’t come to undermine their investigation. 
  Intrigued, the Doctor dared Clara to join him on a 
  ghost hunt.
  A chill ran through the Doctor and Clara as they 
  passed through a door-frame in the music room, 
  and the Doctor marked out its location with a ring of 
  chalk. As they continued, the chill spread throughout 
  the entire house, and something dreadful thumped 
  from far away. An unknown hand took Clara’s in 
  hers, a flash of lightning revealed the hand’s owner 
  as a crooked monster, and the time-travellers darted 
  back through the manor.
  They arrived in the lobby, where Emma was sensing 
  the ghost again. A spinning black disc appeared, 
  hovering in mid-air. The Doctor seized Alec’s 
  camera and took photo after photo of the disc, each 
  flash etching cracks upon its surface. As the disc 
  spun, the ghostly figure reappeared, flickering 
  towards Emma, until she fainted, taking the ghost 
  and the disc with her.
  As Emma recovered and bonded with Clara over a 
  cuppa, the Doctor and Alec retreated to a dark room 
  and developed the day’s photos. The same figure 
  appeared in each, with the same outstretched arm 
  and twisted face. Inspiration struck, and the Doctor 
  asked if he could borrow Alec’s camera. The Doctor 
  took it and Clara back to the TARDIS, and set off into 
  time – but not space.
  Somewhen around 4,500,000,000 BC, the Doctor 
  walked out onto the Earth’s newborn surface and 
  took a single photo. He then returned to the console 
  and inched the TARDIS forward through time. 
  Together, Clara and the Doctor zipped through all 
  9.5 billion years of Caliburn’s timeline, capturing 
  it as a prehistoric tropical paradise and a thriving 
  Victorian manor, all the way to the decaying planet 
  in its final days.
  The Doctor presented his photos to Emma and Alec 
  in the form of a slideshow – and as the millennia 
  hurtled past, the ghostly figure inched gradually 
  towards the camera. The Doctor concluded that 
  the figure was a silhouette being projected 
  through a pocket universe, attached to but 
  distinct from our own, and identified her 
  as Hila Tacourien, a celebrated adventurer 
  from Earth’s far-off future. The slideshow 
  continued to reveal Hila’s pursuer: a gnarled 
  creature, creeping through undergrowth.
  Determined to save Hila, the Doctor built a 
  psychochronograph in the lounge. Emma 
  hooked herself up to it, and the black 
  disc reappeared. The disc cracked, 
  shattered, and the room filled 
  with the portal’s terrible light. 
  The Doctor jumped through, 
  into the pocket universe.
  The Doctor quickly found 
  Hila, but struggled to retrace 
  his steps. Sensing their 
  panic, Emma projected a 
  copy of Caliburn House into 
  the forest to highlight the 
  exit. The adventurers fled 
  to the house, and the Doctor 
  gave Hila the harness he 
  came in with. She tugged 
  thrice, and Alec and Clara 
  pulled 
  her 
  through 
  the 
  void – but as Hila landed in 
  Caliburn House, Emma grew 
  exhausted, and fainted. The 
  wormhole shut, the psychic 
  house faded, and the Doctor 
  was stranded in the forest.
  Clara ran out to the TARDIS. The 
  doors locked, shutting her out, and 
  the visual interface explained that 
  there was nothing that could be 
  done: if it travelled to the pocket 
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  universe, it would be destroyed in seconds. Emma 
  regathered her strength, and despite Alec’s protests, 
  reopened the portal. The TARDIS’ locked doors 
  swung open, and Clara walked in.
  The Doctor recognised that the creature wasn’t 
  attacking him, but had identified him as his ticket out 
  of the pocket universe. He fled, determined not to 
  let it through, but eventually the creature pinned the 
  Doctor to the ground. As things looked desperate, 
  the TARDIS hurtled into the universe, and knocked 
  the creature sideways. The Doctor was saved.
  On the other side, The Doctor pledged to take Hila 
  somewhere safe, but when he noticed Emma and 
  Alec’s affection, the Doctor made one further 
  deduction – the creature in the house had held 
  Clara’s hand because it was lonely. With apologies, 
  the Doctor asked Emma for one last favour. She 
  reopened the pocket universe, and the Doctor 
  promised the crooked creature he’d take it across 
  the void. The TARDIS whizzed through the wormhole, 
  not quite able to land: “Get ready to jump.”
  CONTINUITY
  •	
  The blue crystal Emma Grayling uses to amplify 
  her psychic power is from the planet Metebelis 
  III. The Third Doctor previously visited Metebelis 
  III (see The Green Death and Planet of the 
  Spiders in The Third Doctor Sourcebook). In The 
  Green Death, he used a similar crystal to disrupt 
  a computer’s hypnotic influence.
  •	
  Clara and the TARDIS continue their vendetta 
  from Akhaten (see The Rings of Akhaten on pg. 
  211). The TARDIS, for its part, growls at Clara 
  when she shakes her umbrella dry. Clara has 
  started calling the machine a “grumpy cow.”
  •	
  The Doctor came to Caliburn House not to see 
  the ghost, but to continue his investigation into 
  Clara Oswald’s true identity. He intended to use 
  Emma Grayling’s empathic powers to scan his 
  companion but his search was fruitless: Emma 
  scathingly confirmed that Clara was a “perfectly 
  ordinary girl.”
  •	
  The Doctor visits the planet Earth at the very 
  end of its timeline. The Ninth Doctor witnessed 
  the same events from above (see The End of the 
  World in The Ninth Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  Of course, there’s no way that a classic ghost story 
  can actually turn out as such when the Doctor gets 
  involved, but that’s half of the fun of course! Here, the 
  Doctor is actually looking for a psychic, ostensibly 
  to scan Clara to see if she’s normal. What he runs 
  into is a pair of ghost hunters and what seems to be 
  a very real ghost. Naturally, as in all the Doctor’s 
  stories, the supernatural events actually turn out 
  to have a scientific answer – the ghost is actually a 
  time traveller trapped in a pocket dimension, who 
  must be rescued (along with the monster supposedly 
  hunting her, who is itself trapped too). The key to 
  running such a story in your own games is to build 
  up the tension, evoking the feel of a classic haunted 
  house movie, and leading the characters to believe 
  that there might be such a thing as ghosts after all, 
  before letting them discover what’s really going on.
  CALIBURN HOUSE
  Caliburn isn’t so much a haunted house as a house 
  that happens to coincide with a haunting. Paranormal 
  happenings had been reported in the vicinity since 
  Anglo-Saxon times, when there was nothing but 
  forest, and the apparition, it transpired, had been 
  around for much longer still. The house is large and 
  well-maintained despite being several centuries 
  old, but its best days are behind it. Dr Alec Palmer 
  is now the sole owner of the manor, having bought it 
  to investigate the spectre and hopefully uncover the 
  truth behind the legend.
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  POCKET UNIVERSE
  A grim void, where scattered clumps of land float 
  pointlessly through the abyss. The pocket universe is 
  capable of supporting life – the air is non-toxic, and 
  the land supports forests – but it’s hostile, unfeeling, 
  and above all, doomed. Time passes at a different 
  rate to our own universe: within three minutes of 
  pocket universe time, an entire planet could have 
  cycled from birth to death. The gnarled forests of 
  the pocket universe are little more than decaying 
  wasteland – a cosmic dead end.
  PSYCHOCHRONOGRAPH (MAJOR GADGET)
  A microphone for the mind. A fragment of a 
  blue crystal from Metebelis III is strapped into 
  a tiara on Emma’s head, which is attached to a 
  circuit with crocodile clips. This set-up allows 
  Emma to open a wormhole to the pocket 
  universe – however, it can only be sustained 
  for as long as Emma remains conscious, and 
  the process of opening the wormhole inflicts 
  exquisite agony upon the user. 
  Traits: Vortex, Restriction (Inflicts mental 
  damage on the wearer).
  Story Points: 2
  ANALOGUE GHOST DETECTOR 
  (MINOR GADGET)
  Alec Palmer’s ghost detector is local 1970s 
  technology – a daunting wall of toggles 
  and oscilloscopes. It detects paranormal 
  phenomena and records the fluctuations 
  onto a reel of paper, but only gives a positive 
  readout in the presence of Emma Grayling.
  Traits: Bulky (Minor), Scan, Restriction 
  (Detects psychics only).
  Story Points: 1
  FURTHER ADVENTURES
  •	
  The Doctor has let two lovers, of species 
  unknown, loose on an empty planet. We don’t 
  know how fast the Crooked People reproduce, 
  how might that planet look after 100  years? 
  1000 years? 100,000 years? Will the Doctor be 
  proud of the world he’s created – and how will 
  the Crooked People speak of him?
  •	
  Mostly TARDIS-proof, accessible from any point 
  in time, but tricky to locate without the help of a 
  powerful empathic psychic – if someone wanted 
  to blackmail the Doctor, a pocket universe would 
  make a deliciously sinister storage vessel. But 
  who would blackmail the Doctor? Who or what 
  would they take from him, and what would they 
  want in return?
  HILA TACOURIEN
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  5
  STRENGTH
  3
  An explorer from Earth’s future, Hila Tacourien 
  became displaced and stranded in the pocket 
  universe, where a crooked creature pursued her 
  through twisted woods. Her fear bled back into 
  our own universe, where the spectral projections 
  she unwittingly forged gained her notoriety as the 
  “Caliburn Geist.” Hila’s disappearance did not 
  go unnoticed in her own timeline, and created 
  a fixed point in history that, when rescued, 
  precluded her from ever returning to her 
  former life.
  SKILLS
  Athletics 3, Knowledge 3, Science 4, 
  Survival 5, Technology 4, Transport 2.
  TRAITS
  Attractive
  Indomitable
  True Connection: Hila is the 
  descendant of Alec and Emma.
  Vortex
  TECH LEVEL: 8  
  STORY POINTS: 5
  
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  ALEC PALMER
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  3
  Whereas the Doctor, of all people, admires Major 
  Palmer for his actions during the Second World 
  War, Alec struggles to afford himself the same 
  respect. Ghost hunting, then, is something of 
  a penance – a way to finally rationalise death, 
  having lived so long with its spectre. Alec cares 
  deeply for Emma Grayling, and they finally 
  realise their feelings towards one another over 
  the course of this adventure. Their love endures, 
  and among their descendants is a woman called 
  Hila Tacourien.
  SKILLS
  Craft 3 (Painting 5), Fighting 3, Knowledge 
  4 (Psychology 6), Marksman 3, Science 3, 
  Subterfuge 4, Technology 3.
  TRAITS
  Boffin: Alec has built all of his ghost-hunting 
  equipment himself.
  Brave
  Dark Secret: Alec is haunted by the deaths he 
  caused during the Second World War.
  Empathic: Alec is a Professor of Psychology.
  Obsession: Solve the mystery of the haunting.
  Technically Adept
  True Connection: Alec has hidden his true 
  feelings for Emma.
  TECH LEVEL: 5 
  STORY POINTS: 5
  EMMA GRAYLING
  AWARENESS
  5
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  2
  Empathic psychics are noted for their compassion, 
  and Emma Grayling is no exception. Where 
  the Caliburn Geist scares most who witness it, 
  Emma senses its fear, and seeks to help it. She 
  is vulnerable, plagued by self-doubt, and hence 
  dismissed Alec’s affections, when she sensed 
  them, as her own wishful thinking. Her abilities 
  allowed her to amplify the apparitions in Caliburn 
  House for the benefit of Dr Alec Palmer’s 
  equipment. Although her mind offers her keen 
  insights into the emotions of others, her powers 
  are a mixed blessing. 
  SKILLS
  Knowledge 3, Science 2.
  TRAITS
  Attractive
  Brave: Emma steadfastly stands by Alec’s side, 
  even in the face of ghosts, time travellers and 
  apparent monsters from a parallel dimension.
  Clairvoyant: Emma’s psychic powers allowed 
  Alec to capture images of the Caliburn Geist.
  Empathic: Even without her powers, Emma is a 
  good judge of character.
  Psychic: When amplified by the Doctor, Emma 
  could use her powers to open a wormhole.
  True Connection: For the sake of decorum, 
  Emma keeps her love for Alec hidden.
  TECH LEVEL: 5 
  STORY POINTS: 5
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  ‘Please tell me there’s a button you can press to fix 
  this.’
  B  SYNOPSIS
  The TARDIS, The Future.
  With hard rock blaring, the Van Baalen brothers – 
  and their android accomplice, Tricky – engaged the 
  magno-grab, drawing several tonnes of space debris 
  onto the ship. Among their haul was a mysterious 
  blue box, apparently wooden, but impervious to their 
  hammers and cutting lasers. A man in a bow tie 
  emerged from beneath the wreckage, promising the 
  Van Baalens the salvage of a lifetime if they’d help 
  him rescue his companion. The madman let them in, 
  then set the TARDIS into lockdown. The Doctor set 
  a timer – 60 minutes, and the TARDIS would self-
  destruct. When the Van Baalen brothers protested, 
  and he reduced it to thirty – the salvage of a lifetime 
  wasn’t the TARDIS, it was their own lives! Gregor, 
  Tricky and the Doctor left together, and Bram stayed 
  in the console room.
  Somewhere in the bowels of the TARDIS, Clara 
  was waking up. She’d grabbed hold of something 
  hot when the TARDIS rolled, and now a shape was 
  burning onto the palm of her hand – but the TARDIS 
  was snarling, hurling fireballs at her, so she had to 
  keep moving. Pursued by a Time Zombie, 
  she fled into the library… 
  Gregor’s sensor drew him to the 
  Architectural Reconfiguration System, 
  designating it an object of incalculable 
  value. Despite the Doctor’s protests, 
  Gregor stole a circuit and stashed it in 
  his rucksack – so the TARDIS folded its 
  corridors around and kept the search 
  party from making any progress. Bram 
  Van Baalen climbed into a hatch beneath 
  the TARDIS console. A stray cable 
  zapped him off the ladder, and Bram fell 
  to the ground. Helpless, a Time Zombie 
  set upon his body.
  Just as the TARDIS turned Gregor back 
  on himself, it steered Clara to a console 
  room... but, one without an exit! Gregor 
  dropped the circuit so they could go back 
  to check on Bram – but two Time Zombies 
  started chasing them, so the TARDIS 
  instead guided them to another dead-
  end console room. The Doctor locked onto Clara’s 
  location, and surmised that the TARDIS must have 
  been creating copies of the console room to keep 
  its inhabitants safe. The Doctor sychronised the 
  echoes using the controls on his echo console, and 
  grabbed Clara into their room. Mission apparently 
  accomplished, the Doctor revealed his self-destruct 
  as a ploy to ensure the Van Baalens’ commitment... 
  only to discover that the Eye of Harmony was now 
  genuinely overloading! Stakes escalating, he set 
  course for the engine room.
  As the adventurers approached the TARDIS’ heart, 
  the time machine instinctively lashed out, and 
  smashed a metal bar into Tricky’s shoulder. Pinned 
  to the wall, android Tricky asked Gregor to slice his 
  arm off – Gregor refused, but it took the Doctor to 
  explain that Tricky wasn’t really an android but the 
  third Van Baalen brother. Gregor freed Tricky by 
  slicing the metal bar, and they progressed to the Eye 
  of Harmony.
  When they arrived at the Eye of Harmony, the distant 
  door was blocked by a Time Zombie – and a conjoined 
  Zombie had reached the door they came through. 
  Gregor’s machine identified the solitary Zombie as 
  Clara from Lancashire, and the Doctor conceded that 
  the Time Zombies were their imminent future, as the 
  radiation from the Eye mutates them. Tricky shoved 
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  the conjoined Zombies off the side of the bridge as 
  they broke in – but slipped, himself, only just clinging 
  onto the side. As Gregor hoisted Tricky back up, the 
  radiation mutated them into Time Zombies, joining 
  them at the shoulder.
  Clara and the Doctor slipped out of the room, and 
  emerged on what appeared to be a sheer cliff. 
  The Doctor reassured Clara that the cliff was just 
  a projection to deter people from accessing the 
  TARDIS’ engines, and it was safe to jump. Sure 
  enough, they landed in the heart of the TARDIS – but, 
  too late. Everything was shattered, the day was lost… 
  but then the Doctor saw Clara’s hand. Burned into it, 
  back-to-front but now clearly legible, were the words 
  “BIG FRIENDLY BUTTON.”
  Hard rock blared through a crack in the wall – a 
  window to the beginning of the adventure. The Doctor 
  etched the words “BIG FRIENDLY BUTTON” onto a 
  hand-held device, but rather than leave anything to 
  chance, the Doctor climbed through the crack and 
  gives the device to his former self. He hit the button, 
  the shields went up, and the TARDIS disappeared 
  from the Van Baalen ship’s monitor. Crisis averted – 
  and no one remembered a thing.
  CONTINUITY
  •	
  The Doctor has amassed a handsome collection 
  of memorabilia from his travels. Among the 
  treasures he’s magpied away are Sir Robert’s 
  telescope (see Tooth & Claw in The Tenth Doctor 
  Sourcebook), and Clara also glimpses the 
  Doctor’s cradle (see A Good Man Goes to War on 
  pg. 142).
  •	
  The Doctor climbs through a crack caused by the 
  TARDIS exploding. The Doctor first encountered 
  such a crack in The Eleventh Hour, and they 
  blistered all across his personal timeline until 
  he rebooted the universe in The Big Bang. 
  •	
  “I brought you here to keep you safe, but it 
  happened again! You died, again!” Although 
  Clara doesn’t retain the knowledge, the Doctor 
  reveals that he met “A girl in a shipwreck,” 
  referring to Oswin Oswald (see Asylum of the 
  Daleks on pg. 180), and “A governess who was 
  really a barmaid,” alias Miss Montague (see    
  The Snowmen on pg. 203).
  •	
  The Eye of Harmony has been mentioned and 
  seen several times before. Significantly, the 
  Master fell into it when grappling with the Eighth 
  Doctor, and the energy of the Eye revived his 
  companions Grace and Chang Lee (see The TV 
  Movie in The Eighth Doctor Sourcebook).
  •	
  This adventure reveals a glimpse of the TARDIS 
  swimming pool, often mentioned by the Doctor, 
  and once used to cushion River Song’s fall (see 
  Day of the Moon on pg. 120).
  B  RUNNING THE ADVENTURE
  Most adventures start and end in the TARDIS, but 
  it’s seldom been so thoroughly explored. Under 
  attack, the Eleventh Doctor’s TARDIS bares its 
  teeth. Duplicate console rooms are deployed as 
  sanctuaries, but she lashes out with iron bars, 
  visual hallucinations, and she uses space-time 
  manipulation to join corridors together and prevent 
  those who wrong her from ever escaping.
  The trick with this adventure is the ending – in order 
  to escape the temporal loop the characters find 
  themselves in (and to avoid becoming a Time Zombie), 
  they’re going to have to come up with a drastic and 
  very, very clever plan. Oh, and spend a load of Story 
  Points. Here are some examples:
  •	
  Open a window to the start of the adventure and 
  leap through.
  •	
  Devise a Gadget that they can send back in time 
  to their earlier selves – or forward in time to their 
  later selves – that allows them to save the day.
  •	
  Enter the heart of the TARDIS and somehow 
  reboot or disable its security systems.
  •	
  Use the Telepathic Interface to enter the ‘mind’ 
  of the TARDIS and calm her down.
  See also The Doctor’s Wife, for more ideas of the 
  sort of hazards a hostile TARDIS might throw up.
  BIG FRIENDLY BUTTON (MAJOR GADGET)
  Actually a remote control for the Van Baalens’ 
  magno-grab, the Doctor swiped the device 
  from the Van Baalens at the beginning of the 
  adventure and passed it to his former self 
  through a crack in time at the end. This time-
  loop occurred twice – the first time around, he 
  etched the words “BIG FRIENDLY BUTTON” 
  into its surface with the Sonic Screwdriver 
  then tossed it through, and when he learned 
  his former selves wouldn’t read it in time to 
  avert disaster, he climbed through the crack 
  and delivered it in person.
  Traits: Entrap (Major).
  Story Points: 2
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  THE EYE OF HARMONY
  A collapsing star was put into artificial stasis just as 
  it was on the verge of becoming a black hole, and 
  in a state of permanent decay the Eye of Harmony 
  provides power to the TARDIS. The room that 
  contains the Eye is a single rickety bridge with a 
  wall and a door on either end. However, the walls 
  are not connected to anything – the Eye appears to 
  be suspended in empty black space, some distance 
  away from the bridge. The radiation from the Eye 
  is lethal, and it is very dangerous to stay in the Eye 
  of Harmony room for any significant length of time.
  FURTHER ADVENTURES
  •	
  In 1499, winged spacecrafts flutter through the 
  foothills of the Andes each night, scanning for 
  signs of the ancient alien scientist rumoured 
  to live among them. Her stony-grey skin criss-
  crossed with angry red capillaries, the locals 
  dub her Mama Killa, or ‘Mother Moon,’ but 
  she calls herself the Survivor. The Doctor’s 
  heard the same rumours, but he mostly tries 
  not to think about them. Then, he tries not to 
  concoct a theory that the brightest and most 
  brilliant TARDIS engineers could, maybe, 
  have developed a resistance to the Eye of 
  Harmony’s radiation, and that a gradual enough 
  transformation could leave a particularly 
  brave and resilient engineer with her mental 
  faculties still basically intact. And when the 
  first spaceship lands to demand that the Incas 
  surrender the woman they venerate as a deity, 
  the Doctor tries not to get involved. He was just 
  in the area, honest...
  •	
  By bending time and space, the TARDIS could 
  trap intruders in an infinite loop, and keep them 
  alive indefinitely – for as long as it remembers. 
  When the security glitches, the TARDIS’ fly trap 
  programming lapses, and all the nasty things 
  that were stuck are released. What horrors has 
  it collected?
  BRAM VAN BAALEN
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  2
  INGENUITY
  3
  STRENGTH
  4
  Although he’s nominally a joint partner with 
  Gregor, Bram is a born follower, and fails to 
  command the same respect.
  SKILLS
  Athletics 2, Fighting 4, Marksman 3, Survival 2, 
  Technology 2, Transport 3.
  TRAITS
  Adversary (Major): The TARDIS does not like 
  being stolen from.
  Clumsy: Bram is not too steady on his feet.
  Dark Secret: Tricky is really his brother and heir 
  to the business, not a flesh-android.
  Friends: The Van Baalen Bros are a close-knit 
  team.
  Percussive Maintenance: Bram’s style is not 
  subtle.
  Resourceful Pockets: As salvage experts, the Van 
  Baalen Bros have a thing or two tucked away.
  TECH LEVEL: 6  
  STORY POINTS: 5
  TIME ZOMBIES
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  1
  STRENGTH
  4
  The Eye of Harmony emits a terrible radiation that 
  burns your cells and liquefies your innards, but 
  crueller than that, it doesn’t quite kill you! Time 
  Zombies stalk the TARDIS’ corridors, and as time 
  loops in fractal patterns they can fold back onto 
  their timeline and meet their younger, healthier 
  selves, so you might never know that the monster 
  that’s pursuing you is... you! 
  SKILLS
  Athletics 2, Fighting 4, Survival 4.
  TRAITS
  Fear Factor (1): Time Zombies look pretty 
  horrific, and so gain a +2 when actively trying to 
  scare or intimidate someone.
  Impaired (Mute)
  Vortex (Alien Special): Time Zombies can travel 
  back within their own personal time lines to 
  pursue their younger selves.
  STORY POINTS: 3-4
  
