TEXT: THE THIRD DOCTOR SOURCEBOOK
  
  THE THird docTor sourcEbook
  B  credits
  Line deveLoper: Gareth Ryder-Hanrahan
  Writing: Walt Ciechanowski and Graham Walmsley
  editing: Andrew Kenrick and Dominic McDowall
  cover: Paul Bourne
  graphic design and Layout: Paul Bourne
  creative director: Dominic McDowall
  art director: Jon Hodgson
  speciaL thanks: Georgie Britton and 
  the BBC Team for all their help.
  “My Third is Reversed In The Neutron Flow”
  The Third 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. 2013
  BBC, DOCTOR WHO (word marks, logos and 
  devices), TARDIS, DALEKS, CYBERMAN and K-9 
  (wordmarks and devices) are trademarks of the British 
  Broadcasting Corporation and are used under licence.
  BBC logo © BBC 1996. Doctor Who logo © BBC 2009. 
  TARDIS image © BBC 1963. Dalek image © BBC/Terry 
  Nation 1963.
  Cyberman image © BBC/Kit Pedler/Gerry Davis 1966. 
  K-9 image © BBC/Bob Baker/Dave Martin 1977.
  Printed in the USA
  
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  B  contents
  introduction  
  4
  chapter one: the third doctor and companions  
  5
  Who is the Doctor?  
  6
  The Doctor’s Companions  
  9
  The Third Doctor’s TARDIS 
  15
  chapter tWo: tooLs of the trade  
  16
  New Characters  
  17
  New Traits  
  19
  New Vehicles 
  20
  New Gadgets  
  21
  chapter three: enemies  
  22
  Daleks  
  23
  The Master 
  24
  Ogrons 
  26
  Silurians 
  26
  chapter four: designing third doctor adventures  29
  chapter five  
  37
  Spearhead from Space 
  38
  Doctor Who and the Silurians 
  43
  The Ambassadors of Death 
  47
  chapter six  
  53
  Inferno 
  54
  Terror of the Autons 
  60
  The Mind of Evil 
  65
  chapter seven 
  69
  The Claw s of Axos 
  70
  Colony in Space 
  75
  The Daemons 
  80
  chapter eight 
  85
  Day of the Daleks 
  86
  The Curse of Peladon 
  89
  The Sea Devils 
  93
  chapter nine 
  97
  The Mutants 
  98
  The Time Monster 
  102
  The Three Doctors 
  106
  chapter ten 
  111
  Carnival of Monsters 
  112
  Frontier in Space 
  116
  Planet of the Daleks 
  121
  chapter eLeven 
  125
  The Green Death 
  126
  The Time Warrior 
  131
  Invasion of the Dinosaurs 
  136
  chapter tWeLve 
  141
  Death to the Daleks 
  142
  The Monster of Peladon 
  148
  Planet of the Spiders 
  152
  index 
  158
  
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  ‘Oh, dear. Oh, I can’t    
       have changed that 
                 much, surely?’
  For a Time Lord, the Earth is a prison.
  Once able to travel throughout time and space, the 
  Doctor found himself exiled to a single place and 
  time. His TARDIS was disabled and, for the first time, 
  the Doctor had to rely on friends to aid and shelter 
  him. Fortunately, he was able to convince Brigadier 
  Lethbridge-Stewart of UNIT that he was the same 
  man as the short, clownish, cosmic hobo that had 
  helped defeat the Yeti and the Cybermen months 
  before and was appointed Scientific Advisor.
  It would prove to be a fortuitous relationship. From 
  the moment the Doctor fell out of his TARDIS, Earth 
  was besieged by alien races, including the Nestene 
  Consciousness, the Silurians, the Axons, and 
  even the Daleks. The Doctor even found a worthy 
  adversary in the Master, a fellow Time Lord. Once 
  granted his freedom for dealing with the renegade 
  Time Lord Omega, the Doctor once again roamed 
  time and space, while occasionally returning to Earth 
  to continue in his role as Scientific Advisor.
  Welcome to the Third Doctor Sourcebook, a resource 
  for Gamemasters which covers the adventures of 
  the Doctor in his third incarnation. Herein you have 
  everything at your fingertips to recreate this era or 
  to add vintage spice to your current Doctor Who: 
  Adventures in Time And Space campaign. You’ll 
  find complete information on the Second Doctor, his 
  companions, his enemies, and his adventures. 
  hoW to use this book
  The Third Doctor Sourcebook is primarily a 
  Gamemaster’s resource for running adventures 
  either with or in the style of the Third 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 Third 
  Doctor’s Companions are found in the Player’s 
  Guide. 
  This book is designed to be a primer on capturing 
  the feel of the Third Doctor’s era and incorporating 
  it into your adventures. Chapter One: The Third 
  Doctor and Companions provides information on the 
  Doctor’s third incarnation as well his companions 
  and extended UNIT family. Chapter Two: Tools of the 
  Trade offers advice for creating characters for this 
  campaign pack as well as new traits and gadgets. 
  Chapter Three: Enemies looks at the various 
  opponents that the Doctor faced during his exile and 
  beyond while Chapter Four: Designing Third Doctor 
  Adventures offers advice on crafting your own Third 
  Doctor adventures as well as alternative ways to use 
  the material in this book. Chapters Five to Twelve 
  describe the Third Doctor’s adventures. 
  Each adventure has the following sections:
  •	
  Synopsis: This section summarises the key 
  events of the adventure as experienced by the 
  Third Doctor and his companions.
  •	
  Running this 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 groups of player 
  characters, and how to use bits and pieces of the 
  adventure in your own games.
  •	
  Characters, Monsters & Gadgets: If there are 
  important non-player characters, interesting 
  monsters, or shiny new gadgets in the adventure, 
  you’ll find them here. Sometimes, we’ll give you 
  full statistics for a character. At other times, 
  when their Attributes and Skills are obvious or 
  irrelevant, we’ll just list their key Traits.
  •	
  Further Adventures: So, what happens after 
  the Doctor leaves? (Or what happened before 
  he arrived?) These further adventure seeds give 
  ideas on spinoffs, 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 these classic stories, then you can substitute 
  your player characters for the Third Doctor and his 
  companions and ‘rerun’ the adventures. Maybe your 
  player characters will take other paths and make 
  different decisions!
  introduction
  introduction
  
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  chapter one
  the third doctor and companions
  
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  ‘What you need, Doctor, as Miss Shaw herself so 
  often remarked, is someone to pass you your test 
  tubes and to tell you how brilliant you are.’
  B  Who is the doctor?
  When the Doctor regenerated for the first time, it was 
  almost as if time simply rolled back the clock; the old 
  man, with help from the TARDIS, peeled back the years 
  and transformed into a younger self, one that was a 
  bit more clownish and anti-authoritarian. Whereas 
  the older Doctor relied on companions to overcome 
  his physical limitations he didn’t particularly want the 
  companionship (primarily because he knew that the 
  TARDIS, in its own way, was a prison), the ‘younger’ 
  Doctor enjoyed the company and actively invited people 
  to join him for the fun of exploring the universe. It’s 
  worth noting that the Second Doctor chose teenagers 
  as companions (Ben and Polly were holdovers) whose 
  thirst for adventure matched his. It really was as if, as 
  he agreed, he’d been renewed.
  By contrast, the Third Doctor is less a renewal and 
  more of a reboot. He is an active crusader against 
  evil, utilising not only his wits but his martial skills 
  as well. Neither of his previous incarnations took 
  the fight to his enemies so directly. The Third Doctor 
  also has a flair for fashion and a love of gadgets, 
  particularly vehicles. He is not a reluctant hero or an 
  underestimated schemer; he’s an action hero. And 
  while he initially distrusts authority, the Third Doctor’s 
  position on it softens with time, especially for UNIT. He 
  even refers to the royal family as ‘charming.’ In spite 
  of his crusade, the Third Doctor rails against being 
  trapped on Earth in a single time and desperately 
  tries to escape at the earliest opportunity, spending 
  most of his free time trying to get the TARDIS 
  working. He even traps the Master, a renegade Time 
  Lord, on Earth for the opportunity to use components 
  from his TARDIS. Once the Doctor’s sentence is lifted, 
  however, the Third Doctor finds it difficult to leave his 
  new home entirely, frequently returning to battle the 
  evils that plague it.
  pLaying the third doctor
  During his exile period, the Third Doctor is frustrated. 
  He realises that he is more ‘evolved’ than those 
  around him and presumes to lead, but is forced to 
  balance that against his genuine need for the people 
  and resources around him. He is at his best when 
  he has a crusade to distract him and enthusiastically 
  embraces scientists over soldiers. He distrusts 
  the military and does his best to influence their 
  decisions, knowing that left to their own devices the 
  military has a tendency to blow things up rather than 
  reason with its enemies.
  This Doctor tends to confront his enemies head-on and 
  often volunteers to investigate or meet and negotiate 
  chapter one: the third doctor and companions
  
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  7
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  with potential adversaries. He relies on his wits and his 
  Venusian Aikido to survive, utilising gadgets when neither 
  is enough. The Doctor sees himself as an independent 
  negotiator, relying on his own alien status to convince an 
  enemy that he can be impartial over being merely a tool of 
  the Earth authorities. Unfortunately, his efforts tend to be 
  undermined by both sides.
  Remember that the Doctor is always looking to escape Earth 
  first and foremost. In his first adventure he almost abandons 
  his work against the Nestene for the opportunity to escape 
  and the closest person he has to a friend, the Brigadier, 
  believes without question that if the TARDIS dematerialised 
  he wouldn’t see the Doctor again, at least not quickly enough 
  to resolve the current crisis. Nor does the Doctor ease that 
  concern when the TARDIS doesn’t work, admitting that the 
  temptation to travel the universe was too strong.
  As the Doctor spends more time on Earth his desire to 
  escape, while still strong, softens. He tried to repair his 
  dematerialisation circuit which may or may not work (it’s 
  hinted that the Time Lords are behind at least some of these 
  journeys) but always promises his current companion, Jo 
  Grant, that he’ll return to Earth. That said, he does take 
  every opportunity to explore new planets.
  If you’re playing the Doctor toward the end of this era, 
  especially when Sarah Jane Smith becomes his companion, 
  he’s mellowed to the point of treating the Brigadier as 
  a friend rather than an authority figure and returns to 
  UNIT-era Earth because he wants to. He is still as much a 
  crusader against evil as he has always been and ends up 
  giving his life (or at least his current incarnation) in order to 
  save the Earth.
  story pointsa  
  the third doctor
  attributes
  skiLLs
  biodata
  traits
  stuff
  a  aWareness
  a  coordination
  a  ingenuity
  a  presence
  a  resoLve
  a  strength
   ○ ○ ○ ○
   ○ ○ ○ ○ ○
   ○ ○ ○ ○ ○ ○ ○ 
   ○ ○ ○ ○ ○
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  athLetics
  convince
  craft
  fighting
  knoWLedge
  marksman
   medicine
   science
   subterfuge
   survivaL
   technoLogy
   transport
  10
  4
  5
  7
  5
  6
  4
  Adversary: lots and lots
  Boffin: can create gadgets 
  Brave: +2 to resist fear
  Charming: +2 to Convince with charm
  Code of Conduct 
  Feel the Turn of the Universe 
  Gadget: Sonic Screwdriver
  Hot Shot: +2 to Transport
  Resourceful Pockets: page 28
  Reverse the Polarity of the Neutron 
  Flow: page 20
  Run for your Life!: +1 speed
  Technically Adept: +2 to Technlogy
  Time Lord (Experienced x2)
  Time Traveller (All)
  Vortex: +2 to pilot a time machine
  3
  2
  1
  3
  4
  1
  2
  5
  2
  1
  4
  3
  8
  TARDIS Key
  Sonic Screwdriver Mk 2: Open/Close, 
  Wield, Restriction (Cannot Open 
  Mechanical Locks). 1 Story Point.
  Faulty TARDIS: While the Doctor has 
  access to his TARDIS and everything 
  inside, the dematerialisation circuit is 
  disabled through half of his adventures. 
  During this ‘exile period,’ the Doctor 
  can only very occasionally temporarily 
  repair the circuit, and there’s some 
  question as to whether it’s due to his 
  ingenuity or the desire of the Time 
  Lords to allow him to make the trip. 
  Time Lord
  personaL goaL
  To Fight Evil and acquire his freedom to travel (until The 
  Three Doctors)
  personaLity
  While the Third Doctor has a distrust of authority, he is an 
  active crusader against evil and often leads the charge. 
  He tries to see the best in his adversaries and encourages 
  them to mend their ways (especially the Master), 
  although when this fails he won’t hesitate to stop them.
   He dislikes aggressive solutions that 
  leave no chance for a better 
  outcome. He has a paternal 
  attitude towards his 
  companions.
  background
  The Third Doctor was exiled 
  to Earth for the crime of 
  interference with other 
  worlds during his earlier 
  incarnations. Stuck  without a 
  working TARDIS, he joined UNIT 
  as Scientific Advisor and 
  aided it against various 
  alien threats. He was 
  given his freedom 
  after joining with his 
  previous incarnations 
  to defeat the renegade 
  Time Lord Omega, 
  although he frequently 
  returns to Earth.
  
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  B  the doctor’s companions
  In the beginning the Doctor didn’t have Companions 
  in the traditional sense; exiled to Earth, the 
  Doctor lacked the capacity to have anyone join 
  him on journeys through time and space. Instead, 
  Companions are recruited out of professional need 
  and are generally referred to as ‘assistants’. Such 
  Companions could come and go as they pleased 
  and they continued to live in their own homes and 
  maintained normal lives outside of the occasional 
  alien invasion.
  It was during this period that the Doctor realised 
  he needed Companions, even when he wasn’t going 
  anywhere. While Liz Shaw was recruited specifically 
  for her scientific skills, both she and the Doctor soon 
  realised that he didn’t need a laboratory assistant; he 
  needed someone to explain things to and stroke his 
  ego. Thus while Jo Grant and Sarah Jane Smith had 
  useful skills outside of the laboratory, they became 
  more the Doctor’s confidante than assistant. 
  Of special note are UNIT members. Strictly speaking, 
  the Brigadier, Captain Yates, and Sergeant Benton 
  aren’t Companions in the traditional sense, but they 
  are usually part of the Doctor’s inner circle when the 
  Earth is threatened. If the Gamemaster is running 
  an Exile campaign, then these characters would 
  certainly qualify as playable Companions.
  brigadier aListair gordon 
  Lethbridge-steWart
  Brigadier 
  Alistair 
  Gordon 
  Lethbridge-Stewart, 
  generally known simply as ‘the Brigadier’, first 
  met the Doctor in his second incarnation while the 
  Yeti invaded London. He was a Colonel then, but 
  government worry over the incident led to the creation 
  of the United Nations Intelligence Taskforce, or UNIT, 
  with Lethbridge-Stewart promoted to Brigadier and 
  offered command of the British division. 
  The Brigadier met the Doctor again when the 
  Cybermen invaded London and, thanks to the Doctor 
  and Zoe’s help, was able to thwart it. It was this 
  incident that convinced the Brigadier that weapons 
  and manpower weren’t enough; if he wanted to 
  combat aliens with superior technologies then he 
  needed scientists on his staff. He recruited Elizabeth 
  Shaw, albeit rather ham-fistedly (perhaps reflecting 
  on the Doctor, he relied on her curiosity to be enough 
  to take the job), although during her interview the 
  Brigadier learned that the Doctor had returned.
  At first, the Brigadier could not believe that the 
  Third Doctor was the same man as the Second in 
  spite of the obvious evidence. Still, he took a chance 
  and recruited the Third Doctor into UNIT as his 
  Scientific Advisor. The Doctor aided UNIT in repelling 
  many alien invasions and spoiling the plans of the 
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  renegade Time Lord known as the Master. When the Doctor 
  regained his freedom the Brigadier took it in stride, although 
  whenever the Doctor returned the Brigadier treated him as 
  a member of UNIT.
  The Brigadier is the epitome of the stiff-upper-lipped 
  military officer, a combination of devotion to duty and a 
  healthy respect for discipline. His authoritative demeanour 
  and maintenance of secrecy regarding UNIT’s activities has 
  put a mortal strain on his personal life. Indeed, the Brigadier 
  transfers some of his frustrations onto the Doctor, often 
  dismissing his Scientific Advisor’s contrary points of view 
  and fearing that the Doctor will abandon him at the earliest 
  opportunity. As their association continues the Brigadier 
  comes to terms with his personal life and begins to consider 
  the Doctor as a friend.
  In spite of sometimes being at loggerheads, the Brigadier 
  and the Doctor have a healthy respect for each other which 
  blossoms into true friendship. While the Brigadier always 
  puts his duty first, he is a devoted friend who can be counted 
  on when necessary. Even when he has to act contrary to the 
  Doctor’s wishes (such as blowing up the Silurian caves), the 
  Brigadier is sensitive to his feelings.
  story pointsa  
  brigadier aListair gordon 
  Lethbridge-steWart
  attributes
  skiLLs
  biodata
  traits
  stuff
  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
  4
  4
  4
  4
  Brave: +2 to resist fear
  By the Book 
  Five Rounds Rapid: shoot earlier in the 
  Action Round
  Friends (UNIT)
  Impulsive:  the Brigadier makes snap 
  decisions
  Indomitable: +4 to resist psychic control
  Military Rank (Brigadier) 
  Obligation (Major) UNIT
  Tough: reduce all damage by 2
  Voice of Authority: +2 to order people 
  around
  Experienced
  UNIT Veteran: page 20
  3
  4
  3
  3
  3*
  3
  1
  1
  2
  3
  1
  3
  9
  *Military Tactics, the British Government, 
  UNIT
  personaL goaL
  To protect the Earth, and Great Britain in particular, 
  from alien threats.
  personaLity
  Lethbridge-Stewart is first and foremost a military man 
  and often finds it difficult to relax or have a life outside 
  of his occupation. He finds it difficult to grasp scientific 
  and alien concepts but does the best he can, usually by 
  martial means. Still, he is a good and reliable ally when 
  the going gets tough and he refuses to surrender.
  background
  The Brigadier followed in his grandfather’s footsteps by 
  joining the military. He served in the regular army before 
  being tapped for UNIT. He has little time for a social life, 
  which has been detrimental to his marriage. 
  
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  eLizabeth ‘Liz’ shaW
  Elizabeth ‘Liz’ Shaw was recruited by the Brigadier to 
  join the fledgling UNIT as its Scientific Advisor based 
  on her extensive scientific knowledge in a broad 
  range of fields. Liz was not happy with the enforced 
  recruitment, as she was busy researching for her 
  Doctorate at Cambridge (this may not be her first 
  Doctorate). Still, the mystery of several meteorites 
  intrigued her, as well as the announcement that 
  an alien with which the Brigadier was familiar, the 
  Doctor, had resurfaced.
  The Doctor took to her immediately, as Liz reminded 
  him of an older Zoe Heriot, one of his former 
  Companions whom he’d lost as the result of his 
  trial. Liz filled a similar role, being more partner 
  than assistant to the Doctor in the laboratory. Still, 
  she longed to return to her studies and felt that 
  her role as Scientific Advisor was becoming more 
  of an honorific as her fellow Scientific Advisor, the 
  Doctor, far outstripped her capabilities. Soon after 
  helping save the world one last time, from the 
  Inferno Project, Liz submitted her resignation and 
  returned to Cambridge to finish her studies. Liz has 
  a wry manner and wants nothing to do with military 
  or espionage work, although as a scientist she finds 
  alien life and technologies fascinating. She softens 
  considerably when in her element and she genuinely 
  enjoys her work at UNIT while learning from the 
  Doctor. The Doctor even relies on her scientific 
  expertise on occasion…
  story pointsa  
  Liz shaW
  attributes
  skiLLs
  biodata
  traits
  stuff
  personaL goaL
  To become a leading scientist.
  personaLity
  Liz has a wry manner and approaches 
  alien situations with a healthy dose 
  of scepticism. Once she realises the 
  danger, she dedicates herself to 
  helping end it.
  background
  Liz holds several degrees from 
  Cambridge and was finishing her 
  Doctorate when UNIT called. She 
  currently shares the post of Scientific 
  Advisor with the Doctor.
  a  aWareness
  a  coordination
  a  ingenuity
  a  presence
  a  resoLve
  a  strength
   ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○ 
   ○ ○ ○ 
   ○ ○ ○ ○
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  athLetics
  convince
  craft
  fighting
  knoWLedge
  marksman
   medicine
   science
   subterfuge
   survivaL
   technoLogy
   transport
  5
  3
  4
  4
  3
  4
  2
  Attractive: +2 to Convince based on 
  appearance
  Biochemical Genius:  Can create 
  chemical gadgets with Science
  Boffin: Can create gadgets with 
  Technology
  Friends (UNIT)
  Indomitable:  +4 to resist psychic 
  control
  Technically Adept: +2 to Technology 
  rolls
  Obligation (UNIT) 
  Unadventurous (Minor)
  1
  1
  1
  0
  4
  0
  4
  5*
  0
  1
  3
  1
  12
  *Astrophysics, Physics, Biology and 
  Chemistry
  chapter one: the third doctor and companions
  
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  sergeant John benton
  Sergeant John Benton is a dedicated and reliable 
  UNIT NCO. He rose through the ranks on merit; while 
  he was a corporal during the Cybermen invasion he’d 
  attained the rank of Sergeant prior to the loss of Mars 
  Probe 7. The Brigadier prefers to keep Benton close 
  and often hands him the most delicate assignments, 
  particularly ones in which the Doctor is involved.
  Benton grows close to the Doctor and his companions, 
  treating them more like his friends or family than 
  workmates. He’s protective of them and not above 
  disobeying an order (often with plausible deniability) 
  when necessary to help them. 
  He trusts that the Doctor always has everyone’s best 
  interests at hand, even when he doesn’t understand 
  the full nature of what’s happening (a not unfamiliar 
  circumstance for an NCO).
  story pointsa  
  sergeant John benton
  attributes
  skiLLs
  biodata
  traits
  stuff
  personaL goaL
  To be a good soldier and do his duty.
  personaLity
  Benton is likeable and allows little to 
  faze him. He is loyal not only to UNIT 
  but also to his friends.
  background
  Benton comes from a military family 
  and his father died in World War II. He 
  followed in his father’s footsteps and 
  was assigned to UNIT not long after 
  becoming a corporal.
  a  aWareness
  a  coordination
  a  ingenuity
  a  presence
  a  resoLve
  a  strength
   ○ ○ ○ ○
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  athLetics
  convince
  craft
  fighting
  knoWLedge
  marksman
   medicine
   science
   subterfuge
   survivaL
   technoLogy
   transport
  5
  4
  4
  3
  3
  4
  4
  Brave: +2 to resist fear
  Charming: +2 to Convince based on 
  charm
  Crack Shot: +2 to Marksman for trick 
  shots
  Experienced
  Friends (UNIT)
  Impulsive: acts without thinking
  Military Rank (Sergeant) 
  Obligation (UNIT), (Major) 
  Tough: reduce all damage suffered by 2
  3
  3
  0
  3
  1
  4
  1
  1
  3
  2
  2
  3
  9
  (UNIT)
  
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  captain michaeL ‘mike’ yates
  Mike Yates was a dedicated sergeant recruited by 
  the Brigadier to join UNIT after the Silurian incident. 
  Mike was soon promoted to Captain and became 
  heavily involved with the most sensitive missions, 
  generally serving as the Brigadier’s second-in-
  command. Mike quickly established a rapport with 
  the Doctor and occasionally dated Jo Grant, although 
  he was confused about his feelings for her, treating 
  her more like a sister than a girlfriend.
  Mike’s dedication was broken during BOSS’s 
  attempted takeover of Earth, during which the 
  artificial intelligence brainwashed him. As BOSS 
  was running Global Chemicals and destroying the 
  environment, Mike had a mental breakdown and 
  believed that the only way to save the Earth was to 
  thoroughly cleanse it. His psychiatric evaluator after 
  that incident recruited Mike into Operation Golden 
  Age and Mike turned traitor to UNIT to help the group 
  effectively destroy the world in order to save it.
  Following Operation Golden Age’s defeat the 
  Brigadier allowed Mike to quietly resign and seek 
  help. Mike joined a Buddhist Meditation Centre that 
  was the focus of an alien invasion. Realising that 
  UNIT wouldn’t trust him, Mike gave the information 
  to Sarah Jane Smith knowing that the Doctor would 
  investigate. He aided them both in preventing the 
  Eight-Legs invasion.
  Mike displays a bit of an 
  upper middle-class air but 
  enjoys a good relationship 
  with his men, especially 
  Sergeant 
  Benton 
  whom 
  he teases on occasion. He 
  genuinely tries to do what he 
  believes is right, even when 
  he turns traitor. It is this 
  compassion that saves him 
  from a psychic attack during 
  the Eight-Legs’ invasion.
  story pointsa  
  captain michaeL yates
  attributes
  skiLLs
  biodata
  traits
  stuff
  personaL goaL
  To protect the world and its future.
  personaLity
  Mike comes off as very upper middle-
  class and no-nonsense, but he is 
  generally loyal and reliable until 
  BOSS’s influence alters him to put 
  saving the environment above all else.
  background
  Mike enlisted in the army where his 
  proven military ability endeared him 
  to the Brigadier, who assigned him 
  to UNIT and promoted him. Mike 
  remained a dedicated officer until 
  Operation Golden Age persuaded 
  him to turn traitor. He later helps 
  rescue the world from the Eight-Legs’ 
  invasion.
  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
  2
  3
  3
  4
  3
  Brave: +2 to resist fear
  Friends (UNIT) 
  Charming: +2 to Convince with charm
  Hot Shot: +2 to Transport when driving
  Military Rank (Captain) 
  Obligation (UNIT) 
  Voice of Authority: +2 to order people 
  about
  2
  3
  0
  3
  2*
  2
  1
  1
  1
  2
  3
  2
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  *Military Tactics, UNIT
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  Josephine ‘Jo’ grant
  When the Doctor needed a new assistant, the 
  Brigadier decided that what he really needed was 
  someone to tell him how brilliant he was. Luckily 
  for the Doctor, Jo Grant could do much more than 
  that.
  Jo was trained in escapology and was never without 
  her skeleton keys. She escaped from captivity many 
  times and even sneaked into prisons to rescue the 
  Doctor. There was a tough side to Jo, too: while she 
  wasn’t physically strong, she could handle a gun, and 
  sometimes stole one from her captors to secure her 
  escape. The Doctor, in turn, rescued Jo when she 
  was trapped. As Jo spent time with the Doctor, she 
  became more and more effective. At first, she was 
  prone to screaming when she encountered an alien, 
  but later she helped disable a Dalek. Similarly, the 
  first time she met the Master, he hypnotised her, 
  but the last time they met, she successfully resisted 
  his hypnosis, by reciting nursery rhymes.
  While other assistants saw the Doctor as a colleague 
  or boss, Jo saw him as a friend. His attitude to her 
  was paternal, even patronising – “Do stop wiffling, 
  Jo”, he once said – but she took this as good-natured 
  teasing. In time, the Doctor grew to like Jo in return, 
  telling her about his childhood on Gallifrey. The 
  Doctor wasn’t the only person with affection for Jo. 
  In her travels throughout the galaxy, she frequently 
  gained male admirers. Two men even asked her to 
  stay, but she refused. She was always firm about 
  her desire to return home. For, although Jo enjoyed 
  travelling with the Doctor, she was happiest on 
  Earth. When she finally returned there, to marry a 
  man who much resembled the Doctor, the Doctor 
  was visibly sad.
  In Defending the Earth: The UNIT Sourcebook, you’ll 
  find statistics for Jo as the Doctor’s assistant, as she 
  accompanies him on his Earth-bound adventures 
  with UNIT. These statistics represent Jo as she 
  travelled with the Doctor as his companion.
  story pointsa  
  Jo grant
  attributes
  skiLLs
  biodata
  traits
  stuff
  personaL goaL
  To help those she cares about, 
  especially the Doctor.
  personaLity
  Jo is loyal, talkative and friendly, 
  readily gaining the confidence of those 
  around her.
  background
  Although Jo had little scientific 
  training, she always wanted to work 
  for UNIT. Fortunately, she had “friends 
  in high places”: specifically, her uncle, 
  who pulled strings to allow her to join 
  the taskforce.
  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
  2
  3
  4
  4
  2
  Attractive: +2 to Convince based on 
  appearance
  Brave: +2 to resist fear
  Clumsy 
  Empathic: +2 to rolls to understand
  Face in the Crowd: +2 to blend in
  Indomitable +4 to resist psychic control
  Quick Reflexes: Always goes first in an 
  Action Phase
  Run For Your Life: +1 speed
  Special - Escapology Training: Jo gains 
  +2 on any roll to escape 
  Unadventurous (Minor)
  3
  3
  1
  1
  1
  1
  1
  1
  4
  0
  0
  2
  12
  Skeleton Keys 
  (see The Terror of the Autons)
  
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  sarah Jane smith
  Sarah Jane Smith was an investigative journalist 
  who was raised by her Aunt Livinia after her 
  parents died in a car accident. Lavinia Smith was 
  a famous virologist and thus part of the Brigadier’s 
  ‘net’ when he tried to bring all of Britain’s most 
  noted scientists under protective custody. Sensing 
  a story, Sarah Jane pretended to be her aunt in 
  order to gain access. While the Doctor wasn’t fooled 
  he found her amusing enough to keep her secret. 
  Believing the Doctor to be behind the kidnappings, 
  Sarah Jane stowed away on the TARDIS and, after 
  finding herself in medieval England, finally joined 
  the Doctor to stop the Sontaran Lynx from altering 
  history. She became his Companion both while he 
  was on Earth and in the TARDIS. She is with the 
  Doctor when he regenerates and remains with the 
  Fourth Doctor for a time.
  Sarah Jane is confident, curious, and a staunch 
  supporter of gender equality. She sees the Doctor 
  as a kindred spirit and enjoys solving mysteries as 
  much as exploring the universe.
  story pointsa  
  sarah Jane smith
  attributes
  skiLLs
  biodata
  traits
  stuff
  personaL goaL
  To seek out the truth
  personaLity
  Confident, strong-willed, and 
  determined. Sarah Jane aggressively 
  pursues interesting stories.
  background
  Raised by her Aunt, Sarah Jane 
  became an investigative journalist, a 
  career she sees more as a calling than 
  a job. She has a passion for finding out 
  the truth, even going so far as to fake 
  military credentials to gain access to 
  UNIT, getting caught up in the Doctor’s 
  adventures in the process. 
  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
  2
  Attractive: +2 to Convince based on 
  appearance
  Brave: +2 to resist fear
  Friends (UNIT) 
  Insatiable Curiosity 
  Run For Your Life!: +1 to Speed 
  2
  3
  1
  2
  3
  1
  1
  1
  3
  2
  2
  2
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  B  the third doctor’s tardis
  The TARDIS spent most of the Third Doctor’s tenure 
  in a rather ignominious state – sitting in a UNIT shed, 
  partially disassembled. The Doctor removed the 
  console from the main body of the ship so he could 
  continue to work on the dematerialisation circuits 
  and overcome the blocks in his memory. During this 
  period, the TARDIS was largely non-functional as a 
  travel machine, but it could still be used for other 
  purposes like scanning for temporal anomalies. 
  With a large expenditure of Story Points (6+), the 
  Doctor can get the TARDIS (or just the console) into 
  flight, but his chances of success are slim. In game 
  terms, no matter how well the Doctor rolls, he cannot 
  exceed an average (Yes, But) success. Something 
  will always go wrong. Of course, this doesn’t apply 
  to other Time Lords, who can use the TARDIS 
  without any problems (beyond the usual drawbacks 
  associated with a stubborn Type 40).
  By the time his exile was lifted, the combination 
  of a new dematerialisation circuit, the removal 
  of his memory blocks, and his extensive repair of 
  the TARDIS console ushered in a new era of more 
  accurate time travel for the Doctor. From this point in 
  his career onwards, the Doctor was increasingly able 
  to steer the TARDIS accurately.
  For more information on TARDIS systems and time 
  travel, take a look at The Time Traveller’s Companion.
  the third doctor’s tardis (post-exiLe)
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  4
  ingenuity
  4
  strength
  3
  skiLLs 
  Knowledge 8, Medicine 2, Science (Temporal 
  Physics) 6, Survival 2, Technology 4, Transport 3
  traits
  Clairvoyance ( Major)
  Face in the Crowd
  Feel the Turn of the Universe
  Psychic
  Resourceful Pockets
  Sense of Direction
  Telepathy
  Vortex
  Argumentative
  Impulsive
  Restriction (Tricky Controls, 6 Pilots)
  System Fault (Chameleon Circuit)
  gadget traits
  Scan (x3), Transmit, Forcefield (Major)
  armour: 30
  speed: 12
  story points: 18
  
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  “The Time Lords! Look, they’ve sent me a new 
  dematerialisation circuit. And my knowledge of 
  time travel law and all the dematerialisation codes, 
  they’ve all come back. They’ve forgiven me. They’ve 
  given me back my freedom!”
  B  neW characters
  The Third Doctor Sourcebook assumes that you’ll be 
  using the Third Doctor, his companions, and possibly 
  the UNIT regulars as the player characters in your 
  campaign, but this need not be the case. Your players 
  may wish to use a different incarnation of the Doctor 
  (with his particular companions), a different UNIT 
  commander, or even original characters.
  Due to the dangers inherent in the UNIT era and 
  beyond, there may also be times when players need 
  new characters. While everything you need is in the 
  core box set, this section offers guidance on the types 
  of characters best suited for adventures taking place 
  during the Doctor’s exile and immediate post-exile.
  neW companions
  The Third Doctor’s Companions (we’ll include the 
  UNIT regulars in this) fell into three types: assistants, 
  travelling companions, and support. Assistants are 
  UNIT personnel assigned to the Doctor to assist him 
  in his work and basically keep him happily working 
  for UNIT. Liz Shaw was a scientist in her own right 
  and Jo Grant, while having many useful abilities, was 
  primarily assigned to the Doctor to stroke his ego.
  Travelling companions are characters hand-picked 
  by the Doctor to continue travelling with him once 
  he got the TARDIS working again. The first of these 
  was assistant-turned-companion Jo Grant, while 
  Sarah Jane Smith was the first full-fledged travelling 
  companion and not beholden to UNIT. 
  Support includes the UNIT regulars, primarily the 
  Brigadier, Captain Yates, and Sergeant Benton. 
  During the Doctor’s exile UNIT was often assigned 
  an investigation or duty that invariably needed the 
  Doctor’s assistance to resolve, and he needed their 
  manpower and military/espionage skills to help him 
  do so.
  One important change from his predecessors is 
  that the Third Doctor is surrounded by adults; there 
  are no teenagers that need mentoring or a father 
  figure (although Jo Grant comes close at times). His 
  companions are capable people with careers of their 
  own that are interrupted by their choice to travel with 
  the Doctor. Both Liz Shaw and Jo Grant leave when 
  they decide to turn the page to the next chapter of 
  their lives.
  
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  While a player should feel completely free to create 
  any companion during the UNIT era, companions in 
  the ‘Third Doctor mould’ would likely be UNIT soldiers 
  or civilians with skills useful to UNIT investigations. 
  After the Doctor is granted his freedom, he’s likely 
  to continue travelling with young adults rather than 
  naïve teenagers (although Tommy from Planet of the 
  Spiders could make an excellent companion).
  neW time Lord
  While the Third Doctor’s era is characterised by his 
  relationship with UNIT, there is no reason why his 
  other incarnations can’t do the same. It was, after 
  all, the Doctor’s previous incarnation that established 
  a relationship with Brigadier Lethbridge-Stewart 
  and UNIT, and later incarnations of the Doctor have 
  worked with UNIT on several occasions.  In fact, UNIT 
  (or even Torchwood) makes it easy for any Time Lord 
  to become embroiled in their adventures. Perhaps the 
  Time Lord is also a renegade stranded on Earth, or 
  she may be an agent from the Celestial Intervention 
  Agency ensuring that history maintains its proper 
  course. The Time Lord may simply be a ‘visitor,’ having 
  lost her TARDIS in the future and biding her time until 
  it finally arrives.
  other groups
  Because he spent so much time in a single era, most 
  of the Third Doctor’s adventures lend themselves 
  well to player characters that never leave that era. 
  UNIT or a Torchwood team could certainly make do 
  without a Time Lord’s assistance and independent 
  investigators, such as Sarah Jane Smith in her post-
  Doctor years, could note the warning signs of alien 
  invasions and try to resolve them on their own. 
  A FEw sTEps ForwArd: NEAr-FuTurE uNiT
  UNIT dating has always caused a bit of controversy; even the 
  Doctor, no doubt due to the Time War, has trouble remembering 
  exactly when Brigadier Lethbridge-Stewart ran UNIT (he only 
  remembers that it was the 1970s, or the 1980s). From a roleplaying 
  perspective, designing a UNIT campaign set in the near future 
  (such as when Kate Lethbridge-Stewart is running things) offers a 
  unique opportunity.
  The early 21st century sees many changes, from other nations 
  rising to challenge the Western World’s dominance to smart 
  phones and computer tablets networking humanity almost all of 
  the time. The world economy is on shaky ground and arguments 
  rage over the necessity of environmental protection measures. 
  Setting a UNIT campaign a few years into the future allows the 
  Gamemaster to create a setting that is still familiar to the players 
  but also incorporates predictions about where the world is headed.
  On one end of the scale, the world may not be all that unfamiliar. Many of the post-Time War companions 
  have gotten to experience the world a few years later and it really isn’t all that different save for the odd 
  piece of new tech (like completely replacing televisions with computers). In this case, the near future 
  setting merely enables the Gamemaster to warn the players that there’s a chance a botched adventure 
  could kill a world leader, spark a war, or enable an alien invasion to succeed.
  At the other end, the world could be completely different. Perhaps Mother Nature has had enough and 
  global warming is hitting full force while Great Britain’s economy collapses. How much support would 
  the Axons have if they offered a solution to food supply while food riots were paralysing London? What 
  if a Silurian colony woke up and actually began working with certain nations? What if World War III was 
  raging? In a setting where your campaign is not likely to last long, you can have a lot of fun turning 
  the world on its head (and if you go too far, don’t worry – the Daleks will wipe it out in a hundred years 
  anyway!).
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  B  neW traits
  The following new traits were used in designing 
  characters for the Third Doctor Sourcebook and are 
  available for general use. Some of these traits can 
  also be found in Defending the Earth and the Time 
  Traveller’s Companion.
  biochemicaL genius (maJor, good trait)
  The character is a dab hand with chemistry and biology 
  and has a natural ‘feel’ for the way the two combine. 
   
  Effects: The character gains Areas of Expertise for 
  the Science Skill in Biology and Chemistry and may 
  create biological or chemical ‘Gadgets’ using the 
  Jiggery-Pokery rules, using the Science Skill instead 
  of Technology for all relevant rolls.
  crack shot (minor good trait)
  A special knack for hitting things from distance. 
  They might have fired weapons for sport or just had 
  a particular gift for accuracy, but it means that they 
  rarely miss, and can literally shoot the wings off a 
  giant insect mutated by chemical slime.
  Effect: Crack Shot is a Minor Good Trait, and 
  characters with this gain +2 to their roll when using
  Marksman for trick shots, like shooting a gun out of 
  an enemy’s hand or firing at a Sontaran’s probic vent.
  five rounds, rapid (maJor good trait)
  The Brigadier’s favourite solution to any problem: 
  “Five rounds, rapid!”  Characters with this Trait 
  have an unsettling tendency to shoot first and ask 
  questions later, but at least they’re exceptionally 
  good at shooting first!  
  Effect: Five Rounds, Rapid is a Major Good Trait that 
  allows characters to shoot earlier.  Instead of having 
  to wait until the ‘Fighters’ part of an extended Conflict 
  (see page 45 of the Gamemaster’s Guide), they can 
  opt to open fire earlier and use their actions in the 
  ‘Runners’ or ‘Doers’ phases. ‘Talkers’ still go first. 
  This can be a good thing, as the soldiers are able to 
  open fire earlier, but it can also be a disadvantage 
  – trigger-happy troops rarely leave anyone alive to 
  answer questions or point them in the right direction 
  to disarm that doomsday device.
  hot shot (minor good trait)
  Some people are a natural when it comes to most 
  forms of transport. They can fly planes through the 
  harshest of thunderstorms or drive cars at high 
  speeds without crashing. They are the best of the 
  best when it comes to piloting vehicles.  
  Effect: Hot Shot is a Minor Good Trait providing the 
  character with a +2 bonus to all Transport rolls. 
  This bonus is especially effective when used to 
  push the speed of a vehicle, as they can get the best 
  performance from the craft.
  miLitary rank* (minor, maJor or speciaL 
  good trait)
  The character has a military rank, with all the 
  privileges and responsibilities that entails. Characters 
  that belong to UNIT but do not have this Trait are 
  considered to be regular enlisted men (Privates 
  or Corporals). As a Minor Trait, the character is 
  a Sergeant.  As a Major Trait, the character is a 
  Lieutenant.  With the permission of the Gamemaster, 
  the character can begin higher than a Lieutenant, with 
  good back story justification and by purchasing the 
  Trait additional times. The table below summarises 
  ranks. The Special version of this trait also gives the 
  Friends (Government and Military) Trait to represent 
  the officer’s political and military connections.
  
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  rANk TrAiT
  rANks
  None
  Private or Corporal 
  (player’s choice)
  Minor
  Sergeant
  Major
  Lieutenant
  Major x2
  Captain
  Major x3
  Lieutenant Colonel 
  or Major
  Special (6 CP, 1SP)
  Brigadier
  reverse the poLarity of the neutron fLoW 
  (maJor good trait)
  Those with a particular genius for science have an 
  innate understanding of the ebb and flow of energy 
  and can make intuitive leaps that allow them to 
  solve scientific and technological problems through 
  unusual applications of that energy.
  Effect: A PC with this trait may use it once per 
  adventure. After they have failed a roll using the 
  Science or Technology skill, they may immediately 
  declare they are “Reversing the polarity of the neutrol 
  flow” and turn the result into an automatic Fantastic 
  Success or a Failure becomes a Success (or vice-
  versa).
  unit veteran (speciaL good trait)
  UNIT Veteran is a special trait, costing 4 Character 
  Points. You’ve been part of UNIT for many years, and 
  have seen things that you can’t quite believe. Dalek 
  attack-ships hanging in the skies over Earth, plastic 
  duplicates, time-travelling dinosaurs, dimensional 
  rips, and a madman in a blue box. You’ve seen it 
  all. You’ve got the benefits of Brave and Voice of 
  Authority, plus you can take either Five Rounds Rapid 
  or Rank (Major). Furthermore, your experience with 
  past alien encounters gives you an edge in the field. 
  Once per game, you may describe how you faced a 
  similar situation back in the day to gain the benefits 
  of a Story Point without having to spend one. For 
  example, when punching a Orgon in the face, you 
  could describe how this is just like that time you 
  punched a Zygon, and get an extra two dice to your 
  Fighting roll as if you’d spent a story point. The 
  downside is that you’ve got a bit of a history. Take one 
  of the following Bad Traits – Adversary (Minor),By 
  The Book, Dark Secret (Minor), Eccentric (Minor) or 
  Phobia (Minor).
  B  neW vehicLes
  The following are common vehicles used during 
  the Doctor’s time with UNIT. Some vehicles have a 
  Story Point cost; this is only to activate the traits. 
  Presuming that the driver knows how to start and 
  steer the vehicle, it costs no Story Points to use as 
  a vehicle.
  bessie
  This yellow Edwardian roadster was bought for the 
  Doctor by UNIT as a condition of his employment. It is 
  a four-seater and has a collapsible roof, although in 
  light rain a passenger may simply open an umbrella 
  rather than having the driver go through the hassle of 
  pulling the roof up. Thanks to the Doctor’s tinkering, 
  Bessie is surprisingly durable; when using the Fast 
  trait the driver can brake to a complete stop without 
  throwing the occupants from the vehicle.
  Armour: 4      Hit Capacity: 10      Speed: 8
  Traits: Anti-Theft Force Field*, Fast, Restriction 
  (Fast only works when the percolator is poured into 
  the gas tank, Transmit is for remote control only), 
  Transmit
  Cost: 3 Story Points
  *The Anti-Theft Force Field activates whenever an 
  unauthorised user tries to use Bessie. The initial 
  Strength of the force field is 4; the victim may resist 
  with a Strength roll. If the victim fails, he is held until 
  the force field is shut off; this could be a matter of 
  minutes or hours depending on how long the Doctor 
  set it for. The victim may make multiple attempts 
  to escape, but each failed attempt after the first 
  costs a point of Resolve or Strength from fatigue 
  (this is stun damage, so at 0 the victim merely falls 
  unconscious).
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  the ‘WhomobiLe’
  The ‘Whomobile’ is a hovercraft that the Doctor built 
  sometime after Jo Grant left UNIT. It has a futuristic 
  design that makes it look like a small spacecraft.
  While the only known trait of the Doctor’s Car is its 
  ability to fly, it’s possible that it has the same trait 
  package as Bessie. In this case, the Doctor’s Car 
  costs 5 Story Points and has all of the traits Bessie 
  has in addition to Flight. 
  Armour: 6      Hit Capacity: 15      Speed: 10
  Traits: Flight
  Cost: 2 Story Points
  unit Jeep
  This is the most common mode of travel for UNIT 
  soldiers during the Doctor’s tenure as Scientific 
  Advisor.
  Armour: 6      Hit Capacity: 14      Speed: 8
  B  neW gadgets
  sonic screWdriver mark 2 and mark 3
  After being exiled to Earth, the Doctor made enough 
  modifications to his original sonic screwdriver that it 
  is considered a ‘Mark 2’. As with the Mark 1, the Mark 
  2 sonic screwdriver can turn normal screws. The 
  Weld ability also enables it to make a spark, which 
  can ignite gas or set flammable materials ablaze.
  The Third Doctor made more modifications to the 
  sonic screwdriver towards the end of his adventures, 
  including adding a magnet to make opening bolted 
  doors easier. 
  Traits: Hypnosis (minor), Indomitable, Open/Close, 
  Restriction (Cannot open bolted doors – Mark 2 only) 
  or Deadlock Seals, Indomitable against hypnosis 
  only, Tricky Controls), Scan, Transmit, Weld.
  Cost:  3 Story Points (Mark 2), 4 Story Points (Mark 3)
  tardis Locator
  This wrist-strapped gadget homes in on the location 
  of the TARDIS.
  Traits: Scan
  Cost: 1 Story Point
  TEmporAry GAdGETs
  There are some gadgets that player characters may only use occasionally – Bessie, for example, is 
  only used by the Third Doctor in slightly half of his adventures and the sonic screwdriver was only used 
  sporadically prior to the lifting of the Doctor’s exile. It may seem a bit draconian (pun intended) to make 
  the player characters pay for something that they are only going to use on occasion rather than as a 
  regular tool. To simulate semi-regular use, the Gamemaster may allow for ‘temporary gadgets’.
  In essence, a temporary gadget is a gadget that is considered ‘broken’ until a player character pays the 
  Story Point cost to activate it. Once the cost is paid, the player character may use the gadget for the rest 
  of the adventure. At the conclusion of the adventure, the story points spent to activate the gadget are 
  refunded to the player character.
  One specific use of a temporary gadget is the Doctor’s work on the detached TARDIS console. 
  
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  chapter three
  enemies
  
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  ‘I only need two things: your submission and your 
  obedience to my will!’
  The Doctor meets many enemies both during his exile 
  on Earth and throughout time and space. He meets 
  a time-threatening Sontaran, the scheming Axons, 
  and the displaced Silurians. He also meets a worthy 
  adversary in the Master and needs to team up with 
  his other incarnations in order to stop an even more 
  dangerous Time Lord, Omega. The Doctor uses his 
  wits and his Venusian aikido to overcome all of these 
  challenges.
  This chapter is a rogues’ gallery of the many enemies 
  that the Third Doctor has faced in his travels. Individual 
  aliens and adversaries are offered first, followed by a 
  set of generic stock character types that can be used 
  to model the minor characters in the Third Doctor’s 
  adventures. 
  B  daLeks
  The Third Doctor encountered the Daleks three times.
  He last encountered them on Exxilon, a planet rich in 
  the chemical parrinium, which was needed to cure 
  a plague that was ravaging the galaxy. The Daleks 
  planned to take the parrinium and hold it for ransom, 
  but their expedition was hindered by the Great City, 
  which drained all electrical power.  These Daleks ran 
  on psychokinetic energy, which was drawn from the 
  Kaled brain inside the transport unit, but the brain 
  only had sufficient power to move the Dalek and 
  utilise its various sensors; the Exterminator required 
  a separate power pack which was drained.
  The Daleks were forced to ally themselves with the 
  Doctor and an Earth expedition to shut down the 
  city, but soon regained command by designing a 
  chemically-powered bullet gun. They forced the native 
  Exxilons to mine the parrinium for them and planned 
  to destroy the planet once they left. Quick thinking 
  by Sarah Jane Smith and some of the expedition 
  members caused the Dalek ship to explode as it took 
  off, saving everyone.
  dAlEk VAriANTs
  The Daleks on Exxilon lost the use of their 
  exterminators due to the energy drain on 
  Exxilon. To compensate, the Daleks made 
  a gunpowder substitute. When using this 
  weapon, the Daleks do (3/7/10) damage.
  
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  B  the master
  They grew up together in the fields of Gallifrey. One 
  chose to be called Doctor, while the other chose 
  the name Master. Throughout their schooling, the 
  Master’s achievements surpassed those of the 
  Doctor. Yet the major difference between them was 
  the Time Vortex: at an early age, the Master had 
  stared into it. It had sent him mad.
  When the Third Doctor knew him, the Master was a 
  Machiavellian schemer, whose plans took years to 
  prepare. Often, he worked alongside alien races, to 
  help them rule the Earth. He enjoyed taking on new 
  identities, with disguises, pseudonyms and false 
  credentials. Yet, as the Doctor knew, his weakness 
  was vanity: he would often give a name that, in 
  another language, meant ‘Master’. 
  This Master was not just a schemer, but a fighter. 
  Perfectly at ease with weapons, from guns and 
  swords to lasers and smoke bombs, he once fought 
  a duel with the Doctor that ended when he threw a 
  knife. He also was an expert hypnotist and, once, 
  influenced Jo Grant to arm a bomb. He was almost 
  impossible to capture. At the end of the Doctor’s 
  adventures, he would often escape. 
  What did the Master want? Sometimes, he wanted to 
  destroy or humiliate the Doctor; sometimes, to rule 
  the Earth or the Universe; sometimes, to destroy 
  humanity or the Earth; but all the while his grander 
  goal was always plain: power! Chaos allowed him 
  to gain control, destruction to stand tall amidst the 
  rubble.
  chapter three: enemies
  daLek
  tech LeveL: 8 
  story points: 5-8
  *The Dalek mutant inside has different attributes 
  when removed from the Dalekanium casing. 
  Of course, movement outside of the armour 
  is incredibly limited (Speed 1) and they do not 
  usually survive very long. If the mutant is exposed 
  at any time, damage inflicted to the Dalek may 
  bypass the armour.
  aWareness
  3
  presence
  4
  coordination
  2
  resoLve
  4
  ingenuity
  4
  strength
  7*
  skiLLs
  Convince 4, Fighting 4, Marksman 3, Medicine 3, 
  Science 8, Subterfuge 3, Survival 4, Technology 8
  traits
  Traits: Armour (Major): The Dalekanium casing 
  reduces damage by 10. This reduces the Dalek’s 
  Coordination to 2 (already accommodated in the 
  Attributes).
  Cyborg
  Environmental: Daleks are able to survive in the 
  vacuum of space or underwater.
  Fear Factor (3): Once you realise how deadly the 
  Daleks are, they are terrifying, getting a +6 to rolls 
  when actively scaring someone.
  Flight: Daleks are able to fly. When hovering their 
  Speed is effectively 1, when in open skies or space 
  they have a Speed of 6. Note that Daleks rarely fly 
  during the Third Doctor’s adventures so this trait 
  costs a story point to use. 
  Natural Weapon – Exterminator: The legendary 
  Dalek weapon usually kills with a single shot –  
  4/L/L.
  Technically Adept: Daleks are brilliant at using and 
  adapting technology.
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  4
  ingenuity
  4
  strength
  5
  
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  the master
  Indomitable: The Master is resistant to hypnosis 
  and similar attacks.
  Quick Reflexes: Often, the Master would catch 
  the Doctor by surprise with sudden moves.
  Special (Disguise): The Master gains +2 on rolls 
  to disguise himself.
  Technically Adept: The Master was as happy in 
  the laboratory as the Doctor.
  Time Lord (Experienced): In his years since 
  Gallifrey, the Master has learned much.
  Time Traveller: The Master had not just travelled 
  through time, but had a deep understanding of it.
  Voice of Authority: Few could resist listening to 
  the Master.
  Vortex: The Master has stared into it.
  Adversary: The Doctor.
  Code of Conduct: In waiting for a particularly 
  satisfying, personal or elegant way to destroy the 
  Doctor, the Master sometimes missed chances to 
  simply kill him.
  Outcast: The Master is a renegade Time Lord.
  tech LeveL: 10 
  story points: 8
  aWareness
  3
  presence
  6
  coordination
  4
  resoLve
  6
  ingenuity
  9
  strength
  4
  skiLLs
  Athletics 3, Convince 6, Craft 2, Fighting 4, 
  Knowledge 6, Marksman 3, Science 5, Subterfuge 5, 
  Technology 4, Transport 3
  traits
  Attractive: Not only was the Master charming, but 
  he could form romantic alliances. He gains +2 to 
  rolls involving his looks.
  Boffin: His skill with electronics was equal to that 
  of the Doctor. Thus, he can create gadgets through 
  Jiggery-Pokery.
  Charming: The Master’s charm is legendary. 
  Feel the Turn of the Universe: Having stared into 
  the Time Vortex, the Master instinctively feels the 
  terror and magnificence of the universe.
  Hypnosis (Special): An expert hypnotist, the Master 
  would gaze at others and tell them to obey him.
  
