TEXT: TH E  B L AC K  A R C H I V E 
     
  
  C credits
  Writing: Walt Ciechanowski and Andrew Peregrine
  editing: Andrew Kenrick 
  cover: Paul Bourne
  graphic design and Layout: Paul Bourne
  creative director: Jon Hodgson
  pubLisher: Dominic McDowall
  proofreaders: Ian Finney and Peter Gilham
  speciaL thanks: Ross McGlinchey and the BBC team 
  for all their help.
  The Doctor Who Roleplaying Game uses the
  Vortex system, designed by David F. Chapman.
  Published by Cubicle 7 Entertainment Ltd  
  Suite D3 Unit 4 Gemini House, Hargreaves Road, 
  Groundwell Industrial Estate, Swindon, SN25 5AZ, UK.
  (UK reg. no.6036414).
  Find out more about us and our games at 
  www.cubicle7.co.uk
  © Cubicle 7 Entertainment Ltd. 2017
  BBC, DOCTOR WHO (word marks, logos and devices),
  TARDIS, DALEKS, CYBERMAN and K-9 (word marks and 
  devices) are trade marks of the British Broadcasting 
  Corporation and are used under licence. BBC logo © BBC 
  1996. Doctor Who logo © BBC 2009. Dalek image © BBC/ 
  Terry Nation 1963. Cyberman image © BBC/Kit Pedler/Gerry 
  Davis 1966. K-9 image © BBC/Bob Baker/Dave Martin 1977.
  Printed by: Standartu Spaustuve 
  www.standart.lt, Vilnius, Lithuania.
  ,
  .
  
  C contents
  introduction 
  4
  advanced operations 
  ManuaL 
  6
  Recruiting the Team 
  6
  Aliens of UNIT 
  7
  The Cassandra Programme 
  10
  New Traits 
  10
  Areas of Expertise 
  14
  UNIT Archetypes 
  17
   
  Archivist 
  18
   
  Operative 
  18
   
  Wheelman 
  18
   
  X- Doc 
  19
  Notable Black Archive Personnel 
  19
   
  Kate Stewart 
  19
   
  Petronella Osgood(s) 
  20
   
  Professor Edwin Bracewell 
  21
   
  Elizabeth Shaw 
  22
   
  McGillop 
  22
   
  Colonel Walsh 
  23
   
  Jac 
  24
   
  Denise Gamble 
  24
   
  Lady Christina de Souza 
  25
   
  Morgaine of the Fay 
  26
  the bLack archive 
  29
  History of the Black Archive 
  29
  Other Black Archive Locations 
  32
  Layout 
  37
  Black Archive Adventures 
  39
  Finding Buried Treasure 
  42
  The Black Archive’s Rivals 
  43
  athenaeuM 
  48
  Researching in the Black Archive 
  48
  The Memory Archive 
  49
  The Paradox Room 
  50
  Borrowing Gadgets from the 
  Black Archive 
  51
  New Gadgets 
  52
   
  Good Gadget Traits 
  53
   
  Bad Gadget Traits 
  58
  arMoury 
  62
  Zap Guns, Energy Swords
  and Gold Bullets 
  62
   
  Melee Weapons 
  62
   
  Ranged Weapons 
  62
   
  Ammunition 
  64
   
  Personal Protection 
  65
  Catalogue of Weapons 
  66
  Motor pooL 
  78
  Vehicles as Gadgets 
  78
  Bombay Turtle 
  78
  Bracewell Aircraft 
  79
  Dilapidated Number 200 Bus 
  80
  Dimensional Shifter 
  81
  Dimensional Transporter 
  82
  The Doctor’s Cars 
  83
  Drone Tank 
  84
  Goliath 
  85
  Hover Platform 
  85
  Ibisian Tunneller 
  86
  Vortex Bungee Cord 
  87
  cabinet of curiosities 
  89
  Alien Detector 
  89
  Artron Goggles 
  90
  Black Box Rig 
  91
  Cat’s Eyes 
  91
  Chameleon Armbands 
  92
  Compression Field 
  93
  Data Leech 
  94
  Dermal Symbiote 
  94
  Drone Fly 
  95
  EMP Emitter 
  96
  Environmental Shield 
  96
  Link Stones 
  97
  Living Metal 
  97
  Magnetic Glue 
  98
  Skeleton Key 
  98
  Superphone 
  99
  Supreme Dalek Helmet 
  100
  Toy Soldiers 
  100
  Transdimensional Box 
  102
  Translation Staff 
  102
  Universal Identification Card 
  103
  hospitaL 
  105
  The Trouble with Memory Wipes 
  105
  Cleansing Arch 
  107
  Hospital Gadgets and Story Points 107
  Field Medicine 
  108
  Upgrades 
  110
  Temporary Procedures 
  112
  Emergency Care 
  114
  The Menagerie 
  117
   
  Eve and Teva, Dalek Mutant and  
   
   
  Clone 
  118
   
  Ticktock, Tame Toclafane 
  119
   
  Yvonne Hartman 
  119
  oMega Locker 
  122
  A Word of Caution 
  122
  Requisitioning an Omega Gadget 
  123
  Omega Gadget Traits 
  124
  Omega Inventory 
  126
   
  Cancellation 
  126
   
  Dalekanium Bomb 
  126
   
  DNX 
  127
   
  Euphoria Projector 
  128
   
  Immortality Gate 
  129
   
  K-X ‘Kix’ Robot 
  130
   
  Messiah’s Diadem 
  131
   
  Metebelian Crystal Ball 
  132
   
  Miniscope 
  133
   
  Osmic Projector 
  133
   
  Weeping Angels 
  134
  enigMa vauLt 
  136
  The Box 
  137
  Dalek Casing 
  137
  Disappearing Bracelets 
  137
  The Ever Road 
  138
  Excalibur 
  138
  John Smith 
  139
  The Nevermore 
  139
  Screaming Ball 
  139
  The Stone Chair 
  140
  Whispering Stone 
  141
  index 
  142
  
  doctor Who roLepLaying gaMe
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  Deep beneath the Tower of London (and other 
  similarly secure locations around the world), 
  protected by memory filters that wipe the mind of any 
  who leave, is mankind’s most valuable repository of 
  alien technology. These strange and often wondrous 
  gadgets have come to Earth via many means, culled 
  from crashed spaceships, pulled through temporal 
  rifts, or, unfortunately far more commonly, taken 
  from the hands of hostile aliens bent on conquest 
  or destruction. UNIT has collected these gadgets, 
  as well as those affected by them, to be studied by 
  specialists – known as Black Archivists - and put to 
  beneficial use. We detail the contents of the Black 
  Archive in this volume so that the Gamesmaster can 
  utilise this vast repository in her adventures. The 
  Black Archive is divided into nine chapters:
  advanced operations ManuaL
  Thanks in no small part to their stewardship of the 
  Black Archive, UNIT’s mission has evolved over its 
  decades of existence and its agents have adapted 
  accordingly. This chapter offers information on how 
  to outfit a UNIT Team that goes beyond the traditional 
  ‘military soldier’ role as well as playing alien UNIT 
  personnel. This chapter includes several new UNIT 
  archetypes as well as information on some of the 
  most recent notables of UNIT.
  the bLack archive 
  This chapter offers an overview of the eponymous 
  Black Archive facility (or, as it turns out, ‘facilities’). 
  It includes a brief history on how the Black Archive 
  became a UNIT repository for all things alien as well 
  as the security measures put in place to ensure the 
  safety of these alien gadgets. Finally, this chapter 
  offers information on how to design Black Archive 
  adventures.
  athenaeuM 
  Those lucky enough to be afforded access to the Black 
  Archive are usually limited to the Athenaeum, which 
  contains the facility’s main information database and 
  research library. This chapter includes a host of new 
  gadget traits applicable to alien gadgets.
  arMoury
  From its earliest days, UNIT has always sought 
  more capable weapons and defences from enemies 
  with superior technologies. This chapter covers a 
  vast array of weaponry that UNIT has at its disposal 
  thanks to its alien acquisitions over the years.
  Motor pooL 
  This chapter details alien vessels and other modes 
  of transportation that are stored within the Black 
  Archive, including a couple left behind by the most 
  enigmatic member of UNIT, the Doctor himself!
  cabinet of curiosities 
  Not every artefact in the Black Archive is a bandage, 
  weapon, or vehicle. This chapter collects all of the 
  general gadgets that a UNIT team might find useful 
  in particular situations.
  hospitaL 
  Not everyone comes to the Black Archive by 
  invitation; some are unfortunate enough to need 
  alien technology to recover from severe injuries. 
  This chapter covers alien gadgets that are useful 
  in healing wounded agents as well as surgical or 
  genetic procedures designed to help UNIT operators 
  on their missions. This chapter closes with a 
  controversial menagerie of aliens that are kept in the 
  Black Archive for various reasons.
   