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  TRICKY VAN BAALEN
  AWARENESS
  5
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  5
  STRENGTH
  3
  The youngest, smartest and kindest of the Van 
  Baalen brothers, Tricky was due to inherit the ship 
  from his father, but when an industrial accident 
  left him with no sight, no voice, and no memory 
  of his former life, Tricky’s brothers fitted him with 
  bionic eyes and an electronic voice box, and told 
  him he was a ‘flesh android.’
  SKILLS
  Convince 4 (Leadership 6), Craft 3 (Writing 5), 
  Fighting 2, Marksman 2.
  TRAITS
  Amnesia: Tricky has no memory of his life prior 
  to his accident.
  Brave: Even when he realised what his brother 
  had done to him, Tricky still sacrificed his life to 
  save him.
  Code of Conduct: No fear, no hate, no pain.
  Cyborg: Tricky has bionic eyes and an electronic 
  voice box, but he is no robot.
  Empathic: Tricky is compassionate, feeling the 
  pain of the TARDIS.
  Enslaved: Tricky is in service to his brothers.
  Keen Senses (Eyes)
  TECH LEVEL: 6  
  STORY POINTS: 5
  GREGOR VAN BAALEN
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  2
  INGENUITY
  3
  STRENGTH
  4
  Gregor was jealous of the trust his father placed in 
  Tricky, so when his brother lost his memory in an 
  industrial accident, he took advantage and seized 
  the family business for himself. 
  SKILLS
  Athletics 2, Convince 3, Fighting 3, Marksman 3, 
  Survival 2, Technology 3, Transport 4.
  TRAITS
  Adversary (Major): The TARDIS does not like 
  being stolen from.
  Dark Secret: Tricky is really his brother and heir 
  to the business, not a flesh-android.
  Friends: The Van Baalen Bros are a close-knit 
  team.
  Impulsive: Gregor does not always think before 
  he acts – something that has devastating 
  consequences.
  Resourceful Pockets: As salvage experts, the 
  Van Baalen Bros have a thing or two tucked 
  away. 
  Selfish: Gregor is out for himself – he’s even 
  prepared to dupe his own brother to get rich.
  TECH LEVEL: 6  
  STORY POINTS: 3
  JOURNEY TO THE CENTRE OF THE TARDIS
  
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  ‘Oooh, good name. Hey, that’s good, isn’t it? “The 
  Crimson Horror.” I wonder what it is.’
  B  SYNOPSIS
  Yorkshire, 1893
  Edmund and Effie, working for a newspaper, were 
  undercover as a married couple, investigating 
  strange goings-on in Sweetville. Edmund died in 
  strange circumstances, a victim of the “crimson 
  horror”, which left him with bright crimson skin and 
  a rictus of terror. His brother, Mr Thursday, took 
  images of Edmund’s eyes at the point of death and 
  brought the images to Madame Vastra. The images 
  appeared to show the Doctor’s face.
  Mrs Winifred Gillyflower, the proprietor of the 
  Sweetville community, recruited the fit and beautiful 
  through public meetings decrying the moral decay of 
  the age. Jenny infiltrated the community, looking for 
  the Doctor, and discovered the Sweetville mill didn’t 
  actually exist – it was simply an auditory illusion 
  created by a bank of loudspeakers. She also saw 
  Sweetville’s inhabitants being dipped into vats of 
  crimson liquid.
  Soon she found the Doctor in a cell, but he was 
  affected by the Crimson Horror, stiff and crimson. 
  Jenny was able to bring him to a metal cell where 
  he reversed the change, and bounded out, quite 
  recovered. He explained that he and Clara had 
  arrived in Yorkshire and met Edmund, who was 
  trying to uncover the source of the dead bodies in the 
  canal, which he believed was Sweetville.
  The Doctor had analysed the Crimson Horror, then 
  he and Clara posed as a married couple to infiltrate 
  Sweetville. They saw the strange secret of the model 
  community: inside a residence were a man and a 
  woman, silent and still under a bell jar as a giant 
  air pump kept them alive. The intruders were then 
  seized and subjected to the preservation procedure: 
  submersion into a vat of venom. Clara was unhurt but 
  rendered immobile, but the Doctor was a “reject”. 
  However, unlike other rejects, the process did not 
  kill him.
  Mrs Gillyflower’s blind daughter, Ada, was in charge 
  of disposing of the rejects. Finding the Doctor alive, 
  and feeling kinship with him, she concealed him in a 
  cell and cared for him. Until Jenny, the only person to 
  see him was the dying Edmund, who had stumbled 
  into the cell and seen him, the image becoming 
  preserved on his eye thanks to the venom’s 
  changes to his body.
  The Doctor, with Jenny, found Clara 
  under a bell jar, and pulled her to the 
  same metal cell where he had recovered. 
  However, Ada had discovered that the 
  Doctor had escaped, and confessed to 
  her mother. Mrs Gillyflower disparaged 
  her daughter, and set her pilgrims after the 
  Doctor. Jenny held them back until Strax and 
  Vastra arrived, driving them away. 
  Vastra recognised the symptoms of the 
  Crimson Horror from 65 million years 
  earlier. It was the poison of a tiny red 
  leech. Somehow Mrs Gillyflower had 
  collected vats of this venom and was 
  intending to scatter it over the country, 
  using a makeshift rocket hidden in the 
  empty mill. This “great work” would 
  wipe out humanity, until her preserved 
  survivors would step out to create a 
  new utopia.
  The Doctor and Clara confronted Mrs 
  Gillyflower. She revealed Mr Sweet’s 
  identity – he was a giant red leech, 
  symbiotically attached to her chest. 
  Clara smashed the rocket control 
  mechanism, and Mrs Gillyflower 
  revealed she had experimented on 
  her daughter to find an antitoxin. 
  Ada was listening to this, but Mrs 
  Gillyflower used her as a hostage, 
  holding her at gunpoint to escape to 
  the rocket, where she launched it by 
  hand. However, Jenny and Vastra 
  had already disarmed the rocket, 
  which exploded harmlessly above. 
  Strax’s covering fire caused Mrs 
  Gillyflower to fall to her death, 
  where Mr Sweet abandoned her. 
  Ada in turn crushed Mr Sweet.
  The Doctor returned Clara to her 
  home with the Maitlands, where she 
  was confronted by the two Maitland 
  children who had discovered her 
  time-travelling secret.
  THE CRIMSON HORROR
  
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  CONTINUITY
  •	
  Right 
  after 
  reminiscing 
  about 
  former 
  companion Tegan Jovanka (see The Fifth Doctor 
  Sourcebook), the Doctor encouraged Clara with 
  his traditional refrain to Tegan, ‘Brave heart!’ 
  •	
  Vastra and Jenny both asked about Clara, as 
  they had seen her die just months before (The 
  Snowmen). They would have to wait a little 
  longer for an explanation (The Name of the 
  Doctor)… 
  •	
  Angie and Artie found evidence of Clara and the 
  Doctor through history, and correctly concluded 
  she was a time traveller. Their researches 
  followed in the footsteps of the ill-fated Clive, 
  who shared with Rose Tyler the evidence he’d 
  gathered about the Doctor’s travels (Rose in The 
  Ninth Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  VICTORIAN VALUES
  As with The Snowmen, the motivations of the villain 
  in this adventure are influenced by “Victorian values” 
  (as the Doctor puts it, in an openly contemptuous 
  tone). Propriety, conformity and modesty are highly 
  valued by Mrs Gillyflower in her selection process, 
  and her desire to destroy the world is driven by 
  disgust at earthy, broken humanity. Similarly, 
  Doctor Simeon was at least partly motivated by an 
  aversion to emotional expression, and a reverence 
  for the suppression of any deep feelings. Prior 
  to that, Kazran Sardick (A Christmas Carol) tied 
  an aversion to sentimentality with a ruthless eye 
  for profit. All are potent motivations to use in an 
  adventure. They promote inequality, suppress joy, 
  and restrict freedom, all of which are highly valued 
  by the Doctor, and by almost every player’s character 
  in a roleplaying game. If you load your villain with 
  “Victorian values” then you will be half-way to 
  designing a good enemy.
  It should be noted that these “Victorian values” are a 
  caricature rather than historical truth. The Victorian 
  era was more complicated, as the Doctor once 
  discovered first-hand (Tooth and Claw in The Tenth 
  Doctor Sourcebook). Nevertheless, the caricature 
  has power. A villainous character can seize on the 
  worst aspects of the age, and push them to extremes, 
  because it is in the nature of villains to be extreme 
  reflections of their time. So use Victorian values for 
  your next villain, and see how eager your players are 
  to show them a very different way to live.
  LONG STORY. I’LL KEEP IT SHORT. 
  As this adventure is told, the Doctor and Clara are 
  already captive in Sweetville when it begins. You can 
  present your adventures in a similar way. Instead of 
  starting at the beginning with the TARDIS arriving, 
  give those players a couple of Story Points each and 
  tell them they are in trouble. Then begin with the other 
  characters as they work to help our captured heroes. 
  When they find them, tell them what has happened: 
  one is now a crimson monster, the other a lifeless 
  mannequin, or whatever suits your adventure. When 
  the captives can finally speak, they can recount what 
  has happened. At this point in the game you can play 
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  through their arrival as a flashback. Set the scene 
  with their arrival and play from there as normal, with 
  two important differences:
  •	
  Everyone knows where the Doctor and Clara 
  are going to end up. Every time the players steer 
  their characters toward this outcome, award 
  them a Story Point.
  •	
  Because you know the destination, you don’t 
  need to spend as much time on the journey. Feel 
  free to aggressively jump from scene to scene 
  here to get to the important stuff. For example, 
  everyone knows the Doctor and Clara made it 
  into Sweetville and got captured, so you don’t 
  need to spend any time on them carefully working 
  out their plan. Instead, as soon as they decide to 
  go there, cut directly to a scene of them chatting 
  with Mrs Gillyflower and winning access.
  This kind of flashback structure is a fun way to vary 
  the feel of your game, and to keep your players on 
  their toes and give them a different way to engage 
  with the story. It’s not something you want to do 
  every time, of course! The fun has a cost, namely 
  your decision of where the players have ended up. 
  Most players will be happy to surrender control like 
  this now and then, but if it starts to seem like you’re 
  scripting out every adventure ahead of time they’ll 
  quite rightly be dismayed.
  MRS GILLYFLOWER’S PROCESS (MAJOR GADGET)
  PRESENCE + STRENGTH
  OUTCOME
  Fantastic! (24+)
  The process works perfectly. Your body is preserved, but you retain a high degree 
  of awareness. In your work for Mrs Gillyflower, few will realise you are in any way 
  unusual.
  Good (19-23)
  The process works beautifully. Your body is preserved, but you retain some 
  awareness. You become a helpful Pilgrim for Mrs Gillyflower, performing simple 
  (and sometimes brutish) tasks.
  Success (15-18)
  The process works. Your body is preserved, and you will calmly remain immobile 
  and insensible until the great work calls for your awakening.
  Failure (12-14)
  The process doesn’t work perfectly. Your body survives, but it is twisted and Mrs 
  Gillyflower no longer wants you for her great work. You will be set to work on the 
  most unpleasant tasks until you die. 
  Bad (7-11)
  The process doesn’t work. You are a reject. Your crimson body survives, barely, but 
  it will not last long. When you die, your body will end up in the canal.
  Disastrous (6 or less)
  You don’t survive the process. Your crimson body will soon be dumped into the 
  canal.
  Mrs Gillyflower used the red leech venom in a 
  complicated chemical process. Captives were 
  submerged into chemical vats, and emerged very 
  much changed. (One side effect of the change: 
  the eyes of anyone who died in the process would 
  retain the image of the last thing they saw.)
  Traits: Hypnosis (Major), Shapechange
  Anyone who is subjected to the process must 
  make two rolls:
  •	
  Presence + Strength (Difficulty 15) to survive 
  the process – see table below.
  •	
  Awareness + Resolve (Difficulty 21) to escape 
  being mind controlled into servitude.
  