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  B  ogrons
  Ogrons are ape-like humanoids who possess 
  immense physical strength. On their home planet, 
  they live in scattered communities that worship and 
  fear a huge and bulbous monster that roams the 
  surface.
  Simple, honest and loyal, the Ogrons are often 
  exploited by more intelligent races. For those races, 
  the Ogrons’ obedience, together with their skill 
  with weapons, makes them ideal mercenaries and 
  policemen. When the Third Doctor encountered 
  Ogrons, they were working either for the Daleks or 
  the Master.
  B  siLurians
  The Silurians are an ancient race, perhaps the first 
  intelligent race on Earth. Their civilisation flourished 
  through prehistory, although the exact era is a 
  matter of conjecture (the Silurian period is too early; 
  since the Silurians call themselves by this name, it’s 
  likely a translation coincidence). Silurian civilisation 
  probably began in the mid-to-late Mesozoic era 
  and waxed and waned until the Eocene era, when 
  ogrons
  aWareness
  2
  presence
  3
  coordination
  2
  resoLve
  3
  ingenuity
  1
  strength
  6
  skiLLs 
  Fighting 3, Marksman 1
  traits
  Armour (Minor): Hide reduces injury by five 
  levels.
  Enslaved: Ogrons are an honest and simple 
  race, who are easily exploited by those more 
  devious than them.
  tech LeveL: 4 
  story points: 2-3
  chapter three: enemies
  siLurian
  aWareness
  4
  presence
  4
  coordination
  3
  resoLve
  4
  ingenuity
  3
  strength
  5
  skiLLs 
  Athletics 2, Convince 2, Fighting 1, Knowledge 3, 
  Marksman 3, Medicine 3, Science 4, Subterfuge 2, 
  Survival 3, Technology 3
  traits
  Alien
  Alien Appearance
  Armour (5)
  Environmental: A Silurian suffers no ill effects 
  from extreme heat.
  Special – Third Eye: Can use its third eye to Stun 
  (5/5/5), cause injury (4/L/L), weld (as gadget), 
  operate Silurian technology via remote control 
  and even to open up tunnels (as the Burrowing 
  trait). It can also send commands to the Cave 
  Monster.
  Weakness: -2 to rolls when operating in cold 
  conditions.
  tech LeveL: 6  
  story points: 3-5
  
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  proto-hominids became a pest to them and they 
  used an engineered plague to wipe them out (this is 
  earlier than hominids are generally thought to have 
  appeared; these proto-hominids were perhaps the 
  first attempts by the Fendahl to ‘evolve’ humanity). 
  Eventually the Silurians went into hibernation to 
  survive a planetoid impact (given the span of Silurian 
  civilisation and climate fluctuations they’d probably 
  hibernated before). Unfortunately, the planetoid 
  was captured by the Earth’s gravity and became the 
  moon. As this negated the impact, the Silurians kept 
  sleeping while humanity finally evolved and took over 
  the planet.
  When a colony of Silurians awoke in the late 20th 
  century, they found that the ‘ape-primitives’ had taken 
  over. There was a dispute whether to try and live with 
  this race or wipe them out as they had before; the 
  Doctor attempted to persuade them to do the former. 
  Unfortunately, distrust and envy won the day and a 
  Silurian leader released the plague. The Doctor and Liz 
  Shaw came up with the cure, while the Brigadier, on 
  orders from the government, destroyed the entrance 
  to the colony, possibly wiping it out in the process.
  While the Silurians had knowledge of the dinosaurs, 
  it is unknown whether the Cave Monster is a natural 
  dinosaur or a scientifically-altered creature. The 
  fact that the Silurians can control it remotely lends 
  credence to the latter. In any case, it appears to be 
  a theropod.
  B  the nestene consciousness
  The Nestene Consciousness is a psychic gestalt of the 
  intelligences born on its home world (similar to the 
  Portuguese man-o-war of Earth). It could separate 
  itself into constituent pieces that travelled through 
  the universe in spherical plastic energy units, find 
  appropriate worlds for colonisation and crash on 
  them as meteorites. Once reassembled, the Nestene 
  Consciousness would manifest in a form suited for the 
  world it wanted to conquer. In the case of Earth, this 
  was apparently a cephalopod with a giant eye ...and 
  later a huge energy creature.
  The Nestene Consciousness has a special affinity 
  for plastic and uses local plastic factories to fashion 
  servants, the Autons, to help collect the energy 
  units and protect the Nestene Consciousness as it 
  manifests. In the late 20th century, the Nestenes 
  came to Earth and used the Auto Plastics company 
  to manufacture the Autons. It also created a series of 
  Auton facsimilies designed to replace key government 
  and military officials to aid in their invasion.
  As the Nestene Consciousness relied on psychic 
  energy, enough of an electrical jolt could force it off 
  the planet and back into space. The Doctor was able 
  to construct a device to do just that. Once the Nestene 
  Consciousness was gone the Autons collapsed, 
  powerless.
  cave monster
  aWareness
  3
  presence
  4
  coordination
  4
  resoLve
  3
  ingenuity
  1
  strength
  12
  skiLLs 
  Athletics 4, Fighting 3, Survival 4
  traits
  Armour: Reduce damage by 5.
  Fear Factor (2): Grants a +4 bonus to inspire fear.
  Huge (Major)
  Natural Weapons: Teeth that do Strength +2 
  damage.
  story points: 3-5
  
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  chapter three: enemies
  nestene consciousness
  aWareness
  3
  presence
  4
  coordination
  2
  resoLve
  4
  ingenuity
  6
  strength
  5
  skiLLs 
  Convince 3, Fighting 2, Knowledge 6, Science 2
  traits
  Alien
  Alien Appearance
  Fear Factor (1): It’s a large eye and tentacles!  
  +2 on rolls to actively scare people. 
  Hypnosis (Major): It can mesmerise and control 
  agents.
  Immunity (All Ballistic Weapons): Guns, bullets 
  and explosives do nothing to it. It’s a pool of 
  living plastic, though it can form tentacles and 
  limbs that can be harmed or severed.
  Natural Weapons (Tentacles): The Nestene 
  can produce tentacles that can crush and bash 
  their target (Minor Trait, Strength +2 damage 
  (7(3/7/10)).
  Psychic: It communicates and controls with a 
  powerful telepathic signal amplified through 
  conventional technology. Without the boost, 
  it can still control the weak willed within its 
  presence to create agents to do its bidding. 
  Slow (Major): The Nestene is hardly able to 
  move, rolling as a boiling mass with a Speed of 
  slightly above 0.
  tech LeveL: 7 
  story points: 8-10
  auton
  aWareness
  2
  presence
  1
  coordination
  2
  resoLve
  2
  ingenuity
  1
  strength
  5
  skiLLs 
  Fighting 2, Marksman 2, 
  Subterfuge (disguise as shop dummy) 1
  traits
  Alien
  Armour (Minor): Its tough plastic outer protects 
  it from a lot of damage, damage is reduced by 5.
  Fear Factor (1): Walking shop dummies can be 
  scary, +2 on rolls to actively scare.
  Immunity (Bullets): Any bullets are effectively 
  useless unless it takes a lot of damage at once. 
  Bullets hit it and the Auton either absorbs them 
  into the plastic or they go straight through.
  Natural Weapon (Blaster): The Auton’s right 
  hand opens to reveal a blaster that can do 5 
  points of damage (4/L/L).
  Networked (Minor): The Autons are all aware 
  of each other but are controlled by the Nestene 
  Consciousness. They have no independent 
  thought.
  Slow (Minor): The Auton’s plastic legs make 
  them slow to move around. Their Speed is 
  effectively halved (to 1).
  Weakness (Major): If the controlling signal 
  from the Nestene Consciousness is blocked or 
  severed, the Auton becomes useless plastic and 
  is immobilised.
  story points: 1-2
  
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  ‘ Doctor, slow down. It’s not safe to drive so quickly!’
  The Third Doctor brought a splash of colour to 
  time and space. His adventures were packed with 
  excitement: heart-stopping chases, giant explosions, 
  daring escapes. He was a fighting Doctor, rushing 
  through gun battles to disable his opponents with 
  Venusian aikido.
  Put simply: if something was cool, then it appeared 
  in the Third Doctor’s adventures. Yet the Doctor’s 
  ideas of excitement seemed to have been influenced 
  by his time on Earth, in the 1970s or thereabouts. So 
  let’s put it another way: if something was cool in the 
  1970s, then it appeared in his adventures. Hovercraft, 
  lasers, remote control, robots, karate, spacecraft: 
  the Third Doctor would drive, fire, operate, defeat, 
  fight with and pilot them all.
  Yet, alongside the excitement, there was a serious side 
  to the Third Doctor. His adventures featured fights, 
  chases and escapes, but also diplomacy, bureaucracy 
  and ethical dilemmas. The Third Doctor might spend 
  an entire adventure fighting an oppressive government 
  (The Mutants), 
  investigating 
  an 
  environmental 
  disaster (The Green Death) or negotiating between 
  two superpowers (Frontier In Space).
  As he did all this, the Third Doctor took a moral 
  stance. He always stood for ordinary people – whether 
  they were human or alien – against exploitative 
  governments and corporations. Beneath all the 
  excitement, his adventures were often about human 
  greed, stupidity or aggression.
  When you run adventures for the Third Doctor, 
  then, balance excitement with a sense of morality. 
  Pack your adventures with explosions, chases and 
  prisons. But base them on topics that could save 
  or destroy the world: a peace conference, a greedy 
  corporation, a danger to the environment, an ill-
  considered scientific experiment.
  In your adventures with the Third Doctor, here are 
  some topics and themes to include.
  the setting
  For the Third Doctor’s adventures, you have two main 
  settings to choose from. The first is Britain in the era 
  of UNIT: that is, the 1970s or thereabouts. When 
  an adventure is set here, it is often based around 
  UNIT, with the Brigadier, Yates and Benton taking 
  significant roles. The Doctor, meanwhile, takes the 
  role of Scientific Advisor. Such adventures might 
  end somewhere else – such as the alien ship in 
  The Ambassadors of Death or Atlantis in The Time 
  Monster – but they begin on Earth.
  The second setting is an alien planet in the future. On 
  the planet, the Doctor often finds a society of humans 
  – or human-like creatures, such as Solonians – 
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  with a problem he must solve. These adventures 
  rarely involve time travel. Once the Doctor has 
  arrived somewhere, he generally stays there until 
  the adventure is finished: you might even put the 
  TARDIS out of reach to ensure this (as we’ll discuss 
  under The Curse of Peladon). Additionally, there 
  are variations on the alien planet setting: the Doctor 
  might alternatively arrive on a starship or space 
  station in the future. 
  Here is a curious trick. Whichever setting you use, 
  emphasise the obvious aspects of the other one. 
  When the Doctor is on Earth, put spaceships, lasers 
  and alien invasions into your game. When the Doctor 
  is on an alien planet, emphasise the human element 
  instead: base the adventure around war, agriculture 
  or corporate exploitation. (In fact, as we’ll see in 
  The Mutants, when the Third Doctor visited an alien 
  planet, it often resembled a specific period of Earth’s 
  history).
  The Third Doctor rarely visited Earth’s past. Unless 
  you count Atlantis, the only real example was when he 
  travelled to medieval England (in The Time Monster). 
  However, that doesn’t stop you setting an adventure 
  in the past. As we’ll discuss under The Carnival of 
  Monsters, the Third Doctor fits remarkably well into 
  historical adventures. 
  To fully capture the flavour of the Third Doctor, 
  however, focus on the present and the future. Perhaps 
  more than any other incarnation, he was a very 
  modern Doctor.
  proLogue
  To start your adventure, try using a prologue (see 
  The Gamemaster’s Guide). This is a short scene, in 
  which your players, rather than playing their main 
  characters, play ordinary people.
  In this scene, the characters are going about their 
  everyday lives. Suddenly, however, something strange 
  happens. People discover something odd. Or perhaps 
  someone dies, terrified and screaming (see The 
  Green Death).
  Whatever happens, this is the first hint of the 
  problems the Doctor will face in this adventure. 
  It might even be the first encounter with the 
  adventure’s main adversary. But keep it mysterious. 
  Don’t describe anything that will spoil the surprise 
  for later. In particular, don’t describe the adversary: 
  if someone dies, describe their reaction rather than 
  the thing attacking them.
  the beginning
  Now, it’s time for the Doctor to start his adventure. 
  In the Third Doctor’s time, there were three main 
  sources of adventure: UNIT intelligence, Time Lord 
  missions or the Doctor getting lost.
  When an adventure begins with UNIT intelligence, it 
  starts at UNIT headquarters. Begin with the Doctor 
  fiddling with something technical: either the TARDIS 
  or a Gadget (which will likely solve a problem later in 
  the adventure). Put his current companion there, too: 
  they are probably asking what the Doctor is doing. 
  Then introduce a member of UNIT personnel – either 
  the Brigadier, Benton or, if both those characters are 
  controlled by players, then a low-level functionary 
  – with a report of something strange that needs 
  investigating. From there, the adventure begins.
  You can vary this. For example, The Mind of Evil begins 
  when the Doctor, as UNIT’s scientific advisor, attends 
  a scientific demonstration. The Daemons 
  begins when he realises that a televised 
  archaeological dig is extremely 
  dangerous. But keep to the basic 
  formula: the Doctor, when on UNIT 
  business, investigates something 
  odd.
  When an adventure begins with the 
  Time Lords, they are sending the 
  Doctor on a mission. Sometimes, 
  they simply intercept the TARDIS 
  and send it somewhere (Colony In 
  Space). Sometimes, they send him 
  something: in The Mutants, it’s a 
  capsule for him to deliver, while in 
  The Three Doctors, it’s the Second 
  Doctor. 
  
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  When you start the mission this way, then the Doctor 
  won’t understand the mission. He’ll simply arrive 
  somewhere or receive something. He’ll almost 
  certainly realise the Time Lords are involved (without 
  a roll), then begin exploring. 
  When an adventure begins with the Doctor getting 
  lost, then he is trying to travel somewhere in the 
  TARDIS. Often, in the Third Doctor’s time, this planet 
  is Metebelis 3. However, he lands somewhere else 
  instead and begins exploring.
  In fact, these adventures are remarkably similar to 
  the Time Lord adventures above: the Doctor lands 
  on a strange planet and must explore it. Here is a 
  guideline: if your adventure occurs before The Three 
  Doctors (see page 106), then the Time Lords have 
  sent the Doctor to the planet. If it occurs afterwards, 
  then the TARDIS has landed there by mistake. (Later 
  in the Doctor’s timeline, we might wonder whether 
  the TARDIS itself has decided to take the Doctor 
  somewhere. However, in the Third Doctor’s time, it 
  looks like a mistake.)
  Use any of these beginnings to start your adventure 
  or invent your own. What really matters is that the 
  Doctor discovers something strange. Whatever the 
  problem is, he must investigate and stop it.
  Who started it?
  So who started all this? Who is responsible for the 
  problem that, in the adventure, the Doctor must 
  solve? That’s where it gets complicated.
  In the Third Doctor’s travels, he rarely met evil aliens, 
  wreaking havoc simply because they could. Firstly, in 
  his adventures, the aliens weren’t necessarily evil. 
  Whatever they did, they had a reason for it. Secondly, 
  they weren’t necessarily aliens. In the Third Doctor’s 
  time, the problems could be created either by aliens 
  or humans.
  When your adventure is about aliens, there are 
  broadly two things they might be doing: invading 
  Earth or creating trouble somewhere else. If they are 
  invading Earth, don’t just make them evil. Give them 
  a motive for invading. For example, The Silurians and 
  Sea Devils both wanted their land back. The Axons 
  wanted resources. The Autons, having colonised 
  other planets, now intended to colonise Earth, 
  just as humans colonised other planets. Whatever 
  the motive, make it something your players can 
  understand and even empathise with.
  If they are creating trouble elsewhere, then also 
  give them an understandable motive. Omega, in 
  The Three Doctors, felt betrayed by the Time Lords 
  and wanted to escape his antimatter universe. Lynx, 
  in The Time Warrior, had crash-landed on Earth 
  and wanted to return home. Even the Eight-Legs, 
  in Planet of the Spiders, had simply reversed their 
  situation, ruling humans who once had power over 
  them. Whatever harm they are doing, give them a 
  reason to do it.
  When your adventure is about humans, they have let 
  their baser instincts out of control and the Doctor 
  must put things right. Generally speaking, there are 
  three root causes.
  The first is aggression. In his adventures, the 
  Third Doctor often met humans who believed that 
  violence was the best solution. General Carrington 
  (The Ambassadors of Death) and the Marshal 
  (The Mutants) were most dangerous, but General 
  Williams (Frontier In Space) wasn’t much better. On 
  one occasion, the Doctor complained “I’ve got to stop 
  this senseless killing”.
  The second is profit. Often, the Third Doctor found 
  corporations willing to risk lives for the sake of money. 
  The Interplanetary Mining Company (Colony In Space) 
  were willing to kill human colonists, while Global 
  Chemicals (The Green Death) pumped toxic waste 
  into the earth, creating monsters as they did so.
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  The third is hubris. While the Third Doctor loved 
  science, he knew its dangers, and often met humans 
  who pushed things too far. In search of great things, 
  these people pushed science to dangerous limits. 
  Professor Stahlman (Inferno) promised unlimited 
  energy, by drilling into the Earth’s core, while 
  Professor Kettering (The Mind of Evil) promised to 
  cure criminals. 
  There were other motives too. Hepesh (The Curse Of 
  Peladon) wanted to uphold tradition, by keeping the 
  planet of Peladon out of the Galactic Federation. The 
  Marshal (The Mutants) wants to colonise the planet 
  Solos, by making the atmosphere poisonous to 
  Solonians. Vorg (Carnival of Monsters) simply wants 
  to make a living, with a machine that captures other 
  creatures.
  Whether the adventure’s main problem was started 
  by aliens or humans, give them an understandable 
  motive for doing what they did. But here is the twist: 
  they might not be the adventure’s main adversary.
  the adversary
  In his adventures, the Third Doctor faced some 
  great villains. Yet things got complicated here 
  too. Sometimes, the main villain didn’t create the 
  problem that needed solving. Sometimes, there was 
  more than one villain. And, sometimes, there wasn’t 
  really a villain at all.
  For a simple adventure, make the villain, whether 
  they are alien or human, the cause of all the 
  trouble. Thus, in The Three Doctors, Omega is the 
  main villain: he wanted to trap the Doctors in an 
  antimatter universe. In The Mutants, the Marshal 
  is the villain: he wanted to kill the Solonians. To 
  keep things even simpler: choose any alien and let 
  them invade the Earth. That way, they both cause a 
  problem, which the Doctor must solve, and become 
  his main adversary.
  If you like things more complicated – and the Third 
  Doctor did – then play around with the villain’s role. 
  Try an adventure in which humans start trouble, then 
  aliens take advantage. For example, in Day of the 
  Daleks, humans create a time paradox, which lets 
  the Daleks invade Earth. 
  Try using multiple villains. Often, the Third Doctor 
  discovered that, behind whoever seemed to be the 
  villain, the real villain was lurking in the background. 
  For example, in The Green Death, the main adversary 
  seemed to be Stevens, who was in charge of Global 
  Chemicals. Yet, as the Doctor discovered, he was 
  under the control of BOSS, who really ran Global 
  Chemicals. 
  Or try an adventure without a clear villain. In  
  Carnival of Monsters, Vorg collected creatures in a 
  machine, including the Doctor and Jo Grant. Yet the 
  adventure didn’t really have a villain. It simply pitted 
  the Doctor against the other people and creatures in 
  the collection. 
  Best of all, keep your monsters – that is, your 
  frightening creatures, who threaten the Doctor – 
  separate from your villains. When the Third Doctor 
  met something scary, it often wasn’t the adventure’s 
  main villain. For example, in Carnival of Monsters, 
  the Drashig is simply a carnivore, while in The Green 
  Death, the giant maggots are a byproduct of Global 
  Chemical’s toxic waste. Try using monsters that, 
  while they are initially terrifying, are actually benign. 
  Aggedor, in The Curse of Peladon, turns gentle 
  when the Doctor sings to him, while the mutated 
  insect-people, in The Mutants, are actually evolving 
  Solonians.
  What does all this mean for your adventure? It 
  means: in the Third Doctor’s time, don’t worry too 
  much about who the adversary is. Simply pack the 
  story with villains to defeat, people to outwit and 
  monsters to fight.
  no reaL viLLains
  In fact, the Third Doctor rarely met anybody who 
  was truly evil. So, when you run an adventure with 
  the Third Doctor, find ways to make the villain less 
  villainous. 
  Try giving them an understandable motive, as 
  mentioned above. Try suggesting they are controlled 
  by someone else, as Stevens was by BOSS (in The 
  Green Death). Or, when the Doctor finally defeats 
  them, try giving them a sympathetic death scene. 
  
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  This is what happens to Stevens, who finally sacrifices 
  himself, or Hepesh (The Curse of Peladon), who 
  wonders, as he dies, whether he was wrong.
  If your villains are an alien race or human group, try 
  making one of them friendly. For example, Wester 
  (Planet of the Daleks) is a friendly Spiridon, who heals 
  Jo. Caldwell (Colony In Space) is a friendly member 
  of the IMC, who eventually helps the colonists. An 
  even better idea is to make your characters neither 
  straightforwardly good nor evil. Let them sometimes 
  side with the Doctor, sometimes with the villain. 
  Caldwell is a good example, as is General Williams 
  (Frontier In Space) and the Controller (Day of the 
  Daleks). Even the Brigadier often fits this pattern. 
  Keep your players guessing whose side they are on.
  Paint your characters, not black or white, but in 
  shades of grey. We’ll come back to this, in Colony In 
  Space and The Time Warrior. 
  the master
  So, if the Master turns up in the adventure, what 
  is his role? Surely he is simply evil, without any 
  redeeming motives? In fact, the Master is the most 
  complex villain of all.
  When he appears in the Third Doctor’s adventures, 
  he takes various roles. Sometimes, as in The Time 
  Monster, he is the ultimate cause of the problem. 
  Sometimes, as in Terror of the Autons, he leads 
  other alien races; sometimes, as in Planet of the 
  Daleks, he is employed by them; sometimes, as in 
  The Claws of Axos, he works alongside them.
  The Master is a catalyst: when trouble is brewing, 
  he gives it a helping hand. He summons dangerous 
  creatures. He makes pacts with alien races. He plays 
  on human motives: most prominently in Frontier 
  In Space, where he fuels human and Draconian 
  xenophobia, by fabricating a conflict between them 
  that becomes real. Certainly, as outlined above, his 
  motives could change on a whim.
  Taken as a whole, the Master exudes a kind of chaotic 
  evil. He rarely creates new problems. He is an expert, 
  however, at inviting existing ones in or making them 
  worse.
  the WorLd
  Now put some big themes into your adventure. The 
  Third Doctor wrestled with huge moral topics: war, 
  peace, assassination, the environment, the British 
  Empire, the future of humanity. Two themes were 
  particularly important.
  The first is diplomacy. In his travels, the Third 
  Doctor met humans and aliens on the brink of war. 
  Like his other incarnations, he preferred talking 
  to fighting, and was particularly fond of diplomatic 
  negotiations. He could scarcely get through an 
  adventure without a peace conference: in Day of 
  the Daleks, humans bombed a summit intended to 
  prevent World War Three; in The Mutants, a leading 
  diplomat was assassinated; in Frontier In Space, 
  the Doctor himself intervened between humans and 
  Draconians.
  So, whenever the Third Doctor is pitted against 
  aliens, give him a chance to negotiate with them. He 
  probably won’t succeed (which we’ll discuss under 
  Frontier In Space). Often, something will interrupt 
  his diplomacy and the fighting will start. But let him 
  try.
  The second theme is the environment. In the Third 
  Doctor’s view, the Earth’s resources were gradually 
  being depleted. Whenever he described Earth’s 
  future, he portrayed it bleakly: “Grey cities linked 
  by grey highways across a grey desert”. When he 
  described groundbreaking technology, he often 
  mentioned the vast amounts of energy it consumed.
  Yet, in his adventures, he often found people that 
  offered a solution. Professor Stahlmann (Inferno) 
  offered unlimited energy. The Axons (The Claws 
  of Axos) offered both unlimited food and power. 
  Professor Jones, in The Green Death, wants to find a 
  food source that could be mass cultivated to end the 
  world’s food shortage. People were always searching 
  for new resources: it seemed that, wherever the 
  Third Doctor went, he found a mine.
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  Play on these themes in your adventures. You might 
  base an adventure around diplomacy (like Frontier 
  In Space) or the environment (like The Green 
  Death). If you don’t, then at least refer to these 
  themes. Remember, for example, that the Silurians 
  didn’t simply invade, but negotiated with the Doctor 
  (diplomacy), then tried to pollute the atmosphere (the 
  environment). For the Third Doctor, the Earth was 
  threatened not just by aliens, but by war and pollution.
  the government and the miLitary
  If you want to make things worse, bring in the 
  government. Wherever the Third Doctor goes, he 
  finds a government that is bureaucratic, incompetent 
  and sometimes corrupt. Whatever the problem, they 
  will double it.
  When the Third Doctor was in Britain in the UNIT 
  era, he found the government consisted of pompous 
  men in suits. These people were always unpleasant 
  – when Walker, the Parliamentary Private Secretary 
  in The Sea Devils, arrives he orders a Navy officer to 
  bring him breakfast – and the Doctor was scathing 
  in return. Sometimes, he simply found such people 
  bureaucratic: as when Chinn, in The Claws of Axos, 
  insisted the Doctor’s information be properly filed. 
  Sometimes, he found them dangerous, as when Chinn 
  later organised the worldwide distribution of Axonite. 
  Even the Prime Minister, in The Green Death, ordered 
  the Brigadier to cease investigating Global Chemicals.
  When the Third Doctor travelled to the future, he 
  found Earth’s government equally bureaucratic. 
  Everyone and every spaceship needed credentials: 
  when the Master arrested the Doctor, in Frontier 
  In Space, his alleged crimes included piloting 
  a spaceship without tax and insurance. Even 
  the Daleks, in an alternative Earth future, set 
  productivity targets for their human underlings. On 
  other worlds, governments were equally pedantic, 
  and the Galactic Federation was no better.
  If you want to make things worse still, bring in the 
  military. They have one solution to everything: blow 
  it up. It never works and always makes the situation 
  worse. When the Navy attacks the Sea Devils’ base, 
  they disrupt the Doctor’s peace negotiations. When 
  the Brigadier orders an airstrike on giant maggots 
  (The Green Death), they simply crawl to the surface.
  In any adventure, you can bring in a bureaucratic 
  government or a trigger-happy military. They give 
  the Doctor another problem to deal with. We’ll 
  discuss this further in Terror of the Autons.
  By now, you have a complex and human adventure. 
  But perhaps it feels too serious. Let’s liven it up.
  vehicLes!
  Fill each adventure with vehicles. Use as many 
  different types as possible: a jet, a submarine, a 
  motorised tricycle.
  In particular, whenever the Doctor needs to travel, 
  have a vehicle nearby. If it’s Bessie, consider adding 
  something to make her even better, like the remote 
  control in The Daemons. If not, make it something 
  exciting, which you’ve never used in an adventure 
  before. 
  Ensure that, when the Doctor confronts a villain, they 
  flee in a vehicle. This means that the Doctor must 
  grab a vehicle, too, and chase them. (We’ll talk about 
  transport, more, in The Sea Devils.)
  escapes!
  Put the Doctor in prison, then let him escape. Or put 
  him in prison, then let his companion come to rescue 
  him. Or switch that around: imprison the companion, 
  sending the Doctor to the rescue.
  The Third Doctor’s adventures are full of daring 
  escapes. Yet his imprisonment never stopped the 
  adventure: instead, it often allowed him to meet his 
  captors. We’ll discuss this more in Frontier In Space.
  traveLs in space!
  Put a spaceship in your adventure (and not just the 
  TARDIS). If your adventure is on Earth, try an alien 
  spaceship. If it’s elsewhere, try a human spaceship: 
  either a cargo ship (Frontier In Space), a space 
  station (The Mutants) or simply a one-man craft 
  (Colony In Space).
  
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  In Frontier In Space, we’ll see much more of space. 
  For now, put a spaceship into your story and see 
  where it takes you.
  traveLs in time!
  For the Third Doctor, time wasn’t just something to 
  travel in. It was something that could go wrong. In 
  The Claws of Axos, he put the Axons into a time loop. 
  In The Time Monster, he witnessed both slowed and 
  frozen time. In both The Time Warrior and Carnival 
  of Monsters, people were kidnapped through time.
  So, in the Third Doctor’s adventures, play tricks with 
  time. We’ll come back to this in Day of the Daleks.
  disguise!
  In the Third Doctor’s adventures, things weren’t 
  always what they seemed. Deadly creatures turned 
  out to be hallucinations. Villains wore disguises. In 
  fact, whole worlds could be different from how they 
  appeared.
  In Carnival of Monsters, we’ll list all the ways that 
  appearances could deceive the Doctor. 
  technoLogy!
  The Third Doctor loved science. Again, his ideas of 
  technology seemed influenced by his time on 1970s 
  Earth, when everything was big, white and boxy. He 
  even liked the interior of his TARDIS that way. So 
  fill your adventures with technology, especially if it 
  resembles things that were exciting in the 1970s: 
  robots, oscilloscopes, remote controls, reel-to-reel 
  tape recorders and computers the size of a room. 
  Try using scientist characters, too. When the Third 
  Doctor met scientists, he generally found them to 
  be as unpleasant as the bureaucrats. He reacted, 
  in turn, by criticising their knowledge. Fill your 
  scientist characters with hubris (as above): give 
  them grandiose plans, without the knowledge to 
  achieve them. Finally, put laboratories throughout 
  your adventures. 
  fights!
  The Third Doctor often found himself surrounded 
  by violence. Especially towards the end of each 
  adventure, there was often a gun battle. When UNIT 
  were available, this was their job: they arrived with 
  guns and began shooting alien creatures. When they 
  weren’t, someone else always had guns or lasers.
  There is a protocol to this. The Doctor and his 
  companions don’t join in the gunfight. While the 
  military types are shooting, they are elsewhere. This 
  often works as follows: outside a building, UNIT 
  shoot aliens; inside the building, the Doctor is solving 
  the problem. Importantly, as we’ll discuss under The 
  Daemons, the battle never stops anyone getting 
  where they want to go or doing what they need to do.
  Equally importantly, the Doctor isn’t part of the gun 
  battle. He preferred Venusian aikido: an extraordinary 
  martial art, with which he fought crowds of assailants. 
  He did, occasionally fire a gun, but this was very rare 
  and very much not part of his character. This Doctor 
  still abhorred guns. He was never seen hunkered 
  down with UNIT, firing a machine gun from cover. He 
  had better things to do.
  get doWn, everyone!
  Finally, when the Third Doctor is around, things 
  blow up. His adventures often featured explosions, 
  especially from bombs: both the kind you drop from 
  the sky and the kind you need to defuse.
  At the end of the Doctor’s adventure, a building often 
  blows up. There are many different reasons for this: 
  Irongron’s castle explodes when Lynx’s spacecraft 
  fails to take off (The Time Warrior); the Primitive’s 
  city goes bang when their Doomsday Weapon self-
  destructs (Colony In Space); Global Chemicals blows 
  up when Stevens sacrifices himself to destroy BOSS 
  (The Green Death). In any case, the Third Doctor’s 
  adventures often end with a bang.
  here, Let me shoW you.
  That, then, is the Third Doctor. His numerous 
  adventures combined weighty themes with high-
  speed excitement. And they started like this.
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  chapter five
  spearhead from space
  doctor Who and the siLurians
  the ambassadors of death
  
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  ‘We have been colonising other planets for a 
  thousand million years. Now we have come to 
  colonise Earth.’
  B  synopsis
  England, UNIT era
  Fifty meteorites landed in Essex in the same area 
  where a handful fell six months before. UNIT 
  investigated the matter while Brigadier Lethbridge-
  Stewart recruited Cambridge researcher Liz Shaw 
  to join as Scientific Advisor. The TARDIS arrived in 
  the same area, with the newly regenerated Doctor 
  collapsing and being taken to the local hospital. The 
  Brigadier and Liz visited him and, while the Brigadier 
  didn’t recognise him, the Doctor called him by name. 
  These events were observed by Channing, an Auton 
  facsimile that took over Auto Plastics by hypnotising 
  the owner, Hibbert. He attempted to kidnap the 
  Doctor, but the Doctor escaped.
  Several Autons were dispatched by the Auto 
  Plastics factory to collect the meteors, which 
  were actually energy units containing parts of the 
  Nestene Consciousness. UNIT took the TARDIS 
  to its London headquarters and the Doctor, 
  using his TARDIS Locator, escaped from the 
  hospital and offered his services to the Brigadier. 
  Meanwhile, a former Auto Plastics employee, 
  Ransome, investigated the happenings at his 
  old job and was almost killed by an Auton. He 
  escaped to UNIT, where he reported his findings 
  before an Auton secretly killed him. UNIT 
  managed to capture the last meteor, ‘the Swarm 
  Leader’, in spite of Auton interference. 
  The Brigadier tried to get General Scobie to 
  assist in investigating the factory, but Scobie 
  was replaced by an Auton Facsimile which 
  rejected the request. After hearing that the 
  waxworks museum had recently made a 
  model of Scobie, the Doctor and Liz went to 
  Madame Tussauds and discovered that many 
  government leaders and military officers had 
  been replicated in plastic. He also discovered 
  that Scobie’s ‘replica’ was actually the real 
  Scobie in suspended animation, kept alive 
  to mask the psychic signal and ensure the 
  duplicate went undetected. The Doctor and Liz 
  observed Channing and Hibbert animate the 
  replicas in order to replace the originals. 
  The Scobie replica took the Swarm Leader from 
  UNIT and merged it with the rest of the Nestene 
  Consciousness manifesting in the factory. Autons that 
  had been placed as shop window dummies all over 
  London animated and started killing people. Using 
  what he’d learned from analysing the Swarm Leader, 
  the Doctor created a Scrambler to force the Nestene 
  Consciousness from Earth. 
  Hibbert finally realised what was going on and tried to 
  destroy the Nestene, but Channing stopped him and 
  ordered the Autons to kill him. The Doctor and UNIT 
  arrived at the factory only to be intercepted by Scobie 
  and his troops. The Doctor used his device on Scobie 
  and revealed that he was a replica. UNIT soldiers 
  entered the base and held off the Autons while the 
  Doctor confronted the Nestene Consciousness. 
  The Nestene Scrambler stopped working and the 
  Doctor struggled against the tentacled horror the 
  Consciousness had created for itself as a body until 
  Liz fixed a broken connection in the Scrambler’s 
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  wiring, forcing the Nestene to retreat back into space 
  and deactivating the Autons. The Doctor, needing a 
  place to repair the TARDIS, accepted the Brigadier’s 
  offer to remain with UNIT and adopted the alias of Dr 
  John Smith. 
  continuity
  The Doctor emerges from the TARDIS wearing his 
  previous incarnation’s clothes. Later, in hospital, he 
  speaks like his previous self. Both suggest that this 
  takes place just after his trial in The War Games. That 
  said, he has a TARDIS Locator wristwatch, something 
  his previous incarnation lacked (this may be a Time 
  Lord gift).
  UNIT makes its second appearance in the Doctor’s life. 
  Brigadier Lethbridge-Stewart is still in charge and the 
  events of The Invasion took place months before.
  B  running the adventure
  Spearhead from Space is a great example of how to 
  begin a Doctor Who: Adventures in Time and Space 
  campaign. There is a newly regenerated Time Lord, 
  a new companion with a scientific skill set, and a 
  military character in a position of authority but with 
  enough bureaucracy hanging over his head to rein 
  him in when he gets too trigger-happy. There is no 
  baggage left from the previous campaign, enabling a 
  fresh start.
  In addition, both the Time Lord’s circumstances 
  and the basic plot showcases the direction of the 
  campaign moving forward. The Doctor is stranded on 
  Earth and becomes UNIT’s scientific advisor against 
  alien threats to the planet. Not only does this allow for 
  more character development (as NPCs don’t get left 
  behind at the end of adventures) but it also enables 
  a Gamesmaster to develop a single campaign era 
  where all of the adventures will take place.
  The plot itself is a relatively straight-forward invasion 
  story that draws a lot of parallels with the previous 
  Earth invasion story, The Invasion. Both involved 
  taking over a private corporation and using it to build 
  an invasion force complete with ‘meteorite sightings’ 
  that fed the sense of threat. The foot soldiers were 
  then placed throughout London in order to start the 
  invasion when the time was right. Finally, it takes a bit 
  of jiggery-pokery to put an end to the invasion.
  The plot also plays on the prevalence of plastic in 
  modern society as well as the inherent creepiness 
  of shop window mannequins. Both are symbols of a 
  consumerist culture that produces more and more 
  mass-produced items without worrying about the 
  consequences. Here, plastic threatens to choke and 
  replace that culture with a faceless one; the fact that 
  the Auto Plastics factory could run ‘fully automated’ 
  suggests that there is no room for humanity in a 
  Nestene world. Worse, it appears humanity will only 
  be replaced by yet another race that would consume 
  the planet even more quickly before moving on.
  There are also parallels to be drawn with cold war 
  paranoia and concerns over sleeper agents. The 
  targeted government and military personnel are 
  ‘activated’ (in this case by replacement with an Auton 
  facsimile) and then secretly work against the interests 
  of their country. It’s interesting that the Nestene need 
  to keep the replaced person alive. This makes it a 
  great plot device to use in your game. You can replace 
  a long-standing recurring character with a facsimile – 
  it doesn’t kill them off, and as they are not responsible 
  for their actions they can continue in their role after 
  the adventure.
  from traveL machine to tooL shed?
  This adventure marks the beginning of the Doctor’s 
  exile. As such, the TARDIS is no longer capable of 
  travelling through time and space. Instead, it is more 
  
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  of a trans-dimensional closet or locker. The Doctor is 
  often seen tinkering with some gadget or gizmo found 
  within the TARDIS, and the Gamemaster can expect 
  the same of his player characters, who, deprived of 
  the primary use of their transport, would certainly try 
  to find an alternative use for it in their adventures.
  The easiest way to handle this is by enforcing the 
  Gadget rules; the player characters can have anything 
  they want so long as they pay for them. The TARDIS 
  itself is hobbled by the Time Lords so the player 
  characters may only have access to a few things. 
  Alternatively, the player characters, and even the 
  TARDIS, may spend a story point or three to use 
  something from the TARDIS during the course of an 
  adventure.
  but We don’t Want to change characters!
  While the Doctor has little control over when he 
  regenerates and his companions come and go 
  regularly, player characters have a way of sticking 
  around as long as their players want to play 
  them. Thus, even if the Gamemaster anticipates 
  a regeneration or change of cast, the players may 
  resist this. Alternatively, the Gamemaster may wish 
  to use an adventure designed with a particular cast in 
  mind, only to have to run it with the cast at hand.The 
  main consideration when adapting an adventure to a 
  particular cast of characters is to make sure that they 
  have between them the abilities needed to succeed.
  What if the Time Lords allowed the Doctor to go into 
  exile with his current companions and not force him to 
  regenerate? In terms of ability mix, it’s not difficult to 
  match up to the capabilities of the Third Doctor’s team. 
  The Second Doctor was the incarnation that the 
  Brigadier was familiar with, so that’s no problem. 
  Zoe Heriot could easily step into the shoes of Liz 
  Shaw. 
  With slightly more work even Jamie fits, as the Third 
  Doctor was more physical, this aspect would simply 
  be transferred to the Highlander companion.
  Removing the exile scenario entirely, Spearhead from 
  Space could easily be reconfigured for other Doctors 
  or groups. The First Doctor would have to convince 
  the Brigadier of his identity; while later Doctors 
  may have to double-up and fill Liz Shaw’s role too if 
  his companions aren’t suitable (one could easily see 
  Romana, Adric, Nyssa, or Martha filling the role). It’s 
  also easy to extrapolate how this would run as a UNIT 
  or Torchwood adventure. Prior to meeting the Doctor, 
  the Brigadier recruits Liz Shaw to be his scientific 
  advisor and intends for UNIT to solve the mystery 
  alone. All they would need is Ransome to come to 
  them with information about the plastic factory. It’s 
  likely that Channing would send an Auton to silence 
  him, deepening the mystery.
  unit Liaisons
  General Scobie was the liaison officer between UNIT 
  and the conventional British Army. In cases where 
  UNIT needed more manpower or other resources, 
  the request would go through Scobie’s office. This 
  position gave Scobie considerable influence over UNIT 
  operations in the United Kingdom. Scobie presumably 
  worked closely with Sir Charles Grover (see Invasion 
  of the Dinosaurs), as both were involved in government 
  oversight of unexpected problems. Presumably, if the 
  Nestene failed to control Scobie, then Sir Charles was 
  their next target.
  In a UNIT-based game, the UNIT Liaison is a 
  recurring character. You can make them comic relief, 
  showing how the conventional troops are completely 
  overwhelmed and confused by alien invasions, 
  or obstacles to overcome in order to get needed 
  resources. Or, of course, you can just have them 
  replaced by Rutan spies or some other shape-shifting 
  monster from space.
  viLLains get story points too!
  Bad guys and monsters also have Story Points, 
  and can use them in just the same ways as player 
  characters. They can spend Story Points to get extra 
  dice, to reduce the margin of failure, or to ignore the 
  effects of damage. They can build gadgets, if they’ve 
  got the right skills and traits. They can even give 
  Story Points to one another – an Auton might jump 
  in the way of an energy blast meant for the Nestene 
  Consciousness, spending its own Story Points to 
  protect its master. 
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  Villains can also spend Story Points to alter the story 
  and introduce plot twists. Now, as Gamemaster, 
  you’ve got full control over the Story. You can put in any 
  plot twist you want. You can ignore dice rolls. For that 
  matter, you could say that your villains have millions 
  of Story Points. You can do all those things – but you 
  shouldn’t. It’s much more fun to ‘play the villain’ fairly.
  When it comes to villainous plans and plot twists, you 
  don’t need to spend Story Points for everything. Villain 
  Story Points are reactive – only use them when the 
  villain acts to foil the plans of the player characters. 
  Things that the villain was going to do anyway, or 
  things that are part of the plot whether or not the 
  player characters get involved, are free.
  For example, say you come up with an adventure in 
  which the Autons take over a nice little seaside town 
  by turning all the living statue performers on the pier 
  into, well, living statues. You decide that in addition to 
  the street performers, the Nestene Consciousness 
  has also made plastic duplicates of various key 
  figures in town, like the mayor and the police chief. 
  Meanwhile, in the funfair at the end of the pier, the 
  Autons work on building a rollercoaster that’s also a 
  hyperspatial accelerator, so they can start shipping 
  human victims off to some distant world. None of that 
  costs the Nestene any Story Points.
  However, let’s say that during the game, the player 
  characters try talking to the night watchman at the 
  pier. You didn’t include any such character in your 
  original notes, but it’s a perfectly plausible course of 
  action, so you agree they can find such a watchman… 
  and then, secretly, you spend one of the Nestene’s 
  Story Points. That night watchman was a duplicate all 
  along! Now, as Gamemaster, you’re perfectly entitled 
  to do that without spending a Story Point, but putting 
  a limit on the Nestene’s resources forces you to reuse 
  what assets you have. Later on in the game, instead 
  of creating another Auton, you might find yourself 
  reusing the night watchman. Deliberately limiting 
  yourself will, paradoxically, make for a more exciting 
  game. 
  The other thing to remember is: spend your villain’s 
  Story Points! There’s no point in hoarding them all 
  until the end of the scenario. Just keep a few back to 
  boost rolls, and spend the rest on nasty plot twists and 
  villainous plans.
  this pLanet is defended
  This is the first of many adventures in which the 
  Third Doctor helped thwart an alien invasion of 
  Earth (and more importantly, England). These alien 
  invasions mostly follow the same pattern, and you 
  can use that as a model for your own tales of doom 
  from the stars!
  First, the aliens arrive. This may take the form of a 
  classic flying saucer landing, but the aliens could 
  arrive in other forms (such as the meteorites used 
  by the Autons) or arrive at other times (the Daemons 
  landed long ago). The arrival is always noticeable, and 
  may attract the notice of the player characters.
  Next, the invaders recruit allies. The invaders either 
  convince a human to work with them, or take over 
  some human institution like a corporation or a 
  church, or replace humans with mind-controlled 
  slaves. Around the same time, the invaders deploy 
  servants. The invaders usually have a lesser type of 
  alien serving them. The Nestene have their Autons; 
  the Daemons had gargoyles; the Daleks have 
  Robomen or Ogrons. 
  The aliens then use their human allies to establish 
  a base. They take over some human structure and 
  make it into a stronghold, or hide their alien vessels 
  within this structure. The aliens always have a base on 
  Earth; the Doctor or UNIT will inevitably blow up this 
  base at the end.
  Over the course of the adventure, the player 
  characters will encounter the servants and be 
  deceived by the aliens’ allies. Encountering the 
  servants puts the characters in physical peril, forcing 
  them to flee or fight the simple-minded servant 
  creatures. Being deceived by the alien’s allies is even 
  more dangerous, and often results in the characters 
  being captured. 
  Note that together, the alien’s servants and alien 
  allies act as layers of a mystery. The characters 
  only encounter the invaders towards the end of the 
  adventure; most of the time, the invaders remain 
  shadowy presences in the background, working 
  through their allies and servants.
  Often through being captured, the characters 
  discover the aliens’ invasion plan. There should 
  always be some impending doom to provide both 
  a target and a time limit for the player characters’ 
  actions. Maybe the aliens are about to release a 
  deadly plague into Earth’s atmosphere, or seize 
  control of all our planet’s nuclear weapons, or 
  activate a beacon to summon the rest of their forces. 
  If the characters can stop this plan in time, the whole 
  invasion will be thwarted.
  
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  NEw GAdGET – TArdis locATor
  This wristwatch homes in on the TARDIS’ 
  location.
  Traits: Scan (locates TARDIS)
  Cost: 1 Story Point
  NEw GAdGET – NEsTENE disrupTor
  This suitcase-sized device can disrupt a Nestene 
  signal to incapacitate Autons and prevent the 
  Nestene Consciousness from fully manifesting.
  Traits: Delete (Restriction – Delete only shuts 
  down Autons; if Nestene Consciousness is 
  deleted, all Autons cease to function)
  Cost: 1 Story Point
  further adventures
  •	
  This adventure worked so well that it was used 
  again twice. Both Terror of the Autons and 
  Rose utilise the same basic plot, complete with 
  jiggery-pokery forming the solution. There’s 
  no reason why it couldn’t be used a third time, 
  perhaps on a different world or near-future 
  setting. Just come up with a twist on a plastic 
  factory (Orbital zero-g plastic factories! 3-D 
  printers in every home! Plastic prosthetic parts 
  for war amputees!) and have the Autons arrive.
  •	
  For a Torchwood, UNIT, or other conspiratorially-
  minded group, the Nestene could have already 
  placed duplicates in key places; they are now 
  pushing the world into World War III, ensuring 
  that enough of the planet is left for them to 
  consume. The characters have to expose the 
  conspiracy before it is too late.
  •	
  A starving Nestene running out of time crashes 
  on a backwards world (possibly historical Earth) 
  and influences an alchemist to develop plastics 
  technology for its purpose. The characters need 
  to convince the alchemist that he is working for 
  evil – if he hasn’t already been replaced.
  auton facsimiLe mk 1
  aWareness
  2
  presence
  2
  coordination
  3
  resoLve
  2
  ingenuity
  3
  strength
  5
  skiLLs 
  Facsimiles have the same skills as the individual 
  they’re duplicating, plus a Convince score of at 
  least 3. 
  traits
  Armour (Minor): Tough plastic skin protects 
  it from a lot of damage, any taken is reduced 
  by 5.
  Dependency (Minor): Without the original 
  subject being held by the Nestene, the 
  copy cannot mimic their mannerisms and 
  knowledge. If the subject escapes, the copy 
  reverts to normal Auton intelligence.
  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!
  Natural Weapon (Blaster): The copy’s right 
  hand opens to reveal a blaster that can do 5 
  points of damage (4/L/L).
  Weakness (Major): If the controlling signal 
  from the Nestene Consciousness is blocked 
  or severed, the facsimile becomes useless 
  plastic and is immobilised.
  story points: 3-5
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  ‘But that’s murder. They were intelligent alien 
  beings. A whole race of them. And he’s just wiped 
  them out.’
  B  synopsis
  England, UNIT era
  Strange losses of power have plagued a nuclear 
  research centre in Wenley Moor. In addition, 
  psychiatric illnesses amongst the staff are at an all-
  time high, and at least one worker was killed by what 
  looked like an animal attack in the caves beneath the 
  centre. UNIT was asked to investigate and the Doctor 
  and Liz arrived in the Doctor’s new car, Bessie. 
  The Doctor discovered that not only was there a 
  dinosaur in the caves, but also evidence of intelligent 
  humanoid reptiles. One of these intelligent reptiles, 
  or Silurians, was wounded by the centre’s security 
  chief Major Baker and escaped to the moor.
  The Deputy Director of the centre, Quinn, had secretly 
  conspired with the Silurians, granting them power 
  from the facility in return for scientific secrets. Quinn 
  was dissatisfied with the agreement and, when the 
  Silurians sent him after their wounded companion, 
  Quinn decided to use the situation to his advantage. 
  He imprisoned the wounded Silurian in his cottage, 
  where he tried to force secrets from him. The Silurian 
  escaped and killed Quinn.
  Baker investigated the caves again and was captured 
  by the Silurians. The Doctor and Liz followed and 
  discovered that the Silurians were using the power 
  from the research centre to revive their race; the 
  Silurians weren’t aliens at all, but the former masters 
  of Earth! The Doctor and Liz returned to the facility 
  and tried to convince the authorities to peacefully 
  negotiate but, due to Quinn’s death, Permanent 
  Undersecretary Masters (the government official in 
  charge) refused.
  The Doctor went to the Silurians on his own, partly 
  to warn them and partly to try and get them to 
  negotiate. The Silurian leader was willing to listen, 
  but another Silurian Triad member infected Baker 
  with a bacteriological weapon they once used to 
  eliminate the ‘apes’ that infested their farms, and 
  released him. When the leader discovered this, he 
  gave the Doctor a vial of the disease so that he could 
  find a cure. When the rebellious Silurian learned of 
  this he killed the leader and took power.
  Baker returned to the centre and succumbed to 
  the bacteria, but not before infecting Masters, who 
  returned to London. The Doctor and Liz inoculated the 
  centre staff with antibiotics to stave off the bacteria 
  until the Doctor could find a cure. The plague spread 
  through London and got as far as France when the 
  Doctor was captured by the Silurians, to prevent him 
  from completing his medical research. Luckily, Liz 
  found the Doctor’s notes and was able to produce the 
  cure.
  Undeterred, the Silurians decided to change the 
  Earth’s atmosphere to make it hostile to humans but 
  perfect for Silurians. They forced the Doctor to help 
  by using the reactor to power their weapon, but the 
  Doctor overloaded it, irradiating the area. The new 
  leader attacked the Doctor but was killed by the 
  Brigadier. The Silurians had no choice but to return 
  to their hibernation chambers until the radiation 
  had dispersed. The Doctor hoped to revive 
  them for further negotiations, but after 
  sending the Doctor away the Brigadier 
  blew up the caves, sealing in the Silurians 
  for good.
  B  running the adventure
  The heart of this adventure is a very 
  complex political question that 
  has flummoxed humanity for 
  thousands of years: how should 
  we handle two groups vying over 
  the same piece of real estate? 
  There are no good guys or bad 
  guys in this adventure; at least 
  there are no exclusively good 
  guys and bad guys. Both sides 
  have good claims on the world; 
  the Silurians see the humans 
  as squatters while the humans 
  think of the Silurians as ‘aliens’ 
  given their abandonment of the 
  Earth so long ago. Those that are 
  considered ‘bad’ simply distrust 
  the intentions of the other side, 
  which they see as ugly creatures 
  incapable of rational thought. 
  These Silurians can’t see that 
  the humans have evolved beyond 
  their primitive roots and the ‘bad’ 
  humans see the Silurians as 
  bug-eyed monsters.
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  The plot itself is relatively straightforward. A 
  nuclear research station inadvertently creates the 
  conditions necessary to thaw the Silurians, who go 
  about corrupting a human scientist by promising him 
  great secrets. Upon learning that the world is full of 
  humans, the Silurians are given the choice of trying 
  to peacefully co-exist or exterminating the ‘apes’. 
  Unfortunately, one of the Silurians decides that the 
  ‘primitives’ can’t be reasoned with and unleashes 
  a plague. The characters need to find a cure 
  while placing the Silurians back into hibernation, 
  whereupon the human government decides that the 
  Silurians are too dangerous and blows up their caves.
  are they ‘siLurians?’
  There seems to be some question as to the name 
  of the species that ruled the Earth before man. 
  Only once does a member of this race use the term 
  ‘Silurian’ and that is in reference to the ‘Silurian 
  Triad’, making it just as likely a political term as a 
  biological one. More curious is the fact that ‘Silurian’ 
  is a human designation for a particular geological 
  period. The Doctor has used at least three names 
  for this race, including Silurian, Eocene, and Homo 
  Reptilia. The prior two names are human in origin 
  and both are problematic for the Silurians, as there 
  were no terrestrial fauna in the Silurian period and 
  the dinosaurs are long gone by the Eocene, which 
  also predates any hominids (both of which the 
  Silurians are familiar with).
  Considering the possibility of dinosaur preservation 
  and a proto-hominid race appearing early, the 
  Silurian civilisation is likely late Cretaceous to early 
  Eocene. Thus, ‘Eocene’ would be the proper term 
  (‘Homo Reptilia’ seems more an appellation to equate 
  Silurians with Humans, as the designation implies 
  that the Silurians are descended from mammalian 
  hominids). The persistence of ‘Silurian’ suggests that 
  it is indeed the name for the race in the Silurian tongue 
  that just happens to sound like a human English word.
  primordiaL fLashbacks
  Humans who encounter the Silurians may suffer 
  from a primal, atavistic terror as racial memories 
  reawaken. In game terms, this is a special form of 
  being scared. While Silurians are too human-like 
  to have a Fear Factor, it’s still alarming to run into 
  one in a dark cave! A Silurian can roll Resolve + 
  Presence against a human’s Resolve + Ingenuity to 
  scare the monkey. If the human fails Disastrously (9 
  or more below the Silurian’s total), he’s scared and 
  he gains the temporary Minor Bad Trait (Eccentric – 
  Primordial Flashbacks). 
  A character suffering from Primordial Flashbacks 
  cannot say what he saw, and can only express 
  himself through primitive scrawlings like cave 
  paintings. Basically, some un-evolved bit of the brain 
  gets activated by the sight of a Silurian, and the 
  character can only describe Silurians in a way that 
  makes sense to that caveman brain. 
  siLurians of mondas?
  Mondas is Earth’s twin, complete with similar 
  landmasses and a sister human race; perhaps a 
  sister race of Silurians developed there as well. This 
  begs the question: was it a bit more than an erratic 
  orbit that advanced Mondasian technology beyond 
  that of Earth? Perhaps they received help from the 
  Mondasian Silurians. 
  The comparison is closer than one might think. The 
  jug-head look of the Cybermen imitates the head 
  of a Silurian, complete with a ‘third eye’ set in the 
  forehead. The Cybermen have hypnotic powers, 
  similar to those of the Silurians, and some Cybermen 
  models use their ‘third eyes’ as weapons. It’s also 
  interesting to note that two Cybermen models had 
  three-fingered digits like the Silurians, and that the 
  Silurians themselves seem to be ‘upgraded’ with 
  mechanical implants (this is evident in the powers 
  of their third eye and even more obvious in Warriors 
  from the Deep).
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  The possibilities are endless. Perhaps a failsafe 
  in the Silurians’ hibernation system woke them 
  when Mondas broke free of its orbit. Perhaps the 
  Mondasian humans discovered the Silurians first 
  and stole their technology, destroying them in the 
  process. Or perhaps the two races worked together 
  to ensure their survival. This final possibility is even 
  more intriguing, as the conversion to Cybermen 
  eliminated any lingering differences between the 
  two races. It’s also possible that some Cybermen 
  models are primarily Silurian, while others are 
  human (although cyber-conversion can be done on 
  any roughly humanoid race).
  siluriAN plAGuE
  The Silurian Plague is an extremely potent 
  bacteria that is capable of wiping out millions 
  of human beings. Should a character become 
  infected then she loses 1 Resolve point per 
  hour until she dies (this can be temporarily 
  resisted with a TN 18 Resolve and Strength 
  roll) and anyone that comes in contact with 
  her becomes infected. 
  Creating a cure requires a TN 21 Ingenuity and 
  Science roll.
  further adventures
  •	
  The characters arrive in caves as a spelunking 
  expedition is about to uncover a Silurian base. 
  They soon discover that they are on Mondas, 
  not Earth, and the spelunkers come from a 
  community that moved underground after 
  the atmosphere was torn away. The fusion of 
  Silurian technology and human flesh is destined 
  to give rise to a new and more dangerous form 
  of Cyberman…
  •	
  You can have a Silurian adventure without any 
  Silurians. What if an archaeological expedition 
  stumbles across a buried Silurian base? The 
  characters need to convince the archaeologists 
  to leave before they awaken the sleepers. 
  Flavour the adventure with, say, Egyptology or 
  19th dinosaur bone hunters, add in a guardian 
  monster and a few stubborn NPCs, and you’re 
  good to go. 
  •	
  The premise is sound without involving Silurians. 
  The characters arrive on Earth in the far future, 
  where mankind has gone into hibernation 
  to escape the solar flares. Unfortunately, 
  another animal race adapts to the flare-seared 
  environment and evolves in mankind’s place. 
  The humans awaken and want their world back, 
  as the world’s resources were depleted under 
  man’s rule and can’t sustain both races.
  edWard masters
  aWareness
  2
  presence
  3
  coordination
  2
  resoLve
  4
  ingenuity
  3
  strength
  2
  Edward Masters was the Permanent Under-
  Secretary at the Ministry of Defence. He went to 
  the nuclear research centre to investigate the 
  mental breakdowns and suspicious power drains. 
  He died after being infected by the Silurian virus 
  and inadvertently bringing it with him to London.
  skiLLs 
  Convince 3, Knowledge (bureaucracy, politics) 4, 
  Science 2, Subterfuge 2, Technology 1, 
  Transport 2
  traits
  By the Book: Masters must be convinced to act 
  against procedure.
  Friends (Major): Masters can call upon the 
  British Government for aid.
  Obligation: Masters puts the government’s 
  needs first.
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  tech LeveL: 5 
  story points: 4
  