  oMega Locker 
  Every once in a while, UNIT finds something that is 
  extremely dangerous; indeed, some would argue that 
  the Black Archive was specifically created to house 
  such dangerous gadgets. Even as Black Archivists 
  become more familiar with the alien technologies 
  housed within its walls, there are some gadgets that 
  are still considered extremely dangerous and should 
  only be used under the direst of circumstances. Such 
  gadgets are safely locked away under the increased 
  security of the Omega Locker.
  enigMa vauLt 
  The Enigma Vault is full of gadgets that are just as 
  dangerous as any within the Omega Locker – or they 
  could just be a collection of hair dryers and garden 
  tools. The truth is, the Black Archivists just don’t 
  know what to make of the gadgets in this vault. They 
  are simply mysteries that are waiting to be cracked.
  introduction
  introduction
  ‘the bLack archive. highest security rating on the pLanet. the 
  entire staff have their MeMories Wiped at the end of every shift.’
  
  AdvAnced
       OperAtiOns
     MAnuAl
  
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  ‘We deal with the odd, the unexplained, anything on 
  Earth or even beyond.’
  As UNIT has evolved, UNIT missions often involve 
  more than typical military operations. Today’s UNIT 
  agent – ‘soldier’ is becoming passé when referencing 
  UNIT personnel generally – is more likely to be 
  given missions involving diplomacy, espionage, and 
  investigation. 
  This chapter takes a look at how to create UNIT agents 
  that are better suited for such missions, especially 
  those involving the Black Archive.
  This chapter also includes sample UNIT agents that 
  can be dropped into any Doctor Who Roleplaying 
  Game campaign as well as several notable UNIT 
  members that have been involved with the Black 
  Archive (more UNIT personnel may be found in 
  Defending the Earth: The UNIT Sourcebook).
  C recruiting the teaM
  Because UNIT has a military structure and is 
  usually on the front lines when alien contacts turn 
  hostile, there is a perception that UNIT is solely a 
  war machine. In fact, nothing could be further from 
  the truth as from its very beginnings UNIT was 
  established as a worldwide intelligence organisation, 
  gathering information about potential alien threats 
  before they occur. Under Kate Stewart’s leadership, 
  UNIT has become increasingly more scientific in 
  nature. Many UNIT agents rarely see combat at all, 
  spending most of their time investigating rumours 
  of alien activity, healing those affected by aliens and 
  figuring out the secrets of alien technology.
  While soldiers are still the backbone of most UNIT 
  missions (and fully covered in Defending the Earth: 
  The UNIT Sourcebook) there are certain specialised 
  agents that are often called upon when dangerous 
  alien gadgets are involved.
  Archivist: The heart of the Black Archive, archivists 
  are 
  the 
  engineers 
  responsible 
  for 
  studying, 
  experimenting, modifying and cataloguing alien 
  gadgets. Most Black Archive operations will include 
  at least one archivist.
  Recommended Traits: Boffin, Resourceful Pockets, 
  Technically Adept, Time Traveller.
  Recommended Skills: Craft, Technology, Transport.
  Operative: As the organisation shifts its focus 
  towards intelligence-gathering and investigation, 
  more field work is being conducted by UNIT’s own 
  operatives rather than freelancers. Such operatives 
  often take the lead in Black Archive operations.
  advanced operations ManuaL
  advanced operations ManuaL
  
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  Recommended Traits: Charming, Sleuth.
  Recommended Skills: Athletics, Convince, Fighting, 
  Marksman, Subterfuge.
  Wheelman: Transporting alien gadgets can be a 
  dangerous business, and some alien gadgets are 
  pilotable. Wheelmen are a critical part of any field 
  team as they excel at insertion and extraction.
  Recommended Traits: Hot Shot, Psychic Training.
  Recommended Skills: Marksman, Transport.
  X-Doc: Not everything ‘alien’ is mechanical; some 
  alien technology is biological or chemical in nature 
  and UNIT occasionally inters actual aliens as well. 
  Xeno-biologists – or X-Docs – are both medic and 
  scientist, trained in dealing with extra-terrestrial life 
  sciences.
  Recommended Traits: Bio-chemical Genius, 
  Empathic, Healer, Technically Adept
  Recommended Skills: Medicine, Science, Survival
  C aLiens of unit
  While UNIT’s mission has always been to protect the 
  Earth from alien threats, it does occasionally accept 
  aliens into their ranks. The most famous of these is, 
  of course, the Doctor, who became UNIT’s scientific 
  advisor during his exile to Earth in the late 20th 
  century. As UNIT assimilates aliens (or alien-like 
  humans) that are stuck on modern Earth some of 
  these aliens have become UNIT agents themselves.
  Failed Cybermen, Fish People, and Zygon race 
  packages are detailed below, along with race 
  packages. A race package may be taken during 
  character creation; simply pay the Character Point 
  cost and note down all of the traits and attribute 
  adjustments associated with it.
  UNIT might well recruit other aliens as well and your 
  character could be from another alien race such 
  as an Ice Warrior, a Silurian, a Sontaran or even 
  another Time Lord. In this case simply use the race 
  packages as guidelines when building your own alien 
  UNIT agent. More race packages, as well as rules for 
  making your own, can be found in All the Strange, 
  Strange Creatures Volume 1.
  faiLed cyberMen
  While the latest models of Cybermen fully converted 
  humans by implanting their brains into robot bodies, 
  earlier Cybermen models often used a grafting 
  process that slowly replaced human flesh with 
  cybernetics. Some human subjects were deemed 
  unsuitable for full conversion and were used for 
  cheap labour; others managed to escape the 
  conversion process before it was complete. In a few 
  select cases, partially-converted Cybermen were 
  used to infiltrate human societies in preparation 
  for invasion. In all cases such partially-converted 
  Cybermen kept their human minds intact. 
  Presuming 
  that 
  such 
  ‘failed 
  Cybermen’ 
  can 
  demonstrate their loyalty to Earth or otherwise show 
  that they were manipulated into committing acts 
  for the Cybermen, they have been allowed to join 
  UNIT and take advantage of the hospital facilities 
  within the Black Archive. Depending on their level of 
  Cyber-conversion, Failed Cybermen can be anything 
  from UNIT agents with an extra edge or labourers 
  for inherently dangerous projects such as UNIT’s 
  Moonbase.
  Every Failed Cyberman has a different set of traits; 
  the following is a ‘typical’ Failed Cyberman with a 
  reinforced torso and fully replaced arms and legs. 
  With input from the Gamemaster, a player may adjust 
  this race package upon selecting it to better reflect 
  the Cyber-modifications inflicted on their character.
  