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  FURTHER ADVENTURES
  •	
  If one Red Leech managed to survive to the 19th 
  century, surely others did as well. Other leeches 
  could be nearly anywhere reached by the British 
  Empire. A ship sailing to the colonies, full of 
  men and women hoping for a new start, could 
  be troubled by an unpleasant red passenger or 
  two, contaminating the food and water supplies 
  until all on board fall under its host’s control. 
  Another Leech might be eagerly sought by the 
  men charged with developing new chemical 
  weaponry in the threatening shadow of the 
  coming great war...
  MRS GILLYFLOWER
  AWARENESS
  3
  PRESENCE
  5
  COORDINATION
  3
  RESOLVE
  6
  INGENUITY
  6
  STRENGTH
  2
  Mrs Gillyflower was a truly exceptional woman. In 
  an age where women had no easy path to learning, 
  she won prizes in the field of chemistry then 
  developed great ability as a mechanical engineer.
  Her accomplishments were tarnished by a turn to 
  polemicist, preaching of a coming apocalypse and 
  recruiting the credulous and downtrodden into 
  her model village of Sweetville. Her thunderous 
  sermons were convincing but some observers 
  noted her distaste for the disabled or sick. Her 
  impatience with fools was also well-known. 
  Mrs Gillyflower was respected, but never loved.
  Unknown to all, Mrs Gillyflower had befriended 
  a strange creature she named Mr Sweet, and 
  intended to use its venom to wipe out human 
  civilisation, leaving as survivors only those who 
  conformed to her narrow idea of perfection. She 
  failed and died, but never repented or discovered 
  any inward kindness, even toward her own 
  daughter.
  SKILLS
  Convince 4, Craft 4, Knowledge 4, Marksman 2, 
  Science 4, Subterfuge 4, Technology 5.
  TRAITS
  Boffin
  Indomitable
  Obsession: Eliminating all imperfection.
  Selfish
  Voice of Authority
  TECH LEVEL: 4 
  STORY POINTS: 10
  RED LEECH
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  2
  INGENUITY
  2
  STRENGTH
  1
  Mrs Gillyflower’s “silent partner” was a giant Red 
  Leech she called Mr Sweet. It fed off her body (and 
  occasionally from other morsels), while producing 
  a venom that she collected for her great work. The 
  Red Leech  is an evolved example of a species that 
  once threatened the Silurians. Then, it was a tiny 
  waterborne parasite that, if ingested, secreted 
  a poison in the victim. The venom remains in 
  the evolved leech, corrupting the chemical 
  composition of the victim’s body and turning them 
  a horrific crimson colour as it kills them.
  SKILLS
  Subterfuge 2.
  TRAITS
  Alien
  Alien Appearance (Major)
  Climbing
  Dependency (Major): The Leech needs a host to 
  survive.
  Natural Weapons: Bite 1/2/4, Venom 2/L/L
  Slow (Minor): Speed is 1.
  Tiny (Major): -2 to be hit, -4 to be seen.
  TECH LEVEL: 0 
  STORY POINTS: 0
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  ‘I feel like a monster sometimes. Because instead 
  of mourning the billion trillion dead people, I just 
  feel sorry for the poor blighter who had to press the 
  button and blow it up.’
  B  SYNOPSIS
  Hedgewick’s World of Wonders, The Future
  The TARDIS landed, and this time Angie and Artie 
  Maitland were along for the ride. However, they 
  found the park already dilapidated, a shell, and so 
  were its few inhabitants. Among them: Impressario 
  Webley, a down-and-out entertainer waiting for his 
  lift off-planet, and a Punishment Platoon captained 
  by Alice Ferrin.
  Though Ferrin was sceptical of the new arrivals, 
  Webley seemed grateful for the company, and gave 
  the travellers a tour of his tent. Waxworks of the 
  famous and infamous, and, amongst the exhibits, an 
  empty Cyberman, with the miraculous ability to play 
  chess. Challenged, Angie identified how the trick was 
  done – mirrors concealed a secret compartment 
  beneath the board, from which a little bloke called 
  Porridge controlled the robotic husk.
  As the Maitlands played in what remained of the park, 
  the Doctor was distracted, investigating. He’d found 
  a funny insect. Keen to discover more, he declined to 
  take the children off planet, choosing instead to stay 
  for the night. The Maitlands were to stay in the tent 
  with Webley, as the Doctor and Clara joined Porridge 
  and some of Ferrin’s platoon on the trail of unusual 
  bugs.
  Angie quickly got bored and wandered off, turning 
  up at Ferrin’s barracks. Webley chose to sit alone, 
  opposite his hollow chessmaster, and it sprang to 
  life. Funny insects gushed out of its eye-sockets 
  and climbed up Webley’s arms. Artie, oblivious to 
  Webley’s predicament, was kidnapped by a rogue 
  Cyberman, and another managed to seize Angie in 
  front of the entire barracks, shrugging off their fire 
  with its superior speed and technology.
  When they arrived to find Angie abducted, the Doctor 
  went to check on Artie and left Clara in charge of the 
  platoon, overruling Captain Ferrin with his Psychic 
  Paper. The Doctor found nothing in Webley’s tent 
  but funny insects. He scanned one with the Sonic 
  Screwdriver, activating its teleport, which returned 
  the bug and the Doctor both to a Cyberman HQ.
  Webley was there, as were the Maitlands, but they’d 
  been cybernetically augmented into living avatars 
  of the Cyberiad. The new Webley explained they’d 
  been harvesting children’s minds to make a Cyber 
  Planner, but the Doctor’s mind was more remarkable 
  still. Funny insects swarmed over the Doctor, and 
  converted him.
  The Cyberiad was only able to seize 49.881% of 
  the Doctor’s mind. The Doctor retained a further 
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  49.881%, while the rest hung in the balance, so the 
  Doctor challenged the Cyberiad to a game of chess, 
  staking his brain as the prize. The Cyberiad accepted.
  The platoon relocated to Natty Longshoe’s Comical 
  Castle – identified by Clara as the best defensible 
  position in the park – and took inventory. They had an 
  Anti-cyber Gun, some Hand-pulsars to de-convert 
  the Cybermen’s drones, and a trigger for a bomb 
  that, if detonated, would destroy the entire planet. 
  Captain Ferrin had grown sick of taking orders from 
  Clara, and began the detonation process, but a lone 
  Cyberman shot her from behind.
  At the Cyber HQ, the Doctor temporarily jammed 
  the Cyberiad’s communications with a golden ticket, 
  seizing the moment to take the Maitlands, Webley 
  and the chessboard to the Comical Castle, where 
  Clara tied the Doctor to a throne, at his own request.
  When the Cyberiad reawakened, it taunted and 
  deceived Clara, managing to seize and destroy the 
  trigger for the planetary bomb. It then awakened a 
  Cyber Legion, three million strong, who advanced 
  upon the castle. Clara electrified the moat in a 
  bid to stave off the attack, but their fortifications 
  withered as the Cybermen adapted, and patched 
  out each weakness. The Doctor, however, distracted 
  the Cyberiad; he sacrificed his queen in exchange 
  for the children, then claimed he could still win the 
  game in three moves. The Cyberiad didn’t believe 
  him, but nevertheless focused their entire army’s 
  processing power on solving the problem. Cybermen 
  immobilised, the Doctor performed his three moves. 
  First, he took out his Sonic Screwdriver. Second, 
  he amplified the power of Porridge’s Hand-pulsar. 
  Finally, he applied it to his face, freeing his mind from 
  Cyberiad control.
  Meanwhile, Angie had deduced that Porridge was the 
  Empire’s absent ruler, depicted in one of Webley’s 
  waxworks. Sure enough, the bomb responded to the 
  Emperor’s voice, and before the Cybermen could 
  resume their attack, his imperial flagship had locked 
  onto Porridge’s position and transmatted the humans 
  and the TARDIS aboard. The planet exploded, and the 
  Doctor took Clara and the children home to safety.
  CONTINUITY
  •	
  This adventure is set 1000 years after the end of 
  a long war between Cybermen and the human 
  empire. The best the human forces could muster 
  was a stalemate, and the decision was taken 
  to destroy the hundred million worlds of the 
  Tiberian Spiral Galaxy, along with all the humans 
  and Cybermen within it.
  •	
  Technology 
  marches 
  on, 
  and 
  Cyberman 
  technology has advanced significantly since 
  we last met them. This is the first we’ve heard 
  of the Cyberiad, a cloud technology that links 
  cybernetic minds. We also meet the Cybermites, 
  a new cybernetic drone, even smaller than the 
  Cybermat (see Closing Time, on page 166).
  •	
  Webley introduced his Chess-playing Cyberman 
  as the 699th Wonder of the Universe. The city 
  of Exxilon was introduced as one of the 700 
  Wonders, and later destroyed to halt a Dalek plan 
  (see Death to the Daleks in The Third Doctor 
  Sourcebook). The empty Cyberman would have 
  been obliterated with the planet at the end of 
  this adventure, so if it truly was a Wonder of the 
  Universe, the total now stands at 698.
  B  RUNNING THE ADVENTURE
  From an adventure point of view, Nightmare in 
  Silver has it all – political intrigue and duplicity, a 
  castle under siege, innocents in peril and… a game of 
  chess. Taking any one of these elements by itself and 
  the characters should easily overcome the threat. 
  But, throw more than one at them at the same time, 
  with shifting goals and priorities, and watch them 
  run about to keep all their plates spinning. Doubly so 
  if you take out a key character just when things look 
  to be getting under control.
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  The adventure starts with an intriguing location 
  – Hedgewick’s World of Wonders – and a cast 
  of mysterious, some might say suspicious even, 
  characters, and exploring the place should keep 
  your own characters preoccupied for a little while. 
  Ratchet up the sense of foreboding as you go – hints 
  that something is working behind the scenes (the 
  empty Cyber-shell, the Cybermites), and slowly, 
  slowly separate them before they realise what you’re 
  up to. 
  Then, when it all gets too much to bare, hit them with 
  the big reveal: the Cybermen! Pick on a couple of 
  NPCs – possibly a dependent of one of the characters, 
  or an innocent victim they brought along for the ride 
  – and have the Cybermen ‘augment’ them. They’re 
  the hosts for the Cyberiad now, beyond saving. 
  Unless… one of the characters offers to take their 
  place, attempting to defeat the Cyberiad in a mental 
  battle where losing is not an option. At the same 
  time, while the mental battle is being played out, all 
  too real Cybermen attack in force as well. Some of 
  the characters will have to stop them, rousing the 
  hapless misfits in the Punishment Platoon into a 
  lean, mean fighting force with which to hold off the 
  implacable assault.
  The adventure should be played as a juxtaposition 
  of horror – the indomitable march of the Cybermen 
  and the creeping terror the Cybermites pose – with a 
  certain sense of black humour. The adventure is set 
  in a fair ground, after all, so have the last stand of the 
  Punishment Platoon take place in Natty Longshoe’s 
  Comical Castle, or the daring raid by one of the 
  characters taking place on a dodgem.
  DEFEATING THE CYBERIAD
  The mental conflict with the Cyberiad can be played 
  out as an extended conflict, using metaphors, 
  riddles and cutting dialogue in place of physical 
  violence. There are all manner of possible actions 
  available, from the Cyberiad taunting and bullying 
  the character – and his loved ones – to the use of a 
  golden ticket to disrupt the malevolent foe to a hastily 
  bodged together Gadget to destroy it entirely. Even 
  chess moves, heavily laden in metaphor, of course, 
  can be used to defeat the foe. Each successful ‘attack’ 
  inflicts Resolve damage, and once one side or the 
  other is reduced to Resolve 0, they’re either driven 
  out and destroyed (in the case of the Cyberiad), or 
  permanently taken over (in the case of a character). 
  PLANETARY BOMB (SPECIAL GADGET)
  A bomb that was designed to destroy the planet in the event that the 
  Cybermen should attempt an uprising. It had two modes of detonation – a 
  physical trigger, which was destroyed by the Cyberiad, and a voice trigger 
  that could only be activated by a senior military officer (i.e. Captain Ferrin) 
  or Emperor Longstaff XLI. The Doctor was adamant that the planetary bomb 
  must not be used, at any cost, but once all options were exhausted, Porridge 
  conceded his identity and triggered the detonation. All civilians and soldiers 
  were safely transported off-planet, and Hedgewick’s World was obliterated.
  Traits: Delete (Planets), Restriction (Can only be activated by characters 
  with the Military Rank or Voice of Authority Trait).
  Story Points: 10*
  *It should be noted that 10 Story Points isn’t actually enough to blow up a planet – if you’re the poor 
  schmuck who has to press the button, it makes sense for you to contribute most of your own pool 
  too. Blowing up planets isn’t something done lightly with a casual roll of the dice, after all, even if it is 
  Cybermen down there.
  