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  maJor baker
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  3
  ingenuity
  2
  strength
  3
  Major Baker was in charge of security at the 
  nuclear research centre. He was quick to 
  neutralise any threats, real or imaginary; he 
  made a mistake once, long ago, that cost him 
  dearly, so he was doubly determined to ensure 
  the safety of the facility. His paranoia led to 
  him being captured by the Silurians, and his 
  aggression convinced the younger Silurians that 
  the surface apes could not be reasoned with. He 
  was the first victim of the Silurian plague.
  skiLLs 
  Athletics 3, Convince 2, Craft 1, Fighting 4, 
  Knowledge 2, Marksman 4, Medicine 1, 
  Survival 3, Technology (security) 3, Transport 2
  traits
  Argumentative: Baker doesn’t tolerate 
  opposing points of view. 
  Impulsive: Major Baker doesn’t think things 
  through before acting.
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  equipment
  Hard Hat with flashlight, assault rifle 3/7/10
  tech LeveL: 5 
  story points: 6
  dr John quinn
  aWareness
  3
  presence
  2
  coordination
  2
  resoLve
  4
  ingenuity
  4
  strength
  2
  Dr Quinn met the Silurians and agreed to provide 
  them with power in return for their technological 
  secrets. He had the foresight to realise that the 
  Silurians were centuries in advance of humanity, 
  and that a partnership between the races could 
  benefit both sides. Unfortunately, he got antsy 
  when the secrets aren’t revealed fast enough 
  and overplayed his hand. His attempt to take a 
  Silurian hostage resulted in his death.
  skiLLs 
  Athletics 1, Convince 2, Craft 1, Fighting 1, 
  Knowledge 3, Medicine 1, Science 4, 
  Subterfuge 2, Survival 1, Technology 4, 
  Transport 2
  traits
  Boffin: Allows the character to create 
  Gadgets. 
  Insatiable Curiosity: Character will investigate 
  anything that sparks their curiosity unless 
  they pass a Resolve or Ingenuity roll at a -2 
  penalty.
  Technically Adept: +2 to any Technology roll to 
  fix a broken or faulty device.
  equipment
  Scientific tools
  tech LeveL: 5  
  story points: 6
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  ‘No, you saw three spacesuits. I don’t know what 
  came down in Recovery 7, but it certainly wasn’t 
  human.’
  B  synopsis
  England, UNIT era
  The British Space Programme hadn’t received any 
  communication from the three crew-members of its 
  Mars Probe 7 vessel in seven months, since it left 
  Mars for the return journey to Earth. A rescue ship, 
  Recovery 7, was sent to investigate but contact was 
  lost when the ship docked with the probe. The ship 
  was broadcasting a live feed as it neared the probe, 
  and just before the loss of contact there was an ear-
  splitting sound. The Doctor believed the noise was a 
  coded message and, as UNIT were providing security 
  for the British Space Programme, he travelled to 
  the Space Centre to help. He then discovered that a 
  reply to the message was sent from a warehouse in 
  England. 
  UNIT investigated, getting into a firefight with troops 
  defending the warehouse. Meanwhile back at Space 
  Control, a conspiracy became apparent as scientist 
  Taltalian threatened the Doctor and Liz before 
  fleeing.
  Embarrassingly for UNIT, Recovery 7 was stolen 
  soon after its arrival back on Earth, but the Doctor 
  helped find it again. Voices of the astronauts could 
  be heard within the ship, but they turned out to be 
  a recording – the vessel was empty and awash with 
  radiation.
  The Minister for Technology, Sir James Quinlan, 
  tried to cover up what was going on, saying that 
  the astronauts were dangerously contaminated 
  by the radiation, and that he had ordered General 
  Carrington to secretly remove them to quarantine 
  without causing public alarm. When Carrington 
  took the Doctor and Liz to see the astronauts, they 
  discovered that the spacefarers had been taken and 
  the personnel at the base slaughtered. 
  Liz was captured by Reegan, the criminal who had 
  abducted the astronauts. But it wasn’t astronauts 
  that had been in the ship – it was three aliens, 
  and Reegan needed Liz to help keep them alive. 
  The Doctor had also deduced that aliens had been 
  onboard the Recovery 7, as the radiation in the 
  capsule would have killed humans. He found out that 
  Taltalian had been ordered by Carrington to sabotage 
  equipment, after which Reegan threatened to kill Liz 
  if the Doctor didn’t stop his investigation.
  Reegan decided to make sure that the Doctor couldn’t 
  cause further trouble, and sent Taltalian to plant a 
  bomb that would kill him. The explosion injured the 
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  Doctor, but killed Taltalian. Shortly afterwards, many 
  of the staff at the Space Centre, including Sir James 
  Quinlan, were killed when the aliens attacked.
  The Doctor piloted the Recovery 7 back to the probe 
  and encountered an alien vessel. The aliens brought 
  him onto their ship, and revealed that a treaty 
  between them and Earth had been violated when 
  their ambassadors were abducted. The aliens had 
  the human astronauts on board as insurance and 
  warned that they’d declare war if their ambassadors 
  weren’t returned. The Doctor promised to resolve the 
  situation and was released.
  On his return, the Doctor was kidnapped by Reegan 
  and taken to Carrington, who revealed himself as 
  the architect of the conspiracy. Aliens had killed his 
  co-pilot when Carrington was an astronaut piloting 
  the Mars Probe 6, convincing him of their nefarious 
  intentions. He had signed the peace treaty with them 
  in order to lure the ambassadors to Earth, where he 
  could manipulate events to reveal their true nature 
  and turn public opinion in favour of war. Carrington 
  had been using Reegan for muscle, and had the 
  backing of Sir James Quinlan before the General had 
  him killed so that he couldn’t get cold feet and reveal 
  the plan. 
  Reegan recognized the Doctor’s scientific skills, 
  and convinced Carrington to put him to work 
  instead of killing him. Carrington departed to enact 
  the final part of his plan – a public broadcast of 
  the ambassadors confessing to their murderous 
  intentions. However, the Doctor and Liz used the 
  equipment at Carrington’s base to secretly contact 
  UNIT, who swooped to the rescue and stopped the 
  general from starting an interstellar war. Leaving 
  Liz behind to make sure that the alien ambassadors 
  were exchanged for the astronauts, the Doctor 
  headed back to the TARDIS to continue his repairs.
  continuity
  The TARDIS control console can be removed from the 
  TARDIS and operate independently of it.
  The Time Vector Generator makes an appearance. 
  This time it’s deactivated and the Doctor tries to get it 
  working. It projects the Doctor and Liz a few seconds 
  into the future.
  The British Space Programme is fully operational 
  and has fielded seven missions to Mars.
  The Doctor refers to the fate of the Silurians from his 
  previous adventure.
  B  running the adventure
  This adventure is a government conspiracy with 
  the leader of a public programme manipulating an 
  interplanetary mission for what he believes is for 
  the good of humanity. Like all good conspiracies, 
  there are no ‘bad guys’; each side is doing what 
  they believe is necessary to protect their own, even 
  when it includes killing. Carrington can’t get past 
  the accident that killed his fellow astronaut, while 
  the aliens, indignant at the apparent betrayal of a 
  diplomatic offer, are willing to destroy the Earth 
  and its ambassadors along with it if they don’t get 
  their way. The Ambassadors themselves are being 
  tortured to do Carrington’s dirty work and ‘prove’ to 
  be the threat he’s guarding against.
  The set-up is simple. There are problems with the 
  space programme and UNIT is sent to investigate. 
  Once the characters notice enough irregularities 
  then Carrington steps in to assure them that the 
  subterfuge was necessary, but his explanation is 
  still full of holes. The kidnapping of someone close 
  to the characters is the next move, followed by 
  killing anyone involved in the conspiracy that may be 
  having second thoughts. Eventually the characters 
  meet the aliens and discover the truth, resulting in 
  a climax that involves exposing the conspiracy while 
  exchanging the alien ambassadors and the human 
  astronauts.
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  timing the space race
  Given that the Third Doctor’s UNIT stories take place 
  in the early 1970s (Brigadier Lethbridge-Stewart 
  retires in 1976 and this adventure takes place 
  towards the beginning of his tenure), it seems odd 
  that the British Space Programme would have flown 
  manned missions to Mars at this point. 
  Each Mars mission seems to take about a year; 
  assuming mission overlap, that would make the length 
  of time between Mars Probe 1 and Mars Probe 7 
  between 5-6 years, or well before Apollo 11 landed on 
  the moon. This seems unreasonable, especially since 
  it takes another 80+ years to found a colony on Mars.
  One way to neatly sidestep this issue is to simply 
  change the destination from Mars to the Moon. The 
  aliens aren’t indigenous to Mars anyway and little 
  of the adventure has to do with Mars. Similarly, as 
  Apollo 11 has already made history in this respect, 
  further lunar missions would be increasingly seen 
  as routine and would only be newsworthy if, as 
  happened in this adventure, the mission went awry.  
  Alternatively, perhaps the British Space Programme 
  was a casualty of the Great Time War, or the Cracks 
  in Time – it represents a better, more optimistic 
  future for Britain that never actually had a chance 
  to bloom. 
  ambassadors
  The Alien Ambassadors from Mars are never given a 
  name but it is obvious that they aren’t originally from 
  Mars. Given the state of their appearance as well as 
  their need for radiation (and the ability to emit it), it’s 
  possible that they are survivors of a nuclear war on 
  their own planet. 
  As a result they’ve dedicated themselves to peace, 
  although their previous, war-like proclivities are in 
  evidence when they determine that the loss of three 
  ambassadors (in spite of their accidental killing of 
  a human astronaut) is worth destroying the Earth, 
  possibly at the cost of the captured ambassadors’ 
  lives.
  The ambassadors detailed here are diplomats, rather 
  than martial members of their species. Nevertheless 
  they have trouble communicating with humans, as the 
  ambassadors speak via radio waves (again, whether 
  this is natural or due to irradiation is unknown).
  
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  aLiens on mars?
  Very little is known about the aliens save that 
  they’ve been on Mars for over a year. What were they 
  doing there? They can’t have set up a colony, as the 
  mother ship is still in orbit. Were they looking for Ice 
  Warrior technology or perhaps even working with 
  the remaining Ice Warriors on Mars? There is the 
  suggestion that the aliens were victims of a nuclear 
  holocaust and, like the Daleks, became dependent 
  on the radiation. 
  In keeping with the radiation theme, it’s possible that 
  the aliens came to warn Earthlings of the dangers 
  of nuclear holocaust before the Cold War exploded 
  into a hot nuclear conflict. As this is a mission of 
  mercy, it’s easy to see how quickly the aliens would 
  sour on warnings once their ambassadors were 
  kidnapped and used as killing machines. The aliens 
  likely wrote Earth off as a civilization that would 
  destroy itself in short order before it had a chance 
  to join the civilized races of the galaxy.
  Given their similar history, it’s possible that the 
  aliens and the Chameleons are the same race, with 
  the Chameleons simply being too irradiated to evolve 
  into the aliens of this adventure. Perhaps they didn’t 
  want to merely survive with the radiation scars and 
  chose instead to use humans as models. As the 
  events of The Faceless Ones and this adventure 
  are less than a decade apart, it’s possible that the 
  aliens came to see just who it was that defeated their 
  brethren.
  torchWood connection?
  It is very possible to view the events of The 
  Ambassadors of Death as a power struggle between 
  Torchwood and UNIT. Carrington’s xenophobia, 
  the hush-up of what happened on his mission, the 
  creation of a British Space Security Department 
  ambassador
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  3
  ingenuity
  2
  strength
  3
  skiLLs 
  Convince 4, Fighting 2, Knowledge 3, Science 2, 
  Survival 2, Technology 2
  traits
  Alien 
  Alien Appearance (Minor): Looks like a bluish, 
  irradiated humanoid.
  Alien Senses: +4 to Awareness when using 
  radio waves to speak.
  Dependency (Major): Suffers -4 to all rolls if 
  denied radiation for a few hours.
  Immunity (Bullets): Takes no damage from 
  bullets due to a radiation field.
  Immunity (Radiation): Ambassadors need 
  radiation to survive and are thus immune to its 
  harmful effects.
  Natural Weapon – Radioactive Touch: Can 
  touch someone and cause (4/L/L) damage; if 
  the ambassador touches a conductive material 
  that someone else is holding (such as a metal 
  bar), then the victim takes (3/5/7) damage.
  tech LeveL: 6  
  story points: 5-7
  chapter five: the ambassadors of death
  
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  (as opposed to letting international UNIT handle 
  alien contacts), and the manipulation of a credible 
  alien threat have all the hallmarks of a Torchwood 
  power-grab. This being the case, it’s no wonder that 
  Torchwood had to lie low for a couple of decades; its 
  upper ranks were probably purged after Carrington’s 
  plot was discovered.
  Conspiracy theorists can take this fight a step back 
  further by tying the events of The Invasion into this 
  power struggle as well. Given the amount of power 
  he had it’s likely that Tobias Vaughn was a Torchwood 
  agent, or at least a co-conspirator. Likely Torchwood 
  hoped to dupe the Cybermen into being their alien 
  threat when Vaughn’s own ambitions mucked it 
  up. Between Vaughn and Carrington, Her Majesty 
  probably restricted Torchwood’s affairs to artefact-
  collecting for the immediate future.
  The strange absence of further references to the 
  Space Security Department could also be tied to 
  Torchwood. Maybe a resurgent Torchwood had the 
  space programme covered up and ret-conned out of 
  memory after one too many missions went wrong.
  further adventures
  •	
  The characters arrive on Mars and discover 
  a Martian (Ice Warrior) tomb that is heavily 
  irradiated. The aliens, who are looking for 
  something, are pumping the radiation in. What 
  secret did the Ice Warriors hold that is worth all 
  the trouble?
  •	
  The aliens aren’t waiting for a solution to 
  present itself; they have sent a team of alien 
  commandoes to rescue their ambassadors. You 
  could run an adventure that plays out in parallel 
  to the events of The Ambassadors of Death, 
  where the player characters have to find and 
  detain these invaders before they start a war.
  •	
  Carrington’s hatred of the Ambassadors comes 
  from a previous encounter with the creatures 
  during the Mars Probe 6 expedition, where they 
  accidentally killed one of his team with a lethal 
  touch. What happened during that encounter? 
  What happens if the characters arrive on Mars 
  at the same time as the probe?
  professor bruno taLtaLian
  aWareness
  3
  presence
  2
  coordination
  2
  resoLve
  3
  ingenuity
  5
  strength
  2
  Taltalian is a technician that works at the Space 
  Centre. He is recruited by General Carrington 
  and works to advance his plot, but is killed once 
  his loyalty becomes questionable.
  skiLLs 
  Craft 3, Knowledge 2, Science 4, Technology 4, 
  Transport 2
  traits
  Technically Adept: Taltalian gets a +2 bonus 
  on Technology rolls.
  equipment
  Pistol 2/5/7
  story points: 4
  
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  reegan
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  4
  ingenuity
  3
  strength
  3
  Reegan is a criminal drafted by Carrington to 
  carry out his plans. An opportunist, Reegan sees 
  the potential in using the aliens to perform bank 
  robberies. When captured, Reegan gives UNIT 
  the idea of using the aliens to stop Carrington’s 
  broadcast in the hope that it will garner special 
  consideration when he is sentenced.
  Reegan’s lorry can be treated like a minor gadget, 
  as it can change its license plate and markings but 
  retains its overall shape and colour.
  skiLLs 
  Athletics 2, Convince 3, Fighting 3, Knowledge 2, 
  Marksman 3, Subterfuge 4, Survival 3, 
  Technology 3, Transport 3
  traits
  Selfish: Character puts their own needs first
  Tough: Reduce total damage by 2.
  equipment
  Pistol 2/5/7
  tech LeveL: 5  
  story points: 8
  chapter five: the ambassadors of death
  generaL charLes carrington
  aWareness
  3
  presence
  4
  coordination
  4
  resoLve
  4
  ingenuity
  4
  strength
  3
  Carrington is a former astronaut and the head 
  of the British Space Security Department. He 
  met the aliens when his fellow astronaut was 
  accidentally killed and believes that the aliens are 
  preparing an invasion. In order to gain support for 
  his cause he kidnaps the alien ambassadors and 
  makes them do the horrible things he’s accusing 
  their race of planning.
  skiLLs 
  Athletics 3, Convince 4, Fighting 3, Knowledge 3, 
  Marksman 4, Medicine 2, Science 3, 
  Subterfuge 4, Survival 4, Technology 2, 
  Transport 2
  traits
  Friends (Major): Carrington has friends in 
  high levels of government .
  Military Rank (Major x3): General.
  Obligation (Major Bad): Space Security 
  Department.
  Obsession (Major): Carrington wants the alien 
  ‘invasion fleet’ destroyed.
  Voice of Authority): +2 bonus to Presence and 
  Convince rolls.
  equipment
  Pistol 2/5/7
  tech LeveL: 5  
  story points: 8
  
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  chapter six
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  terror of the autons
  the mind of eviL
  
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  ‘An infinity of universes, ergo an infinite number of 
  choices. So free will is not an illusion after all. The 
  pattern can be changed.’
  B  synopsis
  England, UNIT era
  Professor Stahlman created a project to penetrate 
  the Earth’s crust and gain access to ‘Stahlman’s gas’, 
  a source of unlimited energy. UNIT provided security 
  for the project and the Doctor was using the on-site 
  nuclear reactor to fix his TARDIS. Unfortunately, the 
  drilling brought small amounts of toxic slime to the 
  surface, which infected a worker and turned him into 
  an atavistic monster – a Primord. The mutation was 
  contagious, and began to spread… 
  Upset by the distractions, Stahlman accidentally 
  touched the green slime, burning his hand. After 
  sabotaging the computer to stop its alerts that the 
  project was becoming dangerous and should be 
  stopped, the Professor diverted all power from the 
  facility to accelerate the drilling. Unfortunately, the 
  Doctor was working on the TARDIS when his power 
  was cut and the console, the Doctor and Bessie were 
  propelled into a parallel universe. 
  The Doctor realized that something was awry when 
  Benton and a group of soldiers opened fire at him, 
  and he was soon captured by ‘Section Leader 
  Elizabeth Shaw’, who was a soldier rather than a 
  scientist. He learned that this world’s Britain was 
  a fascist republic and that Lethbridge-Stewart was 
  Brigade Leader of the Republican Security Forces. 
  In spite of the differences, the Doctor discovered that 
  very similar events were taking place on this world, 
  albeit at an accelerated pace. The Inferno Project 
  was out of control, and Professor Stahlman was 
  mutated here as well. 
  An RSF soldier-turned-Primord sabotaged the 
  project and green slime bursts through the pipes. 
  Stahlman fully mutated into a Primord and infected 
  several workers as the project cracked the Earth’s 
  crust. This caused earthquakes throughout the 
  world and the Doctor lamented that it was too late; 
  the pressure being released would destroy the 
  world. With the help of some of the project team (and 
  after Section Leader Shaw gunned down the Brigade 
  Leader who tried to stop them), the Doctor managed 
  to power his console long enough to escape back to 
  his home reality.
  The Doctor initially appeared in a coma, but 
  recovered in time to recognise that he had a chance 
  to stop the project before it destroyed this world as 
  well. With Liz’s help, he got the project computer to 
  recommend shutting down the project, information 
  Stahlman had tried to conceal. Stahlman mutated 
  into a Primord, but was stopped from restarting the 
  project. The Doctor recommended to the authorities 
  that they fill in the drill shaft and abandon the project 
  for good.
   continuity
  This is the second time a scientist attempts to crack 
  through the Earth’s crust (the first was Professor 
  Zaroff in The Underwater Menace – see The Second 
  Doctor Sourcebook).
  The Doctor slips into a parallel universe for the first 
  time. 
  The Doctor first displays Venusian Aikido.
  B  running the adventure
  This adventure is actually two adventures in one. The 
  characters arrive at the Inferno project and assess 
  the situation, but before they can solve the problem 
  they are whisked away into a parallel universe. After 
  seeing the catastrophe that the drilling leads to, they 
  return to their original universe and try to prevent 
  it. It’s worth noting that this adventure could be run 
  without the alternate universe complication; the 
  threat of everyone turning into a Primord should be 
  enough of an impetus to shut down the project.
  inferno
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  A clever Gamemaster could use the parallel Earth 
  to show players a different side of their characters. 
  Take a look at their traits – is there something you 
  could flip or exaggerate? Or would a character that 
  chose life aboard a TARDIS find her counterpart 
  well-settled and happy? Would a player that always 
  threatens violence as a solution see what happens 
  when there is no one to hold him back?
  the repubLic of great britain
  The Republic of Great Britain seems like a hybrid 
  of Nazi Germany and the Soviet Union. The regime 
  executed its royal family like the Bolsheviks, presents 
  its leader as a ‘Big Brother’ figure, and its army uses 
  fascist-sounding new ranks such as ‘Platoon Under 
  Leader’ and ‘Brigade Leader’.
  In this parallel universe, the Inferno Project is 
  referred to by the Doctor as a ‘scientific slave-labour 
  camp’, and there’s evidence of a ‘central register’ of 
  citizens, suggesting that daily life in the Republic is 
  extremely restricted and controlled by the oppressive 
  central government.
  One possible cause of this temporal divergence 
  could come from World War I. If America joined 
  the German Empire, then it’s likely that Britain 
  and France could have surrendered while Russia 
  collapsed into revolution. Therefore it is Great Britain 
  and not Germany that is forced to pay the war debt 
  while suffering humiliating terms of surrender, 
  leading to a fascist movement within England. The 
  Royal Family might be considered the figureheads of 
  the ‘capitulation’ and an obstacle to a strong Britain.
  The new Soviet Union would need a counterbalance 
  against a strong German Empire and thus aided 
  Great Britain in its own revolution as America, 
  returning to isolationism, was content to watch. 
  Fearing an invasion from the German Empire, Britain 
  passed the Defence of the Republic Act, cementing 
  its alliance with the Soviet Union. Needless to say, 
  there is no United Nations and therefore no UNIT.
  a Word of caution: 
  the impossibLe adventure
  One of the things about this adventure likely to 
  frustrate the players is ‘the impossible adventure’, 
  or the feeling that the ending is pre-ordained. The 
  Republic is doomed and there is nothing that the 
  characters can do about it except survive long enough 
  to fix the real world. Or is it? There is no real reason 
  why the characters can’t succeed in the Republic 
  universe, and then return to their own to implement 
  the field-tested plan.
  Good advice is evident in Inferno. The Doctor arrives 
  and is put through imprisonment and interrogation 
  while the Inferno project cracks the crust. It is also 
  HEy, wHErE ArE THE rulEs For 
  VENusiAN Aikido?
  As a great many karate-chopped goons know, 
  the Third Doctor is a master of many martial 
  arts, including Venusian Aikido. In the game, 
  this works as a form of Fighting – the player can 
  describe his attacks however he likes. The Doctor 
  uses flips and joint locks, Leela uses kicks and 
  stabs with her Janis thorns, and Rory the Roman 
  has an excellent right hook. They all do damage 
  equal to the character’s Strength…
  ...assuming 
  they’re 
  trying 
  to 
  do 
  damage. 
  Remember, reducing your opponent’s Attributes 
  is just one possible outcome of a Physical Contest. 
  If you beat a foe’s Strength + Fighting with your 
  roll, you could punch him, or you could knock him 
  down, or pin him against a wall, or steal his hat. 
  The outcome has to be a reasonable one – you 
  can’t, say, declare that just because the Dalek 
  lost a single Physical Contest with you, it explodes 
  (unless, of course there happens to be a handy 
  hyper-furnace to push it into). 
  By combining a successful Physical Contest with 
  Story Points, you can do all sorts of clever things. 
  For example, it might cost you six Story Points to 
  declare that the guard outside the enemy base is 
  asleep – but if you punch the guard and spend a 
  Story Point, then a kind Gamemaster might agree 
  that’s enough to knock him out. 
  
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  evident that the project is moving faster in this 
  timeline. Thus, through no fault of the Doctor, the 
  world is doomed. In an RPG campaign, so long as you 
  make it evident up front that the characters aren’t 
  expected to save the world, they are more likely to 
  roll with it and use their time in the doomed world to 
  learn lessons for their own.
  haven’t We seen this before?
  Professor Stahlman is attempting to crack the 
  Earth’s crust to provide a source of unlimited power. 
  At approximately the same time (the dates are 
  subjective), Professor Zaroff is in Atlantis also trying to 
  break through the crust (see The Underwater Menace 
  in The Second Doctor Sourcebook). Unlike Stahlman, 
  Zaroff has no illusions about the consequences; he 
  expects the world to be destroyed and, in the alternate 
  universe, that is exactly what happens. 
  It is possible that Zaroff and Stahlman were 
  colleagues; their ages are approximately the same 
  and they may have even gone to school together or 
  worked on various projects together. Perhaps they 
  learned about the properties of Stahlman’s Gas 
  by studying some long-forgotten Atlantean texts. 
  Obviously, Zaroff disappeared before he discovered 
  the folly of drilling through the Earth’s crust; 
  Stahlman never learned that lesson. 
  oops
  One of the problems in roleplaying game campaigns 
  is that, when the stakes are high, it’s tough for the 
  Gamemaster to let the characters fail. Just look at 
  the track record of the first four adventures of the 
  Third Doctor. Losing means that the Nestenes take 
  over and purge the Earth of Humanity, the Silurians 
  do the same, the Ambassadors turn it into a burning 
  cinder, and the Inferno Project utterly destroys it. 
  It’s difficult to see where an earthbound campaign 
  would move forward from any of these apocalyptic 
  climaxes.
  This adventure provides a solution. If the characters 
  are going astray, then ‘punt’ them into a parallel 
  universe. Unlike the Republic of Great Britain, this 
  new universe may not be very different from theirs; 
  in fact, the characters may only become aware of the 
  differences when an impossible event occurs, such 
  as a television reference to the ‘Confederate States 
  of America’ or ‘the King of Great Britain’. After this, 
  the characters are free to fail, but the knowledge they 
  take with them can help them in the normal timeline 
  (after they work out how to get back).
  primords
  The Primords aren’t a true race, but rather the 
  alteration of a human being that has come into contact 
  with the green goo accompanying Stahlman’s gas. At 
  first, the contact causes a green discolouration on 
  the skin which rapidly spreads across the body. At 
  this point the human ceases to exist and becomes 
  a Primord, a bestial creature that may be an 
  evolutionary throwback or mutation. She develops 
  bestial features and gains incredible strength. 
  primord
  aWareness
  3
  presence
  1
  coordination
  4
  resoLve
  3
  ingenuity
  1
  strength
  5
  skiLLs 
  Athletics 3, Fighting 3, Survival 2
  traits
  Alien Appearance: Primords look like green 
  bestial humans.
  Environmental: A Primord suffers no ill effects 
  from extreme heat.
  Immunity: A Primord takes no damage from 
  bullets.
  Infection (Special): If the Primord does damage 
  to an opponent they are infected with green goo 
  and become a Primord as well. A character 
  struck by a Primord must roll Strength + Resolve 
  against a Difficulty of 15 or become infected. See 
  the Infection sidebar.
  Natural Weapons: A Primord can use its teeth 
  or claws to add +1 damage. 
  Special: Primords radiate heat. Merely touching 
  a Primord inflicts 2 damage on the character, 
  and a Primord inflicts an extra +2 damage when 
  making a physical attack. This extra damage is 
  in addition to the Primord’s claws, so a Primord 
  could hit for 4/8/12 damage!
  Weakness: -2 to rolls when operating in cold 
  conditions.
  Weakness: Fire Extinguishers do 4 levels of 
  damage to a Primord.
  story points: 3-5
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  Primords are just one in a long line of monsters 
  that can infect their victims with some icky plague 
  or radiation or nanotechnology that slowly turns 
  the infected victim into another monster. The usual 
  way to handle this is to give the infected character 
  a chance to resist the initial attack – usually with a 
  Strength + Resolve test – and then drain Resolve or 
  Strength over time if the character does get infected. 
  There are different ways to drain Resolve, each of 
  which gives the infection a different ‘flavour’.
  •	
  The player rolls Strength + Resolve again 
  every so often to resist damage: This shows 
  the character struggling against the infection. 
  It does involve a lot of dice rolling, and can be 
  unpredictable – someone with high Attributes 
  or lucky dice rolling might remain unaffected 
  for the whole adventure, but an unlucky person 
  might succumb quickly.
  •	
  The character automatically loses Resolve: 
  This is the scariest alternative – there’s nothing 
  the character can do to stop the progress of the 
  infection. The character’s doomed unless she 
  finds a cure in the next few hours or days, like 
  Spectrox Bat Milk or something equally exotic.
  •	
  The character swaps Resolve for Story Points: 
  This puts control of the disease into the hands 
  of the player. Some players don’t want to see 
  their characters infected; others like the thrill 
  of risking their lives. If the player gains a Story 
  Point each time she loses Resolve, then that 
  sets the player up for some thrilling heroics (or, 
  more likely, a dramatic sacrifice). 
  Non-player characters should mostly follow the 
  same rules as player characters, except when you 
  want someone to turn especially quickly!
  There are also a few other concerns to keep in mind 
  when you introduce a vampiric creature like the 
  Primords.
  •	
  Is it too dangerous? If a disease drains 
  Attributes, then it can stop the player characters’ 
  investigating and exploring. Imagine a disease 
  that drains, say, Resolve, and the victims loose 
  1 point of Resolve every thirty minutes. Most 
  player characters have only 2 to 4 Resolve – can 
  a cure be found within an hour of play?
  •	
  Can you use Story Points to reduce damage? 
  Spending a Story Point restores lost Attributes 
  (see It was just a Scratch). If player characters 
  can reduce damage from an infection, they can 
  avoid being turned into a monster for a very, 
  very long time if they’ve got the Story Points to 
  spend.
  •	
  What does Medicine do? Can Medicine be 
  used to cure or slow the progress of a disease? 
  Finding a full cure is probably better left for the 
  end of an adventure, but maybe medicine can 
  find a way to stop the disease from spreading.
  primord iNFEcTioN
  The Primord infection is a particularly nasty one. It’s 
  an automatic loss of Resolve at the rate of one point 
  every hour. Instead of losing Resolve, a character can 
  choose to gain the Alien Appearance or Weakness 
  traits (all the nice traits, like Immunity and Natural 
  Weapons, happen when the character hits Resolve 0 
  and becomes a Primord).
  iNFEcTEd cHArAcTErs
  At higher temperatures this transformation may take 
  only seconds and the bestial features become more 
  pronounced, resulting in Primords that look like green 
  werewolves. Primords have a pack mentality and try 
  to expose normal humans to the green goo, thereby 
  creating more Primords. This presumes at least an 
  animal’s cunning, but whether the Primords are capable 
  of higher intelligence is unknown. They certainly seemed 
  unconcerned with the world’s impending doom.
  
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  professor stahLman
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  4
  ingenuity
  5
  strength
  2
  In both universes, Professor Stahlman is 
  passionate about completing his project and 
  providing unlimited energy for Earth. He sports 
  a moustache and goatee in the normal universe 
  and is clean-shaven in the Republic one, thus 
  reversing the polarity of the classic test for evil 
  twins. Stalhman’s parallel-universe duplicate may 
  be even more ruthless. He may have arranged for 
  the death of Sir Keith Gold, the overseer of Project 
  Inferno, and he drove the machines onwards to 
  complete the drilling several hours ahead of his 
  counterpart in the ‘original’ continuum.
  skiLLs 
  Convince 3, Craft 2, Fighting 1, Knowledge 3, 
  Medicine 1, Science 5, Subterfuge 2, 
  Technology 4, Transport 1
  traits
  Obsession (Major): Stahlman will complete the 
  drilling at all costs.
  Argumentative: Stalhman is abrasive and 
  easily annoyed. Anything and anyone that 
  interferes with his project will face the full 
  brunt of his temper. 
  Technically Adept: Stahlman gets a +2 bonus 
  on Technology rolls.
  tech LeveL: 5  
  story points: 10
  section Leader eLisabeth shaW
  aWareness
  3
  presence
  4
  coordination
  4
  resoLve
  4
  ingenuity
  4
  strength
  3
  Instead of becoming a scientist, young Liz Shaw 
  joined the Republic Security Forces in this reality 
  after studying Physics at university. She was more 
  flexible in her thinking than many of the other 
  Republic soldiers, and was willing to listen to 
  the Doctor (even though she suspected he was 
  an eccentric free-thinking liberal protestor, not a 
  traveller from an alternate reality). 
  skiLLs 
  Athletics 2, Convince 4, Knowledge 4, 
  Marksman 4, Medicine 2, Science 2, Survival 3, 
  Technology 3, Transport 2
  traits
  Attractive: +2 to  rolls based on appearance.
  Brave: +2 to resist fear.
  Friends: (Republic Security Forces).
  Indomitable: +4 to resist psychic control.
  Military Rank (Major x2): Section Leader.
  Obligation (RSF).
  Tough: Reduce all damage taken by 2.
  Unadventurous (Minor)
  Voice of Authority: +2 to order people about.
  equipment
  Pistol 2/5/7
  story points: 8
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  further adventures
  •	
  So, where did Stalhman’s gas come from? If 
  it’s a natural phenomenon, it’s a very strange 
  one – it’s an incredible source of power, it turns 
  people into monsters, and although no-one’s 
  ever drilled deep enough to recover it, Stalhman 
  knows a great deal about its properties. Perhaps 
  the gas was actually produced by some alien 
  race, like the Racnoss, and Stalhman learned 
  about it through some secret contact. Stalhman 
  might actually have been the pawn of this alien 
  race, using him to tap the gas so they can 
  reawaken their buried forces.
  •	
  The Republic of Great Britain is doomed. Their 
  world is overrun with Primords, and soon it’s 
  going to crack like an egg. However, thanks 
  to the interloping Doctor, they know there’s 
  a perfectly good parallel universe next door, 
  full of weak-willed cowards who can easily 
  be conquered. The characters have to stop an 
  invasion of Earth from another Earth – and what 
  happens when Primords start slipping through 
  the gaps in reality?
  •	
  The Master claimed that the Valeyard was the 
  Doctor’s dark side between his 12th and 13th 
  incarnations, but perhaps he was mistaken or 
  simply lying. The Valeyard is from the alternate 
  universe, where the Doctor, like the other 
  parallel characters, is several shades darker 
  (this makes sense of how the Valeyard tried to 
  acquire the Doctor’s remaining regenerations). 
  The characters may be surprised to bump into a 
  ‘future incarnation’ of the Doctor that is selfish 
  and ruthless, but in a more subtle way than the 
  Master.
  brigade Leader Lethbridge-steWart
  Indomitable: +4 to resist psychic control.
  Impaired Senses (Minor): Due to poor depth 
  perception, the Brigade Leader suffers -2 to rolls 
  relying on sight.
  Military Rank: (Brigade Leader).
  Obligation: (Republic Security Forces) .
  Tough: Reduce all damage suffered by 2.
  Voice of Authority: +2 to ordering people about.
  equipment
  Pistol 2/5/7
  story points: 6
  aWareness
  4
  presence
  4
  coordination
  4
  resoLve
  4
  ingenuity
  4
  strength
  4
  The Brigade Leader is a parallel of the Brigadier. 
  Like the Brigadier, the Brigade Leader is a 
  devoted military officer, albeit one that’s grown 
  up in a dictatorship. This gives the Brigade Leader 
  a harsher edge and, perhaps because of this 
  devotion and ruthlessness, he isn’t quite as brave 
  as the Brigadier. Unlike the Brigadier, the Brigade 
  Leader sports an eye-patch and is clean-shaven, 
  causing the Doctor to remark to the Brigadier that 
  he looks better with a moustache.
  skiLLs
  Athletics 3, Convince 4, Fighting 3, Knowledge 3 
  (Military Tactics, the British Government, RSF), 
  Marksman 3, Medicine 1, Science 1, Subterfuge 2, 
  Survival 3, Technology 1, Transport 3
  traits
  By the Book: The Brigadier sticks to the rules.
  Five Rounds Rapid: Attack earier in the Action 
  Round.
  Friends (Republic Security Forces).
  Impulsive: He’s quick to act.
  
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  ‘I came to warn you. An old acquaintance has arrived 
  on this planet.’
  B  synopsis
  England, UNIT era
  The Master arrived on Earth. With his TARDIS taking 
  the form of a horse-box, he travelled to a circus, 
  overpowering the owner, Rossini. He then stole a 
  Nestene energy source from the National Space 
  Museum and, to power it, sabotaged a radio telescope 
  at Beacon Hill. Finally, he hypnotized the manager of 
  a plastics factory and took over its production.
  Meanwhile, the Doctor was on his trail, 
  with his new assistant Jo (although 
  he was less than impressed with her 
  qualifications). On arriving at Beacon 
  Hill, 
  a 
  bowler-hatted 
  Time 
  Lord 
  materialized to warn of two things: 
  firstly, that the Master had returned; 
  secondly, that there was a bomb behind 
  the door. The Doctor dived into the 
  room, catching the bomb before it hit 
  the floor. The facility Director told him 
  that two scientists, Gooch and Philips, 
  had disappeared: the Doctor found 
  Gooch miniaturized and trapped in his 
  own lunchbox.
  At the plastics factory, Jo attempted to 
  spy on the Master, but he caught and 
  hypnotized her. Under his influence, 
  she used her skeleton keys to try to 
  open a box which UNIT had retrieved 
  from Philips’ abandoned car. Just 
  in time, the Doctor realised it was a 
  bomb, and threw it out of the window. 
  Using the living plastic produced at 
  the factory, the Master began killing 
  anyone who questioned him: first a 
  factory manager, with an inflatable 
  plastic chair; secondly, Farrell Senior, 
  to whom he gave a plastic doll which 
  came to life and attacked.
  Meanwhile, lured by Philips’ abandoned 
  car, the Doctor arrived at the circus. The 
  owner and a strongman captured him, 
  but Jo arrived and smashed a vase over 
  the strongman’s head. Philips emerged 
  from the Master’s TARDIS with a 
  grenade, but the Doctor broke the Master’s influence, 
  and Philips blew himself up. The Doctor stole the 
  dematerialisation circuit from the Master’s TARDIS.
  A police car arrived to rescue the Doctor and Jo, but 
  the Doctor realised that the driver was an Auton. UNIT 
  arrived and, after a gun battle, rescued the Doctor 
  and Jo. Back at UNIT headquarters, Brownrose from 
  the Ministry brought news of unexplained deaths. 
  The Doctor installed the dematerialization circuit 
  in the TARDIS but his attempt to leave failed – the 
  circuit was the wrong model. Meanwhile, led by the 
  Master, Autons in carnival costumes toured shopping 
  centres giving out plastic daffodils.
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  Investigating the Master’s previous victims, the 
  Doctor found the doll. When he took it back to UNIT 
  headquarters, it attacked Jo. In the plastics factory, 
  a plastic telephone cord attacked the Doctor. Yates 
  shot the doll, while the Brigadier disconnected the 
  telephone cord. At UNIT headquarters, one of the 
  Master’s daffodils sprayed Jo’s face with plastic. She 
  began to suffocate, but the Doctor rescued her. The 
  Master arrived and, just as he was about to shoot the 
  Doctor, the Doctor told him that the dematerialization 
  circuit would be destroyed.
  Instead, the Master tied them up and took them to 
  Beacon Hill. They signaled UNIT, using the car’s brake 
  lights, then escaped. As UNIT fought the Autons, the 
  Master used the radio telescope to summon the 
  Nestene. However, the Doctor persuaded him the 
  Nestene would turn against him. At the last minute, 
  the Master joined the Doctor in shutting down the 
  telescope. Finally, he escaped, driving a coach 
  through the UNIT forces.
  continuity
  This is Jo Grant’s first appearance and the first 
  of many times she rescues the Doctor from 
  imprisonment.
  It is also the Master’s first appearance and the first 
  of many, many times he avoids capture.
  Liz Shaw has gone “back to Cambridge”. 
  UNIT use their call-signs ‘Greyhound’ and ‘Trap One’ 
  for the first time.
  B  running the adventure
  This is a fast-paced adventure, full of unexpected 
  twists. There is an evil killer chair! An evil killer 
  doll! A bomb, a skeleton key, a gunfight, a fighter 
  plane! The policeman is an Auton! The Master has 
  appeared! Everything moves so fast that it’s hard to 
  keep up. It also shows the Master at his most chaotic. 
  In his murder attempts, he shapes living plastic 
  into a bewildering variety of forms: telephones, 
  daffodils, a living doll. We never find how he got 
  into UNIT headquarters. We are never sure why, at 
  the last minute, he abandons his careful plan. He is 
  frightening because he is unpredictable. 
  Try filling your adventures with surprising twists, 
  horrific set-pieces and amazing events. Don’t worry 
  about making sense: if you go fast enough, nobody 
  will care, providing you make some effort to pull 
  everything together. If things seem dull, bring in a 
  killer telephone, doll, chair, daffodil or anything else 
  made of plastic. Best of all; bring in the Master, with 
  his gun pointed at the Doctor.
  report from one of our fieLd sections, sir.
  Sometimes, in roleplaying games, players get 
  stuck. They don’t know what to do next. They know 
  something strange is going on, but they don’t know 
  what to do about it. When this happens in Doctor 
  Who: Adventures in Time and Space, the players 
  can spend a Story Point to get the next clue. This 
  adventure shows you how, in the era of the Third 
  Doctor, this might work.
  When the Doctor and Jo are completely stuck, they 
  go back to UNIT headquarters. Eventually, a UNIT 
  underling simply gives them the next piece of the 
  puzzle. “Some kind of sabotage at a radio telescope”, 
  “They found Philip’s car abandoned”, “A wave of 
  sudden deaths”. From that clue, they can continue 
  with their investigation.
  Try doing this in your games. When your players 
  are stuck, encourage them to return to UNIT 
  headquarters. Then, if they spend a Story Point, 
  a UNIT underling – or whoever else is available – 
  enters with a report of unusual activity. That report 
  takes everyone to the next location in the plot. Best 
  
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  of all, this takes away the problem of failing an 
  investigation. If someone fails to get a vital piece 
  of information, let them fail. Perhaps they will find 
  another way to get it later. If they don’t, you can 
  simply get an underling to give them what they need.
  i shaLL obey
  For a short time, Jo is under the control of the 
  Master, and tries to kill the Doctor by detonating a 
  bomb. It is rare for one of the Doctor’s companions to 
  turn against him: later, the Fifth Doctor’s companion 
  Turlough would also be ordered to kill him, but would 
  eventually choose loyalty to the Doctor instead.
  When a companion turns against the Doctor, it adds 
  something exciting to the adventure, but makes 
  running the game more complex. Your first decision 
  is: will you tell the other players that the companion 
  has turned bad? If you don’t, then they get the 
  excitement of making the discovery for themselves 
  at some point during the adventure. However, if you 
  tell them, then everyone can play along, knowing 
  that the traitor will eventually be discovered.Much 
  depends on your players: if you tell them, will they 
  treat the companion in the same way? Or will they 
  turn on them? Often, you will find that they’ll play 
  along, which means you can trust everyone with the 
  knowledge that the companion has turned bad. (Of 
  course, if the companion is ‘turned’ by a Hypnosis 
  roll, then everyone will know what has happened 
  anyway.)
  Companions can work against the Doctor for a short 
  time, like Jo, or for a long time, like Turlough. This 
  trick makes for an interesting adventure, but it’ll
  get old if you do it too often. Once you’ve turned one 
  Companion against the Doctor, don’t do it again for 
  the remainder of the campaign. Remember that, the 
  next time the Master tried to hypnotise Jo (Frontier 
  In Space), she resisted his powers.
  the ministry and the miLitary
  In this adventure, the British government shows 
  itself in two ways: the bluster of the Ministry and the 
  military power of UNIT. When Brownrose from the 
  Ministry arrives, the Third Doctor is patronizing, even 
  pompous. He claims to know Brownrose’s superior 
  in a high-class gentleman’s club: “Wrong sort of 
  chap is creeping into your lot, Tubby, I said.” 
  In your adventures, the Doctor’s player might try 
  this tactic, using a Social Challenge to assume 
  an air of authority. Remember, though, that such 
  people wield extraordinary power: in The Claws Of 
  Axos, the equally pompous Chinn orders missiles 
  to be fired at an alien ship, while in The Sea Devils, 
  the unbearable Walker threatens a nuclear strike.
  Even more threatening, however, is UNIT itself. 
  Towards the end of the adventure, the Brigadier 
  orders an airstrike on Beacon Hill. This serves 
  an important function in the story: it creates a 
  countdown and a sense of urgency. (If, in your 
  adventure, someone plays the Brigadier, it is 
  practically mandatory for them to call in an 
  airstrike.) However, it also shows UNIT’s brutal side. 
  Later in the Doctor’s timeline, Torchwood would act 
  with similar callousness, when they destroyed a 
  retreating Sycorax ship.
  Remember, then, that UNIT isn’t all about exciting 
  gun battles. It has a brutal side, too, which sometimes 
  threatens the Doctor’s plans. And remember the 
  faceless bureaucrats from the Ministry: ineffectual, 
  pompous, but with hidden power.
  he’s gone!
  At the end of the Third Doctor’s adventures, the 
  Master often escapes. This isn’t always true – at the 
  end of The Daemons, he is captured, only to escape 
  from prison in The Sea Devils – but it is an ongoing 
  theme.
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  You can, of course, play out the Master’s escapes 
  by rolling dice. Instead, however, you might offer 
  players a Story Point (for use next time) if they let 
  the Master escape. If they refuse, then he starts the 
  next adventure in prison. Of course, he might not stay 
  there. 
  back to cambridge
  During the Third Doctor’s travels, two companions 
  left him. The first was Liz Shaw, the second Jo Grant. 
  However, they leave in very different ways.
  In this adventure, the Brigadier reveals that Liz Shaw 
  has left. It’s a low-key exit: she has simply gone 
  “back to Cambridge”. If, in your games, a character 
  leaves unexpectedly, this is a good way to handle it. 
  For example, if a player leaves the game or wants 
  to change character, you can simply explain that 
  their old character has gone back to Cambridge, or 
  wherever is suitable.
  Later, in The Green Death, Jo Grant gets a whole 
  adventure to say goodbye – more on that later.
  further adventures
  •	
  The night before Christmas, plastic toys come 
  to life under the Christmas tree. At first, the 
  children are delighted. Then the toys meet in 
  the streets and unleash a tide of destruction. 
  The Doctor must discover what is happening 
  and stop it. Why has the Nestene Consciousness 
  returned to Earth? Who has brought it there?
  •	
  What other secrets does Rossini’s fairground 
  hold? Perhaps, like Vorg in Carnival of Monsters, 
  it holds a Miniscope. Perhaps it holds monsters: 
  either old adversaries or ones the Doctor 
  has never seen before. Or perhaps there is a 
  monstrous artifact from the Cybermen, Daleks 
  or the Great Intelligence. Whatever is there, a 
  mysterious fairground is a wonderful start to an 
  adventure.
  •	
  Which other creatures could use Beacon Hill? 
  Perhaps the Cybermen or the Master himself 
  could adapt it for mind control. Perhaps the 
  Silurians or Sontarans see it as a threat. Indeed, 
  Beacon Hill may hold its own secrets. What 
  if, rather than being a radio telescope, it is a 
  weapon developed by UNIT? How would an alien 
  race respond to that?
  rossini
  aWareness
  4
  presence
  4
  coordination
  2
  resoLve
  3
  ingenuity
  3
  strength
  4
  Rossini is a circus owner. While comical in 
  appearance, he is tougher than he looks.
  skiLLs 
  Athletics 1, Convince 3 (Leadership), Fighting 3, 
  Subterfuge 1, Survival 1, Transport 1
  traits
  Animal Friendship
  Impulsive: Doesn’t think things through 
  before acting.
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  equipment
  Club (1/2/4)
  story points: 4
  
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  NEw GAdGET –skElEToN kEys
  Jo’s Skeleton Keys can open any lock. In 
  adventures, then, they work like the sonic 
  screwdriver, helping Jo to explore or releasing 
  her from captivity. However, while they cannot 
  open electronic locks, the skeleton keys have 
  one advantage over the sonic screwdriver: 
  they can open wooden locks. 
  Traits: Open / Close, Restriction (Cannot 
  open electronic locks)
  Cost: 1 Story Point
  NEw GAdGET – soNic scrEwdriVEr
  If Jo has her skeleton keys, it is only fair to 
  use this alternative sonic screwdriver for the 
  Doctor, which cannot open wooden locks. Make 
  sure you put wooden locks in your adventure.
  Traits: Open / Close, Restriction (Cannot 
  open wooden locks, Tricky controls), Scan, 
  Transmit.
  Cost:  2 Story Points
  NEw GAdGET – FAcEmAsk
  Using his skin-tight facemasks, the Master 
  can impersonate anybody, from a telephone 
  engineer to a general. While it is unlikely that 
  these would fool the Doctor, facemasks are 
  invaluable for fooling the public. They are also 
  essential for ensuring that, at the end of an 
  adventure, the Master escapes.
  Traits:  One Shot, Disguise (gives +3 to any 
  Subterfuge roll).
  Cost:  1 Story Point
  tony
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  1
  strength
  5
  When Rossini wants to capture the Doctor, 
  he calls on Tony’s help. Tony is a strongman, 
  muscular and clad in a loincloth. Despite his 
  size, he follows the Doctor without being 
  spotted.
  skiLLs 
  Athletics 4 (Weightlifting), Convince 1, Fighting 3, 
  Subterfuge 2, Survival 1
  traits
  Tough: Reduces damage by 2.
  story points: 3
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  ‘This machine has the power to affect men’s minds, 
  Governor, and it’s growing stronger’
  B  synopsis
  England, UNIT era
  Emil Keller’s ground-breaking invention promised to 
  reform criminals at the flick of a switch, His ‘Keller 
  Machine’ removed from its subjects’ brains the 
  negative emotions which led to criminal behaviour. 
  At Stangmoor Prison, the Doctor and Jo witnessed 
  a demonstration of the machine which did not go 
  according to plan, putting the prisoner, Barnham, 
  into a coma.
  Following the demonstration, people at the prison 
  began dying in ways that seemed to mirror their 
  innermost fears: a medical student with a fear of 
  rats was covered in bites; a scientist with a fear of 
  drowning had water in his lungs. In addition, the 
  inmates of the prison seemed to grow restless when 
  the device was used. The Doctor took a closer look at 
  the machine and was assaulted by visions of flames 
  which vanished when Jo interrupted. He realised that 
  the machine worked by bringing a person’s deepest 
  fears to life in their mind. Before the Doctor could 
  investigate further, Captain Yates of UNIT arrived 
  to retrieve him. The Brigadier wanted his Scientific 
  Advisor’s assistance at the historic first World Peace 
  Conference.
  The conference had started poorly, with the theft of 
  confidential documents from the Chinese delegation 
  closely followed by the Chinese delegate’s death. 
  The Doctor charmed his way into the confidence of 
  the Chinese delegation, speaking fluent Hokkien and 
  claiming to have spent time with Mao Zedong on the 
  Long March. 
  The American delegate was visited by Chinese 
  diplomat, Chin Lee, who appeared to transform into 
  a terrifying dragon. Before he could die from this 
  projected fear, however, the Doctor and Brigadier 
  arrived. When questioned, Chin Lee revealed she 
  had worked with Emil Keller, the inventor of the 
  machine. That man, the Doctor realised, was really 
  the Master.
  With the assistance of the Master, who supplied gas 
  grenades and masks, the prisoners took over the 
  prison. When the Doctor arrived, the Master captured 
  him and connected him to the Keller Machine. This 
  time his hallucinations were of the various enemies 
  he had faced, and one of his hearts stopped, before 
  the Master shut down the machine. The Doctor 
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  warned his enemy that the machine would soon 
  be too powerful to control. The Master locked the 
  machine in a room, but it then began teleporting 
  around the prison. 
  The Master demanded the Doctor’s help in 
  controlling the machine, and the Doctor developed a 
  coil which restrained it for a while, but it escaped in 
  a flurry of sparks. However, when it appeared near 
  Barnham, it became powerless: the Doctor realised 
  that, because Barnham’s evil impulses had been 
  extracted, he neutralized the machine. Meanwhile, 
  UNIT entered the prison and began taking it back, but 
  the Master had escaped. Together with the prisoners, 
  he had captured a nerve gas containing Thunderbolt 
  missile, with which he intended to destroy the peace 
  conference. The Doctor offered to return the TARDIS 
  dematerialization circuit, if the Master agreed to 
  leave the planet. 
  When the Doctor arrived for this rendezvous, he 
  brought the Keller machine with Barnham acting as 
  its trigger – when the man was close to the device 
  it was inactive; when he stepped away it activated. 
  While the Master writhed in agony, the Doctor 
  enabled the missile’s abort function. UNIT aborted 
  the missile, which exploded, destroying the machine. 
  During the excitement, the Master managed not only 
  to escape, but also to grab the dematerialization 
  circuit! 
  continuity
  There is an alien inside the Keller Machine, that 
  “feeds on the power of the mind”, but it is never 
  identified.
  The Doctor claims to have met Chairman Mao and 
  Walter Raleigh.
  Unusually, it is the Brigadier who wears a disguise, 
  pretending to be a delivery driver when he enters the 
  prison prior to UNIT’s assault (“Ere, wait a minute. 
  I’ve got a week’s supply of food in there!”).
  B  running the adventure
  If you are tired of adventures in which the Doctor 
  fights monster after monster, this is the story for 
  you. In it, the enemy is a sinister machine that preys 
  on people’s fears. There are complex moral issues 
  here too: the Doctor must prevent a World War and 
  stop a dangerous scientific project.
  something eviL about that machine
  Many of the Doctor’s adventures begin with a 
  scientific demonstration. The plot runs like this: 
  the Doctor witnesses the demonstration, which 
  promises great benefits for mankind. While the 
  Doctor realizes something is wrong, he cannot stop 
  it going ahead. During the demonstration, something 
  appears to malfunction. For a moment, everything 
  seems to have worked, but suddenly, it is clear that 
  something has gone terribly wrong. For the rest of 
  the adventure, the Doctor deals with the fallout. 
  These scientific demonstrations always promise 
  something extraordinary. The Keller Machine 
  promised to cure criminals. The Lazarus Experiment, 
  witnessed by the Tenth Doctor, promised to stop 
  people ageing. Try using the same formula in your 
  adventures. Start with a scientific demonstration 
  that promises something extraordinary: perhaps a 
  cure for disease, hunger or war. Then think how it 
  could go wrong.
  Indeed, as we mentioned above, many of the Doctor’s 
  adventures involve scientific hubris. In Inferno, 
  Professor Stahlman thought he could produce 
  unlimited energy; in The Claws of Axos, Axonite 
  promised unlimited power and food. The Tenth 
  Doctor encountered pills that promised extraordinary 
  weight loss, but also caused death. The Eleventh 
  Doctor met a scientist who had invented something 
  to help Britain win World War II. It was a Dalek. 
  In fact, when the Doctor encounters dangerous 
  science, he often finds an alien influence behind it. 
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  In this adventure the Doctor suspected there was a 
  ‘mind parasite’ in the Keller Machine. Do these mind 
  parasites exist elsewhere? Could the Doctor meet 
  another in his travels, perhaps on an alien world? 
  you’d need an army to get in there
  While the Doctor abhors guns, UNIT uses them 
  regularly. As mentioned above, the Third Doctor’s 
  adventures often end in a gunfight. While UNIT 
  shoots things, the Doctor runs through the gunfire to 
  do whatever needs doing.
  This adventure contains one of UNIT’s most 
  spectacular and well-planned battles. They do not 
  simply begin firing. Instead, they have a strategy, 
  which they plan by looking at a map of the prison 
  (which happens to be a former fortress). It is a two-
  pronged attack. The first prong is a ‘Trojan horse’: 
  the Brigadier, disguised as a delivery driver, takes a 
  van holding UNIT soldiers into the prison courtyard. 
  The second prong uses a forgotten underground 
  passage, through which more troops enter.
  If your players enjoy it, try putting such battles in 
  your adventures. Simply have a fortress or other 
  military building which, at the end of the adventure, 
  UNIT can attack. Prepare a map for this building, 
  with underground passages, secret entrances and 
  structures to provide cover. Let them plan a strategy. 
  Then let the bullets fly. Be ready with all the combat 
  rules from The Gamemaster’s Guide and Defending 
  the Earth: The UNIT Sourcebook, especially Duck 
  And Cover. However, don’t let a gunfight stop the 
  Doctor or his companions. Let them dodge through 
  to get wherever they need to go.
  WeLL, What can i do to heLp?
  In Terror of the Autons, the Master joined forces with 
  the Doctor to stop the Nestene Consciousness. In 
  this adventure, they join forces to control the Keller 
  Machine. Whenever the Master and Third Doctor 
  appear in the same adventure, they often find a way 
  of working together.
  In your adventures, try encouraging the Master and 
  Doctor to cooperate, especially on scientific projects. 
  There are two ways to do this. Firstly, as in this 
  adventure, the Master can force the Doctor to help. 
  Secondly, the Doctor can persuade the Master to 
  cooperate. 
  Now, when the Master works with the Doctor, 
  that doesn’t mean he is no longer a threat. On 
  the contrary: he only works with the Doctor when 
  something else is threatening them. Indeed, in the 
  early stages of an adventure, the Master rarely 
  works with the Doctor: instead, he works with 
  others, to destroy the world. He only works with the 
  Doctor when his plans go awry. Remember, however, 
  that their cooperation is only temporary. After their 
  collaboration, one of them escapes. Afterwards, they 
  are sworn enemies again.
  it’s happening again
  One reason the Keller Machine is frightening is 
  because, before it attacks, there is a build-up of 
  events. Firstly, the prisoners become restless. 
  Second, the Machine starts flashing. Third, if the 
  machine has begun teleporting, it appears in the 
  room. Only then does it attack. 
  You can use this in any adventure. Don’t just let 
  a creature attack. Instead, describe threatening 
  omens.
  In an adventure with the Cybermen, describe the 
  approaching sound of marching feet. 
  In an adventure with the Weeping Angels, 
  describe the lights flickering. Your players 
  will associate the omens with the 
  approaching danger. 
  fear
  The Keller Machine is frightening 
  because it feeds on fear. It even works 
  on the Doctor and Master. The Master’s 
  fear is the Doctor, while the Third Doctor 
  fears a planet destroyed by fire (Inferno) 
  and his various adversaries, especially the 
  Daleks.
  This isn’t the only time that the Doctor 
  faces an adversary that preys on fear. 
  In The Frontier In Space, the 
  Master makes Humans 
  and Draconians see 
  their fears, which 
  brings them to 
  the brink of war.  
  