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  faiLed cyberMan 
  race package
  Character Points: 6
  Strength +5(+5)
  Armour (Minor): A Failed Cyberman’s torso 
  is reinforced, along with their fully-converted 
  arms and legs. All damage is reduced by 5 
  unless the attack is specifically aimed at the 
  Failed Cyberman’s unarmoured head. (+1)
  Cyborg: A Failed Cyberman has obvious 
  mechanical body parts, although they can be 
  hidden beneath clothing and accessories. (+1)
  Weakness (Minor) – Magnetism: Strong 
  magnetic forces can paralyse a Failed 
  Cyberman. The Failed Cyberman should 
  make a Resolve + Strength Roll (Difficulty 18) 
  when exposed to strong magnetic force. (-1)
  fish peopLe
  Fish People are a subspecies of humanity, having 
  been altered by Professor Zaroff during his attempt to 
  use the hidden world of Atlantis as a staging ground 
  to penetrate the Earth’s crust and destroy the world. 
  He was prevented from doing so by the Doctor in his 
  second incarnation and the Doctor later alerted the 
  nascent UNIT of the plight of both the Atlanteans and 
  the Fish People.
  The Atlanteans proved the easier solution. As a 
  technologically backward people living in an island 
  that could be destroyed at any moment, Atlanteans 
  were given a choice to preserve their culture in a 
  more stable environment or to be assimilated into 
  modern society. For those wishing preservation a 
  colony was established and granted international 
  protection (UNIT has given the new location a Delta 
  designation) while those who wished assimilation 
  were given proper educational and financial support 
  to integrate themselves into the modern world.
  The Fish People were more problematic. Professor 
  Zaroff was constantly ‘improving’ his experiments 
  and as a result there was great variation amongst 
  the Fish People; some remained more ‘human’ than 
  others, and a large part of the new race was mute, 
  practically blind in sunlight, and could only survive 
  while submerged. 
  Originally, UNIT X-Docs looked to surgical means as 
  a solution so as to undo Zaroff’s modifications. They 
  soon discovered, however, that the second and then 
  third generation of the Fish People bred true – their 
  modifications had been coded at the genetic level. 
  This created controversy both within UNIT and the 
  UN, as the Fish People were now an ‘indigenous 
  group’ in danger of extinction.
  The Geneva debates resulted in the ‘Sub-Atlantean 
  Directive,’ which ordered UNIT to encourage the 
  Fish People to maintain and grow their own culture 
  while offering support. Only cosmetic surgeries were 
  authorised to create a more human appearance, and 
  only then if the individual Fish Person requested it. 
  Over time, some Fish People chose to join UNIT. 
  Most of these can pass for human save for their 
  gills and hairless appearance, both of which can be 
  disguised with little trouble. Most UNIT Fish People 
  are assigned to aquatic operations, serving aboard 
  naval or merchant marine vessels (as well as helping 
  to build UNIT’s Seabase). While this may seem 
  limiting in terms of UNIT operations, many alien 
  technologies are recovered from underwater crash 
  sites and thus Fish People are often at the forefront 
  of recovery operations.
  fish peopLe race package
  Character Points: 0 points
  Presence -1 (-1)
  Resolve -1 (-1)
  Alien (+2)
  Alien Appearance: (-1)
  Environmental: Fish people are able 
  to survive underwater and are more 
  comfortable underwater than on land. (+1)
  Zygons
  Zygons are a shapeshifting race whose home planet, 
  Zygor, was destroyed. Remnants of the Zygon race 
  scoured the universe for a suitable homeworld, 
  using their shapeshifting technology to infiltrate the 
  local population and steer them towards making 
  the world more habitable for Zygons (often with 
  little regard for what that means for the indigenous 
  population).
  During their latest attempt to conquer the Earth, 
  an army of Zygons attempted to use a stasis cube 
  to wait until Earth conditions were ripe for conquest. 
  advanced operations ManuaL
  
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  In this attempt they were able to infiltrate UNIT and 
  gain access to the Black Archive, but they were foiled 
  by no less than three incarnations of the Doctor and 
  forced to make a treaty with UNIT. This has led to the 
  assimilation of twenty million Zygons.
  This assimilation has been kept secret from the 
  public at large thanks to Zygon shapeshifting 
  technology and UNIT protocol. In the event that the 
  treaty is broken, the Doctor has put his own fail-safe 
  in place. This is a box entrusted to Osgood that can 
  wipe out either the human race or Zygon race at 
  random. 
  Given the sheer number of humans on Earth, most 
  Zygon revolutionaries opt for acquiring the gadget, 
  which gives the Doctor enough time to stop the 
  revolution before it gets out of hand.
  Zygon agents are often Operatives and work in teams 
  with a human UNIT agent with whom they share a 
  visage. A fair number of Zygon UNIT agents are also 
  X-Docs, as Zygon technology is biological in nature and 
  thus more easily comprehended by Zygon engineers.
  Zygons in their natural state are characterised by 
  a large, cone-shaped head and a distinctive orange 
  skin covered with suckers. Humanoid in shape, they 
  are usually slightly taller and more well-built than an 
  average human. One of the Zygons’ most fearsome 
  weapons is their terrible sting, which could kill or 
  stun their victims.
  Zygon race package
  Character Points: 11 points
  Resolve +1 (+1)
  Strength +2 (+2)
  Alien (+2)
  Alien Appearance (-2)
  Fear Factor 2: A Zygon gets a +4 bonus to inspire 
  fear when transforming back to its natural form 
  in front of an unsuspecting victim. (+2)
  Natural Weapon (Minor) – Stinger: The Zygon 
  has poisonous barbs in their palms that have 
  the potential to kill (2/4/6) and leave large 
  welts. (+2)
  Phobia – Fire: Zygons are afraid of fire. (-1)
  Shapeshift (Special): A Zygon can assume 
  the form of a humanoid at will. The process is 
  much easier when they can duplicate another 
  human and the body-print technology they 
  use also imprints the target’s memories into 
  their minds. So long as the Zygon remains 
  in close contact with the imprinted subject 
  the Zygon can ‘update’ memories or physical 
  changes. (+4)
  Special – Organic Interface: A Zygon can 
  interface with the organic controls of a Zygon 
  ship, giving him the Technically Adept Trait 
  when operating them. (+1)
  