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  ANTI-CYBER GUN (MINOR GADGET)
  A relic from the Cyber Wars, the Anti-Cyber 
  Gun was one of the few effective weapons 
  available to the Punishment Platoon as they 
  defended Natty Longshoe’s Comical Castle. 
  A heavy weapon, it emitted a beam that was 
  lethal to Cybermen – Clara did use the gun on 
  one occasion, but as the assault intensified, 
  it was given to the sharpest shooter in 
  the platoon. Although it was initially very 
  effective, the Cyberiad was able to examine its 
  effects through repeated use, and eventually 
  developed a patch that negated the weakness. 
  When the patch was transmitted to all Cyber 
  units, the Anti-Cyber Gun became completely 
  useless, 
  and 
  left 
  the 
  platoon 
  entirely 
  vulnerable.
  Damage: 4/L/L
  Traits: Restriction (Only works on characters 
  with the Cyborg trait).
  Story Points: 1
  HAND-PULSAR (MINOR GADGET)
  A series of hand-held weapons that would 
  neutralise Cyber technology, but only at short 
  range. Hand pulsars were most often used to 
  remove Cybertechnology from part-converted 
  humans, freeing them from Cyber control, 
  and one was used by the Doctor to reclaim his 
  mind from the Cyberiad. 
  They required very little training to use and the 
  pulse did no harm to organic matter, making 
  them convenient defence mechanisms for 
  soldiers and civilians alike. 
  Damage: Stun.
  Traits: One Shot, Quick Reflexes, Restriction 
  (Use with Fighting skill only), Stun.
  Story Points: 1
  CAPTAIN ALICE FERRIN
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  5
  STRENGTH
  3
  Alice Ferrin may have been at odds with the 
  Doctor throughout this adventure, but she aimed 
  for heroism in her own way. 
  SKILLS
  Convince 4 (Charm 6), Fighting 3, Knowledge 4, 
  Marksman 3.
  TRAITS
  Brave
  Friends: She’s loyal to her men.
  Military Rank: Captain.
  Obligation: The Punishment Platoon.
  Outcast: Alice is here for a reason, even though 
  she chooses not to reveal it.
  Voice of Authority: It’s her misfortune to be in 
  charge.
  TECH LEVEL: 7 
  STORY POINTS: 4
  THE PUNISHMENT PLATOON
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  2
  INGENUITY
  3
  STRENGTH
  3
  Alice Ferrin’s platoon was an army of the damned 
  and delirious, consigned to patrol Hedgewick’s 
  World for crimes undisclosed. The platoon, 
  though scared, fought bravely to keep the 
  Cybermen at bay, but proved no match for their 
  superior technology and numbers.
  SKILLS
  Fighting 3, Marksman 3.
  TRAITS
  Brave
  Eccentric: The Punishment Platoon are all 
  individuals.
  Friends: The Punishment Platoon are all in this 
  mess together.
  Obligation: Punishment Platoon.
  Outcast: They’re all here for a reason, whatever 
  that might be.
  TECH LEVEL: 7 
  STORY POINTS: 1-2
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  PORRIDGE
  AWARENESS
  3
  PRESENCE
  6
  COORDINATION
  4
  RESOLVE
  6
  INGENUITY
  4
  STRENGTH
  2
  Emperor 
  Ludens 
  Nimrod 
  Kendrick 
  Cord Longstaff XLI – or Porridge, to 
  his friends – struggled with his job, 
  and abandoned his throne to find an 
  anonymous life at Hedgewick’s World. 
  SKILLS
  Convince 4 (Leadership 6), Knowledge 
  4, Subterfuge 3 (Disguise 5).
  TRAITS
  Cowardly
  Dark Secret: He’s really 
  Emperor Ludens Nimrod 
  Kendrick Cord Longstaff XLI, 
  even though he’s better known 
  here as Porridge.
  Distinctive: He looks a lot 
  like a certain waxwork… 
  Quick Reflexes
  Voice of Authority: Even 
  though he doesn’t like to, 
  he can take charge when 
  he has to.
  TECH LEVEL: 6 
  STORY POINTS: 5
  FURTHER ADVENTURES
  •	
  This adventure reveals the magnitude of the 
  Cyber Wars, but doesn’t dwell on the details. 
  How must life have been in that Tiberian Spiral 
  Galaxy in the months before its implosion? More 
  chillingly, how would it have been in the last few 
  days? Because the Doctor went to destroy one 
  planet, and it crippled him – who would have the 
  nerve to destroy a hundred billion?
  •	
  We see a Cybermite drifting through space – 
  what happens when it finally lands? How much 
  damage can a Cybermite do before it gets 
  noticed? Especially if it chooses its target well – 
  how quickly could an unprepared village, caught 
  off guard, become a ghost town? How about a 
  city?
  •	
  When the Cyberiad talks with the Doctor, it 
  mentions that the Cybermen are no longer 
  limited to converting human prey. This opens up 
  a rich vein of storytelling, an entire universe of 
  intelligent life: what use might the Cyberiad have 
  for an army of Cybersensorites, or Cyberood? 
  The Gelth are looking for bodies – but is it worth 
  sacrificing their souls?
  IMPRESARIO WEBLEY
  AWARENESS
  3
  PRESENCE
  5
  COORDINATION
  4
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  3
  A 
  born 
  showman, 
  Webley 
  was 
  neither 
  exceptionally clever nor brave – just an 
  unfortunate bystander, unlucky enough to be 
  caught in the crossfire when Cybermen returned 
  to the galaxy.
  SKILLS
  Convince 4 (Charm 6), Knowledge 4.
  TRAITS
  Charming: Webley is quite the showman.
  Cowardly
  Eccentric: Well, you’d have to be to work here.
  Friends: Webley has befriended Porridge, 
  unaware of his true identity.
  Unlucky: Just his luck to finally make it to 
  Hedgewick’s World of Wonders and not only find it 
  closed, but overrun by Cybermen.
  TECH LEVEL: 6 
  STORY POINTS: 2
  
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  ‘[The Doctor has a secret] he will take to the grave. 
  And it is discovered.’
  B  SYNOPSIS
  London, England, 1893 and 2013, and Trenzalore, 
  The Future
  The Citadel, Gallifrey, a long time ago, and someone 
  was stealing a faulty TARDIS. Clara called out and the 
  First Doctor turned round to see what she wanted. 
  “Sorry, but you’re about to make a very big mistake.” 
  Clara was falling, breaking into a million pieces. 
  She had to save the Doctor, but he always looked 
  different. She kept seeing his different incarnations 
  and called out to him, but he never heard her. Almost 
  never. She was the Impossible Girl. She was born to 
  save the Doctor.
  In a prison cell in London, 1893, a prisoner named 
  Clarence DeMarco called out to Madame Vastra, 
  imploring her to save his life. She refused, until he 
  told her that the Doctor had a secret that he would 
  take to his grave. And that it had been discovered.
  In Paternoster Row, Vastra instructed Jenny to set up 
  a conference call. Vastra sent out the invitations while 
  Jenny fetched the candles. Strax had the weekend 
  off, enjoying a friendly bar brawl in Glasgow. He 
  was interrupted by a messenger bearing an urgent 
  telegram from Vastra, and requested his foe render 
  him unconscious. Jenny and Vastra lit the candles 
  and fell into a trance, waking around a table in a 
  dream world. Strax woke there too. 
  In London, 2013, Clara was making a soufflé for 
  Angie and Artie when she noticed an old letter, 
  addressed to her and instructing her to only open it 
  when alone. It was from Vastra, who explained that it 
  was an emergency and she was to light the enclosed 
  candle, which contained a soporific to induce a trance 
  state. The letter ended by stating that Clara had no 
  reason to trust it, so Vastra had embedded the same 
  soporific into the fabric of the paper. Clara fell asleep 
  and awoke around the table. Vastra explained that 
  time travel had always been possible in dreams.
  Suddenly River appeared in a puff of smoke, and 
  poured herself a glass of champagne. Vastra 
  introduced Clara and River, and awkwardness 
  ensued. Vastra explained what DeMarco had told her, 
  the space-time coordinates of the Doctor’s greatest 
  secret. Trenzalore. River explained that Vastra had 
  misunderstood what DeMarco had said.
  Back in the waking world, something entered the 
  room where Jenny and Vastra slept. Jenny could feel 
  a presence, and told Vastra that she had forgotten to 
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  lock the doors. Vastra dismissed her, pressing River 
  to explain. But Jenny insisted, saying she had been 
  murdered. River told them all to wake up, slapping 
  Vastra and throwing champagne in Strax’s face. 
  They awoke, surrounded by Whisper Men. Clara 
  and River, still in the trance, were also surrounded. 
  The Whisper Men tell them to tell the Doctor, and 
  when they ask them what the face of Walter Simeon 
  appears and says, “His friends are lost forever more, 
  unless he goes to Trenzalore.” River told Clara that 
  the Doctor must never go there.
  Clara woke up to find the Doctor. She made him a 
  cup of tea and explained what had happened, asking 
  who River was. The Doctor asked Clara for the exact 
  words Vastra had told River, and when Clara told 
  him he began to cry, before dashing from the house. 
  Clara found him hiding in the TARDIS, despondent. 
  He had heard the name Trenzalore before, but had 
  never wanted to find out what it was — although he 
  had suspected. It was not his secret that had been 
  discovered, but his grave; the one place a time 
  traveller must never visit. But he had to save Vastra, 
  Strax and Jenny, he had to break into his own tomb. 
  The TARDIS, realising where they were going, tried 
  to stop them, bucking and shaking. They hung high 
  above Trenzalore, all TARDIS systems shut off. All 
  except one — the anti-gravs. The Doctor shut them 
  off and the TARDIS plummeted to the surface.
  They wandered through a graveyard, a battlefield 
  graveyard for the Doctor’s final battle. They headed 
  towards a huge monument towering over everything, 
  in the shape of the TARDIS. The Doctor explained that 
  it didn’t just look like the TARDIS; it was the TARDIS, 
  its dimension dams breaking down so that its bigger 
  on the inside started leaking to the outside. As the 
  Doctor walked towards it, River appeared, but only 
  Clara could see and hear her; they were still mentally 
  linked from the conference call. Then the Doctor 
  saw River’s gravestone, but he knew she couldn’t 
  be buried there. Suddenly Whisper Men began to 
  close on them, and River suggested her grave was 
  maybe a secret entrance to his tomb. He zapped it 
  with his Sonic Screwdriver and a hole opened; they 
  fell through.
  Outside the tomb, Vastra and Strax woke up. Jenny lay 
  dead near them. Strax resuscitated her. Dr Simeon 
  and the Whisper Men approached; but Simeon had 
  died, so Vastra surmised it must be an avatar of the 
  Great Intelligence.
  In the catacombs beneath the tomb, the Doctor 
  explained to Clara that River was his wife, and that 
  when she had died he’d made a back-up of her. River 
  added that he had left her in the Library, “like a 
  book on the shelf.” He doesn’t like endings, after all. 
  Whisper Men gave chase.
  Simeon explained that Trenzalore had only been 
  a minor skirmish, by the Doctor’s blood-soaked 
  standards, but it had been enough to finish him. 
  Vastra contested that the Doctor had never been 
  
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  blood-soaked, but Simeon countered that the 
  Sycorax, Solomon the Trader, the Cybermen or 
  the Daleks might disagree. Simeon pulled his face 
  off to reveal… nothing but an empty shell, before 
  reappearing from a Whisper Man. 
  The Doctor and Clara shut a door behind them, 
  locking the Whisper Men out. Clara swooned, the 
  dimensional forces deep inside the TARDIS making 
  her giddy. She knew that, but how did she know that? 
  She started remembering things she shouldn’t, of 
  clambering through the wrecked TARDIS. The Doctor 
  explained that the telepathic circuits were awakening 
  memories she shouldn’t have. But she remembered 
  the Doctor asking her how they had met before, 
  how she had died at the Dalek Asylum and Victorian 
  London. She asked how she’d died before, but the 
  Whisper Men chased them again.
  Outside the tomb, Simeon explained that the tomb 
  required a key, and the key was the word, and the 
  word was the Doctor’s name. The Doctor arrived 
  and Simeon told him to speak and open his tomb. 
  The key was the answer to the Question, the Doctor’s 
  name, but the Doctor refused to say it. The Whisper 
  Men stopped his companions’ hearts but the Doctor 
  would not say it. But River did, and the TARDIS alone 
  heard her. The doors opened. They entered.
  Inside was the console room, but instead of the 
  console there was a swirling helix of bright light. 
  It wasn’t the Doctor’s body — bodies were boring, 
  he’d had loads of them — but instead it was a tear 
  in the fabric of reality, the scar tissue of the Doctor’s 
  journey through the universe. It was his path through 
  time and space from Gallifrey to Trenzalore. It was 
  all his days, even the ones he hadn’t lived yet. He 
  collapsed to the floor, struggling to breathe.
  Simeon stepped towards it, explaining that the open 
  wound could be entered. It would kill Simeon, but 
  it would destroy the Doctor. The Great Intelligence 
  would rewrite his every living moment, turn every 
  one of his victories into defeats, poison every 
  friendship. This would be his final revenge against 
  the Doctor. He stepped into the light and the Doctor 
  screamed in anguish, as Simeon began to kill him 
  at every moment of his life. The light went red, and 
  Vastra explained that a universe without the Doctor 
  would have its consequences. She went to leave but 
  Jenny had vanished. She went outside, but the stars 
  were going out. Strax, never having been indebted to 
  the Doctor, reverted to a Sontaran and Vastra was 
  forced to kill him.
  Clara knew that she had to go in there; that she 
  had already done it, that this was how she was the 
  Impossible Girl. River explained that if she stepped 
  into the scar she would die, broken into a million 
  echoes throughout the Doctor’s timeline. She turned 
  to the Doctor and told him that if he survived, he was 
  to “Run, you clever boy, and remember me.” Then 
  she stepped into the Doctor’s time stream and was 
  gone. The light turned white again.
  The Citadel, Gallifrey, a long time ago, and the Doctor 
  was about to steal a TARDIS. Clara told him to steal the 
  other one — the navigation system was knackered, 
  but he’d have much more fun. She appeared to him 
  again and again, saving him piece by piece.
  Back on Trenzalore, Vastra, Jenny and Strax had 
  been restored. The Doctor too, but not Clara. The 
  Doctor knew he had to rescue her himself. River — 
  invisible to them all — implored the Doctor to find 
  another way, and went to slap him. But he caught 
  her hand, and told her that he could always hear and 
  see her, but he hadn’t spoken to her because it would 
  have hurt him too much. They kissed, and the Doctor 
  said goodbye — but River made him say it like he was 
  coming back. He stepped into his own timeline.
  Clara was falling, the Doctor saved her. She landed 
  with a thud. She called out and the Doctor answered. 
  His time stream was collapsing in on itself, but he 
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  was going to save Clara. He sent her something 
  from her past, which would take her home — a leaf, 
  blown on the breeze. She grabbed it and the Doctor 
  appeared. She stumbled into his arms and as they 
  turned to leave, she caught a glimpse of another 
  man, a face of the Doctor’s she had not seen before. 
  The Doctor’s secret incarnation, the one who broke 
  the promise.
  CONTINUITY
  •	
  The incarnation of River that appears is that 
  after her own death, the version of whom that the 
  Doctor stored in the databanks of the Library. He 
  has not been back to see her since. (See Silence 
  in the Library/Forest of the Dead in The Tenth 
  Doctor Sourcebook). 
  •	
  Vastra comments to Clara that the Doctor does 
  not share his secrets with anyone. The Dream 
  Lord said the same thing to Amy (see Amy’s 
  Choice, on pg. 80) and Lady Peinforte to Ace 
  (see Silver Nemesis in The Seventh Doctor 
  Sourcebook). River is the one exception. 
  •	
  The Doctor thought he had seen his own 
  gravestone once before, and it rattled him then 
  as it did now (see Revelation of the Daleks in 
  The Sixth Doctor Sourcebook). 
  •	
  The Great Intelligence says the Doctor will come 
  to be known by a number of different names, 
  amongst them the Valeyard, the Beast and the 
  Storm. The Valeyard was a villain who claimed 
  to be the Doctor’s future (see The Trial of a Time 
  Lord in The Sixth Doctor Sourcebook). 
  •	
  River tells Clara that the Doctor hates endings 
  (see Logopolis in The Fourth Doctor Sourcebook 
  and The Angels Take Manhattan on pg. 199). 
  •	
  Clara’s fate — multiple echoes scattered through 
  time — resembles that of the alien Scaroth (see 
  City of Death in The Fourth Doctor Sourcebook). 
  B  RUNNING THE ADVENTURE
  This adventure is the climax to the mystery of the 
  Impossible Girl, revealing how the Doctor has seen 
  Clara many times before, and why she has saved his 
  life each time. It also sees the final showdown with 
  the Great Intelligence, as well as leading into a new 
  mystery: that of his forgotten incarnation.
  The adventure begins with a mystery itself. Quite out 
  of the blue, one of the companions is told a secret 
  about another character, a secret that will put their 
  life in danger if discovered, and told that it has been 
  discovered. That character’s companions must all 
  gather to discuss what they will do, but it turns out 
  THE WHISPER MEN
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  1
  STRENGTH
  6
  Do you hear the Whisper Men? The Whisper 
  Men are near. If you hear the Whisper Men, 
  then turn away your ear. Do not hear the 
  Whisper Men, whatever else you do. For once 
  you’ve heard the Whisper Men, they’ll stop 
  and look at you.
  SKILLS
  Athletics 3, Fighting 3.
  TRAITS
  Alien Appearance: The 
  Whisper Men have white faces, 
  featureless save for black, 
  fanged maws.
  Alien Senses
  Enslaved: The Whisper Men 
  exist solely to serve the Great 
  Intelligence.
  Fear Factor (2)
  Immunity: Attacks aimed at 
  the Whisper Men often pass 
  harmlessly through them, 
  making them resilient to 
  physical attack.
  Networked: The Whisper 
  Men are linked to the 
  Great Intelligence, who can 
  see, hear and talk through 
  them – it can even manifest 
  through them too.
  Special – Ethereal: The 
  Whisper Men are somewhat 
  spectral in nature, able to pass 
  through solid walls as though 
  they were thin air. This ability 
  also allows them to pass through 
  other creatures too. The Whisper 
  Men’s attacks ignore both Armour 
  and the Tough trait.
  Teleport: The Whisper Men can 
  simply appear near their victims.
  STORY POINTS: 2-4
  