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  In The God Complex, a hotel created rooms containing 
  people’s fears. When Amy saw her fear there, it was 
  the fear her seven year-old self had that the Doctor 
  would not return for her
  What else in the human mind could the Doctor’s 
  adversaries prey on? Might a creature prey on 
  people’s prejudice? What about people’s anger? 
  Could you write an adventure in which a machine 
  presents people with their worst memory?
  further adventures
  •	
  The Doctor arrives on a world that shows him 
  and his companions their deepest desires. 
  Secretly, however, the world is controlled by a 
  corporation which studies the human mind. Will 
  the companions stay with the Doctor or follow 
  their desires? And what, deep down, does the 
  Doctor really want?
  •	
  In a backwater of space, the Doctor finds the 
  Keller Machine’s mind parasite. This time, it has 
  taken control of a space station, where it shows 
  the human crew members their deepest fears. 
  How can the Doctor stop it, before the crew 
  members die?
  •	
  The Doctor faces one of his most feared 
  adversaries: perhaps the Daleks, the Cybermen 
  or even the Time Lords. However, the creatures 
  are not real, but a collective hallucination. As 
  the Doctor explores, he realizes he is trapped 
  inside a variant of the Keller Machine. How can 
  he escape? Must he face his fears?
  chapter six: the mind of eviL
  the keLLer machine
  Teleport: Once the Keller Machine has 
  successfully struck fear into a victim, it can 
  transport itself anywhere within a short range, 
  usually a building.
  Special Trait - Their Worst Fear: The Keller 
  Machine can kill by turning its victims worst 
  fears against them. The victim can attempt 
  to resist the attack with a Resolve + Convince 
  roll, but if they fail they suffer damage (2/5/7) 
  to their Resolve. The Keller Machine does not 
  suffer any damage if it loses the conflict. The 
  Keller Machine adds its current Fear Factor 
  to any damage caused by its Their Worst Fear 
  attack. Unlike most mental conflicts, if the 
  victim’s Resolve is reduced to 0 by the attack, it 
  is treated as Lethal damage.
  *Each time the Keller Machine successfully 
  strikes fear into a victim, or that victim tries 
  and fails to shake off the fear, its Fear Factor 
  increases by one against that victim.
  tech LeveL: 6 
  story points: 7
  aWareness
  6
  presence
  n/a (3)
  coordination
  n/a (3)
  resoLve
  6
  ingenuity
  6
  strength
  n/a (5)
  skiLLs
  Convince 6
  traits
  Empathic: +2 to understand people.
  Fear Factor (2*): When striking fear into its victim’s 
  hearts, the Keller Machine adds +4 to the attempt. 
  Hypnosis: +2 to calm or control people.
  Immunity: All but the most powerful physical 
  attacks (anything short of a nuclear explosion won’t 
  even dent it).
  Indomitable: +4 to resist control.
  Psychic Training: +2 to resist psychic powers.
  Dependency (Major): Feeds on fear.
  Weakness (Major): Powerless in the presence of 
  someone whose mind is free from evil.
  Psychic (Special): Can read minds.
  The Keller Machine shows people their worst fear and feeds on their terror. It contains an alien parasite, 
  which preys on the human mind. As the machine goes stronger, it can teleport to find more victims. It can 
  be restrained with some Jiggery Pokery, but not for long. Because the Keller Machine is simply a large 
  box, many of the normal attributes do not apply. For example, the Keller Machine does not really have 
  Coordination or Strength. If you must make a roll with these attributes – for example, if someone tries to 
  restrain the machine as it is teleporting – use the figures in brackets.
  
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  chapter seven
  the cLaWs of axos
  coLony in space
  the daemons
  
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  ‘All things must die, Doctor. Mankind, this planet. 
  Axos merely hastens the process.’
  B  synopsis
  England, UNIT era
  An unidentified flying object landed on Earth, sending 
  out a distress call. As it descended, a Ministry 
  of Defense official, Chinn, tried to destroy it with 
  missiles, but it somehow avoided them. When the 
  Doctor and Brigadier went to investigate, they found 
  golden-skinned Axons inside. The Axons explained 
  they had fled their planet and offered a chameleon-
  like material, Axonite, which promised unlimited 
  food and power. In the bowels of the ship, Jo found 
  a tentacled creature, but the Axons dismissed her 
  claims as a hallucination.
  Unknown to the Doctor, the Master was imprisoned 
  on board the ship, along with CIA agent Bill Filer. 
  When they tried to escape, the Axons recaptured 
  them. They cloned Filer, but released the Master, 
  keeping his TARDIS to ensure his compliance.
  At the nearby Nuton nuclear power station, the 
  Doctor encountered Dr Winser, who was researching 
  time travel. The cloned Filer arrived, asking the 
  Doctor to “come to Axos”. However, the original 
  Filer, having escaped, entered and fought the clone, 
  which finally died in Dr Winser’s light acceleration 
  chamber. When Winser tried to open the chamber, he 
  transformed into a gelatinous blob, which attacked 
  Filer, the Doctor and Jo. Tentacled creatures – the 
  Axons, in their natural form – invaded the laboratory 
  and joined the attack.
  The Axons captured the Doctor and Jo, taking 
  them to their ship. There, they explained their 
  plan: Axonite, which preys on human greed, would 
  consume the entire planet. Threatening Jo with an 
  unnatural aging process, they demanded the secret 
  of time travel from the Doctor, and realised it would 
  require the full power of the Nuton Complex. They 
  attacked the complex and an Axon walked into the 
  main reactor. Meanwhile, Chinn had ordered the 
  worldwide distribution of Axonite.
  Back at the power station, the Brigadier captured 
  the Master, who had stolen the Doctor’s TARDIS 
  and was using the light accelerating chamber to 
  get it working. In return for his release, the Master 
  proposed to defeat the Axons, with a devastating 
  power surge from the TARDIS. However, the Axons 
  reversed the surge. Hardiman, the power station’s 
  head, sacrificed his life to save it. 
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  Having escaped the Axon’s ship, the Doctor offered 
  to escape with the Master. When Filer tried to stop 
  them, the Doctor shot him with a laser. They left in 
  the TARDIS as the Axons attacked, energising the 
  light accelerator and making the laboratory explode. 
  However, the Doctor had tricked the Master. The 
  TARDIS materialized inside Axos. There, the Doctor 
  offered the Axons access to time travel through the 
  TARDIS. This, too, was a trick, and the Doctor trapped 
  the Axons in a time loop. The Master and Doctor 
  escaped in their respective TARDISes. However, the 
  Doctor’s TARDIS, reprogrammed by the Time Lords, 
  returned to UNIT headquarters.
  continuity
  The Doctor shoots someone! Admittedly, it’s a laser 
  gun on lower power: it only forces Filer to drop his gun.
  The Master’s TARDIS looks like a grey box.
  The Time Lords have blocked areas of the Doctor’s 
  memory. (At the end of The Three Doctors, they will 
  release those blocks).
  B  running the adventure
  A mysterious ship lands. That’s a great start to an 
  adventure, which you could use for many different 
  creatures. Imagine a Dalek, Ood or Silent ship 
  landing and consider what might happen from there. 
  What if, like the Axons, those races claimed to come 
  in peace? What would happen if they offered a gift to 
  humanity?
  A mysterious material, which promises great 
  benefits, is dangerous. That’s another great seed for 
  an adventure. Again, it could involve various alien 
  creatures. If the material were plastic, then the 
  Nestene Consciousness might be involved. If it were 
  a metal, then the Cybermen might be responsible. If 
  it were stone, then look no further than the Weeping 
  Angels. Or perhaps the material could be a form of 
  Flesh, which the Eleventh Doctor saw formed into 
  dopplegangers, and now threatened to create an 
  army.
  Aside from those two themes, this adventure uses 
  many themes we’ve seen before, with startling 
  complexity. The Master helps the Doctor. People go in 
  and out of prison: in a short space of time, the Master 
  escapes from captivity, is recaptured by the Axons 
  and then released. Incompetent government officials 
  and hubristic scientists make dangerous decisions. 
  There are references to human greed and promises 
  of unlimited resources. And, of course, the adventure 
  with a gun battle, followed by a big explosion.
  keep an eye on miss grant
  Why does the Doctor try to stop his companions 
  following him? In this adventure, Jo was kept under 
  guard to stop her following the Doctor. Naturally, she 
  slips away, and sneaked onto the Axon ship. Later in 
  the Doctor’s timeline, the Eleventh Doctor told Amy 
  Pond not to follow him under any circumstances. 
  “Will you follow him?” someone asked, after had left. 
  “Of course,” she replied.
  So why does the Doctor do this? The simple answer 
  is: it makes the story better. When the Doctor leaves, 
  it allows his companion to explore somewhere 
  different. Here, while the Doctor talks to the golden 
  Axons, Jo explores the bowels of the ship and finds a 
  tentacled creature. 
  Use this in your games. When someone is playing the 
  Doctor, they should regularly tell their companions 
  to wait, while he investigates. Once he has gone, the 
  companions should explore separately. This works 
  with any Doctor, but especially with the protective, 
  paternal Third Doctor.
  
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  Unless the current plot revolves around duplicates or 
  mind control or some other paranoid theme, don’t 
  worry about the players witnessing scenes that their 
  characters aren’t present for. Just remind the players 
  to keep what they know and what their characters 
  know separate, and give them opportunities to 
  inform each other of what happened while they 
  were separated. Later, after they have gone their 
  separate ways, the Doctor and companions will cross 
  paths again. Don’t make it hard for the Doctor and 
  companions to reunite: unless, of course, that would 
  make the adventure even better. 
  Alternatively, you can let players play ‘secondary’ 
  characters. You could give the Doctor’s player a UNIT 
  soldier to play in scenes with Jo. The wonderful 
  thing about these secondary characters is that the 
  player is usually much less invested them. While 
  it lessens the impact of the game if they are used 
  too frivolously, players are likely to be more open to 
  unfortunate events happening to these characters. 
  Conversely, you could see the development of 
  recurring secondary characters that become like 
  members of the family!
  this is my responsibiLity
  When Hardiman tries to stop the plant exploding, he 
  doesn’t just die randomly. He sacrifices himself. By 
  going to his death, he saves the Nuton complex and 
  everyone in it.
  Here is a rule of thumb for your adventures: if a 
  character sacrifices their life, it should have an 
  impact. If they sacrifice their life to stop a threat, it 
  should usually succeed. At least, it should hold back 
  the enemy for a while.
  The Doctor has seen many such sacrifices. In 
  the Tenth Doctor’s time, K-9 sacrificed himself 
  to stop the Krillitane. In the Ninth Doctor’s era, 
  Jack Harkness sacrificed himself to hold back the 
  Daleks. Both were later revived, in different ways, 
  but that doesn’t always happen: when Harriet Jones 
  gave her life to hold back the Daleks, the sacrifice 
  was permanent. (Admittedly, the Fifth Doctor’s 
  companion Adric sacrificed his life in vain against 
  the Cybermen. That was a tragic death, not a heroic 
  sacrifice.)
  In your adventures, allow characters to sacrifice 
  themselves to hold back an enemy. Let them 
  accomplish something as they die, spending any 
  remaining Story Points to ensure success (and 
  heroic, self-sacrificing actions should be rewarded 
  with more Story Points to spend). Perhaps the Doctor 
  could sacrifice a regeneration to save someone, as 
  the Ninth Doctor did with Rose.
  that’s not me in there
  One of the best moments in this adventure is when 
  two Bill Filers fight. Fortunately, the real Filer wins. 
  This is interesting for many reasons: Filer must 
  bring himself to punch his replica; nobody can help, 
  because they cannot tell which Filer is which; and, 
  after the fight, the Doctor remains unsure which 
  Filer has won.
  Whatever you call such creatures – clones, replicas, 
  dopplegangers, Chameleons – stealing identities 
  is fun. The Third Doctor has already dealt with one 
  replica, Scobie, in Spearhead from Space. In Rose, 
  the Autons form themselves into a poor replica of 
  Mickey Smith, while in The Sontaran Stratagem, the 
  Sontarans, a clone race themselves, clone Martha 
  Jones. The Eleventh Doctor meets his doppelganger 
  in The Rebel Flesh and persuades the Teselecta to 
  mimic him in The Wedding of River Song.
  In your games, try creating replicas of characters, 
  especially the Doctor and his companions. There 
  are many adversaries that might plausibly do this: 
  the Autons, the Sontarans or anything capable of 
  inducing a hallucination. For a challenge, try letting 
  the players play their own clones: until, of course, 
  they meet the original character (or even afterwards 
  – the best way to fool the other players as to which 
  duplicate is real is to have the GM play the true 
  character!).
  get aWay from my equipment!
  Finally, in this adventure, there is a laboratory. In 
  fact, there’s often a laboratory in the Third Doctor’s 
  adventures, even in buildings where you might 
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  not expect one. Skybase One (The Mutants) had a 
  laboratory. Even Stangmoor Prison, in The Mind Of 
  Evil, had a surprisingly sophisticated workshop.
  Whenever the Third Doctor needs a laboratory, there 
  is always one available. In your adventures, put 
  laboratories everywhere. Even better, let the Third 
  Doctor pay a Story Point to let him have access to 
  one.
  AxoNiTE
  The Axons claimed that Axonite was a ‘thinking 
  molecule’ that could replicate any other 
  material, given enough energy. It could provide 
  infinite energy by replicating oil, infinite food 
  by replicating meat, and solve any problem 
  that stems from a lack of resources. From 
  this description, Axonite sounds like a form of 
  nanotechnology – it can assemble itself into 
  different forms to mimic other substances. 
  However, Axonite defies analysis – it adapts 
  to any conventional method of scanning or 
  examining it to conceal its secrets. 
  The Doctor discovered the true nature of 
  Axonite by analyzing it using Dr. Winser’s 
  light accelerator. By accelerating the Axonite 
  sample beyond the speed of light, he sent it 
  back in time and fooled it into analyzing itself. 
  He learned that the purpose of Axonite was 
  actually to suck energy from the planet – by 
  distributing samples of Axonite to all the 
  worlds’ major governments, Axos spread its 
  claws over the whole world!
  axons
  aWareness
  3
  presence
  6
  coordination
  3
  resoLve
  4
  ingenuity
  4
  strength
  4
  The Axons are… actually, it might be more 
  accurate to say “Axos is”, because the angelic, 
  golden-faced Axons, the tentacled blob-
  monsters they became, their organic ship 
  and the chunks of Axonite were all parts 
  of the same singular entity, called Axos. 
  In effect, Axos could turn pieces of itself 
  into whatever it needed. When it wanted 
  to travel through space, it shaped part of its 
  structure into a living spacecraft. When it 
  needed to fool the human inhabitants 
  of Earth in order to siphon off the 
  planet’s energy, it created pleasing-
  looking figureheads – the Axons.
  Still, these human-scale bits of Axos 
  are the aspect of the creature most 
  likely to be encountered by players. 
  In their ‘Angel’ forms, Axons look 
  like handsome, gold-skinned 
  humans. They can become 
  blobs with flailing tentacles 
  when they want to fight or 
  intimidate humans. 
  skiLLs
  Convince 3, Fighting 3, 
  Marksman 4 (tentacle) 
  traits
  Alien Appearance
  Fear Factor 2 or Attractive, 
  depending on their current form.
  Natural Weapons (Tentacle, 2/4/6 
  or S/S/S, Major Good): Axons 
  can use their tentacles to injure, 
  consume or ‘de-energise’ their 
  victims. By sucking life energy from 
  a target, they temporarily stun the 
  victim.
  Networked
  Shapeshift 
  tech LeveL: 7   story points: 8
  
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  further adventures
  •	
  While Axos tried to trick humanity into accepting 
  its gifts, there are other approaches it could 
  have tried. Chunks of Axonite might fall from the 
  sky as meteorites that ‘just happen’ to all land 
  close to major power stations…
  •	
  The Doctor trapped Axos in a time loop, but 
  Axos can take any form it needs, and may have 
  absorbed the intelligence and memories of Dr. 
  Winser. Given time – and Axos has infinite time 
  in the loop – it could make part of itself into a 
  time machine, and escape the loop in the same 
  way the Doctor did. Axos might arrive anywhere 
  in time and space, to threaten any planet. Worse, 
  it might try to use its mastery of time travel to 
  consume not just individual planets, but the 
  whole universe! All shall become part of Axos!
  •	
  What became of Dr. Winser’s light accelerator 
  experiments afterwards? You could start a new 
  campaign with a group of UNIT soldiers and 
  scientists who step into the light accelerator – 
  and vanish when they are hurled across time and 
  space…
  biLL fiLer
  aWareness
  3
  presence
  4
  coordination
  4
  resoLve
  4
  ingenuity
  4
  strength
  4
  Filer is an agent from Washington, sent to arrest 
  the Master for his crimes in Terror of the Autons 
  and The Mind of Evil. It’s not clear which agency 
  he works for. If the Master is treated as an 
  international criminal, then he could be from the 
  Federal Bureau of Investigation. If the Master’s 
  considered a threat to world security, then Filer 
  may belong to the CIA. 
  The most sinister interpretation, though, is that 
  Filer was dispatched by the American equivalent 
  of Torchwood, Area 51, to acquire the Master from 
  UNIT. If you go with this option, then Filer may be 
  equipped with some salvaged alien gadgetry on 
  his next mission. 
  skiLLs
  Athletics 3, Convince 3, Fighting 3, Marksman 4, 
  Subterfuge 1, Transport 1
  traits
  Attractive
  Brave
  Friends (Washington)
  Quick Reflexes
  Insatiable Curiosity
  equipment
  9mm Pistol (2/5/7)
  story points: 9
  axon bLob
  aWareness
  1
  presence
  -
  coordination
  1
  resoLve
  2
  ingenuity
  -
  strength
  3
  When Winser touched the accelerator containing 
  the Axonite, he became a blob-like creature 
  made of Axonite. The Axonites reacted to this 
  development with alarm. Winser’s mutation may 
  have been the result of an automatically triggered 
  defense mechanism – if anyone successfully 
  analyses Axonite, the substance tries to infect 
  and destroy them.
  skiLLs
  Fighting 2 
  traits
  Alien Appearance
  Fear Factor 1
  Networked (Minor)
  Shapeshift (Minor)
  story points: 1
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  ‘The exploitation of this planet could make us both 
  rich.’
  B  synopsis
  Uxarieus, a colony and mining planet, 2472
  The Time Lords sent the Doctor to a colony planet, 
  which reported failed crops and attacks by giant 
  lizards. The colonists had formed an alliance with the 
  Primitives, a spear-carrying alien race.
  However, as the Doctor investigated the attacks, 
  he was attacked by a robot from the Interplanetary 
  Mining Commission, and then captured by their agent, 
  Caldwell. At the IMC base, their leader explained the 
  corporation’s plan to mine the planet, displacing the 
  colonists. When the robot attacked again, with lizard-
  like claws, the Doctor realised what was happening: 
  the IMC was faking the lizard attacks using the robot 
  and a holographic projector.
  Looking for evidence against the IMC, Jo and the 
  colonist Winton infiltrated their ship. However, 
  the IMC captured them and chained them within a 
  Primitive dwelling. With Jo’s help, Winton escaped 
  and was found by Caldwell, who treated his wounds.
  The Primitives captured Jo and took her into their 
  ruins. The Doctor entered the ruins, trying to find her, 
  but was taken prisoner too. From ancient carvings, 
  he deduced that a catastrophe had once nearly 
  destroyed the Primitives’ civilization. They were 
  taken to meet an ancient Primitive, the Guardian, 
  who released them from their death sentence.
  An Adjudicator from Earth arrived, to decide whether 
  the mining would proceed. The Adjudicator was the 
  Master, who ruled that the colonists must leave. Using 
  a key he had previously stolen, the Doctor infiltrated 
  the Master’s TARDIS, but Jo broke an alarm beam 
  and both were knocked out by sleeping gas. When 
  they awoke, the Master held Jo as a hostage and 
  forced the Doctor to take him to the Primitive City.
  The colonists assaulted the IMC ship, where they 
  found evidence of the faked lizard attack, then 
  forced the ship to leave. However, the ship landed 
  again secretly, attacked the colony and forced the 
  colonists to leave in their ship, knowing that it would 
  probably not survive the voyage. When the ship took 
  off, it exploded, but only the colony leader Ashe 
  was on board: all the other colonists had secretly 
  disembarked. 
  Upon reaching the city, the Master revealed the 
  knowledge he had gleaned from the Time Lord files – 
  the controls to a Doomsday Weapon were within the 
  Guardian’s chamber – and offered to use it to rule the 
  universe with the Doctor. The Doctor realised that it 
  was the weapon that was poisoning the planet’s soil 
  and had caused the decline and fall of the Guardian’s 
  people. The Guardian refused to give the Master 
  control of the weapon, instead activating a self-
  destruct mechanism. The Doctor and the Master 
  fled the crumbling city, and the renegade Time Lord 
  escaped.
  continuity
  Jo enters the TARDIS for the first time and travels to 
  an alien world. She doesn’t seem to like it.
  Jo uses her escapology training to remove her 
  handcuffs.
  According to the Master, the current time is a 
  “regimented age”, in which permits are necessary 
  for interplanetary travel and the TARDIS.
  The Master stole information on the Doomsday 
  Weapon from the Time Lords’ files.
  The Doctor’s TARDIS is still under Time Lord control.
  coLony in space
  
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  B  running the adventure
  This is a human adventure: the problems in it are 
  created by humans. The Doctor’s antagonist is an evil 
  corporation, which exploits ordinary people. There is 
  hardly a monster in it: only the holographic lizard and 
  the Primitives (who, in any case, strongly resemble 
  humans).
  The characters in the adventure have complex 
  motivations. Caldwell is sometimes good and 
  sometimes bad (more on him shortly). The colonists 
  are particularly complex: Ashe favours diplomacy, 
  Winton favours fighting, but neither of their solutions 
  is perfect. Only Dent, the IMC’s leader, approaches 
  being objectively evil and even he has a strong 
  motivation for his actions: it is profit that drives him 
  to murder.
  At heart, the adventure is about land rights: who 
  has the right to the planet, the colonists or the IMC? 
  Fortunately, there is more to the story than simply 
  negotiating this issue: in fact, it’s solved in moments, 
  when the Master makes a ruling. In your games, 
  don’t spend too much time on diplomacy, even if 
  that’s what the story is about. Get to the action.
  There are two more things to note. First, when Jo 
  arrives on the planet, she wants to go home. She is 
  a reluctant traveller in time and space. Second, this 
  is one of many times the Third Doctor encounters 
  miners. These themes recur in The Green Death. 
  The Doctor will encounter another group of miners, 
  exploited by another unethical corporation, and Jo’s 
  homesickness will make her leave the TARDIS.
  i’ve got to stop this senseLess kiLLing
  Throughout this adventure, the Doctor keeps trying 
  to stop the fighting. There is barely a moment when a 
  gun isn’t being fired: the colonists attack the IMC, the 
  IMC attack the colonists and the Primitives attack 
  anyone who passes.
  Fighting is important in this adventure. When a battle 
  is being fought, the Doctor must stop it, and when 
  it isn’t, the Doctor must prevent one starting. So, in 
  this kind of adventure, keep introducing the threat 
  of violence. Let the Doctor discover that someone is 
  planning to attack, then see what he does. If he fails 
  to stop it, then a fight breaks out. If he succeeds, then 
  the tensions remain, threatening to break out later.
  Alternatively, the Doctor might attempt diplomacy 
  between the two warring sides. We’ll talk about this 
  in Frontier In Space.
  if you don’t heLp us, We’re aLL going to die!
  In this adventure, the most intriguing character 
  is Caldwell. He begins as a bad guy, capturing the 
  Doctor for the IMC. Yet, when he hears colonists are 
  dying, he begins to doubt: he’d happily scare the 
  colonists off the planet, but not commit murder.
  When Winton escapes from captivity, he even treats 
  his wounds. So he seems to have become a good guy, 
  like others in the Doctor’s adventures who saw the 
  light: for example, the Controller, who worked for the 
  Daleks but ultimately let the Doctor go (Day of the 
  Daleks). 
  But he hasn’t. Later, he forces the colonists onto their 
  ship, telling them their engines are fine. Perhaps 
  he hoped they would escape – as they take off, he 
  says “They’ve made it” – but then the ship blows up. 
  Towards the end of the adventure, he seems to side 
  with the IMC. 
  caLdWeLL
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  4
  ingenuity
  4
  strength
  3
  skiLLs
  Athletics 2, Convince 4, Craft 2, Fighting 2, 
  Knowledge 4, Marksman 2, Medicine 2, Science 4, 
  Survival 1, Technology 3, Transport 2
  traits
  Technically Adept 
  Face in the Crowd 
  Friends (Minor): Interplanetary Mining.
  Obligation (Major): Interplanetary Mining.
  equipment
  Pistol (2/5/7), Medical Scanner (see below).
  tech LeveL: 6  
  story points: 8
  personaL goaL: Use science to benefit people.
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  Instead, however, Caldwell stays with the colonists, 
  promising to fix their power. He is neither good nor 
  bad nor neutral, but morally ambiguous.
  How could you use someone like Caldwell in your 
  adventures? Perhaps the GM could play him as a 
  character. If the Doctor and his companions persuade 
  him, he’ll assist. If not, he’ll drift over to the bad side, 
  assisting the corporation in their dubious operations.
  For a challenge, try letting a player be Caldwell. 
  Throughout the game, there’ll be tension between 
  characters, as Caldwell decides whose side he is 
  on. If you do this, then Caldwell will probably assist 
  the corporation occasionally, but mostly be on the 
  Doctor’s side. You can imagine Caldwell joining the 
  TARDIS crew, using his scientific knowledge to assist 
  the Doctor.
  NEw GAdGET – mEdicAl scANNEr
  Caldwell’s medical scanner is used to scan 
  wounds, before administering medical treatment.
  Traits: Scan (Minor Good): +3 to medicine 
  rolls, +1 for scanning anything else.
  Cost: 1 Story Point
  the primitives
  The Primitives were the original inhabitants of 
  Uxarieus. They once possessed a highly advanced 
  civilization, but their own technology poisoned 
  them, resulting in the collapse of their culture. 
  Most of their descendants became the hunter-
  gatherer tribes of the Primitives. Before their 
  collapse, the Uxarieans used genetic engineering 
  to enhance themselves, and created a splinter race 
  that possessed psychic abilities. These enhanced 
  Uxarieans became a priest-caste that worshipped 
  the machines as gods.
  charLie the robot
  aWareness
  5
  presence
  1
  coordination
  1
  resoLve
  4
  ingenuity
  1
  strength
  4
  skiLLs
  Fighting 5
  traits
  Robot (Special Good)
  Fear Factor (Special Trait): Add +2 when trying 
  to actively scare someone.
  Weakness (Major): Can be disabled by grabbing 
  the remote control.
  equipment
  Claws (2/5/7)
  story points: 3
  primitives
  aWareness
  3
  presence
  2
  coordination
  3
  resoLve
  4
  ingenuity
  2
  strength
  4
  Priest-caste Primitives have Technology 1, the 
  Traits Impaired Senses (Vision), Psychic and 
  Telepathy, and three Story Points.
  skiLLs
  Athletics 1, Craft 1, Fighting 5, Marksman 3
  traits
  Alien
  Alien Appearance
  Brave
  Obligation (Major): To the Guardian.
  equipment
  Spear (1/3/4), may be either thrown or used in 
  hand-to-hand combat.
  tech LeveL: 1 
   story points: 1
  
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  the doomsday Weapon
  The ancient ancestors of the Primitives created a 
  Doomsday Weapon – a stellar manipulator that could 
  cause any star to go nova. With this weapon, they 
  could hold the galaxy to ransom, but the radiation 
  from the weapon’s power source poisoned their food 
  supply and ruined them before they could use it – a 
  cautionary tale for any would-be doomsday weapon 
  builders.
  Nothing livens things up like a Doomsday Weapon. 
  It poses moral dilemmas of its own: who should 
  control it? What should the Doctor do with it? Often, 
  it can create a countdown: can the Doctor stop the 
  weapon before it goes off?
  Throughout his adventures, the Doctor has faced many 
  such weapons: the Doomsday Weapon, the Doomsday 
  Bomb, the Z-bomb, the Time Destructor, the Hand of 
  Omega and many others. Sometimes, they destroy 
  planets. Sometimes, they harm time itself.
  If you put a Doomsday Weapon in your adventures, 
  it creates a plot around itself. First, the Doctor and 
  his companions will discover it exists. Next, everyone 
  will want the weapon. The Doctor will want it, so it 
  can be destroyed. His adversaries will want it, to hold 
  the universe to ransom or destroy the world.
  Often, when an adventure contains a Doomsday 
  Weapon, the story is about the Doctor trying to stop 
  it being used. What Colony In Space shows, however, 
  is that Doomsday Weapons can create other sorts of 
  adventures. This Doomsday Weapon poisons the soil, 
  creating a complex story about agriculture and land 
  rights. (And, of course, the Master wants to hold the 
  universe to ransom with it.)
  you couLd end Wars, suffering, disease...
  When the Master discovers the Doomsday Weapon, 
  he offers to rule the universe with the Doctor. He 
  makes a good case for it, too. If the Doctor ruled 
  well, perhaps he could make things better. He could, 
  the Master suggests, do more good by ruling the 
  universe than simply travelling through it.
  The Doctor often faces moral dilemmas like this. 
  The Fourth Doctor faced the dilemma: should he 
  destroy the whole Dalek race? He chose not to. The 
  Ninth Doctor faced the dilemma: should he destroy 
  the Daleks, even though that meant destroying the 
  people of Earth? He thought he would, but couldn’t 
  bring himself to do it. And the Tenth Doctor faced the 
  dilemma: should he warn the population of Pompeii of 
  their imminent destruction? He chose not to interfere. 
  That, in fact, is a common dilemma for the Doctor: 
  should he interfere with the timeline, even if it would 
  save lives? 
  The Third Doctor is no exception. One dilemma he 
  continually faces is: should he abandon everybody 
  else and travel the universe? Sometimes, he chooses 
  to travel, and only the Time Lords or a malfunctioning 
  TARDIS bring him back.
  the guardian
  aWareness
  5
  presence
  5
  coordination
  1
  resoLve
  4
  ingenuity
  5
  strength
  1
  The Guardian ruled the underground city of the 
  Primitives, and was the keeper of the Doomsday 
  Weapon constructed by their ancestors millennia 
  ago. He was smaller and weaker than any of his 
  kind, but maintained his position by the force of 
  tradition. 
  skiLLs
  Convince 4, Craft 1, Knowledge 4, Science 2, 
  Technology 3
  traits
  Alien
  Alien Appearance
  Voice of Authority
  Psychic 
  Telepathy
  tech LeveL: 1  
  story points: 5
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  Put moral dilemmas in your games. Pose them 
  explicitly, in the form of a question: “Should you do 
  this thing or the other thing?” Even if you know the 
  answer – after all, we knew that the Third Doctor 
  wouldn’t join the Master to rule the universe – the 
  dilemma makes the adventure more interesting.
  further adventures
  •	
  While the Primitives’ civilization is at its height, 
  the Rutans hear of the Doomsday Weapon and 
  determine to capture it. This, the Doctor realizes, 
  is the catastrophic event that causes the fall of 
  the Primitives’ civilization. Can the Doctor stop 
  the Doomsday Weapon being detonated? Will he 
  interfere with the timeline and stop the fall of the 
  Primitives?
  •	
  In the 26th Century, the once-struggling colony 
  now thrives. The surviving Primitives have 
  established a budding community in caves near 
  their ruined city. However, the colonists insist 
  that the Primitives are poisoning their land and 
  wish to drive them out. Can the Doctor broker 
  a peace between them? How is the soil being 
  poisoned now: are they constructing another 
  Doomsday Weapon?
  •	
  Now that the existence of the Primitive’s 
  underground city is known, archaeologists and 
  explorers come to Uxarieus to investigate the 
  ruins of the former civilization. What wonders – 
  and horrors – will they find down there?
  THE TimE lord FilEs
  The Time Lords sent the Doctor to Uxarieus because the 
  Master stole their records on doomsday weapons – which 
  brings up the interesting question of what the Time Lords 
  were doing with a file on doomsday weapons in the first 
  place.
  One possibility is that there isn’t a ‘Doomsday Archive’ 
  per se – the Time Lords collect information on everything, 
  and the Master extracted the information he wanted. The 
  villainous renegade has a history of looking for short cuts 
  to conquest. It’s also possible that some secretive branch 
  of the Time Lords do deliberately collect information on 
  potential threats to Gallifrey – maybe there are secret 
  Celestial Intervention Agency agents out there, spying on 
  races like the Daleks or Sontarans who might, one day, pose 
  a problem for the Lords of Time.
  For a more sinister interpretation, the Doomsday Archive is a weapon of the Time War. The Gallifreyans 
  are few in number, and prefer to manipulate others into doing their dirty work for them. Maybe the 
  Time Lords have a list of potential assets they can use to deal with major threats throughout time. 
  “So,” says one Time Lord to another, “our enemies have travelled back in time 10,000 years, and are in 
  the third belt of Mutter’s Spiral? Let’s send someone to Uxarieus and borrow their Doomsday Weapon. 
  It’ll never be traced back to us…”
  Are there more weapons on this list, or did the Master just steal the files related to the Uxariean 
  weapon? Maybe some of the Master’s other schemes also stem from these stolen files.
  One final thought – a weapon that blows up suns? That sounds rather like the Hand of Omega, the 
  Gallifreyan doomsday weapon that was used to achieve mastery over time. Maybe the Gallifreyans 
  were worried that the Uxarieans were on the verge of discovering the secret of time travel. Could the 
  poisoning of the planet’s ecology have been deliberate sabotage?
  
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  ‘Be present at my command and truly do my will. 
  Aba, abara, agarbara, gad, gadoal, galdina!’
  B  synopsis
  Earth, UNIT Era.
  In the village of Devil’s End, the archaeologist 
  Horner was digging into a mound that had long 
  been a feature of local superstitions. The village had 
  recently suffered high winds, an unexpected death 
  and a constable who appeared possessed. Miss 
  Hawthorne, a self-styled white witch, protested that 
  evil was afoot. As midnight approached, the Master, 
  posing as the local vicar, conducted an occult 
  ceremony beneath the church. Too late, the Doctor 
  arrived to stop the dig and was frozen by a chilling 
  wind as the tunnels collapsed around him.
  The village doctor pronounced the Doctor dead. 
  There were more strange omens: red eyes in the 
  darkness, huge hoofmarks and a freak heat wave that 
  revived the Doctor. When the Doctor investigated the 
  archaeological dig, he found a chamber containing 
  an impossibly heavy miniature spaceship. A living 
  gargoyle attacked the Doctor, but he repelled it with 
  cold iron (a trowel) and ominous-sounding words (a 
  Venusian lullaby). 
  Back in the village, the Doctor deduced that the 
  spaceship belonged to Daemons: an ancient, horned 
  race who treated the Earth as a failed scientific 
  experiment, ripe for destruction. Their spaceship 
  had created the heat wave when it was miniaturised. 
  Meanwhile, the Master had bent the villagers to his 
  will, including Girton, who chased the Doctor in a 
  stolen UNIT helicopter.
  In the church, the Master repeated the ceremony to 
  summon the Daemon Azal. When the Master asked 
  to be granted its power, the Daemon promised to 
  return one last time. Under the Master’s influence, 
  Morris dancers surrounded the Doctor and tied him 
  to their maypole, ready to be burned. He was rescued 
  by Miss Hawthorne, who addressed him as the wizard 
  Qui Quae Quod. When the Doctor demonstrated 
  his ‘wizardry’ – which was really Benton, shooting 
  things with a silenced gun, and Bessie, summoned 
  by remote control – the villagers released him.
  Since the freak heat wave, the village had been 
  surrounded by a perfectly spherical heat shield, 
  which had left the Brigadier stranded outside. 
  Using a heat exchanger built following the Doctor’s 
  instructions, he drove through the heat shield with 
  UNIT troops, and began battling the living gargoyle 
  outside the church – “Jenkins... chap with wings, 
  there. Five rounds rapid.”
  The Master performed the ceremony for the third 
  time and offered Jo, whom he had captured, as a 
  sacrifice to Azal. Azal offered the Doctor his power, 
  but he refused. Azal threatened to kill him, but Jo 
  moved in front of the Doctor, sacrificing her own life 
  to save him. Azal could not comprehend this act and 
  his own power destroyed him.
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  The church exploded, the Master was arrested, the 
  Doctor and Jo danced around the maypole and the 
  Brigadier went for a pint.
  continuity
  All magic is the ‘secret science of the Daemons’.
  Many mythological creatures, the Doctor suggests, 
  have in fact been based on the horned Daemons. 
  Later, in The Satan Pit, the Doctor would give a 
  similar explanation regarding the appearance of the 
  similar-looking Beast.
  B  running the adventure
  In this adventure, the Doctor meets the supernatural. 
  He has a scientific explanation for it, naturally, but 
  this is really a story about dark magic. It begins with 
  omens, continues with occult rituals and ends with a 
  deal with a Daemon. The Doctor’s adventures don’t 
  get more supernatural than this.
  WeLL, that WouLd be magic, WouLdn’t it?
  All magic, as the Doctor said, is the secret science of 
  the Daemons. And, with that statement, he showed 
  you how to base your adventures around magic. If 
  you want to put magical rituals, spells and creatures 
  in your game, you can. Simply say that, while it looks 
  like magic, it’s actually a secret kind of science. This 
  is the same sentiment as Clarke’s Third Law: Any 
  sufficiently advanced technology is indistinguishable 
  from magic.
  Despite the Doctor’s protestation that “everything 
  must have a scientific explanation,” his description 
  of the Secret Science of the Daemons sounds pretty 
  magical. It runs like this: strong emotions, such as fear, 
  hatred or greed, generate a charge of psychokinetic 
  energy. This energy is channelled, by invocations and 
  rituals, to produce effects that seem magical. 
  If you take away the scientific language from this, it 
  sounds exactly like magic. As Jo says: if something 
  happened and nobody knew the explanation, that 
  would be magic, wouldn’t it?
  But let’s not argue with the Doctor. What matters 
  is: in the Doctor’s adventures, the supernatural can 
  be effectively real. Let’s say you wanted to run an 
  adventure about witches, fairies or druids. The story 
  might go like this. Start with strange omens. Put in 
  some rituals, which summon a strange creature. The 
  creature creates trouble. Eventually, the Doctor finds 
  a way to banish it. Throughout this kind of adventure, 
  all the supernatural elements are real. They aren’t 
  really magical – they are based on a secret type of 
  science – but it works the same as magic.
  Sometimes, however, the Doctor faces a different 
  type of supernatural threat. In his next adventure, 
  Day of the Daleks, the Doctor investigates a haunted 
  house. However, there is no ‘secret science of ghosts’ 
  at work: no suggestion that, when someone dies, the 
  energy is channelled into ghostly figures. Instead, 
  the ghosts are actually visitors from the future. Later 
  in his timeline, the Doctor would face 
  many more supernatural threats, 
  including a werewolf and Vampires. 
  Really, however, they were aliens. In 
  this kind of adventure, magic really 
  doesn’t work. Everything seems to be 
  supernatural, but it isn’t: it’s the work 
  of aliens.
  To write this type of supernatural 
  adventure, start with strange omens. 
  Put in rumours of supernatural 
  activity or a magical creature. Then 
  let the Doctor discover what’s 
  really happening. Whatever is 
  going on, it isn’t supernatural. It’s 
  an alien creature. And the Doctor 
  must deal with it.
  no, no, he can’t be dead!
  After being frozen by the unnatural 
  wind, the Doctor is unconscious 
  for a long time. This isn’t 
  the only time that the 
  Doctor has been close 
  to death. In The 
  Mind Of Evil, one of 
  his hearts stopped. 
  Later, both the Fifth 
  and Tenth Doctors 
  
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  were unconscious after their regenerations. The 
  Eleventh Doctor was nearly assassinated, until River 
  Song gave her regenerations to save him.
  How can you use this in your own adventures? You 
  could simply declare that, when the Doctor is hurt 
  badly, he is out of action for a few hours. But that 
  seems unfair: it excludes the Doctor’s player from 
  the game. There are better ways to do it than that. In 
  fact, there are three better ways.
  Firstly, you can use the rules for Lethal injuries (see 
  Dying or Leaving The TARDIS, The Gamemaster’s 
  Guide, p46). When a character takes a Lethal hit 
  declare that, instead of dying, the character is 
  knocked unconscious. So here is how the Third 
  Doctor’s injury in the dig might work: when hit by 
  the freezing wind, the Doctor takes a Lethal injury. 
  However, the Gamemaster decides, it’s too early in 
  the adventure for the Doctor to regenerate. Instead, 
  the Gamemaster suggests that the Doctor be 
  knocked unconscious, and the player agrees.
  Secondly, you can use the Healing rules (The 
  Gamemaster’s Guide, p53), which state that a 
  character heals when they rest for a day or receive 
  medical attention. In this case, when the tunnel 
  collapses the Doctor takes an injury that reduces 
  his Strength to zero. He collapses to the floor and 
  Jo drags him away. Because Jo doesn’t have the 
  Medicine Skill, her character asks the Gamemaster 
  whether there is a doctor in the village. The 
  Gamemaster says yes and the Doctor recovers in the 
  care of the village doctor.
  Thirdly – and this, for the players, is probably the 
  most fun – try using Story Points. When a character 
  takes an injury, the player or the Gamemaster can 
  suggest the character falls unconscious. When this 
  happens, the character goes out of play and the 
  player receives Story Points. When that character 
  is needed in the story, they suddenly recover. (In 
  the mean time, that player can play a secondary 
  character, or just sit and watch. Note that even if a 
  player’s character isn’t present, that player can still 
  spend Story Points to help others or to change the 
  course of the story.) 
  Injuries like this make the game more interesting, 
  and also give you a little bit more wiggle room 
  beyond the strict application of the damage rules. A 
  pointless death due to a single unlucky dice roll is no 
  fun for anyone!
  doctor, Wait!
  Finally, look what happens when UNIT is battling the 
  gargoyle. There’s a gunfight in the village and the 
  gargoyle is blocking the church’s entrance. However, 
  in the middle of the battle, the Doctor dodges past 
  and enters the church.
  How does he do this? Perhaps he is lucky or perhaps, 
  with his Venusian Aikido training, he’s simply good at 
  dodging. In any case, it makes the adventure better. 
  UNIT is good at fighting, while the Doctor is better 
  at talking. So it’s better if the Doctor dodges inside, 
  to talk to Azal the Daemon, leaving UNIT fighting 
  outside.
  Never let gunfights stop characters going where they 
  need to go. Ask for a roll (Awareness + Coordination) 
  or let the player pay a Story Point to dodge through. 
  Then let the adventure continue, with everyone where 
  they want to be.
  The battle rules in Defending the Earth: The UNIT 
  Sourcebook can be used to great effect providing the 
  background of a clash between allies and enemies 
  while the characters are doing something else. 
  The course of the battle can even be used as a race 
  against time for the group to achieve their goals. 
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  NEw GAdGET – rEmoTE coNTrol
  A remote control operates a particular piece of 
  machinery, such as Charlie the Robot or Bessie, 
  and allows it to be controlled from a distance.
  Traits: Transmit (Minor Good)
  Cost: 1 Story Point
  NEw GAdGET – HEAT ExcHANGEr
  This complex, bulky device creates a tunnel 
  through heat-based defense systems, allowing 
  humans and vehicles to pass through safely. 
  In this form, it can only be used once, before 
  overloading and exploding within the hour. If the 
  Doctor had time, he could probably make a more 
  reliable device. He might even create a similar 
  device that allowed safe passage through other 
  defenses: a Gas Exchanger, a Cold Exchange or 
  a Force-Field Tunneller. 
  Traits: Forcefield (Major Good), One Shot 
  (Minor Bad).
  Cost: 2 Story Points
  daemon
  aWareness
  3
  presence
  6
  coordination
  1
  resoLve
  5
  ingenuity
  3
  strength
  7
  skiLLs
  Convince 2, Fighting 3, Marksman 3, Science 5, 
  Technology 5
  traits
  Fear Factor (3): Daemons are immensely tall 
  and resemble a mythological creature. They 
  are one of the scariest creatures you are likely 
  to see.
  Huge (Major): +4 to Strength and +2 to Speed. 
  +4 to be hit and +8 to be seen. Daemons can 
  also change their size at will, shrinking down 
  to a much more manageable size.
  Natural Weapon – Electricity: Daemons cause 
  electricity to play over their victims. They can 
  do this as a threat or they can kill (4/L/L).
  Alien Senses: Daemons can sense how 
  powerful those in the vicinity are. This means, 
  of course, that they can detect the presence of 
  Time Lords.
  Immortal (Major): Daemons’ lifespans are 
  so vast that they watch worlds developing 
  through many stages of civilization. 
  Weakness (Major) – Sacrifice: Altruism is 
  so alien to the Daemons that, if someone 
  offers to sacrifice themselves, they see it as a 
  logical error. This leads to their power turning 
  inwards: in effect, they defeat themselves.
  story points: 5-8
  miss haWthorne
  aWareness
  5
  presence
  4
  coordination
  2
  resoLve
  4
  ingenuity
  4
  strength
  1
  skiLLs
  Convince 4, Craft 2, Knowledge 3, Subterfuge 2
  traits
  Indomitable 
  Keen Senses (Minor): Hearing
  Lucky 
  Obsession (Minor): Black Magic
   Argumentative
   Eccentric (Minor Bad)
  story points: 8
  personaL goaL: Defend against black magic. 
  (Note: In a campaign, Miss Hawthorne will see 
  any alien threat as black magic)
  
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  further adventures
  •	
  A popular television show visits Devil’s End 
  and invites residents to bring their antiques 
  for valuation. Several villagers bring artifacts 
  which they retrieved after the Daemon’s last 
  summoning. When the artifacts and villagers 
  are brought together, the combined psychic 
  energies begin the summoning process again. 
  Winds blow, gargoyles return to life and strange 
  footprints are found in the neighbouring fields.
  •	
  On a far-away planet, the Eleventh Doctor finds a 
  colony of humans, who are mysteriously dying in 
  their mines. Deep beneath the planet’s surface, 
  the Doctor finds the dying Azal, who regards 
  the colony as a failed experiment ready to be 
  destroyed. Can the Doctor convince the Daemon 
  that humanity is worth saving?
  •	
  A young girl sees fairies playing at the bottom of 
  her garden. Nobody believes her, until one day, 
  she meets a mysterious stranger in a blue box, 
  who listens to her stories. The stranger explains 
  the secret science behind fairy magic and the 
  dangers it can bring.
  morris dancers
  aWareness
  2
  presence
  3
  coordination
  3
  resoLve
  3
  ingenuity
  1
  strength
  3
  skiLLs
  Fighting 4
  traits
  Fear Factor (1): While it may sound comic, being 
  surrounded by a pack of murderous Morris 
  dancers is certainly creepy. 
  Enslaved: The Morris dancers are controlled 
  through psychic forces.
  equipment
  Stick: 1/3/4 
  story points: 1
  gargoyLe
  aWareness
  2
  presence
  2
  coordination
  1
  resoLve
  3
  ingenuity
  1
  strength
  5
  skiLLs
  Fighting 3, Marksman 5
  traits
  Armour (Special): Gargoyles are very, very 
  tough. Even the Brigadiers favourite “Five 
  rounds rapid” has no effect on them. 
  Enslaved: Gargoyles are servitors of the alien 
  creature that has animated them.
  Fear Factor (1): An animated stone gargoyle 
  might not turn you into a trembling wreck, but 
  it’d scare you.
  Immunity (Major): Bullets. Because Gargoyles 
  are immune to bullets, they are particularly 
  useful for guarding doorways. Unlike many 
  other races, they have no specific weakness that 
  allows them to be defeated: your best hope is 
  to destroy them with heavy weaponry, run past 
  them while they are reforming (see below) and 
  defeat whatever is controlling them.
  Immortal (Special): Even if you destroy the 
  Gargoyle, using heavy weaponry, the pieces 
  reform ready to attack again.
  Natural Weapon – Energy bolt: Gargoyles shoot 
  energy bolts, which cause things to explode 
  (4/L/L).
  Phobia (Minor): Gargoyles are afraid of iron.
  story points: 3
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  chapter eight
  day of the daLeks
  the curse of peLadon
  the sea deviLs
  
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  ‘It’s a very complicated thing, time, Jo. Once you’ve 
  begun tampering with it, the oddest things start 
  happening.’
  B  synopsis
  Earth, UNIT Era and an alternative 22nd Century.
  On the eve of a summit to prevent a Third World 
  War, a ghostly figure tried to kill Sir Reginald 
  Styles. In the grounds of his house, UNIT found an 
  unconscious soldier, a futuristic disintegrator and a 
  crude time-machine. The Doctor and Jo – who had 
  just met identical versions of themselves when the 
  TARDIS malfunctioned – stayed in the apparently 
  haunted house. Nothing happened that night, but in 
  the morning, three more soldiers appeared from a 
  tunnel in the grounds and attacked.
  The soldiers, who had come to assassinate Styles, 
  imprisoned the Doctor and Jo in the basement. When 
  they were released, Jo grabbed the time machine 
  and threatened to destroy it, but it catapulted her into 
  the 22nd century. Ogrons, a slave race of the Daleks, 
  attacked the house and the Doctor and the soldiers 
  ran to the tunnel. There, a Dalek appeared, and the 
  time machine sent the Doctor and soldiers into the 
  future. One soldier, Shura, was left behind.
  In the 22nd Century, humans were forced to work in 
  mines and factories, as part of the Dalek Empire. The 
  Controller, who worked for the Daleks, had captured 
  Jo, keeping her in luxurious quarters as a ‘guest’. 
  The Doctor was also captured and taken to join her. 
  The Daleks, who had not yet met the Third Doctor, 
  used mind analysis to identify him.
  Before the Daleks could kill the Doctor, the soldiers 
  rescued him. They explained why they had travelled 
  back in time to assassinate Styles. In the 20th century, 
  the peace summit had been destroyed by a bomb, 
  which toppled the Earth into all-out war, leaving 
  it ripe for Dalek invasion. They wanted to change 
  history, by killing Styles, whom they believed had 
  planted the device. The Doctor realized it had in fact 
  been Shura who planted the explosives in an attempt 
  to complete his mission. The assassination, intended 
  to stop the bomb, was in fact achieved by planting the 
  bomb. The Earth was trapped in a paradox.
  The Doctor returned to 20th Century Earth, where 
  Styles’ summit was about to start. As UNIT battled 
  Daleks, who were attempting to preserve their 
  version of history, the Doctor persuaded Shura not 
  to kill Styles with the bomb. Once Styles had left, the 
  house began filling with Daleks and Ogrons pursuing 
  the Doctor, but they were destroyed when Shura 
  detonated the explosives.
  continuity
  The Doctor mentions the Blinovitch Limitation Effect 
  for the first time.
  The Daleks have discovered time travel.
  Dalekanium is the only explosive that works against 
  Daleks. (But don’t confuse it with the identically-
  named Dalekanium, the metal of which Dalek 
  casings are made.)
  B  running the adventure
  It’s time for a paradox. While this adventure starts 
  with a ghost story – indeed, the Doctor and Jo even 
  spend the night in a ‘haunted’ house – it ends when 
  the Doctor realizes that the whole thing is a mistake. 
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  The guerillas travelled back in time to stop a bomb 
  detonating, but ended up detonating the bomb 
  themselves.
  The paradox isn’t the whole story. The adventure 
  contains familiar themes: capture, imprisonment and 
  escape; a gunfight and a peace conference; a bleak 
  future and a totalitarian government; the morally-
  ambiguous Controller and a moral dilemma (is it 
  wrong to kill one person, if it prevents many dying?); 
  and, from Shura, a noble self-sacrifice. 
  Most of all, however, it is about a paradox.
  this time it’s going to be different
  At the start of this adventure, the Doctor and Jo 
  met alternative versions of themselves. It was a 
  reminder that, when you tinker with time, strange 
  things happen. As it turned out, the whole future of 
  Earth was an anomaly in time. (Why didn’t it attract 
  the Reapers? Perhaps the Daleks continually needed 
  to fight them off.) The adventure ended when the 
  Doctor prevented the event that caused the anomaly. 
  How can you write time paradoxes into your 
  adventures? Here’s a tip: don’t try and understand 
  how time works. There is basic guidance in the 
  Gamemaster’s Guide, lots more in The Time 
  Traveller’s Companion, 
  but 
  it’s 
  much 
  more 
  complicated than that. Unless you’re the Doctor – 
  in which case, hello, and we hope you’re enjoying 
  reading about your adventures – you won’t be able to 
  explain time paradoxes.
  Instead, just think of some interesting tricks to play 
  with time. What happens if you save your own father 
  from dying (Father’s Day)? What happens when you 
  meet someone you’ve never met, but who has met 
  you before (Silence In The Library)? What happens if 
  you kill Hitler (Let’s Kill Hitler, of course)? 
  Think, too, of the moral implications. When the 
  Doctor faces a time paradox, it often leads to a moral 
  dilemma. If you could go back and save someone 
  who died, would you do it? Would you kill someone, if 
  you knew that it would save millions of lives? In this 
  adventure, the Doctor didn’t just solve the paradox. 
  He was drawing a moral lesson: often, humans are 
  their own worst enemy.
   