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  Their ability to shapeshift and mimic the form of 
  other creatures was particularly well-developed, and 
  could be used to fool almost anyone. When a Zygon 
  impersonated Queen Elizabeth I, the Doctor found it 
  impossible to tell the pair apart, despite having spent 
  a large period of time in their presence.
  C the cassandra prograMMe
  Not all UNIT agents with strange abilities are of alien 
  origin. All humans have psychic potential but only 
  a select few have the talent and training necessary 
  to access those special abilities locked away in the 
  human brain. 
  Sometimes a psychic is born with the strength to 
  access their powers, but most psychics require 
  an external influence, such as alien technology or 
  temporal rifts, to unlock their special gifts. Psychic 
  humans have been around since the dawn of human 
  history; some were worshipped as oracles or 
  demigods, some were put to the torch as witches, 
  and some were used as conduits by alien beings. 
  UNIT’s Cassandra Programme is dedicated to the 
  study of psychic phenomena and the training of 
  those with psychic abilities. The name is a reference 
  to the Greek mythological figure; just as Cassandra’s 
  prophecies weren’t believed by anyone, UNIT 
  maintains plausible deniability that it is involved with 
  psychics. 
  The Cassandra Programme is an evolution of 
  American and Soviet Cold War programmes and 
  has been reinforced with help from UNIT’s unofficial 
  ‘Psychical Advisor,’ Morgaine of the Fay.
  Unofficially, UNIT soldiers refer to their psychic 
  brethren as ‘Cassies,’ which also helps conceal their 
  true nature to the general public (it is whispered 
  amongst UNIT that the Doctor isn’t fond of the term, 
  although no one knows why). While they are a distinct 
  subdivision within UNIT, Cassies rarely act as a single 
  entity. Instead, each agent is trained in the best way 
  that complements their psychic abilities and they are 
  then assigned to other sections accordingly. Thus, 
  there are Cassies operating as archivists, operatives, 
  medics, soldiers, and other sections as best suits 
  their skills.
  Cassie: UNIT agents that are also Cassies should 
  select a primary specialty as listed above.
  Recommended Traits: Psychic, at least one Psychic 
  Trait or Psychic Training, professional traits as 
  described above.
  Recommended Skills: As profession.
  C neW traits
  good traits
  Code Breaker (Minor Good Trait)
  The character is the best there is at solving problems 
  with a missing piece, unscrambling the letters and 
  cracking encoded transmissions.
  Effect: Characters with this trait gain a +2 bonus to 
  Ingenuity + Knowledge rolls when trying to decode, 
  decipher or translate. This trait does not grant 
  fluency in speaking languages – that is the province 
  of the Linguist trait.
  Crack Shot (Minor/Major Good Trait)
  The character has a special knack for hitting things 
  at a distance. 
  Effect: As a Minor Good Trait, the character gains a 
  +2 to their Marksman roll when making a trick shot 
  that is either designed to do no damage or exploit 
  a weakness, such as a Sontaran’s probic vent. As 
  a Major Good Trait, the character gains a +2 on all 
  Marksman rolls.
  Detect Truth (Major Good Trait)
  Prerequisite: Alien, Psychic, or Robot
  Some creatures can simply tell when people are 
  lying, whether it be through reading their auras, 
  noticing the chemicals released in the brain, or other 
  biological or psychological ‘tells.’
  Effect: You have the ability to tell if the person you 
  are talking to is lying. This grants you a bonus of +6 
  when trying to determine the veracity of someone 
  you are speaking to. It might be a psychic talent, or 
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  a built-in gadget such as a truth beam. While it is a 
  powerful ability, it can only tell if the target believes 
  what they are saying, and it can also be fooled by 
  cleverly worded deceit.
  Failed Mind Wipe (Major Good/Bad Trait)
  The character has been subjected to some sort of 
  mind wipe at some point in their past. Unfortunately, 
  the process was somehow incomplete or has not 
  proved successful on the subject. Their old memories 
  are beginning to break through. These memories 
  begin to return in flashes and visions sparked by 
  seemingly innocuous events. Anything might open 
  up the character’s memories, but it will take time for 
  them to put the pieces together.
  Effect: As a Major Good Trait, the memories 
  are of vital importance. The character is finally 
  remembering events that will be of great use to them 
  and their team. As a Major Bad Trait, the memories 
  are horrific and traumatic, having been removed for 
  the character’s own good.
  The character has a memory flash every time they 
  roll a double on any dice roll. When this happens they 
  remember something. If they have the Major Good 
  Trait, the Gamemaster must give them a helpful 
  clue about their current situation. If they have the 
  Major Bad Trait, the character is incapacitated by the 
  horror of the vision for 1D6 rounds. The player and 
  Gamemaster should work together to decide on the 
  nature of the visions and memory loss, and who took 
  the memories away. It should become a sub-plot 
  in the adventure that can be resolved (and the trait 
  removed) as the character rediscovers their past, or 
  takes steps to remove it from their mind once more.
  Healer (Minor Good Trait)
  This character can perform medical miracles no 
  matter what resources are available to them.
  Effect: The character receives a +2 bonus on Medicine 
  rolls when trying to heal someone.
  Jack of all Trades (Major Good Trait)
  The character knows a little bit about everything.
  Effect: The character ignores any penalties for being 
  unskilled when making an action roll.
  Linguist (Minor/Major Good Trait)
  The character knows several languages.
  Effects: As a Minor Good Trait, the character is 
  familiar with several languages and can pick up 
  new languages easily. They start play knowing three 
  additional languages and, from that point forward, 
  can spend a Story Point to acquire a new language 
  whenever it would come up in play. The character 
  can only learn languages for which their backstory 
  would allow: there’s no way for a a 17th century 
  Frenchwoman to ‘know’ the Martian tongue spoken 
  by the Ice Warriors, but an Earth Imperial pilot in the 
  26th century could ‘know’ Draconian.
  As a Major Good Trait, the character is a universal 
  translator. They start play knowing six additional 
  languages and may learn any language by spending 
  a Story Point, no matter how obscure or alien, 
  providing that they’ve had an opportunity to study the 
  basics.
  Note: Most characters are assumed to know their 
  native language and familiar with at least one 
  other; this trait isn’t necessary for a character to be 
  considered bilingual.
  Menacing (Minor Good Trait)
  Some characters appear charming but their words 
  are tinged with a hint of menace. They influence 
  others through quiet threats rather than outright 
  intimidation.
  Effect: The character gains a +2 bonus on attempts 
  to get people to do what they want. Characters they 
  have menaced also get a +2 to resist attempts by 
  others to act against them.
  Mental Calculator (Minor Good Trait)
  The character can make lightning-quick calculations 
  in their head.
  Effect: The character gains a +2 bonus on Science 
  rolls when making quick mental calculations would 
  be an asset, such as using Jiggery-Pokery with the 
  Biochemical Genius trait.
  
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  Sleuth (Minor Good Trait)
  The character is a master of deduction and has an 
  eye for finding clues. 
  Effect: The character gains +2 to Ingenuity rolls when 
  searching for clues or asking probing questions. 
  Tech Sensitive (Minor/Major Good Trait)
  Prerequisite: Psychic
  Something about the character resonates when 
  they are in the presence of alien technology. It might 
  be that the energy field makes the hairs of their 
  neck stand on end, or they get a sick feeling in the 
  stomach when they touch a type of alien material. 
  However it manifests, when the character is in the 
  vicinity of alien technology they just know. The more 
  powerful the technology, the stronger the feeling and 
  the further away they can feel its presence.
  Effect: The character automatically detects the 
  presence of alien technology within a 10-foot radius. 
  Few things will shield against this ability so the 
  character might feel something is on the other side 
  of a wall but not know how to reach it. If the tech is 
  especially powerful, it may prove easier to detect at a 
  distance, at the Gamemaster’s discretion. 
  If the character is in proximity to a lot of alien 
  tech (such as being on board a Dalek saucer) the 
  background feelings may negate this effect, although 
  specific, powerful items might still be detected 
  though the haze. 
  As a Minor Good Trait, the character can only detect 
  technology from a particular species (such as Dalek 
  devices or Cyber-technology). As a Major Good Trait, 
  they can detect anything that is not native to Earth.
  bad traits
  Cyber-Hysteria (Minor/Major Bad Trait)
  The character has once been programmed by 
  the Cybermen but managed to retain their own 
  personality. Still, remnants of such programming 
  often remain buried somewhere within their brain 
  and when they lose control that programming can 
  resurface. Having this trait does not necessarily 
  mean that the character is a cyborg; thanks to 
  several invasions the Cybermen have mentally 
  controlled several humans and made them do their 
  bidding without Cyber-conversion. Thus, this trait is 
  equally applicable to previously-controlled humans 
  as well as Cyborgs.
  Effect: Whenever the character finds themselves in 
  a stressful situation they must make an Ingenuity 
  + Resolve (Difficulty 12) roll. If they fail, then they 
  receive a -2 penalty on every action for the remainder 
  of the scene as they struggle with the psychological 
  horror of what they’ve become or what they’ve done 
  in the past while under Cyber-control.
  As a Major Bad Trait, the character retains some of 
  their Cyber-programming. The character still acts as 
  if they had the Minor version of this trait but, if they 
  make a Bad Failure, then they effectively become 
  a Cyberman; they act as if possessed by a regular 
  Cyberman and attempt to complete Cyberman 
  goals, losing their former personality in the process. 
  This effect lasts until the character falls asleep or 
  is incapacitated, during which their mind ‘reboots’ 
  to regain their true personality. On a Disastrous 
  result this change is permanent and the character’s 
  personality is consumed and replaced by Cyber-
  programming.
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  Note: This trait can also be easily re-flavoured 
  for victims of other aliens or creatures that have 
  hypnotised them.
  Doppelganger (Minor/Major Bad Trait)
  The character closely resembles another person. 
  This can cause awkwardness or even put their life in 
  danger for being someone that they are not.
  Effect: As a Minor Bad Trait, their assumed 
  appearance causes a minor inconvenience or 
  awkward situation once per adventure, as someone 
  assumes them to be another person. As a Major Bad 
  Trait, their assumed appearance causes a major 
  inconvenience each session.  Alternatively, the 
  character resembles someone else’s arch rival, in 
  which case the cost of this trait is equivalent to that 
  character’s Adversary trait.
  Fragments (Minor/Major Bad Trait)
  When characters are subjected to frequent mind 
  wipes and replacement memories, eventually 
  something slips through the cracks. The character 
  remembers things that clearly can’t be true due to 
  contrary memories or other evidence.
  Effect: As a Minor Bad Trait, the character remembers 
  something that they apparently did that doesn’t fit 
  with the rest of their memories. This may lead the 
  character to question what actually occurred on a 
  previous mission or what they might have seen that 
  was deemed too sensitive for them to remember. 
  As a Major Bad Trait, the character actually has two 
  conflicting memories. As both can’t be right, either 
  one or both of their memories must be wrong. In both 
  cases, the memory fragments can fuel adventure 
  ideas for the Gamemaster as the character tries to 
  piece together what really happened and whether 
  the memory fragment was a legitimate mistake or 
  something more insidious.
   As with Amnesia, this trait adds to the Gamemaster’s 
  workload as they need to come up with the reasons 
  behind the fragments. This trait should be approved 
  by the Gamemaster before purchasing it.
  Note: A character may have both the Amnesia and 
  Fragments trait. 
  Logical (Minor/Major Bad Trait)
  The character makes decisions based solely on logic, 
  whether it be because they are repressing their true 
  emotions or they lack emotions by design. Whatever 
  the case, such characters have difficulty relating to 
  other people.
  Effect: As a Minor Bad Trait, the character is simply 
  aloof or apathetic. They always choose the most 
  logical course of action, even when it means harm to 
  themselves or others. Convincing others to join them 
  when the logical path goes against their desires 
  attracts a -2 penalty.
  As a Major Bad Trait, the character is incapable of 
  feeling emotions. In addition to the effects of the 
  Minor Bad Trait, the character takes a -2 penalty on 
  all social rolls as well as attempts to ‘read’ other 
  people.
  