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  to be a trap. Once they are all gathered, the enemy 
  attacks, capturing the companions and taking them 
  to the one place the character must never go: their 
  own grave. They are used as bait for the character, 
  who must go to his own grave to rescue them. But 
  to do so they must battle with one of their great foes, 
  who seeks to undo his every moment.
  It’s a great, time-travelling romp, using Vastra’s 
  conference call to bring together companions from 
  different times and space — the Paternoster Gang, 
  Clara and River Song. This is a great excuse to bring 
  together a cast of characters that might not normally 
  adventure together, perhaps bringing some of your 
  group’s favourite characters back from retirement. 
  It’s a great way to handle a guest appearance by 
  another player too. 
  There’s plenty for all of the characters to do too. Once 
  the trap is sprung, you should still give them a chance 
  to escape, to fight their way free of the Whisper Men 
  or get away somehow. If they don’t, its a great way of 
  keeping everyone on the edge of their seats — are 
  they dead? Can they be saved? If they do escape — as 
  Clara did — then they must reunite with the others 
  and launch a daring rescue attempt.
  This in itself should be no mean feat, for the 
  surviving characters should know that they too 
  are walking not only into a trap, but somewhere 
  that it is temporally dangerous to be in. The risk 
  of causing a paradox is great. Can they defeat the 
  enemy themselves and rescue their companions, or 
  will they be undone — and another companion be 
  forced to sacrifice themselves to save them? This is 
  great, high stakes stuff, and Story Points should be 
  flying around the table. It’s this sacrifice that is key, 
  of course — not only saving the character’s life, but 
  also solving the series arc’s mystery. By the end, 
  it’s all wrapped up and all the loose ends are tied 
  up. Except one… 
  THE TOMB OF THE DOCTOR
  When you are a time traveller, there is one place you 
  must never go. One place, in all of time and space, 
  that you must never find yourself. Your own grave. 
  Everyone has a grave, somewhere out there, waiting 
  for them. But as a time traveller, you can actually go 
  and visit yours. Doing so is practically an invitation 
  for causing a paradox, for it means crossing your 
  own timeline in the biggest way possible.
  The Doctor’s grave was more than just a headstone, 
  of course, more than a resting place for a dead body. 
  It was an open wound, a scar in the fabric of time and 
  space caused by his time travelling. And it could be 
  entered. 
  Entering it is decidedly not a good idea. The time 
  winds will tear you into a million years, scattering 
  your life like confetti through the time stream. A 
  million versions of you, living and dying all over time 
  and space, like echoes. For most people, this would 
  be suicide. For a creature with as much willpower 
  as the Great Intelligence, this was its chance for 
  revenge, for it was able to use all those echoes to 
  subvert the Doctor’s history, to kill him over and 
  over again. For someone with as much willpower as 
  Clara, this was her chance to save him, for she was 
  able to use all of her echoes to save the Doctor over 
  and over again. The Great Intelligence was destroyed 
  in the process, and Clara would have been too had 
  the Doctor not stepped in, saving her for once.
  FURTHER ADVENTURES
  •	
  Clarence DeMarco was a very bad man, who 
  was going to get what he deserved. But how was 
  he apprehended in the first place, and how had 
  he come by the secret he shared with Madame 
  Vastra? Did the Whisper Men use him solely as 
  bait for their trap, or were there other schemes 
  afoot? And what other secrets might they have 
  whispered to him? Sounds like a job for the 
  Paternoster Gang! 
  •	
  What if the Great Intelligence had not destroyed 
  the Doctor, but corrupted him. It referred to 
  Trenzalore as “the final resting place of the cruel 
  tyrant”, but what if this had not been metaphorical 
  but literal. What if the consequence of the Great 
  Intelligence entering the timeline did not remove 
  the Doctor’s from the universe, but twisted it, 
  turning him from hero to villain? How might that 
  look, and can his companions save the universe 
  from the evil tyranny of the Doctor?
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  ‘Today, this war will end. No more.’
  B  SYNOPSIS
  London, 2013; England, 1562; and Gallifrey, on the 
  last day of the Time War
  At Coal Hill Secondary School, Clara was teaching 
  history. At the end of the lesson, a colleague raced 
  in and told Clara her Doctor had called. Somewhere 
  outside London, she raced to the TARDIS on her 
  motorbike. The Doctor was waiting and the two 
  planned to go to the Moon when, suddenly, the 
  TARDIS started to take off – but its engines weren’t 
  going. The TARDIS had been lifted up by a helicopter 
  was was being taken somewhere. 
  Outside the Tower of London, Kate Stewart’s phone 
  rang. It was the Doctor calling. Kate told him they’d 
  found the TARDIS and were bringing it in to UNIT for 
  him; she hadn’t realised the Doctor was on board. 
  The helicopter changed course and dropped the 
  TARDIS in Trafalgar Square, in front of the National 
  Gallery. The Doctor and Clara were met by Kate, her 
  assistant Osgood and a squad of UNIT soldiers. 
  Kate handed the Doctor sealed orders from her 
  Majesty, Queen Elizabeth I, and told the Doctor that 
  her credentials were inside the gallery. She showed 
  him a painting in 3D, Gallifrey Falls, of an alien city 
  under attack. The Doctor said that it didn’t belong 
  there, in this time or place, and explained to Clara that 
  this depicted the Fall of Arcadia. He also explained 
  that “he was there. Me, the other me. The one I don’t 
  talk about,” and told Clara about the incarnation that 
  fought in the Time War and that the painting showed 
  the day he ended the war by killing all the Time Lords 
  and Daleks.
  In the past, on Gallifrey, Arcadia had fallen. The 
  Daleks had invaded and exterminated everyone in 
  their path. The War Doctor appeared and blasted a 
  message to both Time Lords and Daleks in a wall: No 
  More. Elsewhere, in the Citadel, the General received 
  news of the Doctor’s message. He also learned that 
  the Doctor had stolen the Moment from the Omega 
  Arsenal – a weapon of ultimate mass destruction, 
  albeit one with a conscience.
  Elsewhere on Gallifrey, the War Doctor wandered 
  through a desert, carrying a sack. He found an 
  abandoned barn and, inside, opened the sack to 
  reveal an ornate brass, clockwork box: the Moment. 
  He couldn’t work out how to activate it, opining the 
  lack of a big red button. He heard noises outside 
  and went to investigate, and when he returned Rose 
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  Tyler was sitting on the box – but it wasn’t Rose, it 
  was the Moment’s conscience manifesting itself. The 
  Moment began to question the War Doctor about his 
  intentions, asking him how many children he would 
  have to kill on Gallifrey to wipe out both the Daleks 
  and the Time Lords. She opened a window on the War 
  Doctor’s future, to show him what that act would turn 
  him into. A fez fell through the fissure.
  In 2013, Kate told Clara that the painting was not 
  why they were there – it only served to prove that the 
  letter had come from Elizabeth.
  Kate took them down to the Under-gallery, as the 
  Eleventh Doctor reminisced about his previous 
  incarnation meeting Elizabeth in 1562. There, the 
  TARDIS was parked in a meadow and the Tenth Doctor, 
  mounted on a white horse along with Elizabeth, rode 
  out. He then proposed to the Queen and, when she 
  delightedly accepted, he announced that he had 
  caught her out; the real Elizabeth would never have 
  accepted his marriage proposal, that she would have 
  noticed when he mentioned having a previous face 
  and that she was in fact a shape-shifting alien from 
  outer space – a Zygon. It was only after she protested 
  her ignorance that he realised that it was his horse 
  that was the Zygon, not Elizabeth. They ran off into 
  the woods to hide. The Doctor and the Queen were 
  separated and, after hearing a scream, he found two 
  versions of the Queen. As he tried to decide which 
  Queen was the Zygon, a time fissure opened above 
  them and a fez dropped through.
  In the Under-gallery, the Eleventh Doctor noticed 
  that the floor was covered with stone dust and sent 
  Osgood to analyse it. He then found a fez in a display 
  cabinet and put it on. Kate showed them the other 
  3D paintings, the glass of their frames shattered all 
  over the floor. The Doctor remarked that it had been 
  broken from the inside and Kate pointed out that the 
  paintings were only landscapes, with no figures of 
  any kind in them – but there had been. Something 
  had gotten out. 
  Suddenly a time fissure appeared in the gallery 
  and, remembering how it had happened before, the 
  Doctor threw a fez into it – before leaping in himself. 
  The Eleventh Doctor landed in 1562, to find himself 
  in the company of the Tenth Doctor (and two Queen 
  Elizabeths). They compared Sonic Screwdrivers. The 
  time fissure reappeared and the Tenth Doctor urged 
  the Queens to run. The Eleventh Doctor threw the fez 
  in to see if it went back to Clara, but it didn’t. The War 
  Doctor appeared through the time fissure, and the 
  two Doctors recoiled from him. 
  A group of soldiers encircled them, who claimed the 
  Queen had been bewitched and demanded the head 
  of the Doctor. The Queen arrived and ordered that 
  the Doctors be arrested and taken to the Tower. The 
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  Eleventh Doctor, coming up with a plan, demanded 
  that he and his co-conspirators be taken to the Tower. 
  On the other side of the time fissure Kate cottoned on 
  to his plan and took Clara to her office: the Tower of 
  London.
  Elsewhere, Osgood was analysing the marble dust 
  and worked out that it was from lots of old statues 
  being smashed up to give the things from the 
  paintings somewhere to hide. Suddenly the dust 
  sheets were thrown off the statues and the Zygons 
  attacked. Osgood managed to get away from her 
  duplicate. 
  Kate took Clara into the Tower of London. She knew 
  the Doctor would be trying to send her a message, so 
  instructed her men to look for a string of numerals 
  from 1550. She led Clara to the Black Archive, a 
  super secret archive of information about the Doctor 
  and the TARDIS, so secret that the entire staff had 
  their memories wiped after leaving each night. She 
  pointed out a Vortex Manipulator to Clara but said 
  only the Doctor knew the code – as she did so her men 
  phoned to say they’d found the code and sent it to her 
  phone. Osgood entered and Kate transformed into a 
  Zygon. While she was distracted, Clara grabbed the 
  Vortex Manipulator and entered the code from Kate’s 
  phone, vanishing.
  The three Doctors were locked in a cell in the Tower 
  of London. The Eleventh Doctor was scratching the 
  code in the stone work. The War Doctor was scanning 
  the wooden door, working out how to use the Sonic 
  Screwdriver to break it open. They talked about the 
  Time War, the Moment urging the War Doctor to find 
  out what he needed to know. He asked them whether 
  they’d ever counted how many children were on 
  Gallifrey that day and the Tenth Doctor said he had 
  – 2.47 billion. They argued, and then the War Doctor 
  realised that, although it would take centuries for 
  the Sonic Screwdriver to finish calculating how to 
  disintegrate the door, they all shared the same device. 
  He started the calculation off on his and then, 400 
  years later, the Eleventh Doctor’s Sonic Screwdriver 
  completed it. Suddenly Clara burst in, the door 
  unlocked the whole time, followed by Elizabeth.
  In the Under-gallery, the real Osgood discovered 
  Kate, who explained that the Zygons needed to 
  keep the originals alive to “refresh the image.” She 
  explained that if the Zygons had taken the Black 
  Archive, UNIT would have lost control of the planet.
  Elizabeth led Clara and the three Doctors into the 
  Tower of London and explained the Zygons’ plan. 
  Their home had been destroyed in the first 
  days of the Time War so they wanted to take 
  over Earth, but it was still too primitive. 
  Instead they were translated into the 3D 
  painting, using it as a form of suspended 
  animation until Earth had evolved enough 
  to make it worth conquering. 
  The Tenth Doctor mocked Elizabeth for being 
  such a poor copy, at which the Queen responded 
  that she was the real Elizabeth and had left the 
  Zygon in the forest, dead. Elizabeth had also 
  recovered the Tenth Doctor’s TARDIS, but 
  before they could depart she insisted that he 
  kept his promise and married her. 
  As the Zygons planned to take over the Earth 
  with the technology in the Black Archive, the 
  real Kate and Osgood entered. She activated 
  the nuclear warhead beneath the Tower of 
  London, prepared to destroy London to save 
  the world. The Eleventh Doctor’s voice then 
  started playing from the Brigadier’s space-
  time telegraph, warning Kate not to make a 
  terrible mistake.
  The TARDIS could not land in the Tower of 
  London, but the War Doctor had the idea of 
  using the Zygon’s stasis cube. The Eleventh 
  Doctor phoned UNIT in the past, seconds 
  after Kate had taken the Doctor to the 
  Under-gallery, and ordered them to take 
  Gallifrey Falls to the Black Archive. The 
  three Doctors and Clara were translated 
  into the painting, and from there into the 
  Black Archive. 
  The Tenth and Eleventh Doctors told Kate 
  that she couldn’t murder millions to save 
  billions, explaining that they had done the same 
  – once – and regretted it to this day. The Doctors 
  then overloaded the memory filters and both the 
  Zygons and the humans all forgot who they were. 
  Both Kates cancelled the detonation. They were 
  forced to work out the perfect peace treaty between 
  themselves.
  As the humans and Zygons worked out their peace 
  treaty, Clara talked to the War Doctor about the 
  regret she could see in her Doctor’s eyes, knowing 
  that he’d choose a different outcome if he could. 
  The War Doctor asked how many worlds his 
  regret had saved. Clara turned to look at her 
  Doctor and when she looked back, the 
  War Doctor had vanished.
  
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  Back in the barn, the Moment had grown a big red 
  button. The War Doctor said that he had made his 
  mind up, that there was no other way. As he prepared 
  to push the button, the Moment said that the noise 
  the TARDIS made brought hope wherever it went. 
  The War Doctor agreed and, in the background, 
  the sound of the time rotor could be heard. Two 
  TARDISes appeared and the Tenth and Eleventh 
  Doctors, and Clara, entered. The three Doctors all 
  stood around the Moment, preparing to press the 
  button together.
  Clara wept, and said that she never pictured the 
  Eleventh Doctor wiping out his own people. She told 
  the Doctor that the people of Gallifrey didn’t need 
  any more warriors, any more heroes; they needed a 
  doctor. She reminded him that the name he’d taken 
  was a promise and the Eleventh Doctor announced 
  that he wasn’t going to change his personal history; 
  he was going to change his mind. The Eleventh 
  Doctor had been thinking about it for 400 years and 
  had a plan: the Dalek fleets in orbit were firing on 
  Gallifrey constantly, but if the planet disappeared 
  they’d all destroy themselves in the crossfire. To 
  the rest of the universe, it would look like they had 
  annihilated each other, but the Doctor would know 
  that Gallifrey would be frozen in an instant of time, 
  safe and hidden away, like a painting.
  In the Citadel, the Time Lords received another 
  message from the Doctor, this time saying: 
  “Gallifrey Stands.” All three Doctors – the General’s 
  worst nightmare – appeared on the monitors to 
  explain their plan. The General called it impossible, 
  that the calculations would take hundreds of years. 
  At this point all thirteen of the Doctor’s incarnations 
  appeared, and everything went white.
  Back in the National Gallery, all three TARDISes 
  were parked inside, the three Doctors enjoying 
  a cup of tea with Clara in front of Gallifrey Falls. 
  The Eleventh Doctor explained that neither the 
  War Doctor nor the Tenth Doctor would remember 
  saving Gallifrey – their time streams were out of 
  sync and they couldn’t retain the knowledge. The 
  War Doctor left and, as his TARDIS dematerialised, 
  he began to regenerate. The Tenth Doctor prepared 
  to go too, but insisted the Eleventh Doctor told 
  him where it was he was going that he didn’t want 
  to talk about. The Eleventh Doctor told him about 
  Trenzalore. The Tenth Doctor said that they needed 
  a new destination, and departed too. 
  Clara left the Doctor alone with his painting, and he 
  commented that he’d like to retire and be the curator 
  of the Under-gallery. The Curator – resembling an 
  elderly Fourth Doctor – then entered and said that 
  he really might, that in the years to come he might 
  revisit a few of his favourite faces. He talked to the 
  Doctor about the painting and explained its real 
  name: Gallifrey Falls No More. The Doctor took this 
  to mean that his plan had worked, but the Curator 
  denied knowing any more, saying that the Doctor 
  had an awful lot to do. 
  CONTINUITY
  •	
  Clara and the Doctor meet up for weekly 
  adventures, but in between she has a new job – 
  as a teacher at Coal Hill Secondary School. The 
  governor of the school is Ian Chesterton, one of 
  the First Doctor’s original companions. 
  •	
  This would not be the last time that the Doctor 
  encountered Queen Elizabeth I. When he and 
  Martha visited London in 1599, 30 years after the 
  events of this adventure, Elizabeth pronounced 
  him her sworn enemy and ordered “off with his 
  head!” (see The Shakespeare Code in The Tenth 
  Doctor Sourcebook). Presumably the Doctor 
  never did come “right back”, as he promised her. 
  •	
  The Vortex Manipulator was bequeathed to UNIT 
  by Captain Jack after (one of) his deaths. 
  •	
  The space-time telegraph – a hotline to the 
  TARDIS – was a present from the Third Doctor 
  THE DAY OF THE DOCTOR
  