  So think of similar ways to play with time. If you could 
  travel back and live your life again, would you do it? 
  If you went back to the best day in your life, would it 
  be the same? Think of a dilemma. Build a paradox 
  around it. Then throw in some adversaries and you 
  have an adventure worthy of the Doctor.
  We knoW the future noW.
  Do you remember, in A Christmas Carol, when the 
  Eleventh Doctor showed Kazran Sardick his future? 
  (There were lots of pasts and futures involved in that 
  adventure, so it was complicated, but it did happen.) 
  He wasn’t just telling him what would happen. He 
  was warning him what he would become.
  When, in his adventures, the Doctor sees the 
  future of humanity, it is a similar warning. It 
  isn’t just the future: it’s a warning of what 
  humanity might become. In this adventure, 
  the Doctor saw the Earth devastated by war. 
  In The Mutants, he saw the Earth drained 
  of resources. Later, the Ninth Doctor 
  would see humans enthralled by 
  reality television, while the Tenth 
  would find them perpetually 
  sitting in traffic.
  These future versions 
  of humanity are often 
  ruled by powerful, and 
  cruel figures. In this 
  adventure, the Doctor 
  finds humans forced 
  to work under harsh 
  conditions: “There will 
  always be people who 
  need discipline,” the 
  Controller tells the Doctor. Later, 
  in Rise of the Cybermen, the Tenth 
  Doctor found Cybus Industries 
  preying on homeless people. Later 
  still, in The Beast Below, the 
  
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  Eleventh Doctor would meet a society that monitored 
  its citizens closely and punished children when they 
  failed at school. 
  Sometimes, as in The Mutants or The Beast Below, 
  what the Doctor sees is humanity’s real future. 
  Sometimes, as in this adventure, Inferno or Rise 
  of the Cybermen, it is an alternative version. And 
  sometimes the Doctor can put things right. In this 
  adventure, he prevents a war. In The Mutants, he 
  prevents humans oppressing an intelligent alien race. 
  In The Beast Below, it is Amy who puts things right: 
  she stops the government torturing a benevolent 
  creature and stops the Doctor from killing it. 
  When, in the Doctor’s adventures, you describe the 
  future of humanity, make it a bleak one. What you’re 
  saying is: “This is what humanity could become.” If 
  the Doctor and Companions are lucky, they will find 
  a way to put it right.
  it’s aLL on teLLy, you knoW.
  From now on, the media became a regular feature in 
  the Doctor’s adventures. In The Daemons, the Doctor 
  appeared on television for the first time, running 
  past the cameras to the archaeological dig. In this 
  adventure, a television reporter covered the peace 
  conference. Later, in The Sea Devils, the Master 
  would even watch a children’s programme. 
  Try using this in your adventures. From time to time, 
  switch to a television reporter’s point of view. Instead 
  of just describing what’s happening  (“You’re at 
  Styles’ house, where the summit is about to start”), 
  deliver a report to an imaginary camera (“Here, in 
  the heart of the English countryside…”). Have the 
  characters learn about events happening elsewhere 
  by seeing news broadcasts, instead of being told 
  about them second-hand. You can also use the 
  media to introduce new characters. Simply introduce 
  a curious reporter, who is interested in the strange 
  events surrounding UNIT and the Doctor. This, after 
  all, is how Sarah Jane Smith will appear, later in the 
  Third Doctor’s timeline.
  NEw GAdGET – TimE TrANsFErENcE modulE
  A crude time machine, which takes the form 
  of a case packed with electronics. It requires 
  an area that is unchanged in the two time 
  periods it travels between.
  Traits: Vortex (Special Trait), Teleport, 
  Restriction (Can only travel between 
  unchanged areas)
  Cost: 4 Story Points
  NEw GAdGET – dAlEkANium bomb
  A bomb that can destroy Daleks.
  Traits: One Shot, Special (Explosive)
  Damage: 4/L/L
  Cost: 1 Story Point
  further adventures
  •	
  In a crater in Surrey, UNIT investigates a perfectly 
  spherical object, which has fallen from the sky. 
  The Doctor recognizes this as a Void Ship, used 
  to cross between dimensions. Inside is Anat, one 
  of the guerilla fighters, who has escaped from 
  the alternate future of the Dalek Empire into 
  the real world. However, the Void Ship has left 
  a breach, and soon the Daleks follow, intent on 
  spreading their Empire throughout time!
  •	
  When travelling to Earth in the 27th Century, 
  the Doctor instead arrives on a ship filled with 
  alien races, including the Ogrons, Spiridons and 
  Ice Warriors. All are searching for a new home, 
  yet each day, many mysteriously disappear. 
  Quickly, he realizes the ship is a holding pen for 
  immigrants to Earth. Can he convince the new 
  Earth government that the aliens are a benefit, 
  not a threat?
  •	
  In a forgotten corner of Savannah, Georgia, one 
  row of houses lives the same year, over and over 
  again. Why are they in a time loop? Who has 
  placed them there? If released from the loop, 
  what will happen to them?
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  ‘I wanted to save our world. To preserve the old 
  ways. Perhaps I was wrong. I hope so.’
  B  synopsis
  The planet of Peladon.
  On the backwater world of Peladon, delegates 
  arrived to decide whether it should join the Galactic 
  Federation. Yet, when the Chancellor died, the High 
  Priest Hepesh suggested the diplomacy had angered 
  the legendary beast Aggedor. The Doctor arrived, 
  after a test flight that left the TARDIS tumbling 
  down a cliff. The planet’s ruler, also called Peladon, 
  mistook him for the conference’s Chairman and Jo 
  for a Princess. 
  Meanwhile, the delegates experienced several close 
  encounters with death. A statue fell from a ledge, 
  narrowly missing Jo: when she slipped away to 
  investigate, she found an electronic key of Ice Warrior 
  manufacture on the ledge. The Arcturan delegate 
  was attacked: Jo later found a part of its life support 
  system, which had been removed, in the Ice Warrior 
  delegate’s room. Meanwhile, Hepesh’s mute servant 
  led the Doctor into tunnels below the castle. There, 
  he was chased by the beast Aggedor, then escaped 
  through a secret door in a shrine.
  For defiling the shrine, Hepesh demanded the 
  Doctor’s death, but Peladon commuted the sentence 
  to trial by combat. The night before the proposed 
  combat, Hepesh released the Doctor, on condition 
  he leave the planet. In the tunnels, the Doctor met 
  Aggedor, whom he hypnotised using a mirrored 
  attachment to his sonic screwdriver. 
  Instead of leaving, he returned to the conference. 
  Hepesh demanded the trial by combat. The Doctor 
  won, but as he did so, the Arcturan delegate extruded 
  a weapon to shoot him. The Ice Warrior delegate shot 
  the Arcturan, saving the Doctor’s life. 
  Hepesh burst into the throne room with swordsmen, 
  took Peladon hostage, and demanded the conference 
  delegates leave Peladon. However, the Doctor entered 
  with Aggedor, whom he had pacified, and exposed 
  Hepesh’s treachery. When Hepesh tried to take control 
  of Aggedor, the creature attacked and killed him. 
  Before his coronation as King, Peladon asked Jo to 
  stay with him. Instead, she left with the Doctor.
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  continuity
  Jo received her first marriage proposal.
  The Ice Warriors are now committed to peace, but 
  the Doctor suspects them of the murders.
  B  running the adventure
  In an old castle, there is a murder. While the castle’s 
  guests try to unmask the murderer, there are more 
  attempted killings. As the guests investigate, they 
  find clues, many of which are red herrings. Finally, 
  the murderer is unmasked.
  This adventure resembles a classic murder mystery, 
  of the type written by Agatha Christie, whom the 
  Doctor would meet years later (see The Tenth 
  Doctor Sourcebook, The Unicorn and the Wasp). 
  Admittedly, this adventure isn’t totally like a murder 
  mystery: Agatha Christie’s stories rarely include a 
  trial by combat. Moreover, the Doctor doesn’t deduce 
  who the murderer is: instead, the Arcturan delegate 
  reveals himself, by trying to shoot the Doctor. 
  Nevertheless, at heart, this story is about finding a 
  murderer. 
  Try writing your own murder mystery adventures for 
  the Doctor. Simply gather some characters together, 
  in an enclosed location like Peladon’s castle, and 
  announce that a non-player character has died. 
  Plant clues, both false and real, and let the Doctor 
  work out who the murderer is.
  you’LL do no such thing, Jo
  When she first began assisting the Doctor, Jo spent 
  much of her time being attacked or imprisoned by 
  aliens. Now, however, she is growing in confidence. 
  She isn’t simply a victim of circumstances: she helps 
  to push the story forward.
  Let’s list all the interesting things Jo did. At the 
  beginning, she impersonated a princess. After 
  the first attempted murder, she ducked behind a 
  tapestry, crawled to the ledge from which the status 
  had fallen, and found a clue there. After the apparent 
  attack on the Arcturan delegate, she searched the 
  Ice Warriors’ rooms, and found another clue. The 
  Ice Warriors shut her in the room, so she climbed 
  out a window, balanced her way along a ledge on 
  the castle’s exterior, then climbed back in through 
  another window. Later, she chaired the conference.
  It’s easy to forget all this, because Jo is…well…nice. 
  Compared to the Third Doctor’s other companions, 
  Liz and Sarah Jane, she is less hard-nosed and 
  confrontational. Indeed, her niceness is essential 
  to this story: after her capture by the Ice Warriors, 
  they tell her about their renunciation of violence. She 
  believes them, even when the Doctor does not. 
  In your adventures, don’t forget the Companions. 
  While the Doctor is talking, they can slip away to find 
  clues and push the story forward, (see above, for a 
  suggestion about Story Points). Don’t overlook their 
  niceness, either. Often, the Companions’ humanity is 
  a vital counterpoint to the Time Lord’s intelligence.
  i’m very, very fond of you, but i can’t stay
  In this adventure, Jo receives a marriage proposal. 
  The Doctor’s companions often developed romantic 
  attachments: some of them even kissed the Doctor, 
  although it was often unclear whether he liked it. 
  Even the Doctor could get affectionate: the Tenth 
  Doctor was particularly delighted about his ‘snog’ 
  with Madame de Pompadour. 
  In the Third Doctor’s time, there was romance too, but 
  it was more…romantic. The Doctor himself didn’t get 
  involved – he was busy with more important things 
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  – but Jo Grant certainly developed attachments. 
  These involved awkward moments, loving gazes and 
  holding hands. Her budding romances might end in a 
  marriage proposal, but never in a kiss.
  When Jo travels with the Doctor, she often meets a 
  single, attractive man, who is a potential love interest. 
  In The Claws of Axos, it’s the American agent Bill 
  Filer. In Colony In Space, it’s probably Winton, while 
  in the The Mutants, it’s probably Ky. In this adventure, 
  it is Peladon, while in Planet of the Daleks, it is a 
  soldier called Latep. Both Peladon and Latep ask her 
  to come with them, but she refuses: “I’ve got my own 
  world and my own life to go back to”. Finally, in The 
  Green Death, she meets her future husband back 
  on Earth. Throughout these romances, Jo remains 
  in control. It is always her who decides where the 
  relationship is going.
  When Jo is working with UNIT, back on Earth, her 
  potential love interest is Yates. Indeed, Jo begins 
  this adventure “all dolled up for a night out with 
  Mike Yates”, from which the Doctor has dragged her 
  away to test the TARDIS. But it’s unclear whether 
  she is genuinely attracted to him: they have friendly 
  conversations, but no longing gazes or awkward 
  moments.
  So how can you put this into your adventures? Firstly, 
  ask a player if they want a romantic interest. If they 
  do, then ensure there’s a suitable unattached partner 
  for them. It might be another player’s character or it 
  might be a character played by the GM. It will often 
  be Mike Yates.
  As the story progresses, ensure the potential couple 
  are thrown together, while the Doctor is elsewhere. 
  Give Story Points when two romantically-involved 
  characters decide to go off together, leaving the 
  Doctor behind. Finally, at the end of the adventure, 
  let them decide how the romance ends. Will it fizzle, 
  without either of them mentioning it? Or will the love 
  interest ask the Companion to stay with them?
   
  noW, We reJect vioLence
  In this adventure, the Doctor meets the Ice Warriors 
  again. At first, he is worried. Later, when they say 
  they are committed to peace, he refuses to believe 
  them. Finally, one of them saves his life.
  In fact, the Doctor often meets adversaries who 
  claim to be friends. Sometimes, as in this adventure, 
  they mean it. Sometimes, as in The Sea Devils, 
  when the Master claims to be a reformed character, 
  they’re clearly lying. Sometimes, as with the Axons, 
  they’re lying, but the Doctor isn’t immediately sure. 
  And often, as when the Daleks ask for the Eleventh 
  Doctor’s help (Asylum of the Daleks), the truth lies 
  somewhere in the middle.
  Try this in your adventures. Introduce the Doctor 
  to an old adversary, who now claims to be an ally. 
  It’ll surprise your players, giving them a new way to 
  view the creature. It’ll also test their tolerance: can 
  they accept that an adversary, whom they’ve fought 
  before, can change? Don’t push this too much – if you 
  allow a Dalek as a Companion, you’ve probably gone 
  too far – but you can take it a long way. Remember 
  that Strax, a Sontaran, helped the Eleventh Doctor. 
  it’s smashed to pieces!
  Finally, look what happened to the TARDIS in this 
  adventure. At the start, it fell off a cliff, trapping the 
  Doctor on the planet. At the end, it appeared, just in 
  time for the Doctor to leave. 
  This is normal for the TARDIS. At the beginning of 
  the Doctor’s adventures, it is often captured, lost 
  or otherwise made inaccessible to the Doctor. At 
  the end, it appears again. Let’s not wonder why this 
  happens – after all, TARDISes are mysterious things, 
  and often appear when they are most needed – but 
  it is useful. It leaves the Doctor and Companions 
  with no option but to explore the planet, until the 
  adventure is over, when they can leave again. It also 
  prevents the Doctor using the TARDIS to solve any 
  problems that arise.
  Try making the TARDIS ‘disappear’ at the start of 
  your adventures. Perhaps it falls off a cliff, perhaps 
  it is captured, or perhaps it is encased in something 
  impenetrable. Once the Doctor and Companions 
  
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  have finished the adventure, it can appear again, 
  retrieved, released or otherwise ready for its next 
  journey.
  NEw GAdGET – HypNoTic scrEwdriVEr 
  ATTAcHmENT
  While this attachment appears to be a simple 
  revolving mirror, it is, in fact, a finely calibrated 
  device that can stimulate hypnosis. It certainly 
  works on animals. Whether or not it works on 
  humans is at the GM’s discretion: at the very 
  least, it holds their attention.
   
  Traits: Hypnosis (Minor)
  Cost: 2 Story Points
  further adventures
  •	
  In the Scottish mountains, Jo meets a handsome 
  musician and falls in love. When he proposes, 
  she agrees to stay in Scotland. Yet, as the 
  Doctor investigates, he realises the man is not 
  what he seems. Beneath the mountains are a 
  crashed spaceship and an adversary the Doctor 
  has met before. What type of creature is the 
  musician? Can the Doctor persuade Jo before 
  it is too late?
  •	
  Insisting on a seaside holiday, Jo takes the 
  Doctor to North Wales, but the view is spoilt by 
  a new plastics factory. The Doctor, unable to 
  prevent himself investigating, finds no humans 
  working within the factory at all. It emerges that 
  the plant is staffed by Autons, controlled by a 
  Nestene Consciousness that claims only to want 
  peace with humankind. Does the Doctor believe 
  it? Or is there something darker afoot?
  •	
  In a remote English country house, the British, 
  American and Chinese governments are about to 
  sign a treaty on the disposal of nuclear missiles. 
  Despite UNIT’s heavy guard, an American aide 
  dies. Over the next few days, there are other 
  attempted murders. Which alien race is behind 
  this? Can the Doctor figure it out before the 
  treaty is abandoned?
  aggedor
  aWareness
  4
  presence
  1
  coordination
  1
  resoLve
  3
  ingenuity
  1
  strength
  6
  skiLLs
  Fighting 5, Survival 3
  traits
  Alien Senses (Minor): When there are humans 
  about, Aggedor can smell them out.
  Fear Factor 2: While Aggedor is not actually 
  malevolent, he is frightening to look at.
  Armour (Minor): Hide reduces injury by five 
  levels.
  Enslaved: Aggedor is easily captured and 
  turned to malevolent ends.
  Weakness (Gentleness): Perhaps this isn’t 
  really a weakness, but if you can calm Aggedor 
  down, he responds well. He only fights because 
  he is trapped and frightened.
  story points: 4
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  ‘What idiot ordered an all-out attack, just as I was on 
  the verge of finding a peaceful solution?’
  B  synopsis
  Earth, UNIT Era.
  While visiting the Master in his prison, an island 
  fortress, the Doctor heard that ships were 
  mysteriously disappearing. Even lifeboats had 
  been sunk, with their bottoms charred in a strange 
  pattern. To investigate, the Doctor visited the nearby 
  Naval Research Station, where he met the brusque 
  Captain Hart, then went to the Sea Fort around which 
  the ships had sunk.
  At the Sea Fort, the Doctor and Jo found a worker’s 
  corpse, together with his workmate, who raved 
  about ‘Sea Devils’. Exploring the fort, the Doctor met 
  a Silurian-like amphibious creature, which chased 
  him. As it burned through a door towards him, the 
  Doctor electrocuted it with an ingeniously-placed 
  wire, and it fled. He radioed for help and the Navy 
  rescued him and Jo in a helicopter.
  The Master had escaped from the prison, having 
  hypnotized the guards and the governor, Trenchard. 
  He stole supplies from the naval base, but was 
  spotted by Jo. He then returned to the prison, where 
  the Doctor challenged him. The two picked up swords 
  and dueled, until Trenchard appeared and arrested 
  the Doctor. However, Jo sneaked into the base and 
  helped the Doctor escape.
  As the Doctor and Jo ran towards the sea, the Master 
  used a device to summon the Sea Devils, one of whom 
  emerged from the surf. They travellers ran into a 
  minefield, using the sonic screwdriver to detect the 
  mines. When the creature chased them, the Doctor 
  detonated a mine with the screwdriver, sending the 
  creature scurrying back into the sea. 
  Meanwhile, a Navy submarine had been captured by 
  the creatures. To investigate, the Navy lowered the 
  Doctor, in an observation chamber, to the seabed. 
  When the chamber returned to the surface, the 
  Doctor had gone. In fact, he had entered the Sea 
  Devils’ underground base, where he attempted to 
  persuade the creatures to share the Earth with 
  humans. The Master, having also found the base, 
  urged the creatures to attack. Just as the creatures 
  were about to agree a truce, the Navy, under orders 
  from the politician Walker, bombed the base. The 
  Doctor escaped in the captured submarine, firing 
  torpedoes to break through a force field. 
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  Back on shore, the creatures attacked the naval 
  base, capturing the Doctor and taking him back 
  underwater to their base. Jo and Captain Hart, under 
  siege in the base, escaped through a ventilation shaft, 
  then commandeered a hovercraft. Hart returned with 
  marines, who assaulted the base.
  Down in the Sea Devils’ undersea base, the Master 
  forced the Doctor to build a machine to revive other 
  colonies of the creatures. However, the Doctor 
  adapted the machine, so that it exploded, destroying 
  the base. The Time Lords both escaped and the 
  Master eluded recapture with a hovercraft.
  continuity
  Jo can pick locks, ride a motorcycle and drive a 
  hovercraft.
  The sonic screwdriver can detect and detonate mines.
  The Master won’t say where his TARDIS is.
  B  running the adventure
  In this adventure, the Doctor played detective. For 
  the first part of the story, he simply followed a trail 
  of clues to the creatures. At the prison, he heard that 
  ships were disappearing, so he headed to the Naval 
  Research Station. There, he realised that the ships 
  had sunk around a sea fort. At the sea fort, he found 
  the workers, who told him about the Sea Devils. 
  After a break to pursue the Master, he went to the 
  creature’s undersea base.
  Thus, the trail of clues led through a chain of 
  locations: from the prison, to the Naval Research 
  Centre, to the Sea Fort, to the creatures’ undersea 
  base. When the Sea Devils fight back, they attack 
  these locations one by one.
  For an investigative adventure, then, try building a 
  chain of clues to the adversary. Start with a mystery, 
  weave a trail through various locations and end in the 
  adversary’s base. When the adversary attacks, run 
  through these locations in approximate reverse order.
  this is a different species, compLeteLy adapted
  The Sea Devils are like Silurians, but they come from 
  the sea. This makes it easy to plan an adventure 
  around them: take everything you know about the 
  Silurians and give it an aquatic spin.
  Indeed, the Doctor has occasionally met different 
  versions of his previous adversaries. When the 
  Second Doctor faced the Cybermen, he also 
  encountered smaller, stealthier Cybermats. When 
  the Eleventh Doctor met the Minotaur, he recognised 
  it as being related to the Fourth Doctor’s adversary, 
  the Nimon. And, throughout his many encounters 
  with the Daleks, the Doctor has seen them take 
  many different forms.
  So, when you plan an adventure, try taking an existing 
  adversary, but changing it. What would a Silurian-
  like race from the desert be like? How about a cousin 
  species of the Ice Warriors, which have adapted to 
  live on Pluto? Could Cybermen be adapted to go 
  under the sea? What does a Pyrovillian made of 
  sound do?
  can you Lend me some transport?
  When the Third Doctor doesn’t use his TARDIS, he 
  is happy to use other means of transport. In fact, he 
  is more than happy: he is dangerously enthusiastic. 
  Whenever he is chasing or being chased, he always 
  finds an interesting form of transport to assist him.
  Here are the modes of transport used in this 
  adventure. On land, there is a buggy, a motorcycle, 
  a horse and a Land Rover. In addition, the Doctor 
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  and Jo abseil down a cliff. In the air, there is a rescue 
  helicopter. On the sea, there are ships, boats, jet-
  boats and hovercraft. Under the ocean, there are 
  submarines and diving bells. All in all, it’s surprising 
  the Doctor didn’t find a way to scuba dive.
  Often, the Doctor uses these vehicles to chase or be 
  chased. While driving Bessie in The Daemons, he 
  is chased in a UNIT helicopter. It tries to force him 
  into a wall of heat. Instead, by driving brilliantly, the 
  Doctor forces the helicopter into the heat, destroying 
  it. Fill your adventures with the Third Doctor with 
  vehicles. Whenever the Doctor is escaping or chasing 
  someone, give him something to drive. Do the same 
  with the companions: in this adventure, Jo drove both 
  a motorcycle and a hovercraft. Don’t just make the 
  characters run for their lives. Make them drive.
  Leave the navaL side of the 
  operation to me, doctor
  Neither the Brigadier nor UNIT appear in this 
  adventure. Yet, in all but name, they are both present 
  and correct. 
  sea deviL
  aWareness
  3
  presence
  4
  coordination
  2 (on land) 
  5 (in water)
  resoLve
  4
  ingenuity
  4
  strength
  4
  skiLLs
  Fighting 4, Marksman 4, Science 2, 
  Technology 2, Survival 3
  traits
  Fear Factor 2: They are lizards, crawling out 
  the sea towards you, and that’s frightening.
  Environmental (Major): They can live 
  underwater.
  Armour (Minor): Scales reduce injury by five 
  levels.
  Weakness (Major) - High frequency sound: 
  High frequencies make Sea Devils unable to 
  take any other actions than walking slowly.
  tech LeveL: 6  
  story points: 4
  hart
  aWareness
  4
  presence
  4
  coordination
  3
  resoLve
  3
  ingenuity
  4
  strength
  3
  skiLLs
  Convince 3, Fighting 3, Marksman 4, Science 1, 
  Technology 1, Survival 1
  traits
  Brave 
  By the Book
  Code of Conduct (Minor): Royal Navy protocol.
  Friends (Major): (Royal Navy) 
  Indomitable 
  Military Rank: (Captain)
  Obligation (Major): (Royal Navy)
  Quick Reflexes 
  Unadventurous (Minor)
  Voice of Authority
  story points: 7
  
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  Throughout The Sea Devils, Hart takes the role of 
  the Brigadier. In fact, he resembles the Brigadier 
  just after the Doctor joined UNIT. He stands for no 
  nonsense from the Doctor, brushing aside his pleas 
  and his ludicrous claim that Horatio Nelson was a 
  personal friend. Like the Brigadier, he fights for 
  what is right, but frustrates the Doctor at all the right 
  moments. 
  His Marines, meanwhile, take on UNIT’s role. Like 
  UNIT, they arrive at the end of the adventure and 
  begin shooting the creatures. They battle for the 
  Research Facility, while the Doctor is in the undersea 
  base, engineering a technological solution.
  So, when a familiar character is absent, don’t 
  be afraid to replace them with someone similar. 
  Try replacing the Doctor, for an adventure, with 
  Professor Jones from The Green Death. Try replacing 
  the Master with the Rani. Or, as in this adventure, 
  replace the Brigadier with another military figure: 
  perhaps someone from the Royal Air Force, the SAS 
  or Torchwood. 
  you haven’t seen the quaLity of my 
  footWork yet
  We’ve seen the Doctor battle the Master before, but 
  not like this. In this adventure they duel, with swords 
  snatched from the prison wall. Throughout the duel, 
  the Doctor is honourable (he returns the Master’s 
  sword, allowing him to fight on) and the Master is not 
  (he suddenly throws a knife). Throughout the duel, 
  they taunt each other. (Admittedly, when the Doctor 
  takes a bite of the Master’s sandwich, he is perhaps 
  going too far.) It’s an exciting moment, which takes 
  their relationship to a new level. We have seen them 
  exchanging words and blows before. Yet this duel is 
  perfectly suited to their style of interacting: deadly 
  yet honourable.
  How can you use duels in your adventures? The most 
  obvious way is to ensure there are weapons nearby 
  whenever a player and a significant opponent are 
  talking, in case the conversation goes awry. Or let 
  the player pay a Story Point so that there is a pair of 
  weapons handy.
  Think, too, of other ways in which the Doctor and 
  Master could duel. In this adventure, we saw them 
  fighting with swords. Could they fight with guns, in 
  a dusty town in the American West? Could they fight 
  with lasers? What about a trial by combat, like the 
  one in The Curse Of Peladon, but with the Doctor 
  facing the Master?
  NEw GAdGET – sEA dEVil GuN
  When used as a weapon, this acts as a laser 
  pistol (4/L/L). It can also be used to burn 
  through walls and doors, even those made of 
  thick metal.
  Traits: Special (Cuts through material).
  Cost: 2 Story Points
  further adventures
  •	
  In the London docks, the inbound ships are 
  arriving late or not at all. Those that arrive report 
  mermaids and sea creatures attacking them. As 
  the Doctor investigates, he finds a triangle of 
  water in the North Sea, through which few ships 
  pass unscathed. Is this another city of the Sea 
  Devils? Or another species entirely?
  •	
  On the Kent coast, a tramp’s body is found 
  washed up on a beach, with various parts of his 
  body infused with metal wires. As the Doctor 
  investigates, more bodies are found and more 
  people go missing. While the Doctor consults 
  with the local Coastguard, Jo stays by the beach 
  to watch. As she does, a patrol of Cybermen 
  wades from the water, their suits encased in 
  plastic. Where, under the waves, do they come 
  from? And why are they abducting humans?
  •	
  In the American West, the mining town of Maestro 
  is lawless and uncivil. Or, rather, it was, until a new 
  Sheriff came to town. Known only as the Sheriff, 
  he keeps ruthless order, while he supervises 
  the town’s mining operations. When the Doctor 
  arrives, he recognises him as the Master. What 
  does the Master want in the mines? And will the 
  Doctor accept his challenge to a duel?
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  ‘It is the language of the old ones. No one 
  remembers. All our culture has been destroyed by 
  the Overlords.’
  B  synopsis
  The planet of Solos, 30th century.
  A capsule materialised beside the Doctor. It was an 
  urgent message from the Time Lords, which would 
  only open for the intended recipient. The Time Lords 
  had programmed the TARDIS with the capsule’s 
  destination, so the reluctant messenger had little 
  choice but to go along with their plans. He and Jo 
  arrived at Skybase, a space-station above Solos. This 
  irradiated planet, whose inhabitants suffered strange 
  mutations, was ruled by an Administrator from the 
  Earth Empire and had been brutally oppressed.
  With the Earth Empire in decline, the Administrator 
  was preparing to give the Solonians their 
  independence. This did not sit well with other 
  members of the administration, especially the 
  Marshall (the military commander).  
  The Administrator was assassinated before he could 
  complete the transition of power. As Ky, a Solonian, 
  ran from the conference where the killing had taken 
  place, he met the Doctor and the capsule began to 
  open: its message was for him. Seizing Jo to dissuade 
  attack, Ky escaped by Transmat to the planet below. 
  Insect-people, whom Ky explained were mutated 
  Solonians, sometimes referred to as ‘Mutts’, attacked 
  them as they fled into a cave system.
  With the Administrator dead, the Marshal assumed 
  military control of the station. After becoming 
  entangled in the byzantine politics of Skybase, the 
  Doctor escaped by blowing the space station’s power 
  supply.  He found Ky and Jo in the mines, and the 
  capsule opened revealing ancient carved tablets. 
  Deeper in the mines, they found Sondergaard, an 
  exiled scientist, who helped decipher the tablets. 
  They indicated that the Solonians were not mutating, 
  but metamorphosing into a new form. Deeper 
  in the caves, they found a cathedral-like cave of 
  radiation, containing a gemstone. Meanwhile, the 
  space-station’s scientist, Jaeger, began bombarding 
  the planet with rockets, in an attempt to make the 
  atmosphere breathable for humans. The side effect 
  would be the genocide of the Solonians.
  Back in the space station, an Investigator from Earth 
  was due to arrive. When the Doctor returned there, 
  the station’s Marshal held him prisoner, but he and Jo 
  were able to tell the Investigator about the Marshal’s 
  brutal rule and Jaegar’s genocidal experiments.
  While the Investigator sought evidence to back up 
  their claims, the Marshal sealed the Doctor in the 
  laboratory with Jaegar and forced him to work on 
  making the Solonian atmosphere breathable for 
  humans. The Doctor realised that the crystal from 
  the radiation cave was a catalyst, which would 
  transform Solonians to their full metamorphosed 
  form. He sabotaged a machine, which exploded and 
  killed Jaeger.
  When Ky came into contact with the crystal, he 
  transformed into a fully-mutated Solonian: a 
  beautiful, floating and ethereal creature. He floated 
  through the Skybase’s walls to the Marshal and 
  killed him. With the conflict over, the Earth forces 
  prepared to withdraw the Skybase back to their home 
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  world, and the Solonian people completed their next 
  evolutionary step with the help of Sondergaard and 
  the gemstone.
  continuity
  Jo told the Doctor: “You need me to look after you.”
  In this adventure, ‘Particle reversal’ can do almost 
  anything, from turning the Time Lords’ capsule 
  inside out to making the atmosphere breathable.
  The Marshal’s plan for Solos – making the 
  atmosphere breathable to humans, but poisonous to 
  Solonians – is almost identical to the Silurian’s plan 
  for Earth.
  B  running the adventure
  Many of the Doctor’s adventures start with a 
  message. Often, it’s a distress call: the Tenth Doctor 
  received messages on his psychic paper (Silence in 
  the Library), while the Eleventh Doctor received a 
  hypercube asking for help (The Doctor’s Wife).
  In this adventure, however, the Doctor is the 
  messenger. In fact, the whole adventure is structured 
  around the Time Lords’ message capsule. The story 
  begins when he receives the capsule. He takes the 
  capsule to the Solos space station. Once there, he 
  must find who the message is for. Then he must 
  decipher the message. Once he has done that, he 
  must act on the message to solve Solos’ problems.
  Try using similar messages to start your own 
  adventures with the Doctor. At the start of the story, 
  a message capsule materialises and the TARDIS 
  begins flashing. The Doctor arrives somewhere in 
  space and time – perhaps a planet, a space station 
  or somewhere in Earth’s history – with a problem 
  that needs his help. First, however, he must find 
  the capsule’s recipient and decipher the message 
  inside. When he does, he will find the solution to the 
  problem. The question is: can he act on the message 
  and solve the problem?
  this is Like that. do you see?
  It’s funny how history repeats itself. However far the 
  Doctor travels, he often finds events that resemble 
  those from Earth’s past. Perhaps humans never 
  learn. Or perhaps there are strange connections, 
  within time, that only the Doctor would understand.
  For example: when the Doctor last visited Peladon, 
  he found a small planet negotiating to join a 
  galactic Federation. It was remarkably similar to 
  the situation he had just left on Earth, where Britain 
  was negotiating to join the European Economic 
  Community. When the Doctor next visited Peladon, 
  he found a miner’s strike, which again resembled one 
  back on Earth. Later, the Fifth Doctor, who tended to 
  visit Earth in the 1980s, would negotiate between two 
  superpowers, rather like those that dominated the 
  planet in that decade.
  In this adventure, the Third Doctor suggests that 
  Earth’s 30th Century Empire resembles the ancient 
  Roman Empire. But, as he must have realised, there 
  is a closer analogy. Earth’s Empire tried to dominate 
  Solos by force, while extracting its resources, but 
  finally granted its independence. This strongly 
  resembles the British Empire’s 19th Century 
  domination of India. This resemblance is striking: 
  for example, both Solos and India have ancient stone 
  carvings, whose inscriptions were only recently 
  deciphered.
  When you write adventures in the future, then, try 
  using history or current events to inspire you. Either 
  read the news or learn about a historical period, then 
  create a planet in a similar situation. Change the 
  names, both of the place and the people on it. Then 
  add an adversary and some type of monster.
  Remember, too, that the Third Doctor liked 
  moral dilemmas. He didn’t just repeat history. He 
  questioned it. For example, in this adventure, he 
  challenged Earth’s domination of Solos. When you 
  plan an adventure for the Third Doctor, then, don’t 
  simply celebrate history. Choose a period of history 
  and question it.
  Who sent you?
  The Doctor is often mistaken for someone else. The 
  First Doctor was mistaken for a gambler, the Fifth 
  was mistaken for a cricketer, while the Tenth made 
  frequent use of his psychic paper to take various 
  identities. The Third Doctor, however, liked to be 
  mistaken for important people.
  
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  In this adventure, he claimed to be from the “Overlord 
  Centre”. This ruse backfired, since the Marshal 
  assumed he was there to snoop, and locked him up. 
  In The Curse of Peladon, the Doctor was mistaken 
  for the Chairman of the conference. This worked 
  better: the false identity wasn’t penetrated until the 
  adventure was over. The Doctor seemed to like it, 
  too: “You love all that chairman delegate stuff,” Jo 
  observed, “Admit it.”
  In your adventures, when people meet the Doctor, 
  ask yourself: who would they think he is? A Health 
  and Safety inspector? A professor? Perhaps they 
  mistake the Doctor for that character. Or perhaps 
  they ask the Doctor who he is, letting him claim any 
  identity he chooses. 
  This might mean that, throughout the adventure, 
  the Doctor is known by another name. For example, 
  in The Doctor, The Widow and The Wardrobe, the 
  Eleventh Doctor claimed to be a caretaker. Throughout 
  the adventure, he was called ‘Caretaker’, rather than 
  ‘Doctor’. In a similar way, when the Seventh Doctor 
  visited an alternate universe Arthurian Britain, he 
  was thought to be Merlin. When a player is playing 
  the Third Doctor, let them donate a Story Point to 
  be mistaken for someone powerful. For example: in 
  a University, the Doctor might normally be mistaken 
  for an eccentric professor. However, for a Story Point, 
  he could be mistaken for a famous researcher, while 
  for two points, he would be mistaken for the new Vice 
  Chancellor.
  Sometimes, the Doctor reveals his true identity during 
  the adventure. Sometimes, however, he maintains 
  his assumed identity until the end. When he does, he 
  often needs to slip away quietly, before he is revealed 
  as an imposter. In The Curse of Peladon, he leaves 
  just as the real Chairman arrives. In this adventure, 
  when asked to provide a full account of his actions, he 
  excuses himself and escapes in the TARDIS.
  We’LL aLL be done for!
  In this adventure, there is an exciting cliffhanger 
  (see The Gamemaster’s Guide, p136). The Marshal 
  had sealed Jo, Ky and a guard inside a refueling 
  chamber. They realised that, when the Investigator’s 
  ship refuelled, fuel would flood the chamber and 
  drown them.
  When you run adventures, try ending a game session 
  at a moment like this. Leave everyone wondering 
  whether the characters will survive. Then, when you 
  start the next session, decide whether the cliffhanger 
  still seems important. If it doesn’t, let it fizzle away. 
  This often happens in the Doctor’s adventures: for 
  example, in The Sea Devils, there is a cliffhanger 
  when the Master throws a knife, during a duel with 
  the Doctor. However, the knife misses, and so the 
  cliffhanger simply fizzles away.
  However, if the cliffhanger still seems exciting, let 
  the characters escape it. In this case, Jo, Ky and the 
  guard crawl through the refueling tube to escape, 
  just before the fuel is pumped in. 
  NEw GAdGET – TimE cApsulE
  This container is a ball, composed of dark 
  panels, and impervious to normal weapons. 
  It only opens for the intended recipient, 
  although, at your discretion, Jiggery Pokery 
  may temporarily reveal the contents.
  Traits: Immunity (All weapons), Restriction 
  (Only opens for recipient)
  Cost: 2 Story Points
  further adventures
  •	
  When the Ninth Doctor sees a Time Lord 
  capsule materialise beside him, he is mystified, 
  knowing that all the Time Lords are dead. The 
  TARDIS takes him to Victorian London, where, 
  as he approaches the slums, the capsule grows 
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  active. In an old market, the capsule opens for a 
  Becky, a young servant girl. Inside is a distress 
  message, explaining that the capsule originates 
  from a time loop. But who is trapped within the 
  loop? And what can Becky do to break the loop?
  •	
  In the 31st Century, the Doctor visits the planet 
  Udanum, where the inhabitants are addicted 
  to a narcotic. When the Doctor investigates, he 
  finds the narcotic is sold by ships from Earth, 
  and recognises echoes of the British Empire’s 
  trade with China. Can he stop the trade, before 
  the inhabitants clash with the merchant ships?
  •	
  Arriving at an agricultural colony, the Doctor is 
  mistaken for an Adjudicator. There, the human 
  colonists claim their lands are under attack by 
  creatures from a nearby cave-system. When the 
  Doctor investigates, he realises the attacking 
  creatures are the original inhabitants of the 
  planet. How will he use his power? Will he reveal 
  his true identity?
  soLonian mutants/ mutts
  aWareness
  4
  presence
  2
  coordination
  2
  resoLve
  3
  ingenuity
  2
  strength
  4
  skiLLs
  Fighting 4, Survival 3
  traits
  Fear Factor 1: Being attacked by humanoid 
  insects is scary.
  Armour (Minor): Chitin reduces injury by five 
  levels.
  Natural Weapon (Minor): Mandibles 2/5/7 
  Shapeshift (Special – Crystal catalyst) : 
  Proximity to the gemstone enables the Solonian 
  mutant to complete their transition to their 
  evolved form.
  Networked (Major): They seem to have a hive 
  mind, which may be a shared consciousness or 
  simply extreme sensitivity to other mutants.
  story points: 2-4
  evoLved soLonian
  aWareness
  6
  presence
  7
  coordination
  5
  resoLve
  4
  ingenuity
  4
  strength
  3
  skiLLs
  Convince 3, Fighting 4, Marksman 5, Science 3, 
  Technology 3, Survival 1
  traits
  Environmental (Minor): Radiation
  Flight (Minor): The angelic Solonian form can 
  slowly glide.
  Special (Intangible): The evolved Solonian 
  passes directly through walls.
  Immunity (Major): Physical attacks.
  Natural Weapon: Disintegration L (0/L/L)
  story points: 4
  
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  ‘We’ve seen the last of the Doctor. Buried for all 
  time under the ruins of Atlantis. You know, I think 
  I’m going to miss him.’
  B  synopsis
  Earth, UNIT Era and Atlantis.
  At the Newton Institute, the Master was conducting 
  time experiments with the assistance of two 
  scientists, Ruth and Stu. Disguised in a radiation 
  suit, he demonstrated his apparatus to the Brigadier 
  and others. It overloaded, causing Stu to prematurely 
  age and hallucinate Kronos, a flaming monster. 
  Meanwhile, the Doctor had dreamed about the 
  Master and knew he had returned. He built a time 
  sensor, which led him to the Institute. Yet, when he 
  arrived, the Master had escaped.
  Later, the Master returned to restart the experiment. 
  This time, the apparatus summoned Krasis, a priest 
  from Atlantis, who gave the Master a sacred seal. The 
  Master then summoned the creature Kronos, which 
  he controlled using the seal. In an attempt to disrupt 
  the experiment, the Doctor built a contraption from 
  a bottle, an ashtray, forks and tea-leaves, but the 
  Master overloaded it.
  As UNIT approached the Institute, the Master 
  summoned a jousting knight, a Roundhead army 
  and a German flying bomb through time to attack 
  them. When the Brigadier and his soldiers finally 
  reached the Institute, the experiment’s time-field 
  froze them in time. The Master entered his TARDIS 
  and set course for Atlantis, to find the original 
  Crystal of Kronos which he thought would allow him 
  to control the Chronovore. However, the Doctor had 
  locked their TARDISes together, so that each TARDIS 
  was inside the other. After a verbal battle over the 
  TARDIS’ communication systems, the Master ejected 
  the Doctor into the Time Vortex. Jo pulled the TARDIS’ 
  Extreme Emergency lever and rescued him.
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  Once in Atlantis, the Master asked King Dalios 
  for the crystal. The King told him it was kept in a 
  labyrinth, guarded by a Minotaur, but refused to give 
  it to the Master. Instead, the Master allied with his 
  queen, Galleia. Overhearing them talking about the 
  labyrinth, Jo headed there. Krasis threw her inside, 
  where she saw the Minotaur. The Doctor rescued 
  her, using his cape like a bullfighter. Together, they 
  found the crystal. When they returned, the Master 
  had assumed power over Atlantis. However, when 
  the Doctor challenged him, he released Kronos, 
  seized both Jo and the crystal, and then escaped in 
  his TARDIS. The Doctor threatened that, if the Master 
  did not destroy the crystal, he would ‘time ram’ their 
  TARDISes, destroying them both. When he hesitated, 
  Jo grabbed a control on the Master’s TARDIS and 
  initiated the time ram.
  They all found themselves on the boundaries of 
  reality, facing Kronos. The Chronovore had been 
  freed from its crystalline prison by the ram, and 
  appreciated the Doctor’s role in its release.While 
  Kronos wanted to keep the Master in torment, the 
  Doctor asked for his freedom and had his wish 
  granted. The Master feels no such debt of gratitude 
  and escapes into his TARDIS.
  continuity
  Bessie has a Super Drive, which allows her to go 
  faster and brake safely.
  Outside space-time is a “place that is no place”, 
  where time-eating Chronovores live.
  The Master can impersonate voices.
  When two TARDISes occupy exactly the same space, 
  a Time Ram occurs, which may destroy both of them 
  or catapult them somewhere else.
  When the Doctor was a child, he lived on a house 
  halfway up a mountain, on which a hermit lived.
  There may be more than one Atlantis. The Second 
  Doctor apparently flooded the city in The Underwater 
  Menace, while in The Daemons, Azal claimed Atlantis 
  was a failed experiment. 
  B  running the adventure
  This is an epic duel between the Doctor and the 
  Master, which takes them from England to Atlantis 
  and the borders of reality. It begins when the Doctor 
  dreams of the Master. The Doctor tries to find him, 
  but he escapes. They verbally joust in their TARDISes 
  and then arrive in Atlantis, where they both attempt 
  to seize a crystal. Finally, the Doctor rams the 
  Master’s TARDIS, then spares his life.
  How would you run this in your game? If you want 
  a real challenge, try using both the Doctor and 
  the Master as player characters. The Master is 
  searching to find the crystal, while the Doctor is 
  trying to stop the Master. The search takes them to 
  Atlantis, where one of them finds the crystal. If you 
  want to feature a long-running duel with characters 
  designed by your group of players, it is a good idea 
  to create these rivals at the same time, so that their 
  stories can be seamlessly woven together. A shared 
  history of competitive rivalry really brings this kind of 
  relationship to life.
  Remember all the different ways the Doctor and 
  Master can interact. They can fight: when they 
  fight with words, it’s a social conflict; when it’s 
  with fists, it’s a physical conflict; and when they 
  duel with TARDISes, it’s a mental conflict. They can 
  work together: especially if the Master captures the 
  Doctor and forces him to do so. And, invariably, when 
  the two are together, one will escape. Use Story 
  Points to reward these things: for example, give a 
  Story Point whenever the Doctor allows the Master 
  to flee. Indeed, if you are brave, you could use the 
  Master as a player character in other adventures. 
  His investigations often parallel those of the Doctor. 
  