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  Temporal Castaway (Minor Bad Trait)
  The character is from another time and place but is 
  now stuck in a single, unfamiliar time and place; they 
  have a bit of trouble adapting to their new home.
  Effect: Whenever the character attempts to use 
  technology that is unfamiliar to their home time and 
  place, they take a -2 penalty on the roll. Over time, the 
  Gamemaster may reduce this penalty to -1 or even 
  0 as they become more familiar with that particular 
  technology. This trait cannot be taken with the Time 
  Traveller trait if the latter would grant familiarity to 
  the Tech Level that the character is currently stuck in.
  speciaL traits
  Expert (Special Good Trait)
  The character is extremely talented or knowledgeable 
  about a particular subject, even if they are 
  unremarkable in related areas of that particular 
  subject.
  Effect: For 1 point, the character may add +2 
  to any roll involving a certain Area of Expertise. 
  The character need not already have that Area of 
  Expertise, nor do they even need to have any ranks 
  in the appropriate skill. This bonus stacks with the 
  appropriate skill and Area of Expertise (if chosen) 
  and even if the character lacks the appropriate skill 
  they ignore any unskilled penalties when using this 
  trait.
  Note: This trait may be taken more than once; each 
  point adds a +2 to an Area of Expertise. When choosing 
  this trait again the character may either further 
  increase a previously chosen Expert trait or choose a 
  new Area of Expertise in which to apply the bonus. 
  Psychometry (Special Good Trait)
  Prerequisite: Alien or Psychic
  In its own way, being able to glimpse the past is just 
  as potent as the ability to foresee the future. The past 
  holds its own secrets and, unlike precognition, which 
  posits possible futures, psychometric information is 
  factual as it has already happened. By getting close 
  to a person, place or object, the character can gain 
  information about it. 
  Effect: This trait costs 1 point to purchase and can 
  only be taken by characters with the Psychic trait. 
  When appropriate to the story, the Gamemaster 
  may give the character a piece of information about 
  a particular person, place or object. This is often 
  a flash of insight that is accurate but incomplete; 
  usually enough to grant a clue or point towards a 
  course of action to discovering more. If the player 
  wants the character to actively use Psychometry, 
  then they must spend 1 or more Story Points and the 
  Gamemaster will supply an appropriate amount of 
  information.
  Note: In a universe with time travel, the past isn’t as 
  set in stone as one might suppose. A character with 
  Feel the Turn of the Universe may note if information 
  they gleaned from Psychometry has changed, and 
  even regular use of Psychometry may reveal that 
  something has changed by providing conflicting 
  information.
  C areas of expertise
  UNIT adventures are a lot like typical Doctor Who 
  Roleplaying Game adventures. Just as the Doctor 
  and his companions are likely to get mixed up in a 
  mystery-thriller that they have to solve before some 
  great evil succeeds, UNIT adventures often involve 
  identifying and tracking down some alien Gadget 
  before it can cause too much chaos and destruction.
  The list of Areas of Expertise offered here expands 
  on those provided in Defending the Earth: The UNIT 
  Sourcebook and is far from an exhaustive list.
  Convince: Acting 
  Sometimes an operative needs to pretend to be 
  something other than what they are. This Area of 
  Expertise enables the character to create and act 
  the part of an alternate persona, with their own 
  history, mannerisms, and even (seeming) levels of 
  knowledge. The character seems to belong where 
  they are, even when they aren’t supposed to be 
  there.
  Convince: Bureaucracy
  UNIT has a long history of dealing with local 
  authorities. Often their jurisdiction is simply how 
  far local authorities allow them to go and the more 
  successful UNIT leaders have learned to navigate 
  through bureaucratic and political systems. This 
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  Area of Expertise is important when a UNIT agent 
  needs official aid in order to ‘get things done.’
  Convince: Crowd Control 
  The character is an excellent orator and public 
  speaker. Not only does this make them a favourite in 
  the lecture hall, but it also makes them very effective 
  at crowd control. This is extremely important when 
  UNIT needs to get civilians out of a building quickly 
  or prevent them from swarming all over a dangerous 
  alien device.
  Convince: High Society 
  The character is adept at moving through upper-
  class social circles. They know who to talk to, how 
  influential particular people are in society, interesting 
  gossip and how to get on the guest list of social 
  events. Many operatives use this Area of Expertise in 
  tandem with Acting or Disguise, although some UNIT 
  agents – such as Lady Christina de Souza - may also 
  be members of high society in their own right.
  Convince: Media 
  The character is knowledgeable about all forms of 
  media; traditional, ‘new media,’ and social media. 
  More importantly, they know how to sway media 
  channels in order to project what they want, whether 
  it be to interrupt a popular programme to broadcast a 
  message, garner (or shut down) media coverage on a 
  particular event, manufacture gossip about a particular 
  corporation or drive ‘hits’ to a particular website. 
  Convince: Negotiation 
  Sometimes UNIT needs to work with another party; 
  this Area of Expertise ensures that the character can 
  get what they want through bargaining and coming to 
  agreeable terms.
  Convince: Questioning 
  Not all queries are interrogations; UNIT agents must 
  sometimes interview victims and witnesses in order 
  to learn more about alien gadgets and the people 
  using them. 
  Interrogations elicit information through fear and 
  intimidation; questioning elicits information by 
  reassuring the interviewee that it is in everyone’s 
  best interest if they answer honestly. In fact, 
  an interviewee is more likely to volunteer more 
  information than someone who is being interrogated. 
  Of course, interviewees with something to hide are 
  more likely to do so…
  