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  to the Brigadier. The Brigadier used it to contact 
  the Fourth Doctor on several occasions (see 
  Revenge of the Cybermen and Terror of the 
  Zygons, in The Fourth Doctor Sourcebook). 
  •	
  The Tenth Doctor mentioned that he was present 
  during the Fall of Arcadia in Doomsday. 
  •	
  The Doctor’s promise: “Never cruel or cowardly; 
  never give up, never give in.”
  B  RUNNING THE ADVENTURE
  At first glance there’s an awful lot going on in this 
  adventure – not just three different Doctors, but 
  UNIT, the Time War, the Zygons and a whole tangle 
  of different plotlines. It’s a small episode and a big 
  episode and a UNIT episode and a historical episode 
  and a future episode and a mythological episode 
  and a monster of the week episode… all at the same 
  time! And yet these elements don’t clash, they don’t 
  contradict or confuse one another; they all come 
  together, beautifully, at the end.
  Let’s look at all the separate elements of the episode, 
  one by one:
  THE TIME WAR
  The thing about the Time War is that, even in this 
  adventure, it’s rarely seen. It remains a shadowy 
  event in the past, an event that has almost entered 
  legend but continues to scar the characters of 
  the present. It crops up as something the Doctor, 
  and those he encounters, talk about, but only in 
  hushed, scared tones. The Couldhavebeen King, 
  the Nightmare Child, the horde of travesties. These 
  names have far greater resonance because we 
  never see them, and because we never see them our 
  imagination does the rest (and it’s why you’ll never 
  see stats for any of them).
  You can do the same in your own adventures. Rather 
  than play in the Time War itself, play in its shadow. 
  Explore the effects it’s had since its end. Reference 
  its battles and the horrors that fought in it, get your 
  Time Lord characters and the aliens they meet to 
  make oblique mention of it.
  And that means it’ll have all the more power when 
  you do decide to tackle it head on. The Day of the 
  Doctor isn’t all about the Time War – it’s not set 
  in the War Doctor’s own time period, after all, but 
  in that of the Tenth and Eleventh Doctors – but it 
  is about the decisions he made to end it, and how 
  his subsequent incarnations have dealt with that 
  decision. 
  You don’t have to retread the same ground – 
  although you certainly could, seeing whether your 
  own Doctor would make the same decision, or do 
  as the Eleventh Doctor did and change his mind – 
  but instead make it about a fateful decision made 
  in the past of your own characters. Remember that 
  ‘event’ we talked about back in The Ninth Doctor 
  Sourcebook, the excuse to reboot your campaign 
  
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  and your setting? Well, if you used that trick, now’s 
  a good time to revisit it, to re-examine it, to explore 
  it even and maybe undo it.
  THE ZYGON PLOT
  At the heart of this adventure there is a regular, 
  monster-of-the-week threat – the Zygon plot to 
  take control of UNIT. Strip away the nostalgia, the 
  anniversary celebrations, the three Doctors and 
  the Time War, and you’re still left with an absolutely 
  cracking adventure that you can happily run on its 
  own. 
  The Zygon plot is very much a plot of two halves – 
  infiltrate the royal court back in the 16th century in 
  order to gain access to the paintings that will allow 
  them to reappear in Earth’s future, when it is ripe 
  for conquest. Therefore your adventure should also 
  be made up of two halves – one set in the past, and 
  one set in the modern day. In The Day of the Doctor, 
  we encountered the Elizabethan plot first, but 
  you could easily upend it and have the characters 
  discover the modern-day end of the Zygon plot and 
  be forced to travel back in time to foil the Zygons 
  before they store themselves in the paintings.
  And you don’t need to restrict the setting to 
  Elizabethan England either – what if the Zygons 
  were active in, say, Renaissance Florence, 
  infiltrating the court of the Medicis and attempting 
  to hide themselves away in Michaelangelo’s 
  (augmented) paintings? Or perhaps it’s William the 
  Conqueror’s era they’ve found themselves in – wait, 
  did the Bayeux Tapestry always have rubbery red 
  monsters in it?
  Remember: wherever there’s a plot involving 
  Zygons, there’s also all sorts of shapeshifting 
  shenanigans afoot too, so stoke the paranoia up. Is 
  the Queen a Zygon? How about Kate? Am I a Zygon? 
  Chuck out some bonus Story Points and bring a 
  couple of the players on-side to turn out to really be 
  Zygons at a critical point of the adventure.
  NOSTALGIA-FEST
  The 50th anniversary celebrations of Doctor Who 
  provided the ideal excuse to cram in as much 
  nostalgia, and as many nods to the past and 
  references to the show as possible, and you can do 
  the same in your adventure. 
  On the one hand, you can play it as a celebration of the 
  history of the show, setting parts of the adventure in 
  the most memorable locations, having the monster 
  of the week be your favourite monster or dropping 
  in on one of the best companions – or their son or 
  daughter – to see how they’ve got on since travelling 
  with the Doctor. You can pepper the adventure with 
  all sorts of tantalising hints and Easter eggs – a 
  character with a celery on their lapel, a museum 
  case with a Roman Centurion’s helmet in it, a photo 
  of an original Cyberman on UNIT’s wall – and let 
  your players try to spot them all. With the other ten 
  Doctor Sourcebooks, you’ve got more than enough 
  material to run a whole nostalgic campaign, so 
  cherry pick your favourite moments and have some 
  fun with the mythology and history of the Doctor’s 
  adventures.
  Or, you can play it as a celebration of the history 
  of your own adventures, using it as an excuse to 
  reminisce about your own campaign’s highlights 
  with your players. Revisit the setting of your first 
  adventure, bring back a retired (or dead) companion 
  or use a much-hated old nemesis one more time. 
  EVERYONE PLAYS THE DOCTOR
  One of the great opportunities this adventure poses 
  is the addition of not just one, nor two, but all of the 
  Doctors in some capacity. This gives you the ideal 
  answer to the perennial question of “who gets to play 
  the Doctor?” Well, everyone can in this adventure! 
  Get the players to put their regular companions to 
  one side and grab their favourite Doctor from the 
  relevant sourcebook for a one-off super special 
  team-up.
  And if you’re not playing with the Doctor, but with 
  another Time Lord, then this could be a great 
  opportunity to explore that character’s past – or 
  future – incarnations, with the help of the other 
  players.
  THE DAY OF THE DOCTOR
  
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  TIME LORD ART (SPECIAL GADGET)
  Time Lord art is bigger on the inside, as one 
  might expect, and is in truth a slice of real 
  time, frozen for all eternity in a stasis cube. 
  The Zygons had worked out how to upload 
  themselves physically into the artwork, 
  effectively turning it into a form of suspended 
  animation or a crude mode of time travel. 
  Then, much later in time, they could escape.
  While typically only a single landscape or 
  portrait could be frozen in this way, given 
  enough processing power (and long enough to 
  process the computations involved) something 
  as large as an entire planet could be frozen in 
  time. Entering and exiting a painting requires 
  an Ingenuity + Science roll (Difficulty 15).
  Suffice it to say that performing the kind of 
  trick the Doctors pull on Gallifrey is going to 
  cost a lot of Story Points – say, all of them, 
  from all of his incarnations.
  See pg. 67 of The Time Traveller’s Companion 
  for more information about the Time Lord’s 
  Stasis Fields.
  UNIT’S BLACK ARCHIVE
  The Black Archive is hidden beneath the Tower of 
  London and has the highest security rating on the 
  planet. It is protected by powerful memory filters, 
  which wiped the memories of the entire staff at the 
  end of each day, and a simple dead-lock and key. 
  The whole place is TARDIS-proof and designed to 
  keep the Doctor out, as he wouldn’t approve of the 
  collection at all, for it is an archive of every artefact 
  and scrap of information about the Doctor UNIT 
  has, an invaluable database of future technology 
  that they can’t allow to fall into the wrong hands – 
  not even the hands of their allies. So much so that 
  beneath it is buried a nuclear bomb, which could 
  be detonated to destroy the Black Archive, along 
  with much of London, to stop that happening. All 
  the Doctor’s former companions were screened by 
  UNIT in the Black Archive. It’s likely that, if they are 
  known associates of the Doctor, the characters have 
  been here before – they’ve just forgotten about it.
  MEMORY FILTERS (MAJOR GADGET)
  The Black Archive is protected by special 
  memory filters, which erase the memory 
  of anyone who has been there, so that they 
  cannot remember ever doing so. The Doctor 
  overloads them, causing everyone to forget if 
  they were a Zygon duplicate or a human.
  Effects: Anyone entering the Black Archive 
  immediately gains the Amnesia Minor Bad 
  trait upon leaving, unable to recall ever being 
  there. When overloaded by the Doctor (with an 
  Ingenuity + Technology, Difficulty 18 roll), this 
  becomes the Major Bad version of the trait. 
  Traits: Delete, Psychic, Restriction (deletes 
  memories only).
  Story Points: 2
  MACHINE THAT GOES DING (MINOR GADGET)
  The Doctor made this Gadget himself. It lights 
  up in the presence of shapeshifter DNA, can 
  microwave frozen dinners from up to 20 feet 
  away and download comics from the future. 
  The Doctor never knew when to stop.
  Traits: Scan, Transmit (comics from the 
  future), Restriction (scans for shapeshifters 
  only).
  Story Points: 1
  
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  FURTHER ADVENTURES
  •	
  How had the Doctor come to be in the service 
  of Queen Elizabeth I, to such an extent that he 
  had won her trust (and heart)? Was it an earlier 
  encounter with the Zygons, which led him to her 
  court in 1562, or did some other alien threaten 
  her green and pleasant land? 
  •	
  What other pictures might be found in the Under-
  gallery? Time Lord art was surely just one of 
  the parts to the collection (and could provide 
  endless plots by itself), but what else? A portrait 
  that gives endless youth to the owner, perhaps, 
  whilst encouraging their darkest urges? A vital 
  clue to an eternal mystery or a deadly future 
  (such as Van Gogh’s painting in The Pandorica 
  Opens)? A self-portrait of the Master, that is 
  really a deadly trap? 
  •	
  They may have negotiated the ‘perfect peace 
  treaty’, but can the Zygons really be trusted once 
  the Doctor leaves? Do they remain on Earth, 
  hidden away, plotting to overthrow the humans 
  to make it their new homeworld? What about 
  humanity? Do they conspire against the Zygons, 
  aiming to steal their own biotechnology for 
  themselves? Can there really be “peace in our 
  time”?
  ZYGONS
  form at will, but they need to re-imprint every 
  few hours or the victim dies and its form can no 
  longer be mimicked. 
  Special – Organic Interface: A Zygon can 
  interface with the organic controls of its Zygon 
  ship, giving it the Technically Adept trait when 
  operating them.
  TECH LEVEL: 6 
  STORY POINTS: 7-9
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  5
  In their natural state, a Zygon is obviously alien with a 
  large, cone-shaped head, bright red, rubbery skin and 
  covered in suckers. But a Zygon is rarely encountered 
  in its natural state for they are the masters of 
  shapeshifting, able to flawlessly transform into 
  another creature through their body-print technology. 
  The Zygons used this ability to infiltrate a planet, 
  replacing key people with alien duplicates. 
  SKILLS
  Athletics 3, Convince 2, Craft 2, Fighting 4, 
  Knowledge 3, Marksman 2, Medicine 4, Science 
  6, Subterfuge 4, Survival 5, Technology 4 
  (Crystallography 6), Transport 3.
  TRAITS
  Alien
  Alien Appearance: It’s a big red rubbery thing 
  covered in suckers. Kinda hard to miss. Unless it’s 
  disguised as your horse.
  Fear Factor (2): A Zygon gets a +4 bonus to inspire 
  fear when transforming back to its natural form in 
  front of an unsuspecting victim.
  Natural Weapon (Minor) – Stinger: The Zygon 
  has poisonous barbs in their palms that have the 
  potential to kill (4/L/L) and leave large welts.
  Shapeshift (Major): A Zygon can assume the form 
  of another creature (from a humanoid to a horse 
  to a rabbit) that it has synchronised with through 
  body-print technology. The Zygon may assume this 
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  QUEEN ELIZABETH I
  AWARENESS
  3
  PRESENCE
  5
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  2
  Queen Elizabeth I, had several encounters with 
  the Doctor, marrying the Tenth Doctor after 
  he mistakenly proposed to her whilst trying to 
  uncover a Zygon. She never forgave the Doctor for 
  leaving her after their wedding.
  SKILLS
  Athletics 2, Convince 5, Craft 2, Fighting 2, 
  Knowledge 2, Subterfuge 2.
  TRAITS
  Adversary: She is hated by both the Spanish and 
  Catholics, and especially Spanish Catholics.
  Attractive: A pale-skinned, red-headed beauty of 
  the ages.
  Brave: She famously announced that she had 
  “the heart and stomach of a King.”
  Distinctive: She is about as famous an icon of her 
  age as can be found.
  Friends (Major): As the Queen of England, she 
  has more than a few men she can call on – not 
  least the Doctor.
  Indomitable: She is not easily put down, even by 
  a Zygon.
  Run for your Life! Even in a fancy dress, she can 
  still run from a marauding monster.
  Voice of Authority: When she can yell, “Off with 
  their head,” people tend to listen. 
  TECH LEVEL: 3 
  STORY POINTS: 8
  OSGOOD
  AWARENESS
  4
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  3
  INGENUITY
  6
  STRENGTH
  2
  Osgood was a scientist and one of Kate Stewart’s 
  assistants. Of all the humans and their Zygon 
  doubles trapped in the Black Archive, Osgood was 
  the only one to work out whether she was human 
  or not.
  SKILLS
  Craft 1, Knowledge 4, Science 6, Technology 5.
  TRAITS
  Boffin: One of UNIT’s top minds, Osgood was 
  assigned the job of investigating where the stone 
  dust in the Under-gallery came from.
  Clumsy: Osgood is always tripping over her own 
  feet – or scarf.
  Dependency (Minor): Osgood needs to use her 
  asthma inhaler whenever she gets overexcited.
  Distinctive: Haven’t we seen that scarf 
  somewhere before?
  Friends: Kate Stewart always looked out for 
  Osgood.
  Impaired Senses: Osgood needs her glasses to 
  see.
  Obligation: Osgood is a loyal member of UNIT.
  Run for your Life! When the Zygon stood on her 
  scarf, Osgood knew it was her chance to get 
  away.
  TECH LEVEL: 5 
  STORY POINTS: 4
  