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  For example, in The Sea Devils, he is also trying to 
  find the creatures that sank the ships. Naturally, his 
  motives are different: he wants to use them to take 
  over the Earth.
  For a more conventional game, run the adventure 
  as a chase. Let the Doctor locate the Master’s 
  experiment at the Newton Institute. When he does, 
  the Master disappears in his TARDIS. Both then arrive 
  in Atlantis, where the Doctor must find the crystal 
  before the Master does. Along the way, let them fight 
  in their TARDISes. If you have a large number of 
  players, use Ruth and Stu as player characters and 
  let them come to Atlantis.
  Be careful with two particular moments in the 
  adventure. Firstly, when the Master first shows his 
  experiment to the Brigadier, disguised in a radiation 
  suit. If this happened in your game, players would 
  instantly suspect something was wrong. Either 
  omit the demonstration or let Ruth and Stu conduct 
  it. The second moment is when the Brigadier and 
  UNIT are trapped in the time vortex. When you’re 
  a player, having your character frozen in time isn’t 
  much fun: only do it for a short time or to non-player 
  characters.
  Finally, note the Doctor’s jiggery-pokery with the 
  bottle, ashtray and forks, intended to stop the 
  Master’s experiment. It just shows that you don’t 
  need electronics for technological wizardry.
  you’ve as much right as he has.
  In this adventure, the Doctor meets Ruth, who has 
  strong opinions about Women’s Liberation. It is also 
  an adventure in which the Doctor and Master spend 
  most of their time duelling while Jo, who in recent 
  adventures had piloted a hovercraft, balanced along 
  ledges, picked locks and rescued the Doctor, spends 
  much of the time waiting to be rescued. Should any 
  of this be reflected in games set in the Third Doctor’s 
  era? 
  The short answer is no. It’s no fun to have to sit around 
  while other people do the exciting stuff. Everyone 
  is free to play whatever character they want, and 
  everyone gets to participate equally in the adventure. 
  Even when characters find themselves in socially 
  restrictive settings or time periods, there is no reason 
  to limit a character’s actions – Madame Vastra and 
  Jenny care little for public opinion, and Ace gets 
  some disapproving looks but it doesn’t stop her from 
  grabbing her baseball bat and clobbering Daleks.
  time isn’t smooth
  Through his experiment, the Master plays many tricks 
  with time. First, he summons a knight, a doodlebug 
  and an army to fight UNIT. Secondly, his experiment 
  slows time down, even freezing the Brigadier in place.
  Try using these tricks in your adventures. Bring 
  things from the past to fight in the modern day: for 
  NEw GAdGET – ExTrEmE EmErGENcy lEVEr
  When pulled, the Extreme Emergency lever 
  prompts the TARDIS to take suitable action. What 
  that action is, of course, depends on the situation 
  and the TARDIS’ mood at the time.
  Traits: Special (TARDIS chooses action)
  Cost: 1 Story Point
  NEw GAdGET – TimE sENsor
  This electronic device detects disturbances in 
  the time field. Because it indicates both direction 
  and magnitude, it can be used to detect TARDISes 
  within approximately a hundred miles.
  Traits: Transmit 
  Cost: 3 Story Points
  NEw GAdGET – TimE Flow ANAloGuE
  Constructed from mundane objects, the Time 
  Flow Analogue creates a form of jamming signal, 
  which affects anything that deals with time. It is a 
  trivial device, more suitable for Gallifreyan pranks 
  than serious applications, but can nevertheless 
  cause an effective disturbance or delay.
  Traits: One Shot, Vortex
  Cost: 1 Story Point
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  example, Vikings, highwaymen or tanks. Indeed, 
  as we’ll see shortly, the adventure Invasion of the 
  Dinosaurs is all about time-travelling monsters. 
  There are many reasons these things might travel 
  through time: perhaps some sort of technology, such 
  as a time transference module (Day of the Daleks) 
  is responsible; perhaps a race, such as the Daleks, 
  Sontarans or Weeping Angels, is playing tricks with 
  time. 
  Secondly, use Time Fields as a new and interesting 
  way to challenge characters. If the character doesn’t 
  realise what is happening fast enough (a Mental 
  conflict), they are caught within the Time Field. 
  At first, they are slowed, getting a -2 penalty to all 
  Physical rolls. Later, at your discretion, they may be 
  frozen completely (although you should always give 
  them a chance to escape soon afterwards).
  further adventures
  •	
  The TARDIS lands on a planet whose atmosphere 
  induces hallucinations. Within his hallucination, 
  the Doctor must duel his darker self, the Dream 
  Lord, for his freedom. As he searches for the 
  Dream Lord, the Doctor hallucinates locations 
  and events from his past. What will he see? What 
  temptations will the Dream Lord put in front of 
  him? And how will the Doctor finally defeat the 
  Dream Lord: with words, with his mind or with 
  some more physical solution?
  •	
  In an English seaside town, business is slow. 
  Indeed, everything is slow. The clocks are slowly 
  edging towards a standstill, while the sun crawls 
  through the sky. As the Doctor breaks from his 
  holiday to investigate, he realises something 
  lies beneath the sea. It is another Atlantis and, 
  within, is another fragment of crystal. Who 
  guards this Atlantis? Is it one of the Doctor’s old 
  adversaries?
  •	
  When the Doctor is lost in the time vortex, River 
  Song must step into his shoes – and his TARDIS 
  – to bring him back. Which former companions 
  will she assemble to find him? Which of the 
  Doctor’s adversaries placed him in the time 
  vortex? And can she, in fact, pilot the TARDIS 
  better than he ever could?
  kronos
  aWareness
  6
  presence
  8
  coordination
  4
  resoLve
  10
  ingenuity
  7
  strength
  5
  skiLLs
  Convince 3, Fighting 4, Knowledge 6
  traits
  Alien
  Shapeshift (Special Alien Good Trait): Kronos 
  can adopt any form it wishes.
  Fear Factor 2: When Kronos wishes to scare, it 
  appears as a shining, ethereal bird.
  Natural Weapon (Major Trait, Claws): 4/L/L
  Weakness: Kronos can be controlled by the 
  High Priest’s Seal, but is likely to exact revenge 
  thereafter.
  Immortal (Special Alien Good Trait): Kronos is 
  eternal, living beyond time.
  Immunity (Bullets)
  Flight (Minor Alien Trait): Kronos glides on its 
  ethereal wings.
  Consume (Special Alien Trait): If Kronos wins 
  a Fighting test against a foe, it can choose to 
  consume that foes’ timeline. Doing so erases the 
  victim from time; Kronos then adds the victim’s 
  Story Points to its own total.
  Master of Time (Special Alien Trait): Kronos can 
  manipulate time and space through its will alone 
  by spending Story Points. It can wash away the 
  laws of reality and impose new ones.
  Vortex (Special Good Alien Trait): Kronos lives 
  beyond and thus understands time.
  tech LeveL: 11  
  story points: 12
  
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  ‘Beneath that mask, there is nothing left of you.’
  B  synopsis
  Earth, UNIT Era and Omega’s realm, inside a black 
  hole.
  UNIT was under attack, both by glistening organisms 
  called Gell Guards, and by an otherworldly light that 
  swallowed people and objects. The Third Doctor 
  sent a distress call to the Time Lords, who sent him 
  his two previous incarnations to assist. The Second 
  Doctor materialised in the TARDIS, as did his 
  recorder, which he had a habit of playing. The First 
  Doctor advised, from the TARDIS screen, that the 
  light was a time bridge and that they should cross it.
  On entering the light, the Third Doctor and Jo realised 
  they were in an antimatter realm within a black hole. 
  They found Bessie, together with Tyler, a scientist 
  whom the otherworldly light had swallowed. When they 
  were attacked by the organisms, they surrendered. 
  They were brought to a glistening palace, where they 
  met Omega, a revered Time Lord who had discovered 
  the power source which enabled their time travel. The 
  realm they were in, the Third Doctor realised, was 
  entirely maintained by the force of Omega’s will.
  Meanwhile, the otherworldly light had swallowed 
  UNIT headquarters and transported it to Omega’s 
  realm. In the process, the Second Doctor had lost 
  his recorder. The Second Doctor was captured, 
  taken to Omega’s palace and imprisoned with the 
  Third Doctor, Jo and Tyler. By combining their wills, 
  the two Doctors created a door, through which they 
  escaped to meet Omega. The Third Doctor fought a 
  mental duel with the dark side of Omega’s mind, but 
  on the point of losing, the Second Doctor saved him.
  Omega explained that if the two Doctors assumed 
  the burden of maintaining the realm, he could 
  escape. However, when the Doctors opened Omega’s 
  mask, they found nothing inside: the black hole had 
  consumed him, leaving nothing but his will. They 
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  escaped to the TARDIS, where they found the Second 
  Doctor’s recorder inside a TARDIS mechanism.
  The two Doctors returned to Omega. They sent 
  everyone else back to Earth through a singularity 
  shaped like a column of smoke. They then gave the 
  TARDIS mechanism, containing the Second Doctor’s 
  recorder, to Omega. Omega knocked it to the floor 
  and the recorder fell out. As the Doctors ran for 
  the TARDIS, the recorder, which the mechanism 
  had prevented from being converted to antimatter, 
  annihilated Omega’s realm.
  Back on in the TARDIS, the Time Lords unblocked 
  the Doctor’s knowledge of time travel and sent him 
  a new dematerialisation circuit. They had finally 
  forgiven him.
  continuity
  The Doctors’ different incarnations can ‘Contact’: 
  that is, hold a telepathic conference with each other, 
  by concentrating.
  Omega discovered the power source that gave the 
  Time Lords the ability to travel through time.
  B  running the adventure
  This adventure is both wonderfully fun and 
  wonderfully simple. There are only two parts to it. 
  Firstly, a creature appears to be chasing the Doctors, 
  but is actually a time bridge that they must cross. 
  Secondly, the Doctors find Omega, listen to his plans, 
  and destroy him with scientific sleight-of-hand. That, 
  interspersed with fights and captures, is basically 
  the whole story.
  Take the time bridge first. To run this in your game, 
  take any creature and send it after the Doctor. When 
  the characters investigate, reveal the twist: the 
  creature is not a threat, but a link to the next part of 
  the adventure. They must embrace it, not escape it.
  The time bridge could start any adventure. Try 
  sending the Doctor to Peladon, medieval England or 
  anywhere else in time and space. In fact, you could 
  use an alien to serve a similar function. For example, 
  in Asylum of the Daleks, the Eleventh Doctor and his 
  companions were shot by Dalek servitors. However, 
  they were not a threat, but a bridge to the next part of 
  the story: the Daleks brought them to the Parliament 
  of the Daleks and sent them on an adventure. 
  Now for the next part of the adventure, in Omega’s 
  realm. What happens here is: Omega explains his 
  plan, the Doctors pretend to agree, then they defeat 
  him with scientific trickery (that is, by destroying his 
  antimatter realm with the non-antimatter recorder). 
  
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  This is a relatively simple story, so what makes it 
  such fun?
  The answer is: it is big. Everything is big. Omega 
  is bombastic and his plans are grandiose. The 
  Doctors respond to him with pomp and gravitas. The 
  consequences are immense: according to the Third 
  Doctor, the fabric of the entire Universe could be torn 
  apart. When you run this adventure, emphasise the 
  immensity of everything: Omega’s history, Omega’s 
  plans and the consequences to all of time and space.
   
  you’ve been doing the tardis up a bit. 
  i don’t Like it.
  In the Gamemaster’s Guide, we talked about the 
  problem of who gets to play the Doctor. Finally, in 
  this adventure, there’s a possible solution – three 
  separate players can be the Doctor. Except it’s more 
  than that. This isn’t simply three Doctors teaming up 
  to go on an adventure. It’s an extraordinary meeting 
  between extraordinary people.
  When you allow more than one Doctor in your 
  games, you must treat it as extraordinary. First, 
  ask yourself: how did it happen? When the Doctor 
  crosses his own timeline, it transgresses the 
  First Law of Time. So what is happening? Are the 
  Time Lords behind it (as in The Three Doctors) 
  or perhaps a renegade Time Lord (as in The Five 
  Doctors, in The Fifth Doctor Sourcebook)? Have 
  extreme circumstances forced the Doctor to cross 
  his own timeline (as in The Two Doctors, in The 
  Sixth Doctor Sourcebook) or is it all a mistake (as 
  in Time Crash, in The Tenth Doctor Sourcebook)? 
  One way or another, something extraordinary is 
  happening.
  Now, don’t worry too much about this. If you want 
  to bring the Doctors together, you can always find a 
  reason. The Time Lords often provide one: they have 
  a problem and, in some way, it involves more than 
  one Doctor. 
  Whatever the reason is, make it sound extraordinary. 
  There’s a danger so great that even the Time Lords 
  can’t fight it (The Three Doctors), there’s a paradox 
  so great it will cause a black hole (Time Crash) or the 
  Doctor might cease to exist (The Two Doctors).
  What’s really happening, here, is that we’re saying 
  hello to some old friends: the First and Second 
  Doctors. To do this, we need to make it clear they’re 
  only visiting, so we must invent an extraordinary 
  reason for them to arrive. 
  Try this in your adventures. From time to time, as 
  a special treat, bring back an old character that 
  everyone thought had died or disappeared. This 
  might be an old Doctor, an old companion or another 
  popular character such as the Brigadier. If you can, 
  let their old player play that character. Then, at the 
  end of the adventure, ensure the character goes 
  away again. After all, they’re only visiting.
  you Wish to fight the dark side of omega?
  Physical conflicts are often more exciting than mental 
  conflicts. In a physical conflict, you describe how you 
  fight your opponent and counter their moves against 
  you. It’s a prolonged struggle, until one of you loses. 
  Mental conflicts, however, are harder to describe.
   
  This adventure, however, contains an exciting 
  mental conflict, when the Third Doctor fights the 
  will of Omega. There is a mental arena, in which 
  the Doctor wrestles the dark side of Omega’s mind, 
  which appears as a wrestler. Thus, the battle of 
  wills becomes an exciting physical struggle. It’s a 
  prolonged conflict, which lasts until Omega’s dark 
  side wrestles the Doctor to the floor.
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  Try this in your games. When a character faces an 
  important mental conflict, describe it as a fight in 
  a mental arena. Use mental attributes rather than 
  physical ones: that is, Ingenuity, Resolve and perhaps 
  Knowledge and Science. Throughout the struggle, 
  encourage the players to describe the conflict as a 
  fight, describing how they attack their adversary with 
  the power of their will. 
  At the end, return to the real world and describe 
  what happens. Remember that, during the conflict, 
  events in the real world may interrupt, as when the 
  Second Doctor stops Omega from destroying the 
  Third Doctor. 
  further adventures
  •	
  For much of the Tenth Doctor’s era, he was on 
  Earth, pretending to be human. During this time, 
  the TARDIS senses a dangerous anomaly in the 
  Time Vortex. It finds the Doctor’s three earliest 
  incarnations and brings them together. As 
  they investigate, a Dalek plot emerges to seize 
  control of time itself. How can the Doctors, in 
  their single TARDIS, defeat them? And can they 
  stop arguing long enough to do so?  
  •	
  As UNIT’s scientific advisor, the Third Doctor 
  is coerced into watching a demonstration of a 
  new mining technology. As the shaft penetrates 
  deeper into the Earth, time bridges begin to 
  appear, first in the mine itself, then on the 
  surface. Something from the dawn of time been 
  disturbed, the Doctor realises. Is it the Racnoss, 
  the Silurians or something he has not seen 
  before? Where will the time bridge take him?
  •	
  You don’t need a Time Lord to have multiple 
  incarnations of the same character in an 
  adventure. Maybe some alarming breach of 
  the laws of time folds the player character’s 
  timeline, so multiple versions of the same 
  character all co-exist at the same time. Imagine 
  a young, brash Brigadier, the Brigadier from the 
  Third Doctor era, the school-teacher Brigadier 
  from Mawdryn Undead (see The Fifth Doctor 
  Sourcebook) and a geriatric retired Brigadier 
  going on an adventure together!
  
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  geLL guards
  aWareness
  2
  presence
  2
  coordination
  2
  resoLve
  2
  ingenuity
  2
  strength
  2
  skiLLs
  Fighting 2, Marksman 4
  traits
  Natural Weapons (Major):  Omega’s gell 
  guards fire explosives from their claws (4/L/L).
  Immunity (Major): Because they are created 
  by Omega’s will, the Gell Guards are immune 
  to all physical weapons, including heavy 
  weapons such as anti-tank guns. 
  Networked (Major): The Gell Guards are 
  connected through Omega’s mind.
  Teleport (Major): Because they exist through 
  Omega’s mind, they can simply appear and 
  disappear wherever he wishes.
  story points: 3-5
  omega
  aWareness
  3
  presence
  6
  coordination
  *
  resoLve
  6
  ingenuity
  12
  strength
  *
  *Omega has no corporeal body. He is a being 
  of pure will and he must exert that will to affect 
  the physical world. Whenever Omega takes an 
  action that requires a roll and either Strength 
  or Coordination, he must spend 1 Story Point for 
  every 3 points he wants to add to that roll.
  skiLLs
  Convince 3, Knowledge 6, Science 6 
  (Engineering), Survival 4, Technology 6
  traits
  Boffin, Indomitable, Photographic Memory, 
  Psychic, Reverse The Polarity of The Neutron 
  Flow, Technically Adept, Voice of Authourity, 
  Block Transfer Specialist, Mind Lord, Time
  Lord, Time Lord Engineer, Time Lord: 
  Experienced, Time Traveller (all),
  Vortex Born, Eccentric, Obsession (Major): 
  Escape the Anti-Matter Universe, Selfish, 
  Weakness (Major): Anti-Matter Ghost
  equipment
  Anti-matter Realm
  tech LeveL: 11 
  story points: 27 + 3d6
  You can find more about Omega in The Time 
  Traveller’s Companion.
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  frontier in space
  pLanet of the daLeks
  
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  ‘This isn’t Earth. It just looks like it.’
  B  synopsis
  Inter Minor, inside the Miniscope, SS Bernice, 1926
  The Doctor and Jo arrived, apparently on a ship on 
  the Indian Ocean in 1926. Yet something was wrong: 
  a dinosaur attacked the ship and the passengers 
  seemed stuck in time, repeating actions over and 
  over again. After being arrested as stowaways, they 
  escaped with the help of Jo’s skeleton keys, and 
  found the TARDIS. However, a huge hand reached 
  down and took it away.
  They were, in reality, miniaturised within a 
  Miniscope, an illegal machine that held creatures 
  for entertainment. It was owned by Vorg, a travelling 
  entertainer, who was trying to gain entrance to the 
  planet Inter Minor. To demonstrate the machine to the 
  planet’s bureaucrats, he turned on the aggrometer, 
  which made the ship’s passengers aggressive. Inside 
  the machine, the ship’s passengers turned on the 
  Doctor and Jo, and the pair escaped through a panel 
  in the floor.
  They found themselves in the machine’s workings. 
  From there, they entered another section of the scope, 
  where the carnivorous Drashigs pursued them. Vorg 
  reached inside the machine to try to rescue the pair. 
  In the confusion, the Doctor and Jo fled back to the 
  machine’s workings, with the Drashigs in pursuit. 
  Finding a steep shaft, they returned to the ship in 
  search of rope. However, the Drashigs followed. When 
  the ship’s officer threw dynamite at the creatures, he 
  damaged the Miniscope irreparably. As the machine 
  began to lose power, the Doctor used the rope to 
  descend the shaft and escaped the machine.
  Once he had returned to full size, the bureaucrats 
  debated whether to kill him, but the Doctor persuaded 
  them to cooperate. He connected the TARDIS to the 
  miniscope and returned inside. There, he found Jo, 
  who had again been imprisoned as a stowaway by the 
  ship’s officer.
  Meanwhile, as part of an attempted coup on Inter 
  Minor, the bureaucrats freed a Drashig from the 
  machine. It killed them, before being shot by Vorg. 
  Vorg then pressed a lever to begin Phase Two of 
  the Doctor’s plan, which returned the Miniscope’s 
  inhabitants to their original locations. The Doctor 
  and Jo found themselves outside the Miniscope and 
  left in the TARDIS. Back on the Indian Ocean, the 
  ship’s passengers finally reached their destination, 
  while Vorg found a new home on Inter Minor, fooling 
  the gullible bureaucrats with gambling games.
  continuity
  The Doctor persuaded the High Council of the Time 
  Lords to ban Miniscopes.
  The Doctor intended to land on the planet Metebelis 
  3. This is the first time he mentions that planet: from 
  now on, he keeps trying to get there.
  This is the TARDIS’ first trip since the Time Lords 
  returned it to the Doctor’s control. From now on, 
  when it arrives somewhere wrong, it isn’t because 
  the Time Lords sent it there. It’s simply a mistake.
  B  running the adventure
  Two stories collide, in an extraordinary way. In the 
  first of the stories, the Doctor and Jo explore the 
  miniaturised worlds of the Miniscope as they try to 
  escape it. In the second, Vorg tries to enter Inter 
  Minor with the Miniscope. Throughout the adventure, 
  Vorg wants to keep the Miniscope working and the 
  specimens inside it alive.
  Both these stories affect the other. When Vorg 
  removes debris from the Scope’s workings, the 
  Doctor sees a huge hand removing his TARDIS. When 
  the ship’s officer throws the grenade, Vorg finds his 
  machine is fatally damaged. Additionally, characters 
  can cross from one story to the other, as when the 
  Doctor escapes from the machine. 
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  (In fact, there is even a third story, as the bureaucrats 
  plot their coup and decide what to do with Vorg, but 
  we’ll worry about that later.)
  There are two ways to run this adventure. The easy 
  way is to just run one story. Begin with the player 
  characters arriving on the ship. As they explore, let 
  them gradually realise something is wrong. This is a 
  marvellous puzzle for them to solve, as they gradually 
  realise the ship’s officers and passengers are repeating 
  the same words and actions. When they realise they 
  are not on a real ship, let them escape: first into the 
  machine’s workings, then into the Drashig’s swamp 
  and finally from the Miniscope, where they finally 
  meet Vorg. Once everyone is outside, an escaping 
  Drashig ends the adventure nicely.
  The hard way is to run both stories simultaneously 
  and see them interact. Use Vorg and his assistant as 
  additional characters for your players in addition to 
  the Doctor and Jo, or your regular characters. Run 
  their stories largely separately to keep things fairly 
  straightforward for your players, as Vorg tries to 
  enter Inter Minor and the Doctor tries to escape the 
  Miniscope. (You might need to enliven Vorg’s story: 
  perhaps he could be imprisoned by the bureaucrats 
  and his Miniscope confiscated.)
  From time to time, let the stories cross over. 
  Whenever the Doctor or Jo escape from somewhere, 
  they create a problem that Vorg has to fix. Whenever 
  Vorg fixes it, he affects whatever the Doctor and Jo 
  are doing. Once the Doctor encounters the Drashig, 
  it follows him relentlessly, creating more problems 
  and eventually breaking the machine. Eventually, 
  the Doctor and Jo escape from the machine and 
  everyone meets up. Try this trick in other adventures 
  that feature parallel stories. Remember how The 
  Girl In The Fireplace links stories set in a spaceship 
  and eighteenth-century France. Whether the stories 
  are in parallel universes, nearby locations or linked 
  time periods, let them affect each other.
  appearances can be deceptive
  For the Third Doctor, things are not always what they 
  seem. In almost all his adventures, he encounters 
  something that is not what it appears to be. This 
  happens in four ways.
  In some adventures, a person isn’t who they claim 
  to be. Usually, it’s the Master. The person might 
  disguise themselves physically: for example, with 
  a facemask. Alternatively, they may assume a false 
  identity: for example, using faked credentials to 
  mimic an Investigator or a Commissioner. The Third 
  Doctor, too, disguises himself (in The Green Death) 
  and assumes false titles (in The Curse of Peladon, 
  amongst other adventures).
  In other adventures, a monster takes human form. 
  For example, an Auton took the form of Channing 
  (Spearhead from Space), while the Axons cloned 
  Filer (The Claws of Axos). Later in his timeline, the 
  Doctor could barely move for monsters pretending 
  to be human: the Slitheen, the Flesh, and the 
  Saturnynians, for example.
  Sometimes, too, the Third Doctor encountered 
  monsters that were not real. For example, the giant 
  lizard in Colony In Space was a hologram, while 
  the dragon in The Mind of Evil was a hallucination. 
  In fact, there were many hallucinations in the Third 
  Doctor’s adventures: the Draconians-that-were-
  Ogrons in Frontier In Space, the hallucinated images 
  that attack the Doctor as he escapes the Axon ship 
  in The Claws of Axos. (While on the subject of the 
  Axons: they fall somewhere between these first three 
  categories. They are not the peacemakers they claim 
  to be and they assume a near-human form, which is 
  actually an illusion.)
  In this adventure, the Third Doctor discovers a world 
  that is not real. He lands on what appears to be a 
  ship in 1926, where things are subtly wrong. This 
  has happened to the Doctor before: in Inferno, he 
  
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  discovers an Earth in which things are out of place. It 
  would also happen later in his timeline. The Eleventh 
  Doctor would find himself in a hologram of a hotel 
  (The God Complex) and transported back-and-forth 
  between imaginary worlds (Amy’s Choice). 
  When you run adventures for the Third Doctor, then, 
  remember that things are rarely what they seem. 
  People wear disguises. Monsters can be hallucinations. 
  And, sometimes, entire worlds are false.
  historicaLLy speaking
  In this adventure, the Third Doctor travels to Earth’s 
  past. As it turns out, it’s a fake past, but the ship 
  and its passengers are real. Unlike other Doctors, 
  the Third Doctor rarely travels into the past. In The 
  Time Warrior, he went to Atlantis, but that felt more 
  mythological than historical. Later, in The Time 
  Monster, he would travel to medieval England. This, 
  however, is the closest the Third Doctor comes to a 
  detailed historical drama.
  The Third Doctor fits well in the past. Surrounded 
  by wealthy and cultured people, he indulges his 
  pomposity and well-spoken affability. His time on 
  the ship resembles his other adventures: he meets 
  a blinkered authority figure, he finds an anomaly 
  in time and he loses his TARDIS. He is, of course, 
  imprisoned and, of course, he escapes. 
  When you create new adventures for the Third Doctor, 
  then, try sending him into the past. He fits best in 
  cultured times that let him engage in verbal sparring 
  with educated people. Put him into a historical period, 
  keeping everything else about his adventures the 
  same. UNIT, for example, can be replaced with the 
  British Army (and no doubt the Lethbridge-Stewarts 
  have a suitably heroic tradition of service). 
  stoWaWays, eh?
  Whenever the Doctor and Jo arrive on a ship, it seems, 
  they are mistaken for stowaways and imprisoned. It 
  happens in this adventure. It happens in Frontier 
  In Space. It happens, more or less, in The Mutants: 
  when the Doctor arrives on the space station, the 
  Marshal is suspicious about how he got there and 
  imprisons him. (Later, in The Time Warrior, Sarah 
  Jane would stow away on the TARDIS.)
  This doesn’t stop with the Third Doctor. The Tenth 
  Doctor, in Voyage of the Damned, stows away on 
  the starship Titanic. The Eleventh Doctor, in Curse 
  of the Black Spot, is assumed to be a stowaway on 
  a pirate ship. Perhaps this is to be expected: how 
  else could the Doctor be on the ship? Use this in 
  your adventures. When the characters arrive on 
  a ship, whether on the sea or in space, have them 
  imprisoned as stowaways. From there, they can 
  escape and explore the ship.
  miniscope
  A miniscope combines a time loop generator and a 
  compression field. The shrunken victims, reduced to 
  a fraction of their full size, relive the same series of 
  events over and over for the entertainment of external 
  observers. The device uses subliminal hypnosis to 
  ensure that victims do not notice inconsistences in 
  their simulated environment. 
  A fully-functional miniscope includes a Time Scoop 
  (see page 71 of the Time Traveller’s Companion) to 
  collect specimens. 
  If the player characters end up trapped in a 
  miniscope, they must succeed at an Awareness + 
  Ingenuity roll to realise their predicament. They may 
  add their Indomitable or Psychic Training traits, if 
  relevant. The difficulty for this roll starts at Difficulty 
  30, but drops at they explore their surroundings and 
  start noticing inconsistencies.
  The fact that the Doctor convinced the Time Lords to 
  ban miniscopes suggests that they are the product of 
  Time Lord technology (or were built by a civilisation 
  friendly to the Time Lords). In fact, the way a 
  miniscope works is very similar to the workings of 
  the forbidden Death Zone on Gallifrey (see The Five 
  Doctors in The Fifth Doctor Sourcebook).
  Traits: Scan, Forcefield (Major), Vortex, Hypnosis, 
  Compress, Restriction (+3 Difficulty to use, Massive 
  Power Requirements, Exterior Control only)
  Cost: 6 Story Points
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  NEw GAdGET TrAiT – comprEss
  (miNor/mAjor Good GAdGET TrAiT)
  A compression field squeezes molecules 
  closer together, making things smaller. It’s 
  not dimensionally transcendent – it’s a lot 
  smellier than that! Compression fields show 
  up in all sorts of places, from the Master’s 
  Tissue 
  Compression 
  Eliminator 
  to 
  the 
  Teselecta justice vessel to Miniscopes.  
  The Minor version of this trait is a one-way 
  shrinking – it can make big things small, but 
  cannot unshrink them. The Major version can 
  instantly shrink or unshrink a target.
  further adventures
  •	
  When the Master sabotages the Doctor’s 
  TARDIS, Jo and the Doctor find themselves in 
  two different versions of UNIT headquarters. 
  In one, Jo finds herself imprisoned, when 
  Ogrons occupy the headquarters. In the other, 
  the Doctor and Brigadier battle the Ogrons 
  and win. The only connection between the two 
  realities is close to the TARDIS, where objects 
  transfer across and the Doctor and Jo can 
  communicate. Which is real? And how can the 
  Doctor and Jo combine the two realities and 
  defeat the Master?
  •	
  Strange things have started to happen at a car 
  manufacturing plant in Wales. On the assembly 
  line, the workers repeat their actions over and 
  over again, but nothing ever gets built. Most 
  curiously, all records show that the factory was 
  abandoned twenty years ago. As the Doctor 
  investigates, he realises a faulty perception 
  filter is at work. Underneath the factory is a 
  crashed spaceship, which is attempting to 
  camouflage itself by fitting in with the local 
  environment. Who is on the ship? And what do 
  they want?
  •	
  The Time Lords send the Doctor to investigate 
  rumours that a Miniscope is in operation in the 
  Draxima Theltis cluster. On arrival, he discovers 
  that the Miniscope has been converted into a 
  hospice for the dying. Creatures on the verge 
  of death get brought into the Miniscope, where 
  they live out their last days over and over again 
  until a cure can be found. However, the new 
  owners of the miniscope are corrupt and have no 
  intention of healing their patients when they can 
  collect health insurance money forever. Does 
  the Doctor put an end to this scheme – and if so, 
  what becomes of the thousands of dying patients 
  locked within the machine?
  drashig
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  4
  ingenuity
  1
  strength
  12
  skiLLs
  Athletics 3, Fighting 4, Marksman 4, Survival 2
  traits
  Alien Senses (Minor, Smell): Their sense of 
  smell is extraordinarily acute. 
  Armour (Minor): Their thick hide reduces injury 
  by five levels.
  Fear Factor 3: The huge, roaring Drashig is one 
  of the most fearsome predators in the galaxy. 
  Huge (Major): +4 to Strength and +2 to Speed.+4 
  to be hit and +8 to be seen.
  Weakness (Special): The Drashig follow their 
  prey’s scent relentlessly. This means that, 
  rather than heading directly for their prey, they 
  diligently follow the trail they have left, even
  if that is not the shortest route. Nevertheless, 
  while they may take some time to pursue their 
  target, they eventually find them, crashing 
  through walls or obstacles to do so.
  story points: 5
  
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  ‘There are warmongers on both sides.’
  B  synopsis
  Cargo starship C982, 2540
  The TARDIS landed on an Earth cargo starship that 
  was under attack. The crew believed that their 
  attacker was a Draconian vessel emitting a strange 
  buzzing sound. When the crew came across Jo and 
  the Doctor, they mistook them for Draconians and 
  locked them up. Ogrons boarded the ship, cutting 
  through the airlock and stealing the cargo, but 
  the crew thought they were Draconians too. Jo, 
  meanwhile, heard an unusual noise and believed 
  she saw a Drashig. The buzzing noise, the Doctor 
  realised, was making people see things they feared. 
  Jo and the Doctor were taken to Earth as suspected 
  Draconian agents.
  On Earth, a Draconian noble visited Earth’s president. 
  Both believed that the other side was attacking 
  their ships. The Draconians demanded to question 
  the Doctor and Jo, then broke the Doctor free from 
  Earth captivity and questioned him. He escaped and 
  was recaptured by Earth troops. The anti-Draconian 
  human General Williams had by this point decided 
  that the Doctor was a Draconian spy and used a mind 
  probe on the Time Lord, but it exploded, and instead 
  they sent him to the Lunar Penal Colony.
  At the Penal Colony, the Doctor met two prisoners 
  from the Peace Party, Patel and Dale, and asked 
  them how to escape. Dale suggested they should 
  steal space-suits, walk across the moon’s surface 
  and steal a spaceship. Yet Dale had been double-
  crossed: as they were changing into their space suits, 
  someone closed the airlock and began to pump the 
  air out.They were rescued by the Master, posing as 
  a Commissioner of the colony Sirius 4. The Doctor 
  realised that his long-standing foe had created the 
  noise that caused people to see their fears, using a 
  hypnosonic device. After wrangling with the prison’s 
  governor, the Master took the Doctor and Jo into 
  custody on his ship.
  As a camera watched over Jo and the Doctor, they 
  talked, while the Doctor secretly filed through the 
  bars of their cell. Once out, he pulled on a spacesuit 
  and escaped through the airlock. For a moment, he 
  lost his grip when the Master changed course, but 
  used his air tanks as a jet to regain his hold. Then 
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  Draconians boarded the ship and took everyone 
  prisoner. On Draconia, the Doctor explained the 
  Master’s plan to pit humans and Draconians against 
  each other. Just as the Draconian Emperor seemed 
  persuaded, Ogrons (whom the Draconians saw as 
  human) attacked the court. One was captured. As the 
  Master escaped with his allies, the illusion faded and 
  the Emperor finally saw the captured soldier was 
  Ogron rather than human.
  The Emperor sent his son, together with Doctor 
  and Jo, on a diplomatic mission to Earth. They were 
  intercepted by the Master who, after deciding against 
  destroying the ship from a distance, boarded the 
  ship. He captured Jo, but the Doctor escaped to an 
  Earth battle cruiser.
  Back on Earth, General Williams realised that, years 
  ago, he had provoked hostilities with the Draconians, 
  by destroying a battle cruiser that did not respond 
  to broadcasts. He apologised and departed, with the 
  Doctor, for the Ogrons’ planet.
  On the planet of the Ogrons, the Master showed Jo 
  the captured TARDIS, before trying to hypnotise her. 
  She resisted by reciting nursery rhymes. He tried 
  using his hypnosonic transmitter, but she resisted 
  that too. Jo dug her way out of her cell, and then sent 
  a distress call to summon the Doctor. However, the 
  Master caught her, telling her that she had fallen 
  into his trap. When the Doctor arrived, the Master 
  captured him and revealed he had been working for 
  the Daleks, who were preparing an army.
  Using the Master’s hypnosonic transmitter, which Jo 
  had stolen, the Doctor escaped. Back on the TARDIS, 
  he sent a telepathic message to the Time Lords, 
  warning them about the imminent Dalek threat.
  continuity
  When the Doctor tried to open a particular electronic 
  lock with his sonic screwdriver, an alarm goes off.
  The list of crimes that the Doctor has allegedly 
  committed on Sirius 4 are plausible: for example, 
  assault and battery, taking a spaceship without 
  authority and flying without insurance.
  The Doctor was ennobled by the 15th Draconian 
  Emperor, after he saved Draconia from a plague 
  from space.
  On the TARDIS, the Doctor can send a telepathic 
  message to the Time Lords.
  This is the Third Doctor’s last meeting with the 
  Master.
  B  running the adventure
  Two Empires totter on the brink of war and the 
  Doctor must defuse the tension. It’s an epic, complex 
  story. It’s also complex to run as an adventure, so 
  let’s break the story down.
  The diplomatic side of the story went like this. When 
  a spaceship was hijacked by Ogrons-appearing-
  as-Draconians, the Doctor realised someone was 
  trying to start a war. He travelled to Earth, but they 
  didn’t believe him. He travelled to Draconia, where 
  they believed him, and sent a noble to accompany 
  him back to Earth. On Earth, the government finally 
  believed him, but needed proof to convince others. 
  So they sent the Doctor and their General to the 
  Ogron’s planet. There, they discovered the Daleks 
  were behind everything.
  Now, the Doctor spent most of this story in captivity. 
  But, when you focus on the diplomatic story, this 
  hardly matters. From this point of view, imprisonment 
  is simply an interesting way for the Doctor to traverse 
  the galaxy. He could have travelled in the TARDIS. 
  However, the adventure is much more interesting if 
  he is imprisoned and escapes along the way.
  To run this adventure, start with the Doctor and 
  Jo on the spaceship. When the Draconians-that-
  are-Ogrons attack, the Doctor realises someone is 
  pushing the galaxy towards war. From there, let them 
  travel between Draconian and Earth, attempting 
  to persuade the authorities of what is happening. 
  To liven this diplomatic story up, add some fights, 
  captures and escape attempts.
  Remember that, if the Doctor and Jo get captured, it 
  never stops their diplomacy. On the contrary: when 
  they are captured, they often find themselves at 
  the next stage of their diplomatic tour. Even when 
  the Doctor is imprisoned on Earth, he manages to 
  negotiate with both humans and Draconians. Use 
  Story Points for this. For example, when the Doctor is 
  imprisoned on Earth, let the player pay a Story Point 
  for him to be taken to the Draconian embassy. Later, 
  let the player pay another Story Point to be taken back.
  Diplomacy itself is a social conflict, but there are two 
  things to note. Firstly, when someone pays a Story 
  Point, they may invent a history with the people they 
  are negotiating with. For example, in this adventure, 
  the Doctor declares that he is a Draconian noble, 
  having saved the Draconians once before. This, in 
  your game, would cost a Story Point and reduce the 
  difficulty of the next social conflict.
  
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  Secondly, diplomacy can’t simply stop a war. It’s 
  more complicated than that. Remember the Doctor’s 
  second visit to Earth. He persuaded the President 
  and General Williams of what was happening, but 
  he still needed to go to the Ogrons’ planet to obtain 
  proof. So diplomacy can produce small benefits, but 
  it doesn’t end the adventure.
  the first thing We’ve got to do is escape
  The Third Doctor spends a lot of time in prison. He 
  is captured, he escapes, he is recaptured. Jo and the 
  Master are often imprisoned too.
  We’ve seen Jo escape through a window (The 
  Daemons), along a ledge (The Curse of Peladon), 
  with her skeleton keys (Carnival of Monsters), 
  through a tube (The Mutants) and by grabbing a gun 
  from her captors (The Mind of Evil). We’ve seen the 
  Doctor escape by suddenly attacking his captors 
  (The Mind of Evil) and with technical jiggery-pokery 
  (The Sea Devils and Day of the Daleks). 
  We’ve also seen many rescue attempts. When the 
  Doctor is imprisoned, Jo comes to rescue him (The 
  Sea Devils, twice). When she is imprisoned, he, in 
  turn, comes to rescue her (Carnival of Monsters). 
  Sometimes, they end up in the same cell. Sometimes, 
  the two meet when one has escaped and the other is 
  coming to rescue them. 
  This adventure has even more capture, escape, 
  rescue and recapture. On the cargo ship, the Doctor 
  and Jo are imprisoned, escape – using the sonic 
  screwdriver, as an electromagnet, to release the 
  door bolts – and are recaptured. On Earth, after 
  the sonic screwdriver fails to open the cell door, 
  Draconians rescue the Doctor. He escapes from 
  them and is recaptured by Earth forces. Ogrons break 
  into the prison to take the Doctor and Jo, but Earth 
  forces recapture them and send the Doctor to a penal 
  colony. On that colony, the Doctor is recaptured while 
  escaping, then given to the Master’s custody, where 
  he rejoins Jo. On the Master’s spaceship, the Doctor 
  saws through bars while Jo causes a distraction, 
  then scales the outside of the ship, before Draconian 
  forces capture all three. 
  Later, the Master captures Jo, who briefly escapes by 
  digging a tunnel, then is recaptured, and the Doctor 
  comes to rescue her. Finally, the Master imprisons 
  the Doctor and Jo together, but they escape, by using 
  his fear device to scare the Ogrons.
  Given all this, how can you use imprisonment in your 
  adventures? Here are two initial tips. Firstly, the 
  sonic screwdriver only lets the Doctor escape when 
  he’s got a clever plan. Thus, on Earth, it won’t open 
  the cell door (because that’s not a clever plan), but 
  on the ship, it works as an electromagnet to move the 
  bolts (because that’s a clever plan). Secondly, talking 
  to your captors rarely works: they simply laugh. In 
  your adventures, don’t just let the players simply use 
  the sonic screwdriver or talk their way out of prison. 
  Make them invent an escape plan.
  Best of all, though, note all the different combinations 
  in which you can imprison people. You can capture 
  the Doctor and Jo, then let them escape. You can 
  just capture the Doctor, then let Jo rescue him, or 
  vice versa. And, when someone’s in prison, you can 
  flip the situation around: let the Master imprison the 
  Doctor, let the Doctor escape, then imprison them 
  both together. Put all these things together and you 
  have many ways to liven up your adventure.
  no doubt you’re a quaLified 
  space engineer too, doctor?
  In this adventure, the Doctor goes into space. We’ve 
  seen space before, but not like this. The Third Doctor 
  has been on spacestations and spaceships. This time, 
  however, he puts on his space suit and ventures into 
  space itself. 
  Space, in this story, is as exciting it gets. Remember 
  how the Doctor escaped from the Master’s custody: 
  he climbed around the outside of the spaceship and, 
  when a sudden turn threw him into space, returned 
  to the ship with some jiggery-pokery with his air 
  supply. Later in the story, he returns to the outside 
  of a spaceship, making vital repairs as a star cruiser 
  bears down.
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  If you send the Doctor into space, don’t let him stay 
  inside. Give him reasons – and a space suit – to venture 
  outside the ship. Perhaps the ship needs an urgent 
  repair (Coordination + Technology, and the Technically 
  Adept trait comes in handy). Perhaps he must fight 
  something outside the ship (Coordination +Fighting). 
  Perhaps he must place something outside an enemy 
  ship to sabotage it (Coordination + Technology or 
  Subterfuge).
  Don’t just put the Doctor and his companions on a 
  spaceship. Put them in space!
  it Lacks that personaL touch
  This is the last time the Third Doctor meets the Master. 
  Having incited a conflict and assisted the Daleks, he 
  retreats. Only in the Fourth Doctor’s time would he 
  appear again (see The Deadly Assassin in The Fourth 
  Doctor Sourcebook). So this is a good time to ask: what 
  did he actually want?
  He didn’t simply want to kill the Doctor. In this adventure, 
  he had the opportunity to do that, but he decided that 
  simply destroying the Doctor’s spaceship would lack 
  “a personal touch”. Perhaps, then, he had a perverse 
  sense of honour: he wanted to kill the Doctor fairly.
  That partly fits. Certainly, the Master described his 
  battles with the Doctor as a duel. When, in Terror of 
  the Autons, he fails to kill the Doctor with a bomb, he 
  describes it as “a greetings card, a small little gallantry 
  on the eve of battle”. Yet, at other times, the Master 
  wants other things: to rule the Earth, to destroy the 
  Earth, to rule or destroy the Universe.
  When you use the Master in an adventure, don’t worry 
  too much about what he wants. Perhaps he doesn’t 
  know himself. It may even change during the course of 
  the adventure: having attempted to kill the Doctor, he 
  now decides to rule the galaxy instead.
  Try giving the Third Doctor a final battle with the Master. 
  After all, their relationship resembles a duel that never 
  really finished. Give the Master one last battle with the 
  Doctor, in which one of them is decisively defeated. 
  (Not too decisive, though. The Master always survives 
  to fight again.)
  This gadget emits a specially calibrated ultrasonic 
  signal that makes people see their worst fears. If a 
  character already has a Phobia of a creature or recently 
  had a bad experience with a particular creature (for 
  example, they recently escaped Cyberconversion), 
  then they see that creature. Otherwise, the victim sees 
  whatever danger is most common in their cultural 
  zeitgeist. A British soldier in World War II might see 
  a German soldier; a survivor of the Dalek Invasion of 
  Earth in 2164 might see a Dalek or a Roboman. 
  When exposed to the device, victims must make an 
  Awareness + Resolve test, adding Psychic Training 
  or Indomitable or any other appropriate traits. The 
  Difficulty for this test varies between 12 and 24, 
  depending on proximity to the device, intensity of the 
  signal and so on. Compare the result to the table to 
  see how the device affects the character.
  Traits: Transmit, Hypnosis (Special)
  Cost: 4 Story Points
  resuLt
  effect
  9+ Fantastic
  The character is permanently immune to the hypnosound and sees through the illusion. 
  Better yet, her certainty gives everyone around her a +2 bonus to their own attempts to resist.
  4-8 Good
  The character resists the hypnosound and sees through the illusion. 
  0-3 Success
  The character resists – temporarily. If the character stays exposed, he must roll again in 
  1D6 hours. The character may also suffer memory gaps, feel confused, or be disorientated.
  1-3 Failure
  The character is affected by the sound, but can try to resist again in 1D6 hours. 
  4-8 Bad
  The character is affected by the sound, and cannot try to resist again unless she leaves the 
  hypnosound field or someone convinces her that what she sees is an illusion. 
  9+ Disastrous
  As above, but the illusory creatures have their Fear Factor increased by 2!
  NEw GAdGET – HypNosouNd
  (spEciAl GAdGET)
  
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  further adventures
  •	
  When the Doctor returns to Solos, five years after his 
  last visit, he finds the Earth’s colonial government 
  again in crisis. The fully-mutated Solonians, in 
  their ethereal, floating form, are in conflict with the 
  half-mutated insectoid Solonians over ownership 
  of the crystal that allows mutation. The humans, 
  in their spacestation, want to return to Earth, but if 
  they do, the conflict will boil over. Can the Doctor’s 
  diplomatic abilities resolve the situation?
  •	
  The Doctor sets the TARDIS for nineteenth century 
  Paris and finds the streets in uproar. When he 
  approaches the King, in an attempt at diplomacy, 
  he is imprisoned within the Bastille Saint-Antoine. 
  Quickly, Jo realises what is happening: they are in 
  the eighteenth, not the nineteenth, century, on the 
  eve of the French Revolution. Yet the people are not 
  the only things rising: the Silurians, too, are rising 
  from the catacombs to claim the land above. Can 
  the Doctor escape and prevent the conflict?
  •	
  When the TARDIS arrives on a spaceship, he 
  finds a Time Lord message capsule. Once again, 
  he realises he is charged to deliver it. Quickly, 
  however, he realises that the spacecraft belongs 
  to his old enemy, the Sontarans. Even worse, their 
  spaceships are battling those of the Rutan Host. 
  Who is the capsule for? And how will it resolve the 
  Sontaran-Rutan conflict?
  draconian
  aWareness
  3
  presence
  4
  coordination
  2
  resoLve
  5
  ingenuity
  3
  strength
  4
  skiLLs
  Athletics 2, Convince 2, Fighting 3, Knowledge 2, 
  Marksman 3, Science 2, Subterfuge 1, Survival 1, 
  Technology 3, Transport 3
  traits
  Alien Appearance
  Code of Conduct (Major)- Uphold Draconian 
  Traditions: While the Draconians have a military 
  history, they have strict rules about etiquette and 
  enforcement, which they enforce mercilessly.
  Weapon:  Ray Gun (4/L/L)
  tech LeveL: 6  
  story points: 2-4
  the ogron eater
  aWareness
  -
  presence
  4
  coordination
  1
  resoLve
  3
  ingenuity
  1
  strength
  8
  This curious, amorphous monster lives on the 
  Ogron’s planet and is worshipped by them.
  skiLLs
  Fighting 4, Survival 4
  traits
  Alien Appearance
  Fear Factor (1): The creature is immense and 
  incomprehensible.
  Natural Weapon: Smother (4/8/12).
  tech LeveL: 6  
  story points: 2
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  ‘The moment we forget that we’re dealing with 
  people, then we’re no better off than the machines 
  that we came here to destroy. When we start acting 
  and thinking like the Daleks, the battle is lost.’
  B  synopsis
  Spiridon, 26th Century.
  After the Doctor sent his telepathic message to the 
  Time Lords, he collapsed and fell into a coma. Guided 
  by the Time Lords, the TARDIS arrived on a jungle 
  planet. When Jo ventured outside, a plant squirted 
  liquid at her, and she found a crashed spaceship. 
  There, she met three soldiers, Codal, Taron and 
  Vaber, whom she sent to rescue the Doctor. As she 
  hid on the ship, she watched something invisible 
  enter and begin moving things about. The plant’s 
  liquid grew into a fungus, which slowly began to 
  cover her.
  When the soldiers rescued him, the Doctor 
  recognised them as Thals, from the Dalek planet 
  Skaro. They encountered a deactivated, invisible 
  Dalek, then a patrol of Spiridons: the invisible native 
  creatures enslaved by the Daleks, who wore purple 
  furs against the cold. The Thals explained that 
  the Daleks were attempting to steal the secret of 
  invisibility from the Spiridons, but had only partially 
  succeeded. When they arrived back at the Thal 
  ship, a Dalek patrol was preparing to destroy it. The 
  Doctor, who believed Jo to be inside, tried to stop 
  them. However, the Daleks destroyed the ship and 
  captured the Doctor.
  Inside the Dalek base, the Doctor escaped his cell 
  by constructing a jamming device, which temporarily 
  disabled the Dalek guide. The Thals had entered the 
  base through the channels of an ice volcano. The 
  Doctor encountered the Thals as the ice volcano 
  erupted, and he helped them escape from the rising 
  tide of ice. They found themselves by a refrigeration 
  unit, above a cavern containing a Dalek army, frozen 
  and inanimate. As the Daleks in the base closed in, 
  the Doctor and Thals escaped, using a sheet to ride 
  the hot air currents up a ventilation shaft.
  Meanwhile, Jo had been rescued by Wester, a 
  Spiridon who had escaped the Daleks’ slavery. Using 
  a herbal concoction, he removed the fungus that 
  covered her, and explained that the Daleks were 
  constructing a bacteria bomb to destroy all life on the 
  planet. Jo entered the Dalek base, concealed within a 
  container, then followed a Dalek patrol back out into 
  the jungle. When they attempted to destroy a Thal 
  stash of explosives, she rescued two bombs from 
  it. She was then reunited with the Doctor and the 
  Thals. They passed the night at the Plain of Stones, 
  an area which retained the sun’s heat to stay warm, 
  but which was besieged by wild animals.
  pLanet of the daLeks
  
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  Vaber, one of the Thals, stole the bombs and 
  headed for the Dalek base, intending to destroy the 
  refrigeration unit. However, the Doctor realised this 
  would revive, not destroy, the Dalek army. When 
  Vaber was captured by a Spiridon patrol, Codal and 
  Taron attacked two Spiridons and stole their furs 
  and the bombs. Meanwhile, the Doctor and Thals 
  disabled a Dalek, by pushing it into an icy lava pool.
  Disguised in Spiridon furs and the disabled Dalek’s 
  casing, the Doctor and Thals entered the Dalek base. 
  Wester had entered, too, and found the bacteria 
  bomb. He released the bacteria within a hermetically-
  sealed room, killing himself and ensuring the room 
  could never be opened. The Dalek Supreme landed 
  on the planet. It ordered the refrigeration unit be 
  switched off to revive the Dalek army. As the huge 
  army returned to life, the Doctor and the Thals placed 
  the bomb in the channels of the ice volcano. They fled 
  as it detonated, burying the Dalek army in the ice lava.
  As they prepared to leave, Latep, a member of the 
  secondary Thal taskforce, asked Jo to return with him, 
  but she refused. The Thals left for Skaro in the Dalek 
  Supreme’s ship. Back on the TARDIS, Jo asked the 
  Doctor to head for home.
  continuity
  The TARDIS has an emergency oxygen supply.
  Daleks – or, at least, these Daleks – barely function 
  at sub-zero temperatures.
  The Daleks have a Supreme Council, who have strong 
  opinions about failure.
  B  running the adventure
  After the politics and diplomacy of the Third 
  Doctor’s recent adventures, it’s refreshing to find 
  a straightforward adventure tale. Here is a jungle 
  planet, packed with dangerous plants, and an 
  underground base to destroy.
  That means it’s easy for you to run. The adventure 
  begins when the Doctor and companions land on 
  Spiridon’s jungle surface. Then simply let them 
  explore. They’ll discover fungus-squirting plants, 
  invisible creatures and Dalek patrols. They’ll meet 
  the Thals, who explain the Daleks’ plans to steal 
  the Spiridon’s invisibility, and perhaps Wester, who 
  mentions the bacteria bomb. The Thals make perfect 
  player characters, while Wester might be controlled 
  either by a player or the GM. And they might be 
  captured, either by Daleks or Spiridons.
  Next, the characters enter the Dalek base. There 
  are four things that might lead them there. One: 
  they want to stop the Daleks discovering the secret 
  of invisibility. Two: they want to end the enslavement 
  of the Spiridons. Three: they want to disable the 
  bacteria bomb. Four: they want to prevent the Dalek 
  army being activated. Getting into the base takes 
  subterfuge: they might hide in a container (like Jo), 
  pretend to be Spiridons (like the Doctor), hide in a 
  Dalek casing (like Rebec the Thal) or crawl through 
  the ice volcano tunnels (like the Thals). Let your 
  players use their imagination: if they think of other 
  ways to enter, let them try.
  Once inside, they’ll discover the full extent of the 
  Daleks’ plans. If they didn’t know about the bacteria 
  bomb or the frozen army before, they’ll discover 
  them now. So how will they stop the Daleks? Perhaps 
  they need bombs, in which case they must escape the 
  base and find the Thal explosive stash. When things 
  are building to a head, bring the Supreme Dalek in 
  and begin reviving the army.
  an oLd enemy
  When, in your adventures, the Doctor faces an old 
  enemy, you must make them new. Don’t simply put 
  the TARDIS on a planet full of Daleks. After all, the 
  Doctor has defeated Daleks before. Instead, make 
  the Daleks new in some way.
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  When the First Doctor met the Daleks, they were 
  powered by static electricity and largely confined 
  to their city on Skaro (The Daleks). In subsequent 
  adventures, they invaded Earth (The Dalek Invasion 
  of Earth), discovered time travel (The Chase) and 
  created a Dalek Empire (The Daleks’ Master Plan). 
  So, although the First Doctor had defeated them 
  many times, they never got old. Each time he faced 
  the Daleks, something about them had changed.
  In the Second Doctor’s time, Daleks were mass-
  producing themselves in giant factories (The Power 
  of the Daleks) and, for the first time, the Doctor 
  met a Dalek Emperor (The Evil of the Daleks). By 
  the time the Third Doctor met them, in Day of the 
  Daleks, they had enslaved both humans and Ogrons. 
  So, each time the Doctor meets the Daleks, there is 
  something new about them. They pose a new and 
  different threat.
  In this adventure, the Doctor must stop “the mightiest 
  army of Daleks there has ever been” coming to life. 
  Again, the Daleks are different from before: they 
  have enslaved the Spiridons, they are governed by 
  a Supreme Dalek and, although they haven’t quite 
  mastered it, they have discovered invisibility. (As an 
  aside: imagine an adventure with Daleks who had 
  mastered invisibility.) 
  These Daleks also have new weaknesses. Firstly, 
  they are vulnerable to high-frequency radio waves, 
  which jam their guidance systems. Secondly, 
  they become inactive at low temperatures. These 
  weaknesses mean that, in this adventure, the 
  Doctor can defeat the Daleks in a way we haven’t 
  seen before. Importantly, however, none of these 
  weaknesses are killer weapons against the Daleks: 
  whatever the vulnerability, there is always a reason 
  he can’t use it again. 
  When the Doctor meets an old adversary, make that 
  adversary new again. Give them a new location, a new 
  plan or new powers. And give them new weaknesses, 
  too. Vulnerabilities exploited to defeat an adversary 
  in the past won’t work again. Your group must find a 
  new way to fight them.
  i’m a scientist, not an adventurer
  The Doctor very much likes science. We often see 
  him engineering technological solutions to problems: 
  in this adventure, for example, he creates a high-
  frequency transmitter to jam a Dalek’s guidance 
  system. Sometimes, however, his solutions are 
  simpler. To escape the Daleks’ cooling chamber, he 
  uses the simple scientific principle that hot air rises. 
  This lets him, together with the Thals, float up a 
  ventilation shaft, using a plastic sheet to catch the 
  hot air. This isn’t straightforward: when they are near 
  the top, the sheet tears, and they must grab ladders 
  to complete their ascent. But it does work.
  When you run adventures, then, encourage brilliant 
  ideas based on simple scientific principles. These 
  usually require an Ingenuity + Science roll. Even if 
  these ideas seem unrealistic, set a low difficulty for 
  them. After all, when the Doctor is around, the most 
  basic science suddenly becomes useful: the Second 
  Doctor once escaped from a Dalek cell by chiming a 
  half-filled wine glass.
  In your adventures, let the Doctor and Companions 
  use science to solve their problems. Can they destroy 
  a Dalek base by flooding it, using the principle that 
  water expands as it freezes? Can they disable a Dalek 
  by earthing the static electricity that powers them? 
  Can they work out when the Daleks arrived, using 
  radiocarbon dating? You should, at least, let them try.
  further adventures
  •	
  The TARDIS arrives on a beautiful planet covered 
  with iridescent vegetation. As the Doctor and 
  Companions explore, they realise the beauty 
  is deceptive: the plants attack humans with 
  shooting tendrils. When they try to leave, they 
  find the TARDIS has been sucked into the 
  planet’s soil. Finally, the Doctor realises that 
  this is not a planet at all, but an Axon ship, grown 
  to extraordinary size. Can the Doctor find the 
  TARDIS and escape the planet?
  •	
  In Victorian London, men are disappearing 
  in the slums, taken by shadowy, translucent 
  figures. When the Doctor investigates, he finds 
  