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  Convince: Streetwise 
  This is the ability to navigate the seamier side of 
  London or another city. The character knows who is 
  in charge and how to get what they need on the street 
  and in the underworld.
  Knowledge: Research 
  This is the ability to find answers fast, whether the 
  character searches the Internet, peruses books in a 
  library or simply goes door to door asking questions. 
  Marksman: Spray Weapons 
  The choice Area of Expertise for Cocktail Polly Guns, 
  this Area of Expertise covers proficiency with aerosol, 
  liquid and other types of spray weapons.
  Medicine: Cold Read
  While normally an instinctive roll using Awareness 
  and Ingenuity, the ability to read someone’s 
  emotions and intentions can also be honed with 
  sufficient training. The character is an excellent judge 
  of character and can pick up unspoken cues from 
  another person. This is an especially potent skill when 
  picking out a disguised alien or nervous person just 
  before they execute an act of terrorism. Cold Read can 
  also be used to determine whether someone is acting 
  under hypnosis or even possessed.
  Medicine: Criminology
  This is the study of the psychology of the criminal 
  mind. Characters can use Criminology when 
  determining an enemy’s next move, how far they are 
  willing to go, and maybe even what things may give 
  them pause or even cause them to turn themselves 
  in.
  Medicine: Cybernetics 
  This Area of Expertise involves knowing how to 
  meld biological organisms with machines. Given 
  UNIT’s adaptations of Cybermen technology this is a 
  growing field.
  Science: Alien Biology
  This is actually several Areas of Expertise; each 
  time this Area of Expertise is taken it applies to a 
  different alien race. While a highly specialised Area 
  of Expertise, it’s worth taking in UNIT campaigns 
  where a particular type of alien, such as Fish People 
  or Zygons, are bound to recur often (and, of course, if 
  a UNIT agent is a member of another race, then this 
  Area of Expertise becomes important to them!).
  Science: Bio-Engineering
  Bio-engineering is the study of biological machines 
  (okay, technically medicine is the study of ‘biological 
  machines’ but this is different!). With the integration 
  of Zygon refugees into Earth society, machines 
  made of organic materials are more commonly 
  encountered and typical UNIT engineers are more 
  familiar with them. In time, there will likely be new 
  areas of expertise in other exotic feats of engineering 
  like crystals or solid light.
  Subterfuge: Conceal
  The character has learned how to conceal things 
  on their person. They know how to use the extra 
  pockets and other features of their clothing (or even 
  their own bodies!) to hide things from even thorough 
  inspections.
  Science: Cryptography 
  The study of codes and code-breaking, Cryptography 
  is an excellent Area of Expertise for cracking coded 
  messages, 
  discovering 
  passwords, 
  accessing 
  electronic security touchpads or even figuring out 
  how to use an alien Gadget. 
  Science: Forensics 
  Forensics is the art of gathering and analysing 
  evidence. A forensic scientist can not only find clues 
  at a crime scene but also determine what they likely 
  mean. A UNIT forensic scientist can determine 
  whether an alien Gadget was present or used at a 
  particular scene and is adept at finding things that 
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  shouldn’t be in a particular place – evidence of an 
  alien presence. 
  Forensics can also be used in the laboratory in order 
  to figure out what types of weapons or other Gadgets 
  were used, what is likely powering the Gadget, and 
  other key pieces of information that are useful in 
  resolving the mission.
  Subterfuge: Shadowing 
  The character is skilled at following another person 
  without that person knowing that they are being 
  followed.
  Survival: Navigation 
  While GPS is a wonderful tool, there are still 
  characters who rely on their own talents when it 
  comes to navigation. Such characters rarely get lost 
  and can always find their way back to civilisation.
  Survival: Field Tactics 
  Some alien Gadgets are still in the hands of aliens or 
  other hostiles and being able to think on one’s feet 
  can be the difference between life and death. This 
  Area of Expertise covers how to react in the best way 
  possible to changing battlefield conditions, whether 
  it be to lock down an area, where to best place units, 
  the best avenues of retreat, and how much force is 
  necessary to take down a hostile.
  Transport: Teleporter 
  This Area of Expertise covers teleportation devices, 
  including Project Indigo and the Travel Mat.
  C unit archetypes
  The Black Archive is perhaps UNIT’s most secretive 
  facility and is staffed by dozens of agents at any given 
  moment. You may need to make up a quick UNIT 
  character at short notice, whether a generic UNIT 
  soldier or a named X-Doc. This section offers generic 
  archetypes for typical UNIT members involved with 
  the Black Archive. (More UNIT archetypes can be 
  found in Defending the Earth: The UNIT Sourcebook.)
  These are simply archetypes; every UNIT agent is 
  unique and some are more skilled or talented than 
  others. The Gamemaster should feel free to add 
  specialties, adjust an attribute or skill, or even add 
  new traits to a particular character to help make them 
  stand out. In most cases this can be done on the fly: 
  it doesn’t take much time to decide that a particular 
  Archivist is Arrogant or an X-Doc is Charming. Some 
  characters may be even woefully unsuited for their 
  profession save the one skill or talent that makes 
  them an asset to the Black Archive!
  These archetypes can also be used as the basis 
  for a player character. Simply copy the archetype 
  and apply any unspent character points as noted. 
  
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  Such archetypes can be further modified by adding 
  an alien template or the suggested traits for the 
  Cassandra Programme.
  archivist
  Archivists are UNIT engineers who are specifically 
  tasked with analysing alien gadgets, performing 
  experiments on them, classifying them, and, if 
  possible, make them field-ready for UNIT use. The 
  Archivist has a very dangerous job and does not 
  suffer fools gladly; even the most cautious and 
  capable Archivist can accidentally get themselves 
  killed through no fault of their own. Several archivists 
  make morbid light of this by referring to themselves 
  by their UNIT badge numbers, as “there is no reason 
  to learn my name; I won’t be alive long enough for it 
  to matter.”
  In spite of the dangers Archivists have studied 
  dozens of alien gadgets and have been able to put 
  many of them into field use. Almost every Black 
  Archive mission contains at least one Archivist and 
  generally they are the only ones allowed to touch 
  newly-discovered alien gadgets. 
  operative
  Operatives are one of the fastest-growing sections 
  in UNIT. In the past, when UNIT was mainly a 
  paramilitary organisation, field work was primarily 
  done by outside operatives such as investigative 
  journalists or corporate whistle-blowers. With 
  Director Stewart’s increased emphasis on research 
  and investigation, UNIT has determined that it needs 
  more in-house operatives. 
  Unlike typical UNIT soldiers, operatives rarely 
  wear uniforms. They dress more like intelligence 
  operatives, which means business suits for formal 
  occasions and whatever is appropriate for their field 
  work normally. The operative’s job is espionage and 
  investigation; they are to locate alien gadgets and 
  report to UNIT so that a proper Black Archivist team 
  can be sent in for retrieval.
  WheeLMan
  Wheelmen are often the unsung heroes of a 
  UNIT team as they are frequently conflated with 
  Archivists. Indeed, many of the best wheelmen are 
  archivist
  skiLLs 
  Craft 3, Knowledge 3, Marksman 2, Science 4, 
  Subterfuge 2, Technology 4, Transport 4.
  traits
  Boffin (Major Good): The Archivist can create 
  Gadgets .
  Experienced x2
  Friends (Major) – UNIT
  Obligation (Major) – UNIT
  Technically Adept (Minor Good): +2 to any 
  Technology roll to fix a broken or faulty device.
  Time Traveller (Major x2): The Archivist is 
  familiar with Tech Levels 6 and 7.
  tech LeveL: 5  
  story points: 6
  (5 Character Points left to spend)
  aWareness
  4
  presence
  2
  coordination
  3
  resoLve
  2
  ingenuity
  5
  strength
  2
  operative
  skiLLs 
  Athletics 2, Convince 3, Fighting 2, Knowledge 
  3, Marksman 2, Subterfuge 2, Survival 2, 
  Technology 2, Transport 2.
  traits
  Charming (Minor Good): +2 bonus to attempts 
  to use charm.
  Empathic (Minor Good): +2 bonus on rolls to 
  ‘read’ another person. 
  Experienced
  Face in the Crowd (Minor Good): +2 to any 
  Subterfuge roll made to sneak about.
  Friends (Major) – UNIT
  Keen Senses (Minor): +2 to Awareness rolls that 
  use a particular sense.
  Obligation (Major) – UNIT
  tech LeveL: 5  
  story points: 9
  (2 Character Points left to spend)
  aWareness
  4
  presence
  4
  coordination
  4
  resoLve
  3
  ingenuity
  3
  strength
  2
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  also mechanical engineers in their own right, but 
  what makes a wheelman stand out is their ability 
  to navigate and pilot transports through dangerous 
  situations.
  x- doc
  X-Docs are medical doctors and biologists who 
  specialise in xeno-biology, the study of alien life. Like 
  Archivists, X-Docs study alien biology and medicines 
  in an attempt to understand alien physiology as well 
  as determine whether alien medicine can help the 
  human body.
  C notabLe bLack 
  archive personneL
  kate steWart
  Kate Stewart is Head of Scientific Research at UNIT 
  and currently the Director of the Black Archive. She 
  has been instrumental in transforming UNIT from a 
  reactionary military organisation towards one more 
  inclined towards research and investigation. She 
  deals with the most complicated and dangerous 
  problems that arise in Britain and the world. She has 
  access to incredible technologies and resources, and 
  under her leadership UNIT specialists have made 
  many scientific breakthroughs with the inventory 
  of the Black Archive. She considers the Doctor a 
  valuable asset and a friend.
  Kate’s 
  father 
  was 
  Brigadier 
  Alistair 
  Gordon 
  Lethbridge-Stewart. As an adult she decided to 
  follow in his footsteps by joining UNIT, although 
  she shortened her last name to avoid comparisons 
  WheeLMan
  skiLLs 
  Athletics 2, Craft 2, Knowledge 3, Marksman 3, 
  Survival 2, Technology 2, Transport 4.
  traits
  Friends (Major) – UNIT
  Hot Shot (Minor): The wheelman gains a +2 
  bonus to Transport rolls.
  Sense of Direction (Minor): +2 bonus to any 
  Navigation roll.
  Time Traveller (Major x2): The Wheelman is 
  familiar with Tech Levels 6 and 7.
  tech LeveL: 5  
  story points: 12
  (0 Character Points left to spend)
  aWareness
  4
  presence
  2
  coordination
  4
  resoLve
  3
  ingenuity
  3
  strength
  2
  xenobioLogist
  skiLLs 
  Convince 2, Fighting 2, Knowledge 3, Marksman 
  2, Medicine 5, Science 5, Technology 3.
  traits
  Biochemical Genius (Major): The X-Doc can 
  create biological or chemical gadgets through 
  Jiggery-Pokery.
  Empathic (Minor): +2 bonus on rolls to ‘read’ 
  another person.
  Experienced x2
  Friends (Major) – UNIT
  Hypnosis (Minor Good): +2 bonus to control 
  another’s emotional state
  Obligation (Major) – UNIT
  Time Traveller (Major x2): The X-Doc is familiar 
  with Tech Levels 6 and 7.
  Voice of Authority: +2 bonus to Presence and 
  Convince rolls.
  tech LeveL: 5  
  story points: 6
  (4 Character Points left to spend)
  aWareness
  4
  presence
  3
  coordination
  3
  resoLve
  2
  ingenuity
  4
  strength
  2
  