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  THE MOMENT
  Telepathy: The Moment can hear the thoughts of 
  others, can read their minds. It is only visible to 
  the user of the device, wherever they might be.
  Unstoppable Force: When activated, the Moment 
  can destroy, well, anything. (See below.)
  Vortex: The Moment can open Time Fissures 
  between any point of time and space (even 
  alternate futures that may not come to pass), 
  allowing it to give its user insight into the 
  consequences of their actions. Anybody it wishes 
  can accompany her through them.
  TECH LEVEL: 11 
  STORY POINTS: 18
  USING THE MOMENT: To use the Moment, the user 
  must first overcome their own conscience and 
  win a battle of wills against the device. This 
  should not be resolved by a single dice roll, but 
  as a series of opposed Resolve + Convince tests 
  spread out across the adventure and taking the 
  form of scenes confronting the user with the 
  consequences of their eventual decision. Each 
  success inflicts 1 level of Resolve damage – if 
  the user is reduced to 0 Resolve, they back down 
  from using the Moment and it deactivates. They 
  may never attempt to activate the Moment again.
  If a character successfully overcomes this 
  judgement and somehow reduces the Moment’s 
  Resolve to 0, and still wishes to activate the 
  Moment, then god help us all. The Moment can 
  do exactly as promised and destroy a planet, an 
  entire race, a whole galaxy. Pick one, it’s gone. I 
  hope you can live with yourself.
  AWARENESS
  7
  PRESENCE
  -
  COORDINATION
  -
  RESOLVE
  7
  INGENUITY
  7
  STRENGTH
  -
  The galaxy eater. The final work of the ancients of 
  Gallifrey. The Moment is a weapon so powerful that 
  its operating system became sentient, developing a 
  conscience. 
  The Doctor supposedly ended the Last Great Time 
  War by using the Moment to destroy both the Daleks 
  and the Time Lords, and to seal the events of the war 
  behind a Time Lock.
  SKILLS
  Convince 6, Knowledge (Gallifrey History, the Dark 
  Times) 6, Science 5, Technology 5.
  TRAITS
  Clairvoyance: The Moment can see pretty much 
  anything, anywhere, so long as it is relevant to the 
  user’s decision.
  Code of Conduct: The Moment is really a manifested 
  conscience, appearing to sit in judgement on anyone 
  that attempts to activate it. It will only allow itself to 
  be activated once the user has successfully made 
  amends with the terrible things they are about to do. 
  (See below.)
  Eccentric: With knowledge of all of the past, the 
  present and the future, all at the same time, it 
  sometimes gets them mixed up.
  Empathic: The Moment knows the user’s darkest, 
  guiltiest secrets, and will use them to sit judgement 
  on them.
  Feel the Turn of the Universe: Created by the 
  ancient Time Lords, the Moment can sense the 
  movement of all of time and space.
  Immovable Object: As both an ancient artefact, 
  powerful beyond all measure, and a figment of 
  the user’s imagination, the Moment can ignore all 
  damage taken for an entire round by spending 1 
  Story Point.
  Precognition: The Moment knows exactly what’s 
  coming. 
  Psychic
  Shapeshifter: The Moment’s interface can take on 
  whatever form it chooses, typically a confidant from 
  the user’s past – or future. 
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  ‘And now it’s time for one last bow
  Like all your other selves
  Eleven’s hour is over now
  The clock is striking twelve’s.’
  B  SYNOPSIS
  London, England, 2013 and Trenzalore, The Future
  Somewhere around an icy, ringed planet, a fleet of 
  alien spaceships orbited. The Doctor appeared on 
  one of them, carrying a Dalek eye-stalk as proof of 
  camaraderie; unfortunately it was a Dalek saucer, and 
  the Daleks tried to exterminate him. He teleported 
  away, chastising his companion, a disembodied 
  Cyber-head, Handles. Handles explained that the 
  ships were all here because a message was being 
  broadcast from the planet, but nobody could translate 
  it. The TARDIS’ telephone rang. It was Clara, telling 
  the Doctor he had to pretend to be her boyfriend for 
  Christmas dinner with her family. 
  Clara was trying to cook the turkey and entertain 
  her family when the TARDIS materialised outside. 
  She ran to greet the Doctor as he emerged from 
  the TARDIS. He projected a hologram of his clothes 
  directly onto Clara’s visual cortex. The Doctor took 
  one look at the turkey and told Clara it wasn’t going to 
  work, so she persuaded him to cook it in the TARDIS 
  for her, popping back to Trenzalore. 
  Handles informed them that it had identified the 
  origin of the message: Gallifrey. The Doctor said that 
  this planet was not Gallifrey, as Gallifrey had gone. 
  But what if he’d been successful at saving it? The 
  planet was shielded, so he could not go and look. 
  Suddenly a huge, church-like ship arrived — the 
  Papal Mainframe, which had shielded the planet. 
  Tasha Lem, Mother Superious, invited them aboard. 
  The Doctor told Clara she had to swallow a hologram 
  projector before they arrived, as she couldn’t go to 
  church with her clothes on.
  Tasha greeted the Doctor like a long-lost friend and 
  they went to her private chapel to discuss whether 
  he could set foot on Trenzalore. Tasha explained 
  that the message was transmitting through all of 
  time and space, and that everything that heard it felt 
  something overpowering; fear, pure, unadulterated 
  dread. The message was coming from a farm but 
  nobody had been down to have a look, for if one ship 
  landed all of them would; bloodshed would ensue. 
  Tasha planned to teleport the Doctor and Clara to 
  the surface, discretely, so he could investigate the 
  source of the message. She forbade him from taking 
  any technology down there, TARDIS included, so 
  made him hand over his key. He had one hour. 
  Clara spotted an arm sticking out from the snow. 
  Suddenly a statue grabbed her leg. Weeping Angels 
  pulled themselves out of the snow, having snuck past 
  the planet’s shield. The Doctor needed the TARDIS to 
  rescue them, but Tasha had taken his key. He pulled 
  off his wig, to reveal a spare key hidden underneath! 
  The TARDIS materialised around them. More suitably 
  dressed for the weather, they set out to investigate 
  the source of the signal; the town of Christmas, 
  where they posed as a couple from the next town. 
  THE TIME OF THE DOCTOR
  
  252
  THE ELEVENTH DOCTOR SOURCEBOOK
  But as they neared the bell tower, they blurted out 
  their true identities; a Truth Field emanated from it. 
  Inside the tower, they discovered the source of 
  the message — it was coming through a crack in 
  the wall, scar tissue from when the universe had 
  blown up. Even though the Doctor had repaired it, 
  structural weaknesses still remained. The origin of 
  the message as Gallifrey suddenly made sense; the 
  Time Lords had chosen the weakest point to break 
  back into the universe. He dug around in his pockets 
  and found the Seal of the High Council of Gallifrey, 
  and told Handles to use the algorithm encoded in its 
  atomic structure to decode the message. 
  Everybody heard the translation. The message was 
  a question. The Question. “Doctor who?” The Time 
  Lords were asking a question only the Doctor could 
  answer, projecting a truth field to make sure that 
  he wasn’t lying, and that if he gave his name they 
  would know it was safe to return. But it wasn’t safe to 
  return; the alien armada was waiting to fire upon the 
  planet if they did. He handed Clara a disc and told her 
  to put it in the TARDIS console. She ran. The TARDIS 
  took Clara home. As she set foot outside and realised 
  where she was, she turned around to put her key 
  back in the lock but the TARDIS dematerialised. 
  The Doctor spoke to Tasha, who told him he could not 
  speak his name. If the Time Lords returned — even 
  if they came in peace, as the Doctor promised — the 
  Time War would reignite. Tasha said if he spoke his 
  name, Trenzalore would burn. The Doctor would 
  not let that happen, ringing the bell to gather the 
  townsfolk around to tell them what was happening. 
  Elsewhere, Tasha broadcasted a message to the rest 
  of the Church, rededicating it to one cause: Silence. 
  The Doctor would not speak his name, and the war 
  would not begin. The Siege of Trenzalore had begun.
  Days passed, and then years, and the Papal 
  Mainframe strove to maintain peace. The Doctor 
  also stayed true to his word, protecting both his own 
  people and his new home. The TARDIS materialised 
  again, and Clara was still outside it with her key in 
  the lock. The Doctor explained what had happened 
  since, how a stalemate persisted. The Doctor told 
  Clara how he had saved her, how he was an old man 
  now at the end of his final regeneration. He told her 
  he had seen his grave here, in the future, so knew 
  this was where he would die. 
  Tasha requested parlay with the Doctor. She asked 
  the Doctor why he had come to Trenzalore, but he 
  told her that he had done and nothing could change 
  that, even though the Church had tried. Tasha told the 
  Doctor that the Kovarian Chapter had broken away 
  from the Church, travelling back along his personal 
  timeline to stop him going to Trenzalore at all, 
  blowing up his TARDIS and causing the cracks in the 
  universe through which the Time Lords now called. 
  Tasha told him that the Daleks had attacked the Papal 
  Mainframe itself. She told him she had died, and a 
  Dalek eyestalk emerged from her forehead. Daleks 
  entered the room but the Doctor told them if they 
  tried to kill him he’d answer the question; he insulted 
  Tasha for being weak, baiting her into resisting the 
  Daleks. She did, blowing them up, and they fled back 
  to the surface.
  The timer went bing: the turkey was ready. The 
  Doctor promised Clara he would never send her 
  away again, but as she went back to get plates and 
  crackers, the Doctor remembered his young friend 
  Barnable and the TARDIS returned to Trenzalore, 
  leaving Clara behind. 
  But the siege was ended and war begun on the Fields 
  of Trenzalore. Enemies attacked but the Church 
  of the Silence stood with the Doctor and held them 
  back.
  Clara joined her family for a miserable Christmas 
  dinner but as Gran told her to make a wish, the 
  TARDIS could be heard rematerialising outside. She 
  grabbed a cracker and ran into it, finding it piloted 
  not by the Doctor but by Tasha. They returned to the 
  town of Christmas to find everything aflame. Tasha 
  told Clara that the Doctor shouldn’t die alone. Daleks 
  entered the town and a saucer hovered overhead, 
  demanding the Doctor be brought to them.
  As the Doctor climbed the bell tower to face the 
  Daleks, Clara went to the crack in the wall. She 
  whispered to the Time Lords, imploring them to 
  help the Doctor. Suddenly the crack appeared in 
  the sky and regeneration energy flowed from it into 
  the Doctor. But, sure enough, the Doctor began to 
  THE TIME OF THE DOCTOR
  
  253
  THE ELEVENTH DOCTOR SOURCEBOOK
  regenerate anew, blasting the Daleks with a burst 
  of regeneration energy. After the battle, Clara went 
  to find the Doctor inside the TARDIS. He was young 
  again, as his body prepared to regenerate. He began 
  to glow, seeing an apparition of the first face this 
  incarnation had seen: Amy Pond. She wished her 
  raggedy man goodnight, and the Doctor removed his 
  bow tie. He was wracked with pain and threw back 
  his head as he regenerated… 
  CONTINUITY
  •	
  Time Lords can only regenerate twelve times 
  (see The Deadly Assassin in The Fourth Doctor 
  Sourcebook). The Eleventh Doctor is revealed to 
  be the Doctor’s thirteenth and final incarnation 
  — including the War Doctor (see The Name 
  of the Doctor on pg. 236) and the Meta-Crisis 
  Doctor (see Journey’s End in The Tenth Doctor 
  Sourcebook). 
  •	
  The origin of the Crack in Time is revealed to 
  be as a result of the rogue sect of the Church of 
  the Silence led by Madame Kovarian travelling 
  back to blow up the TARDIS (see The Pandorica 
  Opens on pg. 102 and The Big Bang on pg. 107). 
  •	
  The Crack in Time was also the Doctor’s greatest 
  fear, which he saw in his room in the hotel (see 
  The God Complex on pg. 160). 
  •	
  The Doctor can silently materialise the TARDIS 
  (see also The Dalek Invasion of Earth in The 
  First Doctor Sourcebook). 
  •	
  Clara rode through the Time Vortex outside 
  the TARDIS, as Captain Jack (see Utopia in The 
  Tenth Doctor Sourcebook) and the Doctor (see 
  Hide on pg. 219) both have done. 
  •	
  When Clara arrives at the TARDIS, its phone 
  has been left off the hook. Now, who might the 
  Doctor have called, one last time? 
  •	
  Whilst regenerating, the Doctor has seen his 
  companions before (see Logopolis in The Fourth 
  Doctor Sourcebook and The Caves of Androzani 
  in The Fifth Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  The plot of The Time of the Doctor centres on a 
  conundrum: the Time Lords want to return through 
  the crack in Trenzalore, but if they do the assembled 
  fleet of alien spaceships will destroy the planet and 
  restart the Time War.
  The Doctor, knowing his time is nearly up, decides to 
  save as many lives as he can by forcing a stalemate. 
  He doesn’t have the energy nor the means — since 
  the TARDIS was missing — to come up with anything 
  cleverer. The characters, on the other hand, might. 
  Will they decide to risk reigniting the Time War by 
  bringing Gallifrey back? Will they attempt to destroy 
  the fleet? Or will they attempt to parley or negotiate a 
  permanent truce to allow everyone to live?
  HANDLES (MINOR GADGET)
  Handles was the disembodied head of a 
  Cyberman that the Doctor acquired late in 
  his life, using him as a stand-in companion 
  and personal assistant. He found it at the 
  Maldovarium, its organics gone but its data 
  banks intact. It mostly served to frustrate him 
  by being inept at anything he asked it to do.
  Traits: Disembodied Head, Scan, Transmit.
  Story Points: 1
  HOLOGRAM SHELL (MINOR GADGET)
  To visit the Papal Mainframe was to expose 
  yourself to its judgement — quite literally, in 
  fact, as worshippers and visitors alike were 
  forbade from wearing clothes. To maintain 
  their modesty, worshippers could swallow 
  a Hologram Projector, which projected the 
  appearance of clothing onto the visual cortex 
  of onlookers, as well as providing a heat-
  loss filter too. A clever user could likely 
  reprogramme it to create a disguise, but 
  members of the Church were trained to see 
  straight through the hologram.
  Traits: 
  Environmental 
  (Cold), 
  Transmit, 
  Restrictions (does not work on the Church 
  clergy).
  Story Points: 1
  FURTHER ADVENTURES
  •	
  The Doctor and Tasha Lem obviously go way 
  back, but we’ve not seen any of their stories 
  before. What (mis) adventures might they have 
  had, the psycho head of an order of nuns and the 
  Doctor? 
  •	
  The Siege of Trenzalore would make for an 
  exciting series of adventures in its own right, 
  especially if the characters did stay to aid the 
  Doctor. Each adventure might see a different 
  enemy try to attack, needing to be foiled with just 
  the characters’ wits. 
  
  254
  THE ELEVENTH DOCTOR SOURCEBOOK
  INDEX
  79B Aickman Road 
  101
  A
  Abigail 
  115
  Adventure Ideas 
  35, 40, 42, 45, 48, 53
  Akhaten 
  212, 213
  Alaya 
  91
  Alex 
  153
  (Future) Amy 
  158
  Amy and Rory 
  8
  Amy’s Choice 
  80
   
  Continuity 
  81
   
  Further Adventures 
  84
   
  Other Dream Worlds 
  82
   
  Psychic Pollen 
  82
   
  Running the Adventure 
  81
   
  Synopsis 
  80
  Androzani Trees 
  179
  (The) Angel of Liberty 
  202
  (The Laughing) Angels 
  202
  (The) Angels Take Manhattan 
  199
   
  (The) Angels of Manhattan 
  201
   
  Continuity 
  200
   
  Further Adventures 
  202
   
  Running the Adventure 
  200
   
  Synopsis 
  199
   
  Winter Quay Building 
  201
  Antigravity Bike 
  209
  Artificial Servant 
  44
  (Madge) Arwell 
  178
  Asylum of the Daleks 
  180
   
  Continuity 
  182
   
  Dalek Nanocloud 
  184
   
  Escape from the Planet 
  183
   
  Fix Amy and Rory’s Marriage 
  183
   
  Further Adventures 
  184
   
  Gravity Beam 
  184
   
  Neutralise the Daleks in the Asylum 
  183
   
  Rescue Oswin 
  183
   
  Running the Adventure 
  183
   
  Synopsis 
  180
  Atraxi 
  60
  Auntie and Uncle 
  133
  (Henry) Avery 
  17
  (Toby) Avery 
  126
  B
  (The) Beast Below 
  61
   
  Continuity 
  62
   
  Further Adventures 
  63
   
  Running the Adventure 
  62
   
  Synopsis 
  61
  (The) Bells of Saint John 
  207
   
  (The) Client 
  208
   
  Continuity 
  208
   
  Further Adventures 
  209
   
  Running the Adventure 
  208
   
  Synopsis 
  207
  (The) Big Bang 
  107
   
  Continuity 
  109
   
  Further Adventures 
  110
   
  I Wear a Fez Now 
  110
   
  (The) National Museum 
  109
   
  Playing Clever 
  109
   
  Running the Adventure 
  109
   
  Synopsis 
  107
  Bishop 
  36
  (Professor Edwin) Bracewell 
  69
  (Lorna) Bucket 
  145
  C
  (Francesco) Calvierri 
  78
  (Rosanna) Calvierri 
  78
  Campaigns 
  24
  (Captain) Carter 
  52
  Chapter Four: The Eleventh 
  Doctor’s Adventures 
  55
  Chapter One: The Eleventh Doctor 
  and Companions 
  5
  Chapter Three: The Eleventh 
  Doctor’s Enemies 
  33
  Chapter Two: Playing in the Eleventh 
  Doctor’s Era 
  19
  Character Arcs 
  26
  Character Options 
  29
  (Dr Nasreen) Chaudhry 
  90
  (A) Christmas Carol 
  111
   
  Continuity 
  112
   
  Crystal Cloud 
  114
   
  Further Adventures 
  114
   
  Running the Adventure 
  113
   
  Sky Fish 
  114
   
  Synopsis 
  111
  (The) Church 
  34
  (Using the) Church 
  34
  (Winston Spencer) Churchill 
  69
  Circular Time 
  27
  Cleric 
  36
  Closing Time 
  166
   
  Continuity 
  167
   
  Further Adventures 
  168
   
  Running the Adventure 
  168
   
  Synopsis 
  166
  Cold War 
  215
   
  Continuity 
  216
   
  Firebird 
  217
   
  Further Adventures 
  217
   
  Running the Adventure 
  216
   
  Synopsis 
  215
  Colonel 
  37
  Communication across Time 
  23
  Companions at Home 
  23
  Controlled Agent 
  43
  (The) Crimson horror 
  227
   