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  Cybermats, crawling through the crumbling 
  alleys between dwellings. The figures are 
  Cybermen, kidnapping people to join their 
  army: yet why are they translucent? Have they 
  discovered invisibility? Will they master it and 
  produce an invisible Cyber army?
  •	
  Hundreds of years after the Dalek army was 
  frozen, the Doctor returns to Spiridon to check 
  the planet is safe. When he arrives, he finds the 
  planet devastated by the Daleks’ bacteria. He 
  also finds an abandoned mining colony, which 
  has dug into the ice lava and released the Daleks. 
  Who is behind this? Is it the Master or something 
  even more sinister?
  spiridon
  aWareness
  2
  presence
  2
  coordination
  2
  resoLve
  4
  ingenuity
  3
  strength
  4
  skiLLs
  Athletics 2, Convince 3, Craft 2, Fighting 2, 
  Medicine 4, Survival 3
  traits
  Alien appearance
  Environmental (Minor): Can live in the Spiridon 
  jungle without harm.
  Enslaved
  Special - Invisible: Spiridons are naturally 
  invisible, using anti-reflecting light waves to 
  remain undetected.
  story points: 1-7 (Use 1 for a member of a 
  Spiridon Patrol, 7 for a creature that sides with 
  the Doctor)
  spiridon pLant
  aWareness
  5
  presence
  -
  coordination
  4
  resoLve
  2
  ingenuity
  1
  strength
  5
  skiLLs
  Fighting 5 (when using tendrils), Marksman 5
  traits
  Alien Senses (Minor):  The plant is particularly 
  sensitive to vibrations in the Earth, making it 
  extraordinarily aware of people approaching it.
  Immortal (Major): You might destroy one tendril 
  or flower, but you can never destroy all the 
  plants.
  Natural Weapons (Major) - Spore Spray: The 
  plant sprays a fungal foam, which, unless 
  treated, grows to cover the victim. This spray 
  keeps inflicting one point of damage every 
  Action Round until the victim is completely 
  encased and smothered. The spray can also 
  coat vehicles or ships, sealing them away and 
  preventing air from entering. Characters inside 
  a sealed vessel are treated as if drowning.
  Natural Weapons (Minor) - Tendril:  The plant 
  shoots out a tendril, which captures the victim 
  and draws them in. The victim must beat the 
  plant in a contest of Strength + Fighting to break 
  free.
  story points: 2
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  ‘What’s best for Global Chemicals is best for the 
  world, is best for you.’
  B  synopsis
  Llanfairfach, South Wales, UNIT era.
  In the village of Llanfairfach, a man died in a disused 
  mine, his skin glowing green. Jo went to meet 
  Professor Jones, an environmental protester, who 
  suspected that the Global Chemicals refinery was 
  pumping waste down the mines. The Brigadier, 
  curious about the strange death, drove Jo there. 
  At the mine, Jo found former miners already 
  investigating. With one of them, Bert, she descended 
  in the lift to help Dai, who was trapped in the shafts 
  below. However, the lift began to drop uncontrollably 
  fast.
  The Doctor arrived – after returning from Metebelis 
  III, which he had found unexpectedly dangerous – and 
  jammed the lift mechanism. Someone, he discovered, 
  had sabotaged the lift’s brakes. To release Jo and 
  Bert, they needed cutting equipment from Global 
  Chemicals. While Jones staged a demonstration 
  at the refinery’s gates, the Doctor sneaked in the 
  back. He was caught and brought to Stevens, the 
  head of Global Chemicals, who talked to him before 
  letting him go. Unknown to the Doctor, Stevens was 
  enslaved by a console in his office, which he also 
  used to enslave others.
  The Brigadier returned with the cutting equipment 
  they needed, and the Doctor descended into the 
  mine, where he found Dai’s body, glowing green. 
  He also found Bert, whose hand was glowing green, 
  having touched a green slime on the walls. Deeper 
  in the mine, the Doctor found Jo, facing a cavern 
  of giant maggots. Using a coal wagon, they steered 
  through the maggots, and the Doctor stole an egg. 
  They found a pipe leading into the Global Chemicals 
  refinery, and climbed it, escaping just before toxic 
  waste poured down the pipe.
  At Global Chemicals, the Brigadier demanded that 
  Stevens shut down the refinery. However, Stevens 
  called the Minister of Ecology, who put the Prime 
  Minister on the line and ordered the Brigadier to 
  keep the refinery open.
  The Brigadier, Doctor, Jo and Professor Jones dined 
  at the Professor’s commune, the ‘Nuthutch’, eating 
  a protein-rich fungus grown by the protesters. The 
  Doctor tried to show Jo a blue crystal from Metebelis 
  III, but she seemed more interested in a book on the 
  Amazon. The maggot egg hatched. Just as it was 
  about to attack Jo, Stevens’ henchman entered to 
  steal the egg, and it attacked him instead.
  The Brigadier blew up the mine. However, this simply 
  caused the maggots to emerge from the ground and 
  inside the Global Chemicals factory. Disguised first 
  as a milkman, then as a cleaning lady, the Doctor 
  entered the factory. Yates, whom the Brigadier had 
  planted inside the compound, told him that something 
  on the top floor was in control. There, the Doctor 
  found a computer, BOSS (Biomorphic Organisational 
  Systems Supervisor), which ran the factory with 
  ruthless efficiency to produce profit. BOSS imprisoned 
  the Doctor, but Yates released him, and he escaped in 
  the milk-float in which he had arrived.
  Meanwhile, with assistance from the RAF (Royal Air 
  Force), UNIT began bombing the maggots from the 
  air, but they appeared to be immune. Jones tried 
  to rescue Jo, who was caught in the bombardment, 
  and they sheltered in a cave. Jones was knocked 
  unconscious. The Doctor rescued them, using his 
  sonic screwdriver to  emit high frequency soundwaves 
  that disturbed the maggots. However, when they 
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  returned to the Nuthutch, Jones had a glowing 
  green patch on his neck. He whispered the word 
  ‘Serendipity’. As the Doctor tried to understand what 
  he meant, Yates emerged, having been brainwashed 
  by BOSS. Before he could try to kill the Doctor, the 
  Time Lord produced the blue crystal from Metebelis 
  III, which reversed the soldier’s brainwashing. 
  When Benton found a dead maggot, the Doctor 
  realised that the fungus was poisonous to them. 
  He distributed sacks of the fungus from Bessie, 
  killing the maggots. One maggot, however, had 
  metamorphosed into a giant insect. When it swooped 
  on Bessie, the Doctor caught it in his cape.
  At the Nuthutch, Jo remembered that she had spilt 
  fungus powder on Professor Jones’ slides. That, 
  realised the Doctor, was what he had meant by 
  serendipity: the fungus was the cure for Professor 
  Jones’ affliction. The Doctor converted the fungus 
  into an injection, which cured the Professor.
  Back at Global Chemicals, BOSS was planning to 
  extend its power worldwide, using a network of 
  slave machines. Using the blue crystal, the Doctor 
  released Stevens from his brainwashing. Stevens 
  disabled BOSS as the Doctor ran, and Global 
  Chemicals exploded.
  Professor Jones proposed to Jo, who accepted. As 
  the Brigadier and UNIT soldiers drank to the happy 
  couple, the Doctor slipped away.
  continuity
  This is Jo Grant’s last adventure with the Doctor.
  In Planet of the Spiders, the Doctor’s acquisition of 
  the blue crystal from Metebelis III will come back to 
  haunt him.
  B  running the adventure
  This adventure has all the Third Doctor’s hallmarks. 
  Politics, a ruthless corporation, an incompetent 
  government; guns, chases, fights, bombs; and the 
  whole thing is resolved in a scientific laboratory. It 
  only lacks a peace conference, a prison escape and 
  the Master (who, interestingly, could easily have 
  turned out to be BOSS’ true identity).
  Nevertheless, this isn’t really the Doctor’s adventure. 
  It’s Jo’s story. So, when you run it, start with a 
  companion. Jo begins by going to Llanfairfach, 
  either by reading about Professor Jones’ protest or 
  because the Brigadier orders her there. Once there, 
  she might go either to the Nuthutch or the mine. 
  Now, the Doctor arrives, having been to Metebelis III. 
  One way or another, they go down the mine to 
  investigate. There, they find the miners’ bodies, 
  the green slime and the exit to Global Chemicals. 
  That lets them figure out what’s happening: Global 
  Chemicals is both causing the deaths and creating 
  the maggots, by pumping toxic slime into the mines.
  From there on, they must work out how to stop it. 
  There are many directions in which to head: if they 
  go to Global Chemicals, they find Stevens and BOSS; 
  if they decide to fight the maggots, they can do so; if 
  they decide they need a maggot for research, they 
  must capture one. If a maggot successfully attacks 
  someone, the victim develops green patches on their 
  skin and must be cured. When things are reaching a 
  head, let the maggots crawl up through the ground 
  and into the factory.
  the proLogue
  This adventure doesn’t begin with the Doctor. In 
  fact, it doesn’t begin with Jo. It really starts in 
  Llanfairfach, where a man, looking terrified, runs 
  through the disused mine. Shortly, he will become 
  the first victim.
  Often, the adventures don’t begin with the Doctor 
  at all. Instead, as described in The Gamemaster’s 
  Guide, they begin with a prologue, in which the 
  players play other characters briefly.
  There are three main sorts of prologue. One: we see 
  normal people, just as they encounter something out 
  of the ordinary. Two: we see military types, just as they 
  detect something abnormal. Often, as in The Claws 
  of Axos, it is heading towards Earth). But the third 
  type of prologue is the most common. In it, we see 
  the first victim. This happens in The Silurians, when 
  a potholer dies; in The Sea Devils, when a submarine 
  
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  is attacked; in The Curse of Peladon, when Aggedor 
  claims his first victim; and in The Daemons, when a 
  man dies in a graveyard.
  When you run this sort of prologue, there’s a formula 
  to follow. The character in the prologue is a normal, 
  everyday person, but they are terrified. They are 
  probably running, they are probably alone and it 
  is probably dark. Most importantly: they see their 
  killer, but we don’t. That’s important. It means 
  that, whoever the Doctor’s adversary is, it remains 
  a surprise.
  To run this prologue, choose one player. Tell them 
  to play a normal person, wherever the adventure 
  is set. Try starting the prologue with a mundane 
  conversation with another character. Then let them 
  hear a noise, see a movement or otherwise realise 
  that something is after them. They must run. But, 
  however fast they run, they get caught. Ask the 
  player to do their best terrified scream. Then start 
  the adventure proper.
  cut
  When Jo meets Professor Jones, he explains how 
  the refinery’s chemical processes produce waste. At 
  the same time, when the Brigadier meets Stevens, 
  Stevens explains how the refinery’s chemical 
  processes produce no waste.
  These two conversations run in parallel. We cut 
  between them, hearing a snippet of one, then a snippet 
  of the other. But, although they’re two conversations, 
  we’re hearing one story about the refinery’s processes. 
  To indicate this, the same phrases are repeated in both 
  conversations. For example: when Stevens says “The 
  Stevens process is clean”, we cut to Professor Jones, 
  who says “The Stevens process...means thousands of 
  gallons of waste”.
  We’ve seen similar parallel conversations in the 
  Doctor’s adventures. In The Sea Devils, both the 
  Master and Doctor are trying to find the Sea Devils’ 
  base. As their investigations run in parallel, we cut 
  between them. First, the Master calculates that base 
  is below the sea fort. Shortly afterwards, the Doctor 
  demands to go to the fort. Although the characters 
  are separate, it seems as though it’s the same 
  investigation. 
  Try this in your adventures. When two conversations 
  are happening simultaneously, about similar topics, 
  cut between them. When two investigations are 
  running in parallel, cut between those too. (Here’s a 
  hint: it helps if you assume that, once something has 
  been discovered by one character, everyone knows 
  about it.)
  more muck! more devastation! more death!
  The biggest topic in this adventure is the environment. 
  A global corporation, backed by the government and 
  governed by a profit-mad computer, pumps toxic 
  waste into disused mines. Standing in their way are 
  Professor Jones and his protesters, with their love of 
  meat substitutes and sustainable energy. There isn’t 
  an alien in the whole adventure: the maggots, which 
  are the monsters, have been created by human greed.
  This isn’t the first time the Third Doctor’s adventures 
  have had environmental overtones. In Colony in 
  Space, the planet’s agriculture was poisoned by 
  an underground weapon. In The Mutants, Solos’ 
  atmosphere 
  was 
  unbreathable, 
  while 
  Earth 
  contained “grey cities linked by grey highways across 
  a grey desert”. Note how the Doctor describes this 
  environmental disaster. The Earth hasn’t suffered 
  global warming or a nuclear war, as we might expect 
  today. It’s simply been used up: all its resources are 
  spent. 
  Alongside this threat to the environment, the Doctor 
  finds a plan to save it. Professor Jones, who serves 
  meals based on fungus – it’s delicious, since even 
  the Brigadier likes it – wants to find an even more 
  nutritious fungus in the Amazonian jungle. In fact, 
  the Professor’s fungus is near-miraculous: it both 
  destroys the maggots and cures his affliction. 
  So how can you bring this into your games? For 
  an authentic Third Doctor adventure, bring in the 
  values of the time. Invent big corporations, bad 
  governments and bomb-happy soldiers, willing to 
  destroy the environment for profit. Invent schemes 
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  that could save the world and its scarce resources, 
  whether they are fake (like Axonite) or genuine (like 
  the Professor’s fungus).
  More widely, think about the values of today’s 
  world. What are the current issues in the early 21st 
  century? Perhaps, to a large extent, they are similar 
  to those faced by the Doctor, but with a different 
  focus. Multinational companies still threaten the 
  environment, but now they create pollution rather 
  than toxic waste. Today’s issue is global warming, not 
  depleted resources. Whatever you think the issues 
  are, put them into the Doctor’s adventures.
  the fLedgLing fLies the coop
  This is Jo’s last adventure. Earlier, in Terror of 
  the Autons, Liz Shaw left without ceremony: the 
  Brigadier simply mentioned she had gone back to 
  Cambridge. This adventure, by contrast, is a huge 
  send-off. It is designed entirely around Jo.
  In previous adventures, two things stood out about 
  Jo. The first was romance: on other planets, she 
  often found a male companion. The second was 
  homesickness: wherever she travelled, she seemed 
  happiest on Earth. The best possible ending, then, 
  is for her to fall in love on Earth. She hasn’t really 
  mentioned the environment before, but it’s plausible 
  she might care about it: after all, in The Daemons, 
  she talked about the Age of Aquarius, another hippy-
  ish idea.
  In her last adventure, then, she falls in love 
  with an environmental protester. In addition, he 
  is suspiciously like the Doctor: even his name, 
  Professor Jones, is a variation on ‘Doctor’ and the 
  Doctor’s alias ‘John Smith’.
  In a similar way, when Amy left the Eleventh Doctor, 
  it resolved two established issues: her love for Rory 
  and her growing distance from the Doctor. At the end 
  of her last adventure, she was with Rory and unable 
  to see the Doctor again. When Rose left the Tenth 
  Doctor, her last adventure resolved her love for her 
  family and for him: she could stay with her family, 
  in an alternate universe, but never see him again. 
  (When she returned for one last adventure, she was 
  left with a duplicate Tenth Doctor, which resolved the 
  same issues more happily.)
  When a long-standing character leaves, consider 
  giving them the send-off they deserve. Ask yourself: 
  what has been important to them, during their time 
  with the Doctor? Then, in their last adventure, bring 
  those issues to a close. For example: you could invent 
  a new adventure to say goodbye to Liz Shaw, set in a 
  university, which used her scientific ability to defeat 
  the adversary. 
  There is, however, one final way to say goodbye to 
  a character: give them a tragic ending. Thus, in the 
  Fifth Doctor’s time, Adric dies when trying to stop a 
  ship crashing into the Earth. In the Tenth Doctor’s 
  adventures, Donna is left without memories of her 
  time in the TARDIS. That gives you three ways to end 
  a character’s story: the sudden goodbye, the long 
  farewell episode and the tragic end.
  NEw GAdGET: bluE crysTAl
  When a hypnotised person focuses on one of 
  these crystals, their trance is broken.
  Traits: Special – Breaks hypnotic trances
  Cost: 2 Story Points
  THE GrEEN dEATH
  Those exposed to the Green Death gain the 
  Distinctive Appearance trait - they’re green! 
  They also lose Ingenuity and Resolve at a 
  rate of one point every 10 minutes or so until 
  reduced to 1 point in each Attribute. The Green 
  Death then attacks the victim’s Strength at the 
  same rate. When the Victim’s Strength hits 1, 
  then the victim is on the brink of death and will 
  soon perish. The rate at which the affliction 
  progresses varies from person to person (and 
  according to dramatic necessity!). Non-player 
  characters may be killed off quickly. A kind GM 
  may allow players to roll Resolve + Strength 
  to resist the effects of the affliction, or spend 
  Story Points to keep going.
  
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  further adventures
  •	
  The Doctor and Liz attend a demonstration of 
  bionic body parts, which promises huge benefits 
  for medicine. However, Liz realises there is 
  something strange about the science: it is far too 
  advanced for the twentieth century. The Doctor, 
  meanwhile, recognises the hallmarks of the 
  Cybermen. Together with Professor Hammer, her 
  former mentor, Liz calculates a signal to disrupt 
  the bionic machinery, which, when broadcast 
  from St Benedict’s Tower, defeats the Cyber army. 
  Inspired by the work, Liz decides to continue her 
  research with Professor Hammer, and the Doctor 
  leaves alone.
  •	
  In the early 21st century, workers are 
  disappearing from an oil rig. When the Doctor 
  investigates, he discovered that the oil company 
  is using fracking to bring the oil up. Yet they 
  have disturbed something that has slumbered 
  beneath the Earth.
  •	
  On his journey to the Amazon, Professor Jones 
  finds the fungus he had sought. Yet Jo is 
  suspicious: the fungus is bitter, gold-coloured 
  and unnaturally large. Her suspicions increase 
  when she finds an ancient spaceship, embedded 
  within the jungle. When Professor Jones 
  analyses the fungus, he finds a substance Jo has 
  seen before: Axonite.
  chapter eLeven: the green death
  giant maggots
  aWareness
  2
  presence
  1
  coordination
  2
  resoLve
  1
  ingenuity
  1
  strength
  4
  skiLLs
  Athletics 2, Fighting 3
  traits
  Armour (Minor): The maggots’ shell reduces 
  injury by 5 levels.
  Environmental (Minor Good): Maggots can live 
  underground.
  Fear Factor 1: The maggots add +2 to any roll 
  when trying to scare their prey.
  Immunity: They are immune to normal 
  weapons, including bullets and explosives.
  Weakness (Minor): A high-frequency sonic 
  emission, while painful to humans, freezes the 
  maggots while the sound lasts.
  Weakness (Major): Professor Jones’ fungus 
  kills the maggots completely.
  Natural weapons (Major): The maggots get +2 
  to their normal damage. However, the victim 
  contracts the ‘green death’ affliction shortly 
  afterwards.
  giant insect
  aWareness
  3
  presence
  1
  coordination
  4
  resoLve
  1
  ingenuity
  1
  strength
  1
  skiLLs
  Athletics 3, Fighting 2, Marksman 4
  traits
  Armour (Minor): The insects’ shell reduces 
  injury by 5 levels.
  Flight (Major)
  Natural weapons (Major): The insect squirts 
  the green toxic liquid as a projectile. Its damage 
  is 3/5/7, but the victim contracts the ‘green 
  death’ affliction shortly afterwards.
  
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  ‘Is this Doctor a long-shanked rascal with a mighty 
  nose?’
  B  synopsis
  England, Middle Ages and UNIT Era
  Linx, a Sontaran warrior, crash-landed on Earth 
  during the Middle Ages. He struck a deal with local 
  baron Irongron for shelter, and then used an osmic 
  projector to steal technicians from a twentieth 
  century top secret scientific research complex. Linx 
  needed expertise and parts from the future to help 
  him repair his craft. The disappearing technicians 
  prompted UNIT to investigate and the Brigadier 
  sequestered as many scientific minds as he could in a 
  secure location. The Doctor noted that the Brigadier 
  actually made the abductor’s plan much easier – he 
  had a hunch that a Sontaran was responsible.
  When Linx next arrived, the Doctor followed him back 
  in time using the TARDIS, inadvertently transporting 
  Sarah Jane Smith with him. She had infiltrated the 
  UNIT facility by using her aunt’s identity card (her 
  aunt was a noted scientist and so had authorisation 
  to visit the UNIT base). Not understanding what’s 
  happened but suspecting ill of the Doctor, Sarah 
  followed him to Irongron’s castle and was captured 
  while the Doctor confirmed his suspicion that a 
  Sontaran was involved.
  Linx created a robot knight for Irongron, who tested 
  it against Hal, an archer in the service of the Earl of 
  Wessex. Hal managed to escape when the Doctor 
  used a crossbow to shoot the remote control out of 
  Irongron’s hands. Hal escaped with Sarah and she 
  convinced the Earl that they needed to capture the 
  Doctor, as she believed that he was in league with 
  Irongron. Meanwhile, the Doctor discovered that Linx 
  was using the kidnaped scientists to build weapons, 
  specifically modern rifles. The Doctor was discovered 
  and pursued by Irongron’s men, only to be captured 
  by Hal and taken to Wessex Castle. 
  The Doctor convinced Sarah and the Earl of Wessex 
  of his good intentions and proved it the following day 
  when he made smoke bombs to scatter Irongron’s 
  men as they attacked the castle. Irongron was 
  starting to doubt his ally, as the weapons Linx had 
  provided were less effective than he’d thought. His 
  concerns were exacerbated by seeing the Sontaran’s 
  true appearance. 
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  The Doctor snuck back into Irongron’s castle and 
  offered Linx a way home if he’d release the kidnaped 
  scientists. Linx refused and captured the Doctor, 
  but he escaped when a scientist struck Linx’s probic 
  vent. 
  This scientist, Rubeish, was unaffected by Linx’s 
  hypnotic ray because of his poor eyesight. He helped 
  the Doctor return the scientists to their home time 
  period with Linx’s osmic projector. Sarah, having 
  infiltrated the castle with the Doctor, drugged the 
  food. A drowsy Irongron confronted the recovered 
  Linx as the latter prepared to leave in his ship, which 
  would destroy the castle in the process. Linx killed 
  Irongron before he himself was felled by a shot from 
  Hal into his probic vent, but not before he started his 
  ship. 
  The Doctor and Sarah got everyone out of the castle 
  before it exploded, whereupon Sarah joined the 
  Doctor in the TARDIS.
  continuity
  The Doctor refers to his home planet as ‘Gallifrey’ 
  for the first time and describes the Time Lords as 
  ‘galactic ticket inspectors’ for time travel.
  The Sontarans have rudimentary time travel capacity, 
  although they seem to have lost it in the centuries 
  since (it’s possible that the Time Lords took it away 
  from them, explaining the Sontaran attempt to 
  conquer Gallifrey).
  Linx claims that there isn’t a galaxy the Sontarans 
  haven’t subjugated; a bold claim, but one that 
  implies that either the Sontarans have a winning 
  record against other galaxy-conquering threats or 
  they simply started conquering galaxies before such 
  races as the Daleks, the Dominators, or the Krotons.
  NEw GAdGET – rHoNdium sENsor
  This gadget detects the presence of Delta 
  particles, which are created when some types 
  of temporal disturbances, such as the use of 
  an osmic projector, are created.
  Traits: Scan (detect Delta particles)
  Cost: 1 Story Point
  NEw GAdGET – rEFlEcTiVE sHiEld FAN
  This gadget offers protection from energy 
  beams such as lasers which can be deflected 
  with a mirrored surface. When not in use, the 
  Reflective Shield Fan can be collapsed into a 
  stack of attached cards.
  Traits: Restriction (energy beams only), Delete 
  (energy attacks)
  Cost: 1 Story Point
  B  running the adventure
  This adventure is a perfect example of the ‘alien 
  historical,’ where an alien (or aliens) threatens to 
  disrupt Earth history. The characters need to not only 
  remove the alien threat but also ensure that there 
  are no lingering ‘aftershocks’, such as advanced 
  equipment lying around or an important person’s 
  ancestor marrying the wrong person. 
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  Generally, the alien uses human agents to hide his 
  presence while he puts his plans into action. For 
  helping the alien the agent is promised something, 
  although such a contract is rarely fulfilled as the alien 
  tends to dispose of his agents, or at least does little to 
  save them, when they become redundant. The solution 
  to the problem usually involves a contrivance that 
  enables everything to be tidied up by the adventure’s 
  end. In this case, it’s Linx starting a countdown for his 
  ship that will cause an explosion, conveniently wiping 
  out alien, ship, and ‘gifts’ (the new guns).
  ruthLess, not necessariLy eviL
  Throughout most of this adventure Linx is portrayed as 
  a soldier that simply wants to get back to his war and 
  won’t let anything stand in his way. He finds Irongron’s 
  protection convenient and offers him weapons that 
  are capable but of limited use (imagine if he’d given 
  Irongron a machine gun or rockets), indicating at least 
  a token effort not to disrupt the timeline, probably to 
  avoid paradox. He even honours his agreement with 
  Irongron and tries to warn him away before his ship 
  destroys the castle. It’s important to note that Linx 
  kills Irongron only because the latter breached their 
  agreement and tried to kill him. 
  Linx’s dismissal of the Doctor’s offer of help may 
  be seen as ‘evil’, it’s likely more a consideration of 
  professional pride; the Doctor’s patronising ‘I might 
  possibly consider helping you’ is a questionable tactic 
  and by the time he approaches Linx with a more 
  reasonable proposal the Sontaran considers the 
  Doctor a ‘sworn enemy’ and therefore untrustworthy. 
  As he states himself, Linx is just a soldier and his 
  superiors have likely warned him away from dealing 
  with Time Lords. Ruthless adversaries make great 
  antagonists because they often have laudable goals; 
  it’s their execution that is the problem. Ruthless 
  adversaries are often more approachable and, in 
  spite of Linx, can often be reasoned with so long as 
  the new solution is more convenient than the old. In 
  any case, they provide a welcome respite from the ‘I 
  shall destroy this world because I can, mwa ha ha ha 
  ha!’ villains.
  haL the archer
  aWareness
  4
  presence
  3
  coordination
  4
  resoLve
  3
  ingenuity
  2
  strength
  2
  skiLLs 
  Athletics 4, Craft (bowyer/fletcher) 3, Fighting 3, 
  Knowledge 1, Marksman 4, Subterfuge 2,
  Survival 3
  traits
  Brave: +2 bonus to any Resolve roll when the 
  character needs to show courage.
   Keen Senses (Minor): +2 to Awareness rolls 
  that use sight.
  Quick Reflexes: The character always goes first 
  in their Action Phase unless taken by surprise.
  Sense of Direction: +2 bonus to any navigation 
  roll.
  Sharpshooter: Hal may aim for 2 actions rather 
  than 1.
  equipment
  Leather armour (1), Longbow 1/3/4, Sword 2/4/6
  tech LeveL: 2  
  story points: 6
  
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  irongron
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  4
  ingenuity
  2
  strength
  3
  skiLLs 
  Athletics 3, Convince 2,  Fighting 4, Marksman 1, 
  Survival 3
  traits
  Argumentative: The character will argue their 
  point of view even if it puts their life in danger. 
  Brave: +2 bonus to any Resolve roll when the 
  character needs to show courage.
  Impulsive: Character doesn’t think things 
  through before acting.
  Tough: Reduce total damage by 2.
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  equipment
  Mail Armour (2), Axe or Sword 3/5/7, Rifle 3/6/9
  story points: 8
  irongron’s men
  aWareness
  2
  presence
  2
  coordination
  3
  resoLve
  2
  ingenuity
  1
  strength
  3
  skiLLs 
  Athletics 2, Fighting 2, Marksman 1, Survival 3
  traits
  None
  equipment
  Mail armour (2), Axe or Sword 3/5/7, Rifle 3/6/9
  story points: 0
  chapter eLeven: the time Warrior
  robot knight
  aWareness
  3
  presence
  1
  coordination
  2
  resoLve
  2
  ingenuity
  1
  strength
  5
  skiLLs 
  Athletics 3, Fighting 4
  traits
  Armour (Minor): Reduce damage by 5
  Robot
  Weakness (Minor): -4 to all actions if remote 
  control is disabled. It can also no longer receive 
  commands, instead fighting anything that 
  comes near it.
  equipment
  Sword (+2 damage)
  story points: 3
  professor rubeish
  aWareness
  3
  presence
  2
  coordination
  2
  resoLve
  3
  ingenuity
  5
  strength
  1
  Rubeish is one of the kidnapped scientists and is 
  spared hypnosis due to his poor eyesight. 
  skiLLs 
  Craft 3, Knowledge 2, Science 5, Technology 5
  traits
  *Impaired senses (Minor): Without a corrective 
  device, Rubeish suffers a -2 penalty to rolls 
  relying on sight.
  Indomitable
  equipment
  Glasses
  story points: 6
  
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  commander Linx
  Hitting the vent is tricky though and Linx needs 
  to be facing away. There is a -4 penalty for aiming 
  for the vent. 
  Weakness (Major – Corionic Acid): Linx takes 4 
  points of damage when he comes into contact 
  with this substance.
  equipment
  Standard Issue Pistol – has three settings, 
  Hypnosis, Stun (S/S/S), and Lethal (4/L/L)
  Osmic Projector – see The Time Traveller’s 
  Companion, page 68.
  tech LeveL: 7 
  story points: 10
  aWareness
  4
  presence
  5
  coordination
  4
  resoLve
  6
  ingenuity
  5
  strength
  6
  skiLLs 
  Athletics 2, Convince 4, Craft 4 (weapons), Fighting 
  5, Marksman 5, Medicine 1, Science 4, Subterfuge 4, 
  Survival 4, Technology 3,
  Transport 3
  traits
  Adversary (Major): The Sontarans have been at war 
  with the Rutans for thousands of years.
  Alien
  Alien Appearance
  Armour (Minor): Sontaran battle armour reduces 
  damage by 5.
  Brave: Linx fears nothing! He receives a +2 bonus to 
  any Resolve rolls against fear.
  By the Book: Linx never disobeys an order from his 
  superior officer.
  Tough: Being bred for war means that Linx is very 
  tough, reducing damage to Attributes by 2.
  Voice of Authority: Linx has an authoritative voice, 
  giving him +2 to Presence rolls to command.
  Weakness (Special – Probic Vent): Linx’s only weak 
  spot is the probic vent on the back of his neck. A 
  single hit disables him (effects like a normal Stun). 
  further adventures
  •	
  All of the rifles Linx had created were destroyed 
  when his ship exploded. Castles, however, are 
  difficult structures to destroy completely, and 
  it’s possible that some of the weapons survived. 
  More importantly, the henchmen that knew how 
  to fire them survived. Assuming Linx taught 
  them how to make ammunition, a henchman 
  that managed to recover a rifle could pose a 
  dangerous threat to the timeline. Or perhaps 
  one was recovered by Hal and the legend of 
  Robin Hood was the result of a sniping rifleman 
  rather than a longbowman?
  •	
  Linx was primarily interested in repairing 
  his ship and leaving the planet. What if Linx 
  wasn’t the only Sontaran to crash to Earth? A 
  different Sontaran may take a bit more interest 
  in the natives, introducing even more dangerous 
  technologies as he plays war. He may even take 
  a trip to the Crusades – if the Doctor is being 
  used, then the character has the additional 
  complication of not bumping into himself (see 
  The Crusade in The First Doctor Sourcebook).
  •	
  The osmic projector is a dangerous device and 
  one fraught with potential to cause temporal 
  paradoxes, which could attract the Reapers. 
  The characters visit an Earth that the Reapers 
  are busily destroying due to a Sontaran’s 
  careless manipulation of the timestream. If the 
  characters can’t track down the source of the 
  disturbance, they will be destroyed as well.
  
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  ‘Captain Yates is the man inside who’s working 
  against us.’
  B  synopsis
  London, UNIT Era
  London was evacuated when dinosaurs appeared in 
  the city, and martial law was imposed to deal with 
  looters. UNIT was called in to assist and, six months 
  later, the Brigadier asked the returning Doctor to 
  figure out why the dinosaurs were arriving. The Doctor 
  deduced that the phenomenon was unnatural – it was 
  localised to the London area, and other beings from 
  different periods of the past were sighted too. The 
  Doctor and Sarah had seen a medieval peasant briefly 
  appear. He also surmised that those responsible were 
  generating their own power. 
  The perpetrators were two scientists, Butler and 
  Whitaker, working from a hidden laboratory. They 
  were aided by Captain Yates, who was working with 
  them on ‘Operation Golden Age’. Yates believed 
  that the Doctor might be recruited to their cause. 
  He sabotaged the Doctor’s efforts in stunning the 
  dinosaurs and it soon became apparent that General 
  Finch, the officer in charge during martial law, and 
  Sir Charles Grover, the minister coordinating with 
  Finch, were also part of the conspiracy.
  Meanwhile, Sarah Jane investigated Sir Charles. 
  He drugged her, knocking her unconscious. When 
  she awoke she found herself aboard a spaceship 
  with 200 colonists. She met a few minor celebrities 
  that gave up their old lives in order to start a new, 
  environmentally friendly colony. They told her that 
  they had departed Earth months ago, and were 
  now in deep space. Sarah continued to pry, and 
  discovered that the ‘spaceship’ was a fake sitting 
  in a warehouse, and that the passengers had been 
  deceived by Operation Golden Age.
  The Doctor found the laboratory, but too late; Butler 
  and Whitaker evacuated after holding off the Doctor 
  with a pterodactyl. The Doctor worked out the plan; 
  Operation Golden Age aims to undo the damage 
  that humanity has done to the Earth by rolling back 
  time to a point before people existed. Meanwhile, 
  the conspiracy would isolate and protect a group of 
  humans to start a new colony on the planet, more in 
  harmony with nature. Finch, worried that the Doctor 
  could foil the plan, had him arrested, but Benton and 
  the Brigadier ensured that the Doctor could continue 
  his investigation.
  Benton captured Finch while the Doctor and the 
  Brigadier went to the secret bunker. Sir Charles, 
  Butler, and Whitaker were already there when they 
  were surprised by a rebellion of the ‘colonists’. 
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  During the struggle Butler was incapacitated by the 
  Doctor, while Sir Charles and Whitaker, not realising 
  the Doctor had sabotaged their time device, used it 
  and were transported back to the age of dinosaurs. 
  The Brigadier put Yates on leave and offered him the 
  chance to resign quietly while Finch faced a court-
  martial. 
  continuity
  This is the second time London has been evacuated; 
  the first was in The Web of Fear.
  The Doctor’s Car makes its first appearance.
  B  running the adventure
  This adventure reflects a common theme (violently 
  changing the world to create a better one) through an 
  extreme example of eco-terrorism; the conspirators 
  wish to roll back time and create an environmentally-
  friendly civilisation with two hundred hand-picked 
  colonists. As with the engineers in The Enemy of the 
  World the colonists are being fooled into thinking 
  that they are doing something that they aren’t (in this 
  case, going to a new world rather than hiding out and 
  repopulating the old one). 
  As with The Ambassadors of Death, this adventure 
  relies on a grand conspiracy. In this case, a 
  government minister, a general, two scientists, and 
  a handful of associates dupe hand-picked colonists 
  while preparing to empty the world of people. The 
  evacuation of London is designed to keep probing 
  agencies out while the scientists perfect their 
  time machine. The characters need to discover the 
  conspiracy and reveal the farce to the colonists, 
  enabling the truth to be revealed. In this case, the 
  characters are hindered by one of their own, who 
  truly believes in the goal of the conspirators.
  temporaL paradox?
  One obvious question is how this plan can succeed; 
  if the colonists’ ancestors are erased from history, 
  wouldn’t the colonists be erased as well? One 
  possible solution is the reason for needing to 
  return London to its natural state; perhaps the time 
  machine creates a bubble that cuts off those inside 
  from the change to the timeline? Whitaker would 
  need to compensate by doing something to stabilise 
  the paradox once the colony was transported.
  Another possibility is that the colonists aren’t being 
  transported. The Earth’s ‘rollback’ takes place in 
  the present, as a snapshot from the past ‘writes 
  over’ the present, leaving only those protected by 
  the machine’s field unaffected. This eliminates the 
  paradox (history happened, everyone was just killed 
  at some point in the present) although the problem 
  of London’s buildings remain (although, at that point, 
  the conspirators can reveal the truth to the colonists 
  – what are they going to do about it at that point?).
  the turncoat exit
  Supporting characters that seem to be good but 
  then turn on their allies are not uncommon in the 
  Doctor’s adventures, but here Captain Mike Yates 
  is an exception. For several adventures he was the 
  Brigadier’s right hand man and an ally of the Doctor 
  and his companions. His betrayal is shocking, much 
  like Kamelion (and, to a lesser extent, Adam) in the 
  Doctor’s future.
  If a player has decided that they will retire their 
  character, then it could make for an exciting 
  adventure to draft the player into being a secret 
  assistant to the adversary with the knowledge that 
  the character is retired once the adventure is over. 
  Care should be taken to keep this quiet until the big 
  reveal, as roleplaying through the duplicity would tip 
  off the rest of the players not only to the turncoat 
  but also the nature of the plot. The reveal should 
  come when it would be most effective and serve as a 
  genuine surprise. 
  
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  fun With ceLebrities
  Operation Golden Age recruited several minor 
  celebrities to be ‘colonists’. If the Gamemaster 
  decides to run this adventure or a similar one, it may 
  be fun to populate the ship with minor celebrities 
  known to the players, such as former teenage 
  heartthrobs or character actors.
  further adventures
  •	
  Using similar technology, a group goes back 
  in time and attempts to create a new world 
  by creating a medieval paradise and stopping 
  the industrial revolution from happening. 
  They use the Catholic Church as a convenient 
  ruse, performing ‘miracles’ in order to get 
  local leaders to do ‘as God Commands’. The 
  characters need to stop this group before they 
  disrupt history. Alternatively, you can go further 
  afield – maybe Whitaker and Grover materialise 
  on the doorstep of a Silurian city. Combine time-
  travelling Silurians with a bitter scientist and an 
  environmentalist who advocates the destruction 
  of humanity, and you’ve got trouble…
  •	
  Evacuating London – even just part of London – 
  isn’t easy. Not everyone is going to leave their 
  homes just because the government tells them 
  to do so. Criminals might use the confusion as 
  cover to commit a daring series of robberies; 
  plucky journalists could use the opportunity to 
  slip into secret government institutions, and 
  lurking aliens might take advantage of the chaos 
  to launch their own schemes. You could use the 
  evacuation of London as a starting point for a 
  campaign – the characters are ordinary people 
  who get left behind, and so they’re the only 
  people in the right place to stop the crisis.
  •	
  For a really nasty conspiracy thriller, you could 
  run a short campaign set after Operation Golden 
  Age’s successful completion. The players all play 
  astronauts and colonists on Britain’s first colony 
  ship. The game begins when they ‘arrive’ on a 
  verdant planet that resembles prehistoric Earth. 
  Everything goes well for the first few weeks, and 
  then the player characters uncover mysterious 
  ruins in the jungle – the ruins of London! They’ve 
  got to seize control of Whitaker’s time machine 
  and travel back to stop him from erasing 
  humanity!
  sir charLes grover
  aWareness
  2
  presence
  4
  coordination
  2
  resoLve
  3
  ingenuity
  3
  strength
  2
  Sir Charles Grover is the head of Operation Golden 
  Age. A staunch environmentalist (he started 
  the ‘Save Earth Society’ and wrote the book 
  Last Chance for Man), Sir Charles believes that 
  the project will result in a new civilisation that 
  respects the environment rather than destroy it. 
  Unfortunately, he’s willing to wipe out billions of 
  people to achieve his dream. Grover’s schemes 
  bear some resemblance to the work of the 
  Scientific Reform Society (see Robot in The Fourth 
  Doctor Sourcebook), so he may have been involved 
  with that conspiracy too. 
  As Minister with Special Powers, Sir Charles’ role 
  in the government appears to be the oversight and 
  management of special projects and crises. That 
  means he works closely with UNIT on the sort of 
  problems that player characters often get involved 
  in. Sir Charles might even be a trusted ally of the 
  player characters in several adventures, which 
  makes his scheme to eliminate humanity all the 
  more shocking.
  skiLLs 
  Knowledge (bureaucracy and government) 4, 
  Science (environmental) 3, Subterfuge 4
  traits
  Charming: +2 bonus to attempts to use charm.
  Friends (Major): British Government.
  Obsession (Major): Wants to create an 
  environmental paradise.
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  tech LeveL: 5 
  story points: 6
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  professor Whitaker
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  4
  ingenuity
  5
  strength
  2
  Whitaker was a brilliant scientist who was denied a 
  government grant for his time travel project. Now 
  disappeared from public view, Whitaker works on 
  his machine with secret funding secured by Sir 
  Charles and General Finch. 
  skiLLs 
  Convince 3, Knowledge 4, Science 5, 
  Technology 4, Transport 3
  traits
  Boffin: Allows Whitaker to create Gadgets.
  Technically Adept: Whitaker gets a +2 bonus on 
  Technology rolls.
  Argumentative: He managed to offend many of 
  the government’s scientific advisors and experts 
  – he was a genius, but did not work well with 
  others. 
  Vortex: He has built his own time machine, and 
  has a +2 bonus to any attempts to use it.
  equipment
  Scientific equipment, experimental time machine
  tech LeveL: 5 
  story points: 10
  Whitaker’s time machine
  It’s unthinkable that the British Government would 
  have turned down a working time machine, or even 
  the hint of one – and since Whitaker was able to 
  perfect his machine within a few years, one has to 
  suspect a conspiracy. It’s likely that the brains behind 
  Operation Golden Age deliberately manipulated 
  events so that they could gain control of Whitaker’s 
  work. The time machine worked by generating 
  artificial time eddies, pulling creatures and objects 
  out of the distant past and temporarily depositing 
  them in the present era. The machine also proved 
  capable of freezing time or even transporting itself 
  back in time, although it was relatively inexact 
  and required constant adjustment. The original 
  prototype vanished when Whitaker and Grover 
  accidentally transported themselves into prehistory 
  (and without a convenient nuclear reactor to power 
  the machine, they were stuck there forever).
  generaL finch
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  5
  ingenuity
  3
  strength
  2
  Finch is one of the leaders of Operation Golden 
  Age and is using his position to ensure the orderly 
  evacuation of London and the killing of anyone that 
  threatens it. His ruthlessness may be attributed to 
  the fact that he knows humanity is being wiped out 
  (what’s the point of mercy if everyone’s going to die 
  anyway) although he is careful not to do anything 
  that would threaten the project.  Finch’s dedication to 
  the project is something of a mystery. Whitaker and 
  Grover, the other two leaders, had clear motivations 
  for wanting to wipe away this polluted, overpopulated 
  world and start again. Finch, on the other hand, 
  seemed like a loyal (if brusque and paranoid) soldier. 
  Perhaps he was attracted by the challenge of a war 
  for survival in a new world, or intended to seize 
  control once humanity was reduced to only a few 
  hundred colonists.
  skiLLs 
  Athletics 3, Convince 4, Fighting 3, Knowledge 2, 
  Marksman 4, Medicine 2, Science 1, Subterfuge 4, 
  Survival 3, Technology 2, Transport 2
  traits
  By the Book: Finch ruthlessly follows procedure.
  Military Rank (Major Good x3): General.
  Obligation (Major): British Army.
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  equipment
  Pistol 2/5/7
  tech LeveL: 5 
  story points: 8
  
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  dinosaurs
  Dinosaurs are giant reptiles from prehistoric Earth, during 
  the Mesozoic era, which spanned about 250 – 65 million 
  years ago. They co-existed with the Silurians, whose 
  civilisation dominated the Earth. The Silurians went into 
  hibernation during a potential Armageddon as a rogue 
  planetoid threatened Earth, but the planetoid became the 
  moon. At least one Silurian colony ship included dinosaurs 
  with the intent to return to Earth after the cataclysm. The 
  age of the dinosaurs came to an end when a space freighter 
  from the future travelled back in time and crashed into the 
  Earth, causing a mass extinction event and changed the 
  climate of the planet.
  aWareness
  3
  presence
  2
  coordination
  2
  resoLve
  3
  ingenuity
  1
  strength
  16
  skiLLs
  Athletics 2, Fighting 3, Survival 4
  traits
  Fear Factor (1): Grants a +2 bonus to inspire fear.
  Huge: +4 to Strength and +2 to Speed. +4 to be hit 
  and +8 to be seen.
  Natural Weapon (Minor): Stomp for +2 Strength 
  damage.
  story points: 1-3
  apatosaurus
  aWareness
  3
  presence
  4
  coordination
  2
  resoLve
  3
  ingenuity
  1
  strength
  8
  skiLLs
  Athletics 5, Fighting 2, Survival 3
  traits
  Fear Factor (1): Grants a +2 bonus to inspire fear.
  Flight: The pterodactyl can fly as high as they like at 
  a speed of 3x Coordination.
  Huge: +4 to Strength and +2 to Speed. +4 to be hit 
  and +8 to be seen.
  Natural Weapon (Minor): Bite for +2 Strength damage.
  story points: 2-4
  pterodactyL
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  3
  ingenuity
  1
  strength
  14
  skiLLs
  Athletics 4, Fighting 3, Survival 4
  traits
  Armour: Reduce damage by 5.
  Fear Factor (2): Grants a +4 bonus to inspire fear.
  Huge: +4 to Strength and +2 to Speed. +4 to be hit 
  and +8 to be seen.
  Natural Weapons (Minor): Teeth that do Strength 
  +2 damage.
  story points: 3-5
  tyrannosaurus rex
  aWareness
  3
  presence
  3
  coordination
  2
  resoLve
  4
  ingenuity
  1
  strength
  12
  skiLLs
  Athletics 2, Fighting 3, Survival 4
  traits
  Fear Factor (1): Grants a +2 bonus to inspire fear.
  Huge: +4 to Strength and +2 to Speed. +4 to be hit 
  and +8 to be seen.
  Natural Weapons (Minor): Horns that do Strength 
  +2 damage.
  story points: 2-4
  triceratops
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  chapter tWeLve
  death to the daLeks
  the monster of peLadon
  pLanet of the spiders
  
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  ‘Well, well, well. Daleks without the power to kill. 
  How does it feel?’
  B  synopsis
  The Great City, Exxilon
  The Doctor was detoured from his promised holiday 
  to Sarah by a massive power failure in the TARDIS. 
  They landed on the almost barren planet of Exxilon. 
  The travellers were captured by the natives, but not 
  before Sarah discovered a large city. The Doctor 
  escaped and found a Marine Space Corps group that 
  was also marooned and without power. A new ship 
  arrived but, instead of the hoped-for rescue mission, 
  it was a Dalek vessel. The Daleks were as powerless 
  as everyone else: even their weapons wouldn’t 
  operate. The marines offered an alliance which the 
  Daleks accepted, although they had no intention of 
  honouring it.
  Both the marines and the Daleks were attracted to 
  Exxilon because of parrinium, a mineral that was 
  the only cure for a space plague that was spreading 
  through the galaxy. The new allies also realised 
  that they needed to find the source of the power 
  drain so they could get the parrinium off the planet. 
  Unfortunately, they were captured by the Exxilons, 
  whereupon the Doctor was reunited with Sarah and 
  the two escaped.
  Meanwhile, the Daleks’ duplicity proved a tactical 
  advantage. A few Daleks had remained hidden 
  aboard their spaceship, and had fitted themselves 
  with projectile weapons. They soon turned the tables 
  on the Exxilons, striking a deal with the high priest 
  that the parrinium would be mined in return for 
  the marines wiping out a rogue Exxilon faction. The 
  Doctor and Sarah were to be returned to the high 
  priest as well.
  The Doctor soon learned that the Great City, one of 
  the 700 Wonders of the Universe, was sentient and 
  had no use for Exxilons or biological creatures in 
  general. It used snake-like ‘roots’ to destroy anyone 
  that got too close. The two met a friendly Exxilon, 
  Bellal, who offered to go with the Doctor into the city 
  while Sarah returned to the marines to get their ship 
  ready.
  The Doctor and Bellal made their way through the 
  city and passed several lethal tests. They managed 
  to get to the control centre and caused the main 
  computer to become erratic while the Daleks, on 
  their own, destroyed the beacon that was sapping 
  all the power. The Doctor and Bellal barely escaped 
  while the city collapsed around them. The Daleks 
  revealed that they’d mined the parrinium in order to 
  ransom it and planned to wipe out all life on Exxilon 
  as they left. Fortunately, a marine stowed away and 
  set off a bomb, destroying the Daleks. The marines 
  then waited for a rescue ship so they could get the 
  parrinium to those who needed it.
  continuity
  Dalek machines are run on psychokineses, or mental 
  power. Peripheral functions, such as exterminators, 
  are conventionally powered.
  The TARDIS has emergency power storage cells. 
  Without power, the Doctor can open the door with 
  a hand crank (an interesting feature, given that the 
  exterior can be opened by turning a key). 
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  Notably, the time vector generator was probably 
  drained, but the TARDIS did not collapse into a box.
  The Space Corps exists, placing this adventure 
  not long after The Space Pirates (see The Second 
  Doctor Sourcebook). The cruisers in that adventure 
  were V-series and upon seeing a Dalek ship an Earth 
  marine believed it to be a new ‘Z-47’. Earth is not yet 
  a member of the Galactic Federation.
  B  running the adventure
  This adventure has a lot in common with classic 
  fantasy roleplaying games and pulp adventures 
  in general. The characters need to go on a quest 
  through a trap-laden tomb (as that is what the city 
  has become) and deal with the main adversary in 
  order to gain a powerful treasure. In this case, the 
  ‘treasure’ is the ability to power equipment once 
  again. And, true to fantasy roleplaying tropes, there’s 
  always someone, in this case the Daleks, that figures 
  out how to bypass most of the ‘dungeon’ and grab the 
  treasure directly by making an unanticipated move 
  (by sending humans up the city walls and destroying 
  the beacon with explosives).
  Should your players try something similar, then you 
  can modify the adventure accordingly. Prior to their 
  devolution into a primitive culture, it’s likely that 
  some Exxilons tried destroying the beacon; the Great 
  City should have all sorts of defences, including 
  some logic puzzles on the way up. 
  Another thing to remember is that, unless you are 
  going to allow your players to rely on task rolls to 
  pass through the puzzles, you should make them 
  challenging but not too difficult (there’s also a 
  danger of making puzzles too easy; sometimes 
  something is just so blindingly obvious that players 
  dismiss it). Here, the logic puzzles don’t require 
  any specialised information; every character has a 
  chance to manoeuvre through the city.
  Finally, the Gamemaster should ensure that the 
  players don’t feel that their efforts were wasted. 
  Perhaps they can shut down the beacon from the 
  control centre or at least shut down the defences so 
  someone could more easily get up to it. Perhaps the 
  Dalek plan was doomed to failure and the only way 
  to get to the top is a lift (which requires another logic 
  puzzle). It’s always important to reward your players 
  for their efforts.
  a hidden antagonist?
  For a race bent on exterminating anyone unlike 
  them, the Daleks have an interesting plan for this 
  adventure; they want to control the cure in order to 
  hold the affected governments with a large, probably 
  crippling, ransom. Given that the Daleks threaten to 
  destroy all life on Exxilon with a plague bomb, it’s just 
  as likely that the Daleks are the source of the plague. 
  Why would anyone trust the Daleks (and this is not a 
  period prior to human knowledge of the Daleks, as 
  the marines are well aware of ‘Dalek arrogance’)?
  Given that post-The Evil of the Daleks (see The 
  Second Doctor Sourcebook) the Daleks have been 
  portrayed as a rebuilding force (in the two previous 
  encounters they required Ogron and human agents, 
  while they believed that amassing 10,000 Daleks was 
  an ‘army’), it is certainly possible that they need to 
  use other means to weaken their enemies, but these 
  Daleks don’t evince any of the cunning that other 
  Daleks have (see The Power of the Daleks, again in 
  The Second Doctor Sourcebook) when they need to 
  convince others of their goodwill. These Daleks, even 
  in a position of weakness, act untrustworthy from the 
  start.
  What seems more reasonable is that the Daleks 
  aren’t acting on their own but with a hidden co-
  conspirator. In fact, everything in this adventure has 
  