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  and any favours that might be gained from being his 
  daughter. Though her father was in the military, she 
  never forgot his advice that “science leads”, something 
  her father learned from the Doctor. She made contact 
  with the Doctor for the first time during the Year of the 
  Slow Invasion, and she was pleased to find he lived up 
  to his reputation. He swiftly grew to like her as well, 
  and worked out her parentage just as quickly. 
  Kate was involved in negotiating the Zygon treaty 
  after three incarnations of the Doctor forced the 
  two sides to the table. She was also instrumental 
  in helping maintain that treaty, which has allowed 
  millions of disguised Zygons to live on Earth. Kate was 
  almost killed by Missy, but she was rescued by the 
  Cyberman containing the uploaded consciousness of 
  her late father.
  petroneLLa osgood(s)
  Petronella Osgood is an assistant to Kate Stewart in 
  UNIT’s science division. She has a bit of a crush on 
  the Doctor and usually complements her outfits with 
  replicas of things that the Doctor has worn (the scarf 
  worn by his fourth incarnation and the bowtie of his 
  eleventh, to name a couple). She is asthmatic and 
  carries an inhaler.
  Earlier in her career Osgood relished the opportunity 
  to join the Doctor in his TARDIS, but in the aftermath 
  of the Zygon negotiations she gained a Zygon ‘sister’ 
  who imitated her in every way. Both Osgoods were 
  charged with safeguarding the so-called Osgood Box 
  given to them by the Doctor in case of a ‘Nightmare 
  Scenario.’ This box turned out to be a harmless device 
  designed to trick rebellious Zygons to break the treaty 
  and force them to come to take the diplomatic route. 
  With this responsibility, Osgood wishes to remain on 
  Earth rather than travel with the Doctor.
  Not long after the Zygon treaty was agreed, Missy 
  attempted to conquer the Earth with the help of her 
  Cybermen allies. The Time Lady captured, tortured 
  and then killed Osgood. Osgood kept her wits to the 
  end, but it is unclear as to which ‘Osgood’ died. In the 
  aftermath of the Nightmare Scenario another Zygon, 
  Bonnie, volunteered to take up the mantle of Osgood, 
  but whether that means that there is one human and 
  one Zygon Osgood or two Zygon Osgoods is unknown 
  to all but the Osgoods themselves.
  kate steWart
  skiLLs 
  Skills: Athletics 1, Convince 3, Knowledge 3, 
  Marksman 3, Medicine 2, Science 4, Subterfuge 
  2, Survival 1, Technology 4, Transport 1.
  traits
  Brave (Minor): +2 bonus to any Resolve roll 
  when Kate needs to show courage.
  By the Book: Kate must be convinced to act 
  against procedure.
  Friends (Major) – UNIT
  Friends (Major) – The Doctor
  Indomitable (Major): +4 bonus to any rolls to 
  resist psychic control.
  Obligation (Major) – UNIT
  Technically Adept (Minor Good): +2 to any 
  Technology roll to fix a broken or faulty device.
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence + Convince rolls.
  equipMent: Mobile phone, pistol, 
  any mission-specific Gadget
  tech LeveL: 5  
  story points: 5
  aWareness
  2
  presence
  4
  coordination
  2
  resoLve
  4
  ingenuity
  4
  strength
  2
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  professor edWin braceWeLL
  A scientific genius and head of Churchill’s Ironside 
  Project in the Second World War, Edwin Bracewell 
  was a ‘Paisley Boy’ who spoke with a distinctive 
  Scottish brogue. In truth, Bracewell was really an 
  android made by the Daleks as part of their plan to 
  lure the Doctor into a trap. Powered by an Oblivion 
  Continuum – a captured wormhole –  once Bracewell 
  had outlived his usefulness the Daleks turned him 
  into a living bomb. Only by focusing on his happiest 
  memories did he convince himself that he was real, 
  deactivating the device.
  After the destruction of the Daleks, Bracewell 
  continued to work with the British military and, after 
  the war, was drafted by Torchwood. While he hates 
  to admit it today, Torchwood’s xenophobic attitude – 
  that every alien race was out to get Earth – rested 
  comfortably with his own experience with the Daleks. 
  Bracewell eagerly worked with them to ensure that 
  no alien race would ever threaten the Earth again. 
  This attitude changed when Bracewell discovered 
  that many in Torchwood considered him to be an alien 
  threat too. Bracewell’s attempts to discover his own 
  ‘humanity’ were constantly thwarted by Torchwood’s 
  interference; the final straw was when Bracewell 
  discovered that the woman he’d been courting 
  was secretly a Torchwood scientist conducting an 
  experiment on whether an android could truly love. 
  Bracewell resigned from Torchwood, only to discover 
  that he was now their prisoner.
  petroneLLa osgood*
  skiLLs 
  Craft 1, Knowledge 4, Science 6, Subterfuge 3, 
  Technology 5.
  traits
  Boffin: Osgood is one of UNIT’s top minds. 
  Clumsy: Osgood is always tripping over her own 
  feet – or scarf. 
  Dependency (Minor): Osgood needs to use her 
  asthma inhaler whenever she gets overexcited. 
  Distinctive: Osgood has a flair for dramatic 
  costume, a style appreciated by the Doctor.
  Friends (Major) – UNIT
  Impaired Senses: She needs her glasses to see. 
  Obligation (Major) – UNIT
  Reliable: Osgood gains a +2 to any task she is left 
  on her own to perform by someone she trusts.
  Run for your Life! 
  tech LeveL: 5  
  story points: 9
  *Zygon Osgood shares the same attributes, 
  skills and traits as Petronella, as well as 
  the traits given for the Zygon Race Package 
  (see pg. 9). The two act identically and it is 
  impossible to tell one Osgood from the other!
  aWareness
  4
  presence
  2
  coordination
  2
  resoLve
  3
  ingenuity
  6
  strength
  2
  edWin braceWeLL
  skiLLs 
  Convince 2, Craft 2, Knowledge 3, Medicine 1, 
  Science 4, Technology 4, Transport 2.
  traits
  Robot
  Boffin: Saying that Bracewell can create 
  Gadgets is something of an understatement.
  Friends (Major) – UNIT
  Photographic Memory
  Resourceful Pockets: Roll two dice and get 
  a ‘double’ (or spend a Story Point) to find 
  something Bracewell needs. 
  Technically Adept: +2 to any Technology roll to 
  fix a broken or faulty device.
  Obligation (Major) – UNIT
  tech LeveL: 5  
  story points: 6
  aWareness
  4
  presence
  3
  coordination
  2
  resoLve
  4
  ingenuity
  6
  strength
  2
  