  Continuity 
  228
   
  Further Adventures 
  230
   
  Long story. I’ll keep it short 
  228
   
  Running the Adventure 
  228
   
  Synopsis 
  227
   
  Victorian Values 
  228
  (The) Curse of the Black Spot 
  124
   
  Continuity 
  125
   
  Further Adventures 
  127
   
  Running the Adventure 
  125
   
  (The) Siren 
  126
   
  Synopsis 
  124
  (The) Cyberiad 
  44
  (Using the) Cyberiad 
  44
  Cybermats 
  47
  Cybermen (Cyberiad era) 
  46
  Cybermites 
  46
  D
  Danny Boy 
  70
  (Eternal) Dalek 
  50
  (Scientist) Dalek 
  50
  (Stone) Dalek 
  110
  (Strategist) Dalek 
  50
  (Supreme) Dalek 
  50
  (The New) Dalek Paradigm 
  48
  (Using the New) Dalek Paradigm 
  48
  Dalek Puppet 
  50
  Daleks (New Dalek Paradigm era) 
  49
  (The) Day of the Doctor 
  241
   
  Continuity 
  244
   
  Everyone Plays the Doctor 
  246
   
  Further Adventures 
  248
   
  Nostalgia-fest 
  246
   
  Running the Adventure 
  245
   
  Synopsis 
  241
   
  (The) Time War 
  245
   
  UNIT ’s Black Archive 
  247
   
  (The) Zygon Plot 
  246
  Day of the Moon 
  120
   
  Continuity 
  122
   
  Further Adventures 
  123
   
  Running the Adventure 
  122
   
  Synopsis 
  120
  (Canton Everett) Delaware III 
  10, 15
  Dinosaurs On A Spaceship 
  185
   
  Continuity 
  186
   
  Further Adventures 
  188
   
  Outwitting Wickedness 
  187
   
  Running the Adventure 
  186
   
  Synopsis 
  185
  (The) Doctor, the Witch and the Wardrope 175
   
  Androzani Harvester 
  179
   
  Continuity 
  176
   
  Further Adventures 
  178
   
  Harvest Rangers 
  177, 178
   
  Running the Adventure 
  177
   
  Synopsis 
  175
  (The) Doctor’s Wife 
  128
   
  (The) Bubble Universe 
  130
   
  Continuity 
  129
   
  Ejecting TARDIS Rooms 
  131
   
  Further Adventures 
  132
   
  Running the Adventure 
  130
   
  Synopsis 
  128
   
  Terrifying And Really Dangerous
   
  Interior Scenes 
  130
  (The) Dream Lord 
  84
  E
  Eknodine 
  83
  Eldane 
  91
  (The) Eleventh Doctor 
  7
  Eleventh Doctor-style Adventures 
  20
  (The) Eleventh Doctor’s
  Companions and Acquaintances 
  8
  (The) Eleventh Hour 
  56
   
  Continuity 
  58
   
  Further Adventures 
  60
   
  Running the Adventure 
  58
   
  Synopsis 
  56
  (Queen) Elizabeth I 
  249
  Enforcer Robot 
  187
  Events out of Order 
  22
  (The) Eye of Harmony 
  225
  F
  Fairy Tales 
  20
  (Captain Alice) Ferrin 
  234
  (Jenny) Flint 
  13
  G
  (New) Gadgets 
  32
   
  Analogue Ghost Detector 
  221
  
  255
  THE ELEVENTH DOCTOR SOURCEBOOK
   
  Anti-Cyber Gun 
  234
   
  Big Friendly Button 
  224
   
  Bioprogramming Tool 
  90
   
  Callisto Pulse 
  106
   
  Camera Glasses 
  159
   
  Conduit 
  177
   
  (The) Doctor’s Homemade TARDIS 
  132
   
  Emergency Beacon 
  32
   
  Eye Drive 
  174
   
  Force Field Projector 
  89
   
  (Mrs) Gillyflower’s Process 
  229
   
  Gravity Globe 
  75
   
  Hand-pulsar 
  234
   
  Handles 
  253
   
  Hologram Shell 
  253
   
  Home Box 
  75
   
  Infrared Sunglasses 
  32
   
  I.V. System 
  186
   
  Machine that Goes Ding 
  247
   
  Memory Filters 
  247
   
  Miniaturisation Ray 
  54
   
  Nanocloud Wristband 
  184
   
  Nanorecorder 
  123
   
  Nursing Supplies 
  32
   
  Oblivion Continuum 
  68
   
  (The) Pandorica 
  105
   
  Planetary Bomb 
  233
   
  Poison Lipstick 
  149
   
  Portable Perception Filter 
  78
   
  Powered Transport Discs 
  89
   
  (The) Progenitor Device 
  70
   
  Psychochronograph 
  221
   
  Rear View Scanner 
  94
   
  Shield Grenade 
  32
   
  Sonic Cane 
  148
   
  Sonic Probe 
  158
   
  Spacesuit 
  122
   
  Superphone 
  32
   
  Time Glass 
  157
   
  Time Lord Art 
  247
   
  Time Lord Emergency Messaging System 132
   
  Ultraviolet Wand 
  78
   
  Ven-Garr’s Scanner 
  178
   
  Weather Generator 
  78
  (Independent) Ganger 
  141
  (Monstrous) Ganger 
  141
  Gantok 
  174
  (Merry) Gejehl 
  214
  Gibbis 
  165
  (Mrs) Gillyflower 
  230
  (The) Girl Who Waited 
  155
   
  Continuity 
  156
   
  Further Adventures 
  159
   
  Moving Between Time Streams 
  157
   
  Running the Adventure 
  156
   
  Saving Amy 
  157
   
  Sustaining a Temporal Paradox 
  157
   
  Synopsis 
  155
   
  (The) Two Streams Kindness Facility 
  157
  (The) God Complex 
  160
   
  Continuity 
  161
   
  Encountering Minotaurs 
  162
   
  Further Adventures 
  165
   
  (The) Prison Ship 
  162
   
  Running the Adventure 
  161
   
  Synopsis 
  160
  (A) Good Man Goes to War 
  142
   
  But that Means? 
  144
   
  Calling in Favours 
  144
   
  Continuity 
  143
   
  Further Adventures 
  145
   
  I’m a Ganger, You’re a Ganger,
   
  Everyone’s a Ganger! 
  144
   
  Running the Adventure 
  144
   
  Synopsis 
  142
  (Emma) Grayling 
  222
  (The) Great Intelligence 
  41, 43
  (Using the) Great Intelligence 
  41
  Grisenko 
  218
  Guido 
  79
  (The) Gunslinger 
  193
  H
  Handbots 
  159
  Harvest Rangers 
  177, 178
  Headless Monk 
  38
  Hide 
  219
   
  Caliburn House 
  220
   
  Continuity 
  220
   
  Further Adventures 
  221
   
  Pocket Universe 
  221
   
  Running the Adventure 
  220
   
  Synopsis 
  219
  Homo Reptilia 
  88
  House 
  132
  (The) Hungry Earth/Cold Blood 
  85
   
  Classic Structure 
  87
   
  Continuity 
  87
   
  Further Adventures 
  90
   
  Intractable Problems 
  88
   
  Reptile Technology 
  89
   
  Running the Adventure 
  87
   
  Synopsis 
  85
   
  Who will you Trust? 
  88
  I
  Ice Governess 
  206
  (The) Impossible Astronaut 
  116
   
  Continuity 
  117
   
  Further Adventures 
  119
   
  Running the Adventure 
  118
   
  Starting Over 
  119
   
  Synopsis 
  116
  Introduction 
  4
  J
  Jennifer 
  141
  Journey to the Centre of the TARDIS 
  223
   
  Continuity 
  224
   
  (The) Eye of Harmony 
  225
   
  Further Adventures 
  225
   
  Running the Adventure 
  224
   
  Synopsis 
  223
  (The) Justice Department 
  51
  (Using the) Justice Department 
  51
  K
  Kahler-Jex 
  192
  Kizlet 
  210
  (Madame) Kovarian 
  36
  Kovarian’s Sect 
  34
  Krafayis 
  96
  L
  (Tasha) Lem, Mother Superious 
  35
  Let’s Kill Hitler 
  146
   
  Continuity 
  147
   
  Further Adventures 
  149
   
  Racing through Berlin 
  148
   
  Running the Adventure 
  147
   
  Story Points and Gaining New Skills 
  148
   
  Story Points and Retconning 
  148
   
  Synopsis 
  146
  Liz 10 
  63
  (The) Lodger 
  97
   
  Continuity 
  99
   
  Further Adventures 
  100
   
  Running the Adventure 
  99
   
  Synopsis 
  97
  Losing your Head 
  37
  M
  (Dorium) Maldovar 
  145
  Malohkeh 
  92
  Marriage Happens 
  24
  Mels 
  149
  Meeting Yourself 
  22
  Memory Proof 
  39
  Memory Worm 
  204
  (The) Minotaur 
  164
  (The) Moment 
  250
  (Dor’een’s) Moped 
  213
  Multiple Versions of Me 
  28
  Mummy 
  214
  N
  (The) Name of the Doctor 
  236
   
  Continuity 
  239
   
  Further Adventures 
  240
   
  Running the Adventure 
  239
   
  Synopsis 
  236
   
  (The) Tomb of the Doctor 
  240
  (Queen) Nefertiti 
  189
  Nephew 
  133
  Night Terrors 
  150
   
  Amazing Therapy Action 
  152
   
  Continuity 
  151
   
  Finding a Needle in a Haystack 
  151
   
  Further Adventures 
  153
   
  Running the Adventure 
  151
   
  Synopsis 
  150
   
  Tenza 
  152
   
  Tower Blocks 
  151
  Nightmare Creation 
  154
  Nightmare in Silver 
  231
   
  Continuity 
  232
   
  Defeating the Cyberiad 
  233
   
  Further Adventures 
  235
   
  Running the Adventure 
  232
   
  Synopsis 
  231
  (President Richard Milhous) Nixon 
  119
  (Ambrose) Northover 
  90
  O
  (Father) Octavian 
  75
  Order of the Headless 
  37
  (Encountering the) Order of the Headless 
  37
  Osgood 
  249
  (Clara) Oswald 
  8, 12
  (Craig) Owens 
  10, 16
  P
  (Alec) Palmer 
  222
  (The) Pandorica Opens 
  102
   
  Continuity 
  104
   
  Follow that Clue 
  105
   
  Further Adventures 
  106
  
  256
  THE ELEVENTH DOCTOR SOURCEBOOK
  INDEX
   
  It’s a Trap! 
  105
   
  Running the Adventure 
  104
   
  Synopsis 
  102
  Parasitic Snow 
  205
  (The) Paternoster Gang 
  9
  People as Puzzles 
  22
  (Amy) Pond 
  11
  Porridge 
  235
  (The) Power of Three 
  194
   
  Continuity 
  195
   
  Downtime 
  196
   
  Further Adventures 
  197
   
  Random Cube Behaviour 
  196
   
  Running the Adventure 
  195
   
  (The) Shakri 
  197
   
  Synopsis 
  194
  Prisoner Zero 
  59
  Processes Cause Problems 
  21
  (The) Punishment Platoon 
  234
  R
  Reality is Fragile 
  24
  (The) Rebel Flesh/The Almost People 
  134
   
  Continuity 
  136
   
  Create an Abstract Map of the Facility 138
   
  Decide Locations and Resources 
  138
   
  (The) Flesh 
  139
   
  (The) Flesh and Society 
  140
   
  Flesh Technology 
  139
   
  Further Adventures 
  140
   
  Independent Flesh 
  139
   
  Maps and Tactics 
  138
   
  Running the Adventure 
  137
   
  Solar Storms 
  137
   
  (The) St John’s Monastery 
  137
   
  Synopsis 
  134
   
  Use a Complete Map of the Facility 
  138
  Red Leech 
  230
  (Using) Regeneration Energy 
  29
  (Doctor) Renfrew 
  123
  Restac 
  92
  (John) Riddell 
  188
  (The) Rings of Akhaten 
  211
   
  Akhaten 
  212, 213
   
  Citizens of Akhaten 
  212
   
  Continuity 
  212
   
  Further Adventures 
  213
   
  Running the Adventure 
  212
   
  Synopsis 
  211
  Rita  
  165
  Roman Autons 
  106
  S
  (Kazran) Sardick 
  115
  Saturnynian 
  79
  Secrets and Lies 
  24
  Seeing Ahead 
  27
  Seeing is Powerful 
  20
  Sexy (Idris) 
  10, 15
  Shakri Agent 
  197
  Shakri Cubes 
  198
  Shakri Virtual Master 
  198
  Silence Will Fall 
  39
  Silent 
  40
  (The) Silents 
  38
  (Using) Silents 
  40
  (Walter) Simeon 
  205
  (The) Siren/Virtual Interface 
  127
  (Grand Marshal) Skaldak 
  217
  Sky Sharks 
  114
  Smilers 
  64
  (Fanged) Snowman 
  206
  (The) Snowmen 
  203
   
  Continuity 
  204
   
  Further Adventures 
  205
   
  No, I do the hand grabbing. 
   
  That’s my job. That’s always me! 
  205
   
  Running the Adventure 
  204
   
  Synopsis 
  203
  Solomon the Trader 
  189
  (River) Song 
  8, 12
  Sophie 
  100
  (Modified) Spitfire 
  70
  Spoonhead 
  210
  Starship UK 
  62
  (Kate) Stewart 
  10, 16
  Strax 
  14
  Style and Tone 
  20
  Switching Time Zones 
  21
  T
  (Hila) Tacourien 
  221
  (The Eleventh Doctor’s) TARDIS 
  18
  Technology Parasites 
  38
  Tenza (Child) 
  153
  Tenza (Teenager) 
  154
  (The) Teselecta 
  53
  Teselecta Antibodies 
  54
  Time and Discontents 
  27
  (The) Time of Angels/Flesh and Stone 
  71
   
  Angel Bob 
  74
   
  (A) Change of Scenery 
  73
   
  Continuity 
  72
   
  (The) Delirium Archive 
  74
   
  Further Adventures 
  75
   
  I’ve Got Something in my Eye… 
  73
   
  (The) Maze of the Dead 
  74
   
  Running the Adventure 
  73
   
  Synopsis 
  71
   
  (The) Wreck of the Byzantium 
  74
  The Time of the Doctor 
  251
   
  Continuity 
  253
   
  Further Adventures 
  253
   
  Running the Adventure 
  253
   
  Synopsis 
  251
  Time Zombies 
  225
  (A) Town Called Mercy 
  190
   
  Continuity 
  191
   
  Further Adventures 
  193
   
  Murky Morality 
  191
   
  Running the Adventure 
  191
   
  Synopsis 
  190
  (New) Traits 
  29
   
  Another Lifetime 
  29
   
  Caregiver 
  30
   
  Cyber-Planner 
  47
   
  Death Habit 
  30
   
  Disembodied Head 
  30
   
  Ganger 
  30
   
  Imprison 
  152
   
  Lammasten Technologist 
  100
   
  Relentless 
  31
   
  Scion of Gallifrey 
  31
   
  Talk to Everything 
  31
   
  True Connection 
  31
   
  Worship Field 
  163
  (New Gadet) Traits 
  32
   
  Entrap 
  32
   
  Isomorphic Controls 
  32
   
  Zap 
  32
  (Young) Triceratops 
  187
  Tyrannosaurus Mother 
  187
  V
  (The) Vampires of Venice 
  76
   
  Continuity 
  77
   
  Further Adventures 
  79
   
  Running the Adventure 
  77
   
  Saturnynians (Vampires) 
  78
   
  Synopsis 
  76
   
  Venice 
  77
  (Bram) Van Baalen 
  225
  (Gregor) Van Baalen 
  226
  (Tricky) Van Baalen 
  226
  (Madame) Vastra 
  13
  Victory of the Daleks 
  65
   
  Continuity 
  67
   
  Further Adventures 
  70
   
  Impossible Situations, Difficult Choices 68
   
  It’s a Trap! 
  67
   
  (The) One that got Away 
  68
   
  (The) Regeneration Game 
  68
   
  Running the Adventure 
  67
   
  Synopsis 
  65
  Vincent and the Doctor 
  93
   
  Continuity 
  94
   
  Further Adventures 
  96
   
  Running the Adventure 
  94 
   
  Synopsis 
  93
  Vincent Van Gogh 
  95
  (The) Vigil 
  213
  W
  (The) War Doctor 
  17
  (Impresario) Webley 
  235
  (The) Wedding of River Song 
  169
   
  All Paths Lead to Lake Silencio 
  173
   
  Calisto B 
  173
   
  Continuity 
  171
   
  Further Adventures 
  174
   
  Investigating the Silence 
  172
   
  Live Chess 
  173
   
  Running the Adventure 
  172
   
  Synopsis 
  169
   
  Time Askew 
  172
  (The) Whisper Men 
  239
  (The) WiFi 
  209
  Who is the Doctor? 
  6
  (Brian) Williams 
  10, 14
  (Rory) Williams 
  11
  Winders 
  64
  Y
  You Should Kill Us All On Sight 
  39
  Z
  Zhukov 
  218
  Zygons 
  248
  
SOURCE: textdata/thevault/Doctor Who/AITAS Collection/2 Regeneration-Specific Sourcebooks/11th Doctor Sourcebook, The.pdf