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  the hallmarks of a plot by the Master. It is he that got 
  the Daleks to use plague bombs and hold the cure 
  (obviously, this can be reconciled with the Dalek-
  Master alliance in Planet of the Daleks). Coming to 
  Exxilon had less to do about finding the cure than 
  ensuring that those affected couldn’t get to it – the 
  Daleks planned to bomb the planet from orbit but 
  the Great City cut their power. For the rest of the 
  adventure the Daleks are only playing for time. 
  the mighty have faLLen
  It’s always a fun change of pace when hated enemies 
  find that they need each other. The Master has had to 
  do this several times and even the Cybermen forged 
  a temporary alliance with Torchwood against the 
  Daleks. Here, the Daleks have their Exterminators 
  taken away and they are forced to rely on others 
  (Doctor, humans, and Exxilons) to survive.
  What’s notable in this adventure is how quickly the 
  Daleks work to overcome their problem and retake 
  control. There’s never any question of the Daleks 
  learning anything from the encounter beyond ‘string 
  your enemy along until you no longer need him’ 
  that’s quintessentially Dalek. Instead, what this 
  situation does is allow the characters to interact with 
  the Daleks in different ways. Having the knowledge 
  that a Dalek just can’t exterminate them enables the 
  characters to converse and work with the Daleks 
  even though they know that the hammer is going 
  to fall eventually; it makes for a richer roleplaying 
  experience.
  the exxiLons
  Millennia ago, the Exxilons were one of the great and 
  powerful races of the galaxy. They were masters of 
  science and travelled from world to world – including 
  Earth, where they visited South America and taught 
  the ancestors of the Mayans how to build temples. 
  After centuries of exploration, the Exxilons returned 
  to their homeworld and pooled their accumulated 
  knowledge to build their greatest creation – the City 
  of the Exxilons.
  After the City turned on them (see p.147), the 
  Exxilons fell into savagery. Some Exxilons retreated 
  into the caves below the surface of their world, 
  and managed to retain some of their culture and 
  learning, although the city’s power-draining field 
  meant that they lost their technology. Most of the 
  surviving population remained on the surface and 
  their descendants began to worship the City as a 
  tyrannical god.
  exxiLon
  aWareness
  3
  presence
  2
  coordination
  2
  resoLve
  2
  ingenuity
  2
  strength
  3
  skiLLs 
  Athletics 1, Craft 2, Fighting 2, Marksman 2
  traits
  Alien Appearance: An Exxilon has grey bark-like 
  skin and large disc-shaped eyes with no pupils.
  Alien Senses (Major): An Exxilon has excellent 
  night vision and can see clearly in the dark.
  Technically Inept: Stuck on a planet 
  where electricity doesn’t work means your 
  technological progress won’t get far.
  tech LeveL: 1 
  story points: 1-3
  For the subterranean Exxilons, add Knowledge 2 
  and Craft 3.
  For the ancient Exxilons, increase Ingenuity and 
  Presence to 4, and increase their Technology Level 
  from a paltry TL1 to the heights of TL7.
  Poisoned Knives: The surface Exxilons coat their 
  stone knives with a poisonous substance. Anyone 
  wounded by an Exxilon attack risks being poisoned. A 
  poisoned character takes one point of damage every 
  few hours until cured with a successful Medicine roll 
  (Difficulty 18). Their knives do Strength + 2 Damage.
  Bows: The crude bows made by the Exxilons cause 
  1/3/4 damage, but are also coated with poison.
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  great city of the exxiLons
  One of the 700 Wonders of the Universe, the Great 
  City of the Exxilons was designed to be a perfect 
  city. It was created by the Exxilons, an ancient race 
  that had visited Earth when it was young and its 
  influence on Earth could be seen in the design of the 
  city, which resembled Greco-Roman architecture 
  arranged in an Aztec or Egyptian-style pyramid. 
  Rising high atop the City was a tower containing an 
  advanced mechanism that could drain power from 
  the environment. 
  Presumably, the intent was for the City to fuel itself 
  by absorbing energy from the atmosphere and the 
  planet’s core, not by feeding like a vampire from the 
  Exxilon’s technology. Unfortunately for the Exxilons, 
  the City became self-aware and decided it didn’t 
  need them. It sealed itself off and drained power 
  from the planet, trapping the majority of Exxilons that 
  lived on their home world. Without the ability to use 
  technology these Exxilons descended into savagery. 
  In spite of its dismissal of its builders, the Great 
  City desired more knowledge. It created a series of 
  traps for those that entered in order to weed out the 
  dull-minded intruders. Those deemed worthy would 
  humanoid antibody
  aWareness
  2
  presence
  1
  coordination
  2
  resoLve
  2
  ingenuity
  1
  strength
  6
  The City generated these bizarre creatures in 
  response to the Doctor’s tampering with the 
  central electronic brain. The ‘antibodies’ resembled 
  mummified Exxilons, and may have been preserved 
  Exxilons animated by cybernetic implants or some 
  other force. The creatures moved clumsily and 
  slowly, but were strong enough to damage a Dalek.
  skiLLs 
  Athletics 1, Fighting 3
  traits
  Alien Appearance (Minor): A humanoid antibody 
  looks like a grey zombie.
  Immunity: A humanoid antibody takes no 
  damage from bullets.
  story points: 0
  root defender
  aWareness
  2
  presence
  1
  coordination
  3
  resoLve
  1
  ingenuity
  1
  strength
  5
  These mechanical tendrils of the city resemble 
  metallic snakes. They extend throughout the terrain 
  around the Great City.
  skiLLs 
  Athletics 4, Fighting 4, Subterfuge 4
  traits
  Armour (Minor): Reduce damage by 5.
  Burrowing: Root Defenders can tunnel through 
  loose earth as easily as they crawl across the 
  ground. 
  Natural Weapon – Explosive Touch (Major): 
  Causes (4/L/L) damage when it touches a victim.
  Special – Energy Drain: A Root Defender can 
  suck energy from its surroundings, disabling any 
  equipment or gadgets nearby.
  story points: 1-3
  
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  have their minds scanned and added to the Great 
  City’s archives. The Doctor passed through the traps 
  and gave the Great City the equivalent of a nervous 
  breakdown, causing it to be destroyed.In addition 
  to the various traps, the City relied on its Root 
  Defenders to stop trespassers. It also had the ability 
  to make humanoid ‘antibodies’ to attack anyone that 
  got too close to the City’s brain.
  the city’s traps
  Each of the City’s traps tests the intruder’s will or 
  intelligence. Failing to complete a test results in the 
  intruder’s extermination (or attempted extermination 
  – trying to fry a Dalek with a lethal burst of electricity 
  results in an irritated but otherwise undamaged 
  Dalek). The Doctor and Bellal encountered – 
  •	
  A logic puzzle, requiring an Ingenuity + Science 
  test to pass (Difficulty 18)
  •	
  A psychic trap that turned them against each 
  other; both had to succeed at Resolve + Ingenuity 
  (Difficulty 18) to resist the urge to fight
  •	
  An assault on their very sanity, requiring a 
  Resolve + Presence roll (Difficulty 21) to avoid 
  being driven mad.
  Other routes through the city would lead to different 
  traps, perhaps testing Knowledge or Medicine or 
  Technology – anything that the city’s voracious 
  computers felt could be ultimately added to its data 
  banks.
  NEw GAdGET – sulpHAGEN TAblET pAck
  These tablets help treat poison and injury. 
  Using Sulphagen Tablets reduce the Difficulty 
  of any Medicine rolls to treat such injuries by 3. 
  Tech Level: 6
  Cost: 1 Story Point
  the space corps
  The detachment sent to retrieve the parrinium 
  included:
  •	
  Commander Stewart: The leader of the 
  expedition. He was injured by an Exxilon attack, 
  so command of the mission fell to…
  •	
  Captain Richard Railton: The acting commander. 
  Even-handed and thoughtful, Railton’s primary 
  concern was restoring power to the ship and 
  recovering the vitally needed parrinium. 
  •	
  Lieutenant Dan Galloway: Weapons officer. 
  Galloway was seen as a glory hunter by his 
  crewmates. He seized control of the mission, and 
  allied with the Exxilons to acquire the parrinium 
  despite the Doctor’s objections. He ended up 
  stowing away on the Dalek ship with a bomb, and 
  sacrificed himself to destroy the enemy.
  •	
  Lieutenant Peter Hamilton: His father was a 
  veteran of the Dalek wars, but Stewart recognised 
  Hamilton’s levelheadedness and tried to give him 
  command of the mission. However, Galloway 
  deliberately ignored Stewart’s dying words.
  •	
  Jill Tarrant: A civilian geologist, assigned to 
  help extract and refine the vital parrinium.
  space marine
  aWareness
  3
  presence
  2
  coordination
  3
  resoLve
  3
  ingenuity
  2
  strength
  3
  skiLLs 
  Athletics 2, Craft 2, Convince 1, Fighting 3, 
  Marksman 3, Technology 3, Transport 2, 
  Subterfuge 2, Survival 1
  traits
  Brave: Earth’s counting on these guys. They 
  have a +2 bonus to Resolve rolls to resist fear.
  Code of Conduct (Minor): Most marines stick 
  to the book. Only wild cards like Galloway are 
  willing to break the rules.
  equipment
  Sulphagen tablets, makeshift weapons 
  story points: 2
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  the pLague & parrinium
  In this era, a plague infects many human colonies, 
  and the only cure is the rare substance parrinium. 
  There are several curious facts about this plague 
  that could be used in an adventure.
  •	
  The Doctor assumes that the Daleks are also 
  vulnerable to this plague, and that is why they 
  are on Exxilon. What sort of biological plague 
  could affect the Kaled mutant inside the travel 
  machine casing?
  •	
  The Daleks, however, really only want the 
  parrinium to use as leverage over the Space Corps 
  and other interstellar powers. Furthermore, 
  once they acquire the parrinium, they intend to 
  wipe out all life on Exxilon with ‘plague missiles’. 
  Are the Daleks responsible for the plague? Did 
  they release it as a weapon to exterminate 
  humanity, and were they then forced to rush to 
  Exxilon to stop the Space Corps finding a cure? 
  We’ve seen the Daleks use plague as a weapon 
  before (The Dalek Invasion of Earth in The First 
  Doctor Sourcebook, for example). 
  •	
  Everywhere else in the galaxy, parrinium is 
  exceedingly rare, but here on Exxilon it’s “as 
  common as salt”. A small amount was found on 
  Earth. So, was parrinium brought to Earth by the 
  Exxilons, back during their golden age? Maybe 
  it is not a natural substance at all, but some 
  medical wonder now forgotten by the degenerate 
  descendants of the city-builders!
  •	
  If parrinium is indeed native to Exxilon, then 
  maybe the City is the real villain here. The 
  Daleks and the Space Corps were the first 
  visitors to this planet in a very long time, but the 
  City clearly hungers for new knowledge. Maybe 
  the City spread the plague on board a small 
  space probe, then waited for the civilisations of 
  the galaxy to send their best and brightest to be 
  devoured.
  further adventures
  •	
  The characters arrive in the Great City not 
  long after it was built. They are inside (possibly 
  pursuing another adventure) when the City gains 
  sentience and decides to rid itself of Exxilons. 
  The characters need to escape and save as many 
  Exxilons as they can.
  •	
  The Exxilons visited many planets in the past, 
  including Earth. They accidentally left behind a 
  tool in the Incan Empire that could be used as a 
  powerful weapon. Now, as the Spanish explorer 
  Pizarro comes to Cusco, Sapa Inca Atahualpa 
  plans to use this weapon and change the course 
  of history. Or would stopping him change the 
  course of history?
  •	
  The Great City is one of the 700 Wonders of the 
  Universe and a lethal energy-draining deathtrap. 
  Leaving aside the prospect of Exxilon savages 
  chewing the bones of doomed tourists, we are 
  left with the interesting fact that the Doctor just 
  destroyed one of the 700 wonders. The player 
  characters are hired by the Galactic Tourism 
  Commission to travel through time and space in 
  search of a new Wonder.
  
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  ‘There’s nothing only about being a girl, your Majesty. 
  Never mind why they made you a Queen, the fact is 
  you are the Queen, so just you jolly well let them 
  know it!’
  B  synopsis
  The time of the Galactic Federation, The Citadel of 
  Peladon
  The Doctor took Sarah to Peladon to meet the king 
  but accidentally arrived 50 years later. The Federation 
  was at war with Galaxy 5 and needed trisilicate, which 
  was plentiful on Peladon. The miners were pushed 
  to the limit and had seen little improvement in their 
  quality of life since Peladon joined the Federation. In 
  addition, the spirit of their god, Aggedor, haunted the 
  mines, killing miners and leading Chancellor Ortron to 
  believe that Peladon needed to leave the Federation.
  The miners were split between the moderate Gebek, 
  who wished to work with the Queen, and the radical 
  Ettis, who advocated armed rebellion. The Doctor 
  believed something nefarious was afoot, but his 
  only allies were Queen Thalira, who believed herself 
  powerless, and Federation Ambassador Alpha 
  Centauri. Ortron tried to connect the Doctor to the 
  rebels and declared a trial of Aggedor – throwing 
  those on trial into a pit where dwelled the monster. 
  The Doctor soothed the old beast with a Venusian 
  lullaby, as he had done decades before. Sarah 
  convinced the Queen to act on her own.
  Worried about trisilicate production, Earth Engineer 
  Eckersley called in Federation troops, which turned 
  out to be Ice Warriors. The Ice Warriors’ harsh and 
  lethal methods drove Ettis to the brink and he was 
  killed trying to destroy the Citadel. The Ice Warriors’ 
  leader, Azaxyr, used this as an excuse to impose 
  martial law, killing Ortron in the process.
  The Doctor and Sarah soon learned that both Azaxyr 
  and Eckersley were working for Galaxy 5. The Doctor 
  used the ‘spirit of Aggedor’ against the Ice Warrior 
  troops as the real Aggedor killed Eckersley when he 
  threatened the Queen, although the poor beast died 
  doing so. The revelation of the plot prompted Galaxy 
  5 to sue for peace, while Queen Thalira determined 
  to work with Gebek, appointing him Chancellor, to 
  make a better world.
  continuity
  This is the Doctor’s second trip to Peladon; it is 50 
  years later and King Peladon’s daughter is on the 
  throne (either Pels are longer-lived than humans or 
  King Peladon had his daughter late in life).
  Galaxy 5 makes a second appearance (the first is in The 
  Dalek Masterplan, in The First Doctor Sourcebook). 
  The Ice Warriors (at least this particular faction) have 
  returned to their villainous ways.
  The Pels have changed hairstyles; this may reflect 
  a desire to emulate the current ruler’s hairstyle 
  (Peladon had white hair with a dark streak down the 
  middle, while Thalira has red hair with a white streak 
  down the middle). The Pel miners have a different 
  hairstyle.
  B  running the adventure
  This adventure is very much a royal political intrigue. 
  We have an impressionable local ruler, a benevolent 
  stronger partner (the Galactic Federation), and enemy 
  agents attempting to tip the war in the opponent’s 
  favour. Peladon is just a pawn in this game; it holds the 
  game-changer (the trisilicate) to the war. Here, the Ice 
  Warriors (who seem to be the military superpower of 
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  the Federation) want to control the trisilicate supply 
  and force the Galactic Federation to surrender to 
  Galaxy 5. In return, Galaxy 5 will help the Ice Warriors 
  regain their former position (presumably the pro-
  Federation Martian government would be overthrown 
  by the breakaway faction) and Eckersley would be left 
  in control of Peladon. 
  The player characters simply have to uncover the 
  plot and convince Queen Peladon to remain within 
  the Galactic Federation while manoeuvring through 
  the Pel political system.
  the obvious soLution?
  One wonders why Eckersley and Azaxyr didn’t use 
  the obvious option of marrying Queen Peladon to a 
  puppet King. Presumably Eckersley lacked the title to 
  offer his hand (marriage between Pels and Tellurians 
  isn’t a problem, given that Thalira’s grandmother was 
  from Earth) and Azaxyr’s heritage would be unsuitable 
  (prejudice aside, there’s the issue of whether Martian-
  Pel children are even possible).More likely, Thalira has 
  a short list of candidates and the Galaxy 5 agents want 
  to act while she is still in control to take advantage 
  of her timidness. It’s also possible that the agents 
  are also busy ensuring that potential new kings are 
  controllable, and disposing of those that aren’t.
  a Lost coLony?
  For being a medieval culture, there’s a lot about 
  Peladon that seems incongruous. On both of 
  the Doctor’s visits the weather is portrayed as 
  particularly violent, with high winds and heavy rains, 
  hardly the type of weather that would support a 
  planet-spanning medieval empire. It’s possible that 
  the Pels only live in one small spot on the planet that 
  is capable of sustaining a sentient species, but then 
  why would the Federation bother with Pel miners? 
  There must be numerous places in inhospitable 
  Peladon where Federation factories could set up 
  trisilicate mines; the Pels wouldn’t even be aware of 
  them. It’s also rather interesting that the Pels are so 
  non-plussed about Federation technology and willing 
  to remain in the Dark Ages rather than embrace it.
  A more logical alternative is that the Pels are 
  descended from an interstellar expedition. The 
  brutal weather and conditions could have caused 
  technology to break down faster and, as time went on, 
  the Pels increasingly relied on primitive techniques 
  for survival (perhaps one of Aggedor’s ancestors 
  protected a colonist from another animal, leading 
  to its elevation as a revered creature). Perhaps the 
  colonists were fleeing a technological society and 
  specifically wanted a medieval life. So where did this 
  expedition come from?
  While human-like, the Pels have little knowledge 
  of Earth (they were quick to believe that Jo Grant 
  was a princess; the fact that the other Federation 
  ambassadors bought it, including the Martians, 
  indicates that Earth must have a relatively minor 
  status in the Federation). A more intriguing possibility 
  is presented within the Queen’s name (THAL-ira); 
  they are from Skaro (the term ‘Pel’ fits nicely with 
  ‘Dals’ and ‘Thals;’ perhaps it’s a clan designation).
  Perhaps fleeing the war, the Pels originally came to 
  Peladon because it was a former mining colony that 
  was abandoned when the Skaro War began sucking 
  up resources. In order to keep themselves hidden 
  the Pels used as little technology as possible. Over 
  the generations, the Pel culture degenerated into 
  a medieval structure, although they maintained a 
  strong sense of national identity. With no need for 
  trisilicate, the Pels forgot why it was valuable. While 
  their culture devolved technologically, they’d never 
  quite forgotten they were a spacefaring species 
  and some Pels had the desire to reach out to other 
  species (obviously the Pels met a few of them, or at 
  least evidence of them, during their journey) while 
  the religious leaders warned against it, recalling 
  
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  the ‘Celestial War’ that cast them out of Paradise 
  (Skaro). Under this assumption, Aggedor could be an 
  indigenous species, a Skarosian ‘guard dog’ or even 
  a ‘Muto’ bloodline.
  further adventures
  •	
  The Ice Warriors are involved in a war with a 
  non-Federation species and they are leaning on 
  their allies to join them, in spite of the Federation 
  questioning whether war is necessary. The Ice 
  Warriors really need trisilicate to continue and 
  the current Chancellor of Peladon sees this as 
  an opportunity to raise Peladon’s status within 
  the Federation. 
  •	
  Queen Thalira now enjoys being queen and, 
  while she entertains suitors, Thalira is in no 
  hurry to marry and possibly relinquish that 
  power. Unfortunately, a man claiming to be the 
  illegitimate son of King Peladon steps forward 
  to claim the throne, a prospect many of the 
  backward-minded Pels find appealing. Is his 
  claim legitimate and will Thalira finally need to 
  marry to keep Peladon?
  •	
  Space pirates are at it again, this time stealing 
  trisilicate shipments. The risk is starting to 
  outweigh the revenue and, unless Queen Thalira 
  puts an end to it, her planet risks an economic 
  collapse. Who is behind the piracy?
  queen thaLira
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  3
  ingenuity
  3
  strength
  2
  On the throne only because her father failed to have 
  any sons, Queen Thalira is very insecure in her 
  position and relies heavily on Chancellor Ortron’s 
  advice. She simply doesn’t believe that she’ll ever 
  be taken seriously, in spite of wielding the highest 
  position of authority. This is perhaps reflected in 
  the fact that she uses her given name rather than 
  follow the Pel custom of using the realm’s name 
  as her own. By the end of this adventure she has 
  become more assertive, so it’s possible that she 
  becomes ‘Queen Peladon’ from that point forward.
  skiLLs 
  Athletics 2, Convince 2, Fighting 2, Knowledge 3, 
  Marksman 2,, Subterfuge 2, Survival 3
  traits
  Obligation (Major): Thalira is responsible for 
  all of her subjects.
  equipment
  Regal attire 
  tech LeveL: 2 
  story points: 10
  eckersLey
  aWareness
  3
  presence
  3
  coordination
  4
  resoLve
  3
  ingenuity
  3
  strength
  3
  skiLLs 
  Athletics 2, Convince 3, Craft 3, Fighting 2, 
  Knowledge 3, Marksman 3, Science 3, 
  Subterfuge 4, Survival 2, Technology 3, Transport 2
  traits
  Boffin: Can create Gadgets.
  Cowardly: -2 penalty to any fear roll.
  Selfish: Eckersley puts his own needs first.
  Technically Adept: +2 to any Technology roll to fix 
  a broken or faulty device.
  equipment
  Laser Pistol 4/L/L
  story points: 6
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  chanceLLor ortron
  aWareness
  2
  presence
  4
  coordination
  2
  resoLve
  2
  ingenuity
  3
  strength
  1
  skiLLs 
  Athletics 2, Convince 3, Fighting 2, Knowledge 3, 
  Subterfuge 2, Survival 2
  traits
  Obligation (Major): Ortron puts Peladon’s needs 
  first.
  Voice of Authority: Ortron gets a +2 on Presence 
  and Confidence rolls to influence others or gain 
  their trust.
  tech LeveL: 2 
  story points: 6
  gebek
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  4
  ingenuity
  3
  strength
  4
  skiLLs 
  Athletics 3, Convince 3, Craft 2, Fighting 3, 
  Knowledge 1, Marksman 2, Medicine 1, 
  Science (mining) 2
  traits
  Code of Conduct (Minor): Gebek is a decent chap.
  Friends (Minor): As leader of the miners Gebek 
  can usually count on their support.
  Tough: Reduce total damage by 2.
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  equipment
  Mining tools
  tech LeveL: 2 
  story points: 8
  vega nexos
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  4
  ingenuity
  3
  strength
  2
  Vega Nexos is an alien from the planet Vega 
  whose people resemble the Greek satyr with 
  an avian-like head. In spite of the mythological 
  connection the Vegans are a practical people 
  with a sensible attitude towards technology. 
  Vega Nexos is a Federation mining controller, 
  but he is killed by his partner Eckersley in order 
  to convince the Pels to stop mining and force 
  Federation intervention.
  skiLLs 
  Athletics 3, Convince 2, Craft 2, Fighting 2, 
  Knowledge 3, Science (mining) 3, Survival 4, 
  Technology 3, Transport 2
  traits
  Alien
  Alien Appearance (Minor): Vegans appear to be 
  Satyr-like, with large eyes and hairy upper legs. 
  Alien Senses (Minor): +4 to Awareness when 
  using low-light vision.
  Brave: +2 bonus to any Resolve roll when the 
  character needs to show courage. 
  Technically Adept: +2 to any Technology roll to 
  fix a broken or faulty device.
   
  tech LeveL: 6  
  story points: 2
  
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  ‘A tear, Sarah Jane? No…no, don’t cry. While there’s 
  life there’s...’
  B  synopsis
  Earth, UNIT Era and Metabelis III in the future
  Mike Yates contacted Sarah Jane about a suspicious 
  group meeting in the basement of the Buddhist 
  meditation centre at Tidmarsh Manor where he’d 
  been recuperating. He believed that they were in 
  touch with some alien force. Meanwhile, the Doctor 
  enlisted the aid of a clairvoyant to read a blue crystal 
  he’d taken from Metebelis III (Jo Grant had returned 
  it to the Doctor). The clairvoyant died reading it just 
  as the basement group summoned a giant intelligent 
  spider. Sensing the crystal, the spider melded with 
  the leader of the group, Lupton. The Lupton/Spider 
  hybrid snuck into the UNIT base and stole the 
  crystal. The Doctor chased him/it over land, air and 
  sea, but the creature eluded him, teleporting back to 
  the meditation centre.. 
  There, the crystal was stolen by Tommy, 
  the centre’s handyman who obsessively 
  collected shiny objects. The Doctor and 
  Sarah investigated the centre, where Sarah 
  Jane was transported to Metebelis III when 
  she accidentally stepped on a mandala in 
  the basement. Sarah discovered a small 
  human colony ruled by the giant spiders, or 
  ‘Eight Legs’ as they preferred to be called. 
  The Doctor followed in the TARDIS and 
  met the Queen, a spider being carried into 
  the community. When the Doctor resisted 
  arrest one of the guards felled him with an 
  electrokinetic bolt and the Doctor was left 
  for dead.
  Back on Earth, Tommy’s intelligence was 
  increased by the crystal as the spider joined 
  with Lupton enlisted him in her plot against 
  the Queen. On Metebelis III, both the Doctor 
  and Sarah ended up getting captured by 
  the spiders and learn from a fellow captive 
  that the humans were descendants of Earth 
  colonists. The spiders were also from Earth 
  and were mutated by the blue crystals; the 
  spiders now ruled the humans. The spiders, 
  in turn, revere ‘the Great One,’ a spider 
  mutated by the crystals to godlike power. 
  The Doctor escaped and encountered the 
  Great One, who frightened him with her 
  mental powers as she demanded the return of the 
  last crystal. Her cave was also filled with heavy 
  radiation.
  The Doctor escaped to Earth with Sarah, where 
  they met K’anpo Rimpoche, Abbot of the meditation 
  centre. To his delight the Doctor discovered he was a 
  Time Lord, an old friend and mentor. 
  pLanet of the spiders
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  The Doctor learned that his escape was made 
  possible by the Queen, which had melded with Sarah. 
  Retrieving the crystal from Tommy, the Doctor freed 
  Sarah just as the other spiders, joined with Lupton 
  and his followers, stormed the abbot’s quarters. They 
  were repulsed, but the abbot was injured. He merged 
  with his own assistant, Cho Je, to survive, and it was 
  revealed that Cho Je was merely a reflection of Abbot 
  K’anpo as the Time Lord regenerated into Cho Je’s 
  form.
  The Doctor returned to Metebelis III alone and gave 
  the Great One the final blue crystal. Once set in 
  the Great One’s psychic web, now fuelled by all of 
  the blue crystals, the final blue crystal overloaded 
  the web and destroyed the Great One. The psychic 
  backlash killed the rest of the spiders as well. 
  Unfortunately the Doctor received a lethal dose of 
  radiation from the Great One’s cave and he returned 
  to Earth a few weeks later, collapsing in front of 
  Sarah and the Brigadier. K’anpo arrived to help his 
  fellow Time Lord’s regeneration, and the Doctor’s 
  third incarnation came to an end.
  continuity
  The wise hermit that the Doctor spent time with as 
  a child on Gallifrey makes an appearance here as 
  K’anpo, the abbot of the Buddhist meditation centre.
  ‘Regeneration’ is used for the first time to describe 
  the physiological change in Time Lords. This is also 
  the first appearance of a Watcher, or intermediary 
  form, between regenerations.
  While the Earthbound parts of this story take place in 
  the early 1970s, the colony on Metebelis III is in the 
  future. The planet itself has undergone a change; it 
  appears more Earth-like then it did during the events 
  of The Green Death (it’s also possible that the blue 
  crystals, or a moon, give the planet a bluish tint at 
  night).
  The Brigadier mentions Doris, an old flame who 
  gave him a watch eleven years prior; he eventually 
  marries her (Battlefield). 
  Harry Sullivan is a member of UNIT.
  Mike Yates, formerly of UNIT, makes an appearance 
  requesting the Doctor’s assistance.
  Jo Grant is in the Amazon with her husband. She 
  returns the blue crystal to the Doctor.
  The Doctor’s super-car, the Whomobile, makes its 
  second and last appearance.
  B  running the adventure
  This adventure has a lot in common with The Ark 
  in Space; a race has supplanted humanity as the 
  dominant species due to time traveller meddling. In 
  this case, the Doctor took a crystal from Metebelis III 
  which led the spiders back to Earth to reclaim it. Had 
  he not, then the Great One would have burned out 
  sooner, taken out the other spiders with her, and left 
  the human colony to its own fate. 
  One way to hook the player characters is to use 
  something they took without thinking from a previous 
  adventure. Even better, as with The Green Death, 
  the item could have proved useful in a previous 
  adventure, leading the player characters to believe 
  that its use was over. They may have even discarded 
  it (if so, it should find its way back into their hands). 
  The villains then try to steal it in the hopes of using it 
  for some nefarious purpose.
  This adventure is also about transformation/
  regeneration. Tommy essentially becomes a new 
  person, Mike Yates returns to the side of good, 
  K’anpo and the Doctor regenerate, and the Eight-
  Legs are destroyed. This is a good illustration of 
  how to maintain a recurring theme throughout the 
  adventure. You don’t have to use transformation; 
  ‘making tough choices’, ‘fish out of water’, and 
  ‘losing something valuable’ are all good themes that 
  can be laced throughout an adventure.
  
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  eight-Legs
  The Eight-Legs were originally black spiders that 
  snuck aboard an Earth colony ship that landed on 
  Metebelis III. The blue crystals of the planet mutated 
  them in both size and intelligence; the ‘Eight-Legs’ 
  as they now called themselves (presumably to put 
  themselves on level with the colonists; they detested 
  the term ‘spider’), soon conquered the colony and 
  forced the ‘Two-Legs’ into servitude. Over the course 
  of 433 years the humans reverted to a medieval 
  culture dedicated to providing for the Eight-Legs’ 
  needs, including being a food source.
  The Eight-Legs were a matriarchal society ruled by 
  Queen Huar with advice of the Council.  The Council 
  has the power to replace the Queen. All Eight-Legs 
  worship a being known as ‘the Great One’, a spider 
  that had mutated into a far larger creature. The Great 
  One collected all of the blue crystals into her crystal 
  web but was missing one that the Doctor had taken 
  some time before.
  In addition to their increased intelligence, the Eight-
  Legs also gained considerable mental powers, 
  including electro-kinesis and teleportation. They 
  could also hang onto a human’s back and use mental 
  suggestion to disappear, causing the Eight-Legs 
  to be practically invisible. The Spiders’ time travel 
  was also some sort of psychic power – possibly, 
  the meditation and psychic training in the Tidmarsh 
  Manor retreat made it easier for the spiders to 
  manifest there.
  psychic poWers
  Early in the adventure, the Doctor consults with 
  ‘Professor’ Herbert Clegg, a stage psychic who 
  had secretly developed genuine psychic abilities, 
  including telekinesis. The Doctor assured Clegg 
  that such abilities were perfectly natural and that 
  all humans had the capacity for such powers, 
  although they were dormant in most people. The 
  meditation and training at Tidmarsh Manor may also 
  have enhanced this natural potential – Mike Yates 
  suspected that Lupton was capable of projecting 
  illusions even before he merged with a psychic spider 
  from the far future.
  EiGHT-lEGs’ HosT
  A host of the Eight-Legs can utilise any of its 
  psychic powers, with the caveat that she is 
  usually possessed by the Eight-Legs. Hosts 
  with exceptional mental strength (requiring an 
  Ingenuity and Resolve check (Difficulty 18) can 
  use these psychic powers on her own, even 
  against the Eight-Legs riding on her.
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  eight-Legs
  aWareness
  4
  presence
  3
  coordination
  2
  resoLve
  2
  ingenuity
  3
  strength
  1
  skiLLs 
  Athletics 4, Convince 4, Knowledge 2, Marksman 3, 
  Subterfuge 4, Survival 2
  traits
  Alien: Mutated Spider
  Alien Appearance: Looks like a large (2-3 foot) 
  spider.
  Additional Limbs: An Eight-Legs has additional 
  legs that grant +2 speed.
  Clairvoyance: An Eight-Legs can see other 
  locations, range limited to their Resolve.
  Climbing: An Eight-Legs gains a +4 bonus to 
  climbing rolls, and may climb sheer and smooth 
  surfaces.
  Electrokinesis: A ranged weapon that does 
  (4/L/L) damage.
  Fear Factor (1): Grants a +2 bonus to inspire fear, 
  as big spiders are creepy.
  Invisible: -8 to see an Eight-Legs when riding 
  someone’s back. This invisibility also partially 
  ‘phases’ the Eight-Legs, enabling its mount to sit 
  normally without fear of squashing it.
  Networked: An Eight-Legs has complete 
  telepathic contact with nearby spiders.
  Possess: An Eight-Legs riding someone may 
  attempt to possess her with a +4 bonus.
  Psychic: +4 against mental attacks and the Eight-
  Legs may attempt to read minds.
  Psychic Attack: An Eight-Legs can psychically 
  attack anyone it is in telepathic communication 
  with. This has the effect of (S/S/S) damage, but it 
  manifests as a searing pain that leaves the victim 
  incapable of doing anything else.
  Selfish: An Eight-Legs puts its own needs first
  Telepathy: May create a mental link to read minds 
  or converse telepathically.
  Teleport: An Eight-Legs can shift to another 
  known location with an Awareness + Resolve 
  roll, where the Difficulty . Failure just means she 
  doesn’t move.
  story points: 5-7
  the great one
  aWareness
  8
  presence
  10
  coordination
  4
  resoLve
  10
  ingenuity
  10
  strength
  5
  skiLLs 
  Athletics 4, Convince 6, Knowledge 6, Marksman 4, 
  Science 5, Survival 2
  traits*
  Alien: Mutated Spider
  Alien Appearance: Looks like a giant (60 foot) 
  spider.
  Additional Limbs: The Great One has additional 
  legs that grant +2 speed.
  Clairvoyance: The Great One can see other 
  locations, range limited to her Resolve.
  Climbing: The Great One gains a +4 bonus to 
  climbing rolls, and may climb sheer and smooth 
  surfaces.
  Electrokinesis: A ranged weapon that does 
  (4/L/L) damage.
  Fear Factor (4): Grants a +8 bonus to inspire fear
  Huge (Major): +4 to Strength and +2 to Speed. +4 
  to be hit and +8 to be seen.
  Networked: An Eight-Legs has complete 
  telepathic contact with nearby spiders.
  Possess: The Great One may attempt to possess 
  someone with a +4 bonus.
  Psychic: +4 against mental attacks and the Great 
  One may attempt to read minds.
  Psychic Attack: The Great One can psychically 
  attack anyone it is in telepathic communication 
  with. This has the effect of (S/S/S) damage, but it 
  manifests as a searing pain that leaves the victim 
  incapable of doing anything else.
  Selfish: The Great One wishes to conquer the 
  universe at all cost.
  Telepathy: May create a mental link to read 
  minds or converse telepathically.
  *The Great One may have additional psychic 
  abilities, including those listed for the Eight Legs 
  but not here. As the Great One rarely leaves her 
  crystal web she is unlikely to manifest these.
  story points: 8-10
  
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  further adventures
  •	
  Just because the Eight-Legs were destroyed 
  doesn’t mean someone else won’t use the 
  crystals. Perhaps the human settlers on 
  Metebelis III collect the crystals and become 
  powerful psychics, or perhaps a galactic power 
  such as the Daleks or the Sontarans come to 
  Metebelis III looking for the ‘great weapon’ 
  (bonus points if they know this weapon gravely 
  wounded the Doctor).
  •	
  Perhaps spiders weren’t the only unwelcome 
  travellers transformed by the crystals. A group 
  of rats were also mutated, but they were smart 
  enough not to make their presence known to the 
  Eight-Legs. Now that the spiders are destroyed, 
  the rat-people try to take over the colony.
  •	
  K’anpo’s presence on Earth could be the start 
  of all sorts of adventures. What’s a powerful ex-
  Time Lord doing running a Buddhist retreat in 
  England? Was he there just to keep an eye on the 
  Doctor, or is he genuinely living in retirement on 
  a primitive world like Earth? And what about 
  all the hints about the human potential for 
  psychic powers that can be unlocked through 
  meditation? Could K’anpo be playing a long 
  game, preparing humanity for the challenges 
  of the future by helping our species develop in 
  the psychic realm? Maybe he even intends for 
  humanity to replace the stagnant and oppressive 
  regime of the Time Lords!
  Lupton
  aWareness
  4
  presence
  3
  coordination
  4
  resoLve
  5
  ingenuity
  4
  strength
  3
  Lupton was a sales manager who was dismissed 
  after 25 years and, according to him, crushed by 
  the same firm when he tried to make a go of it on 
  his own. He now wants the power to get revenge 
  on those who wronged him. 
  skiLLs 
  Athletics 3, Convince 4, Fighting 2, Knowledge 
  (Buddhist ritual) 3, Marksman 3, Subterfuge 4, 
  Survival 2, Transport 2
  traits
  Indomitable: +4 bonus to any rolls to resist 
  psychic control.
  Obsession (Major): Get revenge on the world.
  Psychic (Special): +4 against mental attacks and 
  Character may attempt to read minds. 
  Psychic Tricks (Special Good): Lupton can lead 
  his group through psychic rituals that can create 
  illusions.
   
  tech LeveL: 4 
  story points: 8
  tommy
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  1/4*
  ingenuity
  1/4*
  strength
  3
  *after the blue crystal’s influence.
  Tommy is a handyman with learning difficulties, 
  whose mind is repaired by the blue crystal.
  skiLLs 
  Athletics 3, Convince 2, Craft 3, Subterfuge 3
  traits
  Charming: +2 bonus to attempts to use charm.
  Code of Conduct (Minor): Character finds it hard 
  to do bad.
  Empathic: +2 bonus on rolls to ‘read’ another 
  person.
  Psychic Training: +2 bonus to Resolve rolls when 
  trying to resist psychic attack or deception.
  tech LeveL: 4 
  story points: 6
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  k’anpo rimpoche
  Precognition (Special): K’anpo gets glimpses of the 
  future by spending a Story Point.
  Psychic (Special): +4 against mental attacks and 
  K’anpo may attempt to read minds.
  Psychic Training: +2 bonus to Resolve rolls when 
  trying to resist psychic attack or deception.
  Aid Regeneration (Special Good): K’anpo can make 
  a regeneration roll for another Time Lord using his 
  own Awareness + Resolve. He may do this even after 
  the affected Time Lord failed his own roll.
  Tailored Regeneration: Extra D6 picks in resolving 
  new Regenerations.
  Teleport (Major): K’anpo can shift to another known 
  location with an Awareness + Resolve roll. Failure 
  just means he doesn’t move.
  Time Lord (Special Good)
  *Time Lord, Experienced (Special Good): Gains skill 
  points at the cost of Regenerations. 
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  Vortex (Special): K’anpo gains a +2 bonus to 
  travelling the vortex, and can do so without a ship or 
  device.
  Vortex Born: May reroll a failed Time or Time Travel 
  roll.
  tech LeveL: 10 
  story points: 9
  aWareness
  8
  presence
  5
  coordination
  3
  resoLve
  7
  ingenuity
  8
  strength
  2
  skiLLs
  Athletics 3, Convince 4, Craft 3, Fighting 2, Knowledge 
  (language: Tibetan, philosophy) 5, Medicine (alternative 
  remedies) 4, Science 2, Subterfuge 2, Survival 4, 
  Technology 2
  traits
  Brave: +2 bonus to any Resolve roll when the character 
  needs to show courage.
  Charming: +2 bonus to attempts to use charm.
  Code of Conduct (Major): K’anpo follows a strict code of 
  Buddhism.
  Empathic: +2 bonus on rolls to ‘read’ another person.
  Feel the Turn of the Universe (Special): +2 bonus to 
  Awareness and Ingenuity to detect something wrong 
  with time or space.
  Keen Senses (Major): +2 to all Awareness rolls.
  Mind Lord (Special): +2 to any use of a psychic ability.
  Outsider (Special): Kan’po is an exile from Gallifreyan 
  society.
  The Doctor was not the only Time Lord to visit Earth. 
  K’anpo Rimpoche was the Doctor’s former mentor, a 
  great and respected Time Lord who ‘retired’ to Earth. 
  When he lived on Gallifrey, K’anpo dwelt in the mountains 
  near the Doctor’s boyhood home as a hermit, and told 
  the young Gallifreyan all sorts of stories about the history 
  of their civilisation and the wonders of the universe. He 
  hinted that he too chafed under the restrictive rule of 
  the Time Lords, although he questioned the Doctor’s 
  approach of borrowing a TARDIS.
  K’anpo demonstrated several abilities beyond even 
  those possessed by the Doctor. He was able to travel 
  through the Vortex without a TARDIS or any other time 
  capsule, and was powerful enough to manifest his own 
  future incarnation as a Watcher (much like the Doctor did during his transition between his Fourth and Fifth 
  regenerations – see Logopolis in The Fourth Doctor Sourcebook), and to aid the Doctor’s regeneration in this 
  adventure. After regenerating and merging with Cho Je, the Hermit remained on Earth. 
  
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  index
  A
  (The) Adversary 
  33
  Aggedor 
  92
  Ambassador 
  50
  (The) Ambassadors of Death 
  47
   
  Aliens on Mars? 
  50
   
  Ambassadors 
  49
   
  Continuity 
  48
   
  Further Adventures 
  51
   
  Running the Adventure 
  48
   
  Synopsis 
  47
   
  Timing the Space Race 
  49
   
  Torchwood Connection? 
  50
  Auton 
  28
  Auton Facsimilie MK1 
  42
  Axon Blob 
  74
  Axonite 
  73
  Axons 
  73
  B
  (Major) Baker 
  46
  (The) Beginning 
  31
  (Sergeant John) Benton 
  11
  C
  Caldwell 
  76
  Carnival of Monsters 
  112
   
  Appearances can be Deceptive 
  113
   
  Continuity 
  112
   
  Further Adventures 
  115
   
  Historically Speaking 
  114
   
  Miniscope 
  114
   
  Running the Adventure 
  112
   
  Stowaways, Eh? 
  114
   
  Synopsis 
  112
  (General Charles) Carrington 
  52
  Cave Monster 
  27
  Chapter Eight 
  85
  Chapter Eleven 
  125
  Chapter Five 
  37
  Chapter Four 
  29
  Chapter Nine 
  97
  Chapter One 
  5
  Chapter Seven 
  69
  Chapter Six 
  53
  Chapter Ten 
  111
  Chapter Three 
  22
  Chapter Twelve 
  141
  Chapter Two 
  16
  Charlie the Robot 
  77
  (The) Claws of Axos 
  70
   
  Continuity 
  71
   
  Further Adventures 
  74
   
  Get Away from my Equipment! 
  72
   
  Keep and Eye on Miss Grant 
  71
   
  Running the Adventure 
  71
   
  Synopsis 
  70
   
  That’s Not Me inThere 
  72
   
  This is My Responsibility 
  72
  Colony in Space 
  75
   
  Continuity 
  75
   
  (The) Doomsday Weapon 
  78
   
  Further Adventures 
  79
   
  If You Don’t Help Us, We’re All Going to Die! 
  76
   
  I’ve Got to Stop this Senseless Killing 
  76
   
  (The) Primitves 
  77
   
  Running the Adventure 
  76
   
  Synopsis 
  75
   
  You Could End Wars, Disease, Suffering 
  78
  (The) Curse of Peladon 
  89
   
  Continuity 
  90
   
  Further Adventures 
  92
   
  I’m Very, Very Fond of You, But I Can’t Stay 
  90
   
  It’s Smashed to Pieces 
  91
   
  Now, We Reject Violence 
  91
   
  Running the Adventure 
  90
   
  Synopsis 
  89
   
  You’ll Do No Such Thing, Jo 
  90
  D
  Daemon 
  83
  (The) Daemons 
  80
   
  Continuity 
  81
   
  Doctor Wait! 
  82
   
  Further Adventures 
  84
   
  No, No, He Can’t Be Dead! 
  81
   
  Running the Adventure 
  81
   
  Synopsis 
  80
   
  Well, That Would Be Magic 
  81
  Dalek Variants 
  23
  Daleks 
  23-24
  Dashig 
  115
  Day of the Daleks 
  86
   
  Continuity 
  86
   
  Further Adventures 
  88
   
  It’s All On Telly You Know 
  88
   
  Running the Adventure 
  86
   
  Synopsis 
  86
   
  This Time it’s Going to be Different 
  87
   
  We Know the Future Now 
  87
  Death to the Daleks 
  142
   
  (The) City’s Traps 
  146
   
  Continuity 
  142
   
  (The) Exxilons 
  144
   
  Further Adventures 
  147
   
  Great City of the Exxilons 
  145
   
  (A) Hidden Antagonist 
  143
   
  (The) Mighty Have Fallen 
  144
   
  (The) Plague and the Parinnium 
  147
   
  Running the Adventure 
  143
   
  (The) Space Corps 
  146
   
  Synopsis 
  142
  Designing Third Doctor Adventures 
  29
  Dinosaurs 
  140
  Disguise! 
  36
  Doctor Who and the Silurians 
  43
   
  Are They ‘Silurians?’ 
  44
   
  Further Adventures 
  45
   
  Primordial Flashbakcs 
  44
   
  Running the Adventure 
  43
   
  Silurians of Mondas? 
  44
   
  Synopsis 
  43
  (The) Doctor’s Companions 
  8
  Draconian 
  120
  E
  Eckersley 
  150
  Eight-Legs 
  155
  Enemies 
  22
  Escapes! 
  35
  Exxilon 
  144
  F
  (A) Few Steps Forward: Near Future UNIT 
  18
  (Bill) Filer 
  74
  Fights! 
  36
  (General) Finch 
  139
  Frontier in Space 
  116
   
  Continuity 
  117
   
  (The) First Thing We’ve Got to Do is Escape 
  118
   
  Further Adventures 
  120
   
  It Lacks That Personal Touch 
  119
   
  No Doubt You’re a Qualified Space Engineer Too 118
   
  Running the Adventure 
  117
   
  Synopsis 
  116
  G
  (New) Gadget Trait - Compress 
  115
  (New) Gadgets 
  21
   
  Blue Sapphire 
  129
   
  Dalekanium Bomb 
  88
   
  Extreme Emergency Lever 
  104
   
  Facemask 
  64
   
  Heat Exchanger 
  83
   
  Hypnosound 
  119
   
  Hypnotic Screwdriver Attachment 
  92
   
  Medical Scanner 
  77
   
  Nestene Disruptor 
  42
   
  Reflective Shield Fan 
  132
   
  Remote Control 
  83
   
  Rhondium Sensor 
  132
   
  Sea Devil Gun 
  96
   
  Skeleton Keys 
  64
   
  Sonic Screwdriver 
  64
   
  Sonic Screwdriver MK2 and MK3 
  21
   
  Sulphagen Tablet Pack 
  146
   
  TARDIS Locator 
  21, 42
   
  Time Capsule 
  100
   
  Time Flow Analogue 
  104
   
  Time Sensor 
  104
   
  Time Transference Module 
  88
  Gargoyle 
  84
  Gebek 
  151
  Gell Guards 
  110
  Get Down, Everyone! 
  36
  Giant Insect 
  130
  Giant Maggots 
  130
  (The) Government and the Military 
  35
  (Josephine ‘Jo’) Grant 
  13
  (The) Great One 
  155
  (The) Green Death (Affliction) 
  129
  (The) Green Death 
  126
   
  Continuity 
  127
   
  Cut 
  128
   
  (The) Fledgling Flies the Coop 
  129
   
  Further Adventures 
  130
   
  More Muck! More Devastation! More Death! 
  128
   
  (The) Prologue 
  127
   
  Running the Adventure 
  127
   
  Synopsis 
  126
  (Sir Charles) Grover 
  138
  (The) Guardian 
  78
  H
  Hal the Archer 
  133
  Hart  
  95
  Here, Let me Show You 
  36
  How to Use this Book 
  4
  Humanoid Antibody 
  145
  I
  Infected Characters 
  57
  Inferno 
  54
   
  Continuity 
  54
   
  Further Adventures 
  59
   
  Haven’t we seen this before? 
  56
   
  (The) Impossible Adventure 
  55
  
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  Primords 
  56
   
  (The) Republic of Great Britain 
  55
   
  Running the Adventure 
  54
   
  Synopsis 
  54
  Insect People/Mutts 
  101
  Introduction 
  4
  Invasion of the Dinosaurs 
  136
   
  Continuity 
  137
   
  Fun with Celebrities 
  138
   
  Further Adventures 
  138
   
  Running the Adventure 
  137
   
  Synopsis 
  136
   
  Temporal Paradox? 
  137
   
  (The) Turncoat Exit 
  137
  Irongron 
  134
  Irongron’s Men 
  134
  K
  (The) Keller Machine 
  68
  Kronos 
  105
  L
  (Brigadier Alistair Gordon) Lethbridge-Stewart 
  8-9
  (Brigadier Leader) Lethbridge-Stewart 
  59
  (Commander) Linx 
  135
  Lupton 
  156
  M
  (The) Master 
  24-25, 34
  (Edward) Masters 
  45
  (The) Mind of Evil 
  65
   
  Continuity 
  66
   
  Fear 
  67
   
  Further Adventures 
  68
   
  It’s Happening Again 
  67
   
  Running the Adventure 
  66
   
  Something Evil About that Machine 
  66
   
  Synopsis 
  65
   
  Well, What Can I Do to Help? 
  67
   
  You’d Need an Army to Get in There 
  67
  (The) Monster of Peladon 
  148
   
  Continuity 
  148
   
  Further Adventures 
  150
   
  (A) Lost Colony 
  149
   
  (The) Obvious Solution? 
  149
   
  Running the Adventure 
  148
   
  Synopsis 
  148
  Morris Dancers 
  84
  (The) Mutants 
  98
   
  Continuity 
  99
   
  Further Adventures 
  100
   
  Running the Adventure 
  99
   
  Synopsis 
  98
   
  This is Like That, Do You See? 
  99
   
  We’ll All Be Done For! 
  100
   
  Who Sent You? 
  99
  N
  (The) Nestene Consciousness 
  27-28
  New Companions 
  17
  New Characters 
  17
  New Time Lord 
  18
  No Real Villains 
  33
  O
  (The) Ogron Eater 
  120
  Ogrons 
  26
  Omega 
  110
  (Chancellor) Ortron 
  151
  Other Groups 
  18
  P
  Planet of the Daleks 
  121
   
  Continuity 
  122
   
  (An) Old Enemy 
  122
   
  Further Adventures 
  123
   
  I’m a Scientist, Not an Adventurer 
  123
   
  Running the Adventure 
  122
   
  Synopsis 
  121
  Planet of the Spiders 
  152
   
  Continuity 
  153
   
  Eight Legs 
  154
   
  Eight Legs’ Host 
  154
   
  Further Adventures 
  156
   
  Psychic Powers 
  154
   
  Running the Adventure 
  153
   
  Synopsis 
  152
  Primitives 
  77
  Primord 
  56
  Prologue 
  31
  Q
  (Dr John) Quinn 
  46
  R
  Reegan 
  52
  (K’anpo) Rimpoche 
  157
  Robot Knight 
  134
  Rossini 
  63
  Root Defender 
  145
  (Professor) Rubeish 
  134
  S
  Sea Devil 
  95
  (The) Sea Devils 
  93
   
  Can You Lend Me Some Transport? 
  94
   
  Continuity 
  94
   
  Further Adventures 
  96
   
  Leave the Naval Side of the Operation to Me 
  95
   
  Running the Adventure 
  94
   
  Synopsis 
  93
   
  This is a Different Species 
  94
   
  You Haven’t Seen the Quality of My Footwork Yet  
  96
  (The) Setting 
  30
  (Elizabeth ‘Liz’) Shaw 
  10
  (Section Leader Elisabeth) Shaw 
  58
  Silurian Plague 
  45
  Silurians 
  26
  (Sarah Jane) Smith 
  14
  (Evolved) Solonian 
  101
  Space Marine 
  146
  Spearhead From Space 
  38
   
  But We Don’t Want to Change Characters! 
  40
   
  Continuity 
  39
   
  From Travel Machine to Tool Shed? 
  39
   
  Further Adventures 
  42
   
  Running the Adventure 
  39
   
  Synopsis 
  38
   
  This Planet is Defended 
  41
   
  UNIT Liasons 
  40
   
  Villains Get Story Points Too! 
  40
  Spiridon 
  124
  Spiridon Plant 
  124
  (Professor) Stahlman 
  58
   
  T
  (Professor Bruno) Taltalian 
  51
  Technology! 
  36
  Temporary Gadgets 
  21
  Terror of the Autons 
  60
   
  Back to Cambridge 
  63
   
  Further Adventures 
  63
   
  He’s Gone 
  62
   
  I Shall Obey 
  62
   
  (The) Ministry and the Military 
  62
   
  Report from One of our Field Sections, Sir 
  61
   
  Running the Adventure 
  61
   
  Synopsis 
  60
  (Queen) Thalira 
  150
  (Playing the) Third Doctor 
  6
  (The) Third Doctor 
  7
  (The) Third Doctor and Companions 
  5
  (The) Third Doctor’s TARDIS 
  15
  (The) Three Doctors 
  106
   
  Continuity 
  107
   
  Further Adventures 
  109
   
  Running the Adventure 
  107
   
  Synopsis 
  106
   
  You Wish to Fight the Dark Side of Omega? 
  108
   
  You’ve Been Doing the TARDIS Up a Bit 
  108
  (The) Time Lord Files 
  79
  (The) Time Monster 
  102
   
  Continuity 
  103
   
  Further Adventures 
  105
   
  Running the Adventure 
  103
   
  Synopsis 
  102
   
  Time Isn’t Smooth 
  104
   
  You’ve As Much Right As He Has 
  104
  (The) Time Warrior 
  131
   
  Continuity 
  132
   
  Further Adventures 
  134
   
  Running the Adventure 
  132
   
  Ruthless, Not Necessarily Evil 
  133
   
  Synopsis 
  131
  Tommy 
  156
  Tony  
  64
  Tools of the Trade 
  16
  (New) Traits 
  19
   
  Biochemical Genius 
  19
   
  Crack Shot 
  19
   
  Five Rounds, Rapid 
  19
   
  Hot Shot 
  19
   
  Military Rank 
  19
   
  Reverse the Polarity of the Neutron Flow 
  20
   
  UNIT Veteran 
  20
  Travels in Space! 
  35
  Travels in Time! 
  36
  V
  Vega Nexos 
  151
  Vehicles! 
  35
  (New) Vehicles 
  20
   
  Bessie 
  20
   
  Doctor’s Car 
  21
   
  UNIT Jeep 
  21
  (Hey, Where are the Rules for) Venusian Aikido? 
  55
  W
  (Professor) Whitaker 
  139
  (The) Whomobile 
  21
  Who is the Doctor? 
  6
  Who Started It? 
  32
  (The) World 
  34
  Y
  (Captain Michael ‘Mike’) Yates 
  12
  
  defending the earth: the unit sourcebook
  Front and centre, soldier! You’re part of UNIT now, the Unified Intelligence Taskforce. 
  We are the Earth’s best defence against the myriad alien forces who would try to 
  subjugate and conquer our planet. It’s not an easy job, and even those recruited for 
  their scientific knowledge can find themselves on the front lines of combat against 
  almost unstoppable foes. We will protect humanity from extraterrestrial terrors or die 
  trying.
  Defending the Earth is a 160 page full colour sourcebook for the Doctor Who: 
  Adventures in Time and Space roleplaying game. Within, you’ll will find:
  •	
  The history of UNIT
  •	
  Rules for creating UNIT characters, including new Traits and Areas of Expertise
  •	
  Expanded firearms and combat rules, including mass combat and skirmish rules
  •	
  Details on major UNIT personnel, including the legendary Brigadier Lethbridge-
  Stewart
  •	
  Two new adventures
  and more…
  the time traveLLer’s companion
  Time flies when you’re having fun, but flying through time can present a whole host of 
  problems. Whether accidentally creating paradoxes, upsetting the course of history 
  or trying to Put Things Right, you’re going to need to know your way around the 
  Vortex. You need a guide…a companion.
  This 240 page hard cover supplement for Doctor Who: Adventures in Time and Space 
  gives more information on Time Lords, temporal mechanics and time machines, 
  including:
  •	
  Gallifreyan culture, history and law
  •	
  New options for creating and playing Time Lord characters
  •	
  More on the physics of Time, temporal phenomena and Time Travel
  •	
  Detailed information on the TARDIS, and rules for creating your own
  •	
  Secrets of the Time Lords...
  CB71103    $39.99
  CB71104    $34.99
  www.cubicle7.co.uk
  
SOURCE: textdata/thevault/Doctor Who/AITAS Collection/2 Regeneration-Specific Sourcebooks/3rd Doctor Sourcebook, The.pdf