  doctor Who roLepLaying gaMe
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  E
  During the Battle of Canary Wharf, Bracewell was 
  freed by the Daleks but he turned down their offer 
  to work for them. He was poised for extermination 
  when an earlier incarnation of the Doctor sucked 
  the Daleks back into the temporal rift. When UNIT 
  arrived, Bracewell was taken into their custody, 
  but he convinced Professor Rube that he was more 
  useful as an ally than a prisoner. He is now the Black 
  Archive’s unofficial chief engineer and, as a robot, 
  one of the few working in the Black Archive who’s 
  never had his memories wiped. 
  eLiZabeth shaW
  Dr Elizabeth ‘Liz’ Shaw is the chief medical officer 
  at the Black Archive. Kate Stewart appointed her 
  because she believed that no one else had the 
  qualifications that Liz did, given all of her doctorates 
  and, of course, the Brigadier’s seal of approval. 
  In fact, Brigadier Lethbridge-Stewart recruited 
  Liz almost as soon as UNIT was formed. While Liz 
  had yet to attain her doctorate, Lethbridge-Stewart 
  recognised her already formidable skills and wanted 
  to snatch her before some hospital or research centre 
  did. Liz accepted the post of chief scientific advisor, 
  only to be relegated to an assistant position when the 
  exiled and newly regenerated Doctor arrived soon 
  thereafter.
  While instrumental in helping overcome alien 
  threats including the Nestene and the Silurians, 
  Liz soon realised that the Doctor’s knowledge was 
  far superior to hers. While she enjoyed her time 
  with UNIT, she tendered her resignation after a 
  year to finish her studies and take a research post 
  at Cambridge. Now a doctor in her own right, Liz 
  excelled in science and medicine.
  UNIT kept Liz in an advisory and expert capacity, 
  calling on her when needed, and eventually she 
  took up a full position with them again. Given her 
  experience with Silurian technology, Liz was sent to 
  Hong Kong to be chief medical officer and scientific 
  advisor for UNIT’s Pacific operations. She was soon 
  promoted to be chief medical officer of Atlantis, 
  where she is currently involved with several 
  undersea projects. She has also been tapped to 
  help prepare the first wave of UNIT personnel to 
  be assigned to the Moonbase, which is currently in 
  development.
  Recently, Liz bumped into the Doctor again, and she 
  was intrigued by something he said regarding the 
  plans for a Moonbase; something about not being 
  able to make an omelette without breaking an egg…
  McgiLLop
  McGillop is the Curator’s chief assistant in the Black 
  Archive. He is also something of an enigma; it’s 
  a running joke that he only goes by his last name 
  because he’s had his memory wiped so many times 
  that he doesn’t remember his first name. 
  Further adding to this confusion is the fact that the 
  Zygon that duplicated him could only ever read his 
  surface thoughts – McGillop’s mind was almost 
  completely closed to it.
  LiZ shaW
  skiLLs 
  Athletics 1, Convince 2, Craft 2, Knowledge 5, 
  Medicine 5 (Forensics 7, Surgery 7), Science 5 
  (Astrophysics 7, Biology 7, Chemistry 7, Physics 
  7), Survival 1, Technology 3, Transport 1.
  traits
  Biochemical Genius: Liz can create biological or 
  chemical gadgets through jiggery-pokery.
  Friends (Major) – UNIT
  Indomitable: Liz gets a +4 bonus to any rolls to 
  resist psychic control.
  Technically Adept: Liz gets a +2 to any 
  Technology roll to fix a broken or faulty device.
  Obligation (Major) – UNIT
  Unadventurous: Liz is happier in the laboratory 
  than going out exploring.
  tech LeveL: 5  
  story points: 9
  aWareness
  3
  presence
  4
  coordination
  4
  resoLve
  4
  ingenuity
  5
  strength
  2
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  McGillop is the only person within UNIT who knows 
  the Curator’s true identity. This has led to speculation 
  that McGillop may be the Curator himself – which 
  he repeatedly denies – or that he’s an aspect of 
  the Curator (possibly a clone, Auton, or even a 
  projected future self if the Curator is a Time Lord). 
  By all appearances, McGillop is human, although 
  he is rarely seen outside the National Gallery’s 
  Undergallery or the Black Archive.
  Whatever the case, McGillop is effectively in control 
  of the Black Archive and the most knowledgeable 
  person – outside of the Curator – about its contents.
  coLoneL WaLsh
  Colonel Walsh is one of Kate Stewart’s most trusted 
  commanders in the field. She has a practical, no-
  nonsense attitude and a willingness to get things 
  done. Having said that she is not ruthless and doesn’t 
  threaten her subordinates when they challenge 
  her decisions, especially when there are personal 
  considerations involved.
  Unfortunately, the Zygon revolutions are taking their 
  toll. Colonel Walsh has lost dozens of troops over the 
  course of sixteen incidents, just to have Kate Stewart 
  sweep things under the rug each time. Colonel Walsh 
  suspects that something more sinister is going on 
  and during the course of her duties she’s making it a 
  point to learn all she can about the Zygon colonists, 
  who they are, what they are doing, and what faces 
  they are wearing. She’s also starting to wonder 
  whether Kate Stewart is who she claims to be…
  McgiLLop
  skiLLs 
  Craft 2, Knowledge 5, Science 5, Technology 4.
  traits
  By the Book: I’m sorry sir, why would I take it 
  there?
  Friends (Major) – UNIT
  Immunity – Mind Control (Special Good): 
  McGillop is immune to psychic intrusion beyond 
  his surface-most thoughts.
  Technically Adept: Working alongside Osgood, 
  McGillop is a gifted scientist.
  Obligation (Major) – UNIT
  tech LeveL: 5  
  story points: 9
  aWareness
  3
  presence
  3
  coordination
  3
  resoLve
  5
  ingenuity
  5
  strength
  3
  coLoneL WaLsh
  skiLLs 
  Athletics 2, Convince 4, Fighting 3, Knowledge 
  3, Marksman 4, Subterfuge 2, Survival 4, 
  Technology 3, Transport 2.
  traits
  Brave (Minor Good): Walsh gets a +2 bonus to 
  any Resolve roll when the character needs to 
  show courage.
  By the Book (Minor Bad): Walsh follows 
  procedures without worrying about the 
  consequences.
  Crack Shot (Major): Walsh gains a +2 to her 
  Marksman rolls.
  Experienced (Special)
  Friends (Major) – UNIT
  Indomitable (Major Good): Walsh gets a +4 
  bonus to any rolls to resist psychic control.
  Military Rank: Colonel
  Obligation (Major) – UNIT
  Technically Adept (Minor Good): Walsh gets a 
  +2 to any Technology roll to fix a faulty device.
  Voice of Authority (Minor Good Trait): Walsh 
  gets a +2 bonus to Presence and Convince rolls.
  tech LeveL: 5  
  story points: 5
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  4
  ingenuity
  3
  strength
  3
  
  doctor Who roLepLaying gaMe
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  24
  E
  Jac
  Jac is a UNIT computer expert and engineer who 
  helped design the Black Archive’s closed system. 
  ‘Jac’ is a pseudonym that may or may not be based 
  on her real name; as a hacker working for UNIT and 
  especially on the systems within the Black Archives 
  her true identity is known only to a few and scrubbed 
  from UNIT records.
  Jac has a friendly relationship with Kate Stewart who 
  often relies on her skills when tracking down threats 
  both alien and mundane. She is also highly valued by 
  the Doctor, who leaves her in charge in Britain when 
  he and Kate has to go to America during the latest 
  Zygon revolution. Unfortunately, Jac is led into a trap 
  in which she and several UNIT soldiers are killed by 
  Zygon revolutionaries.
  Jac’s memories and personality are still preserved 
  within the Black Archive and now acts as a 
  holographic interface and firewall between the Black 
  Archive mainframe and those who would access it. 
  Even though Jac is now just a simulation, Kate often 
  enters the Black Archive to converse with her old 
  friend when pondering difficult questions.
  denise gaMbLe
  Denise Gamble is one of the biggest successes to 
  come out of the Cassandra Programme. Not only 
  does she have the ability to sniff out alien technology 
  and foresee tragedies before they happen, but she is 
  also a very effective UNIT operative. Denise is able 
  to seamlessly blend into a particular environment 
  to convince others to reveal their alien gadgetry. 
  Denise’s modus operandi is to use her psychic 
  abilities to determine the presence of an alien gadget 
  and then use her charm and wit, along with a forged 
  identity, to break into the professional and social 
  circles of those who have access to it. 
  In one notable mission, she employed an alien gadget 
  collector’s own memory wiping technology – stolen 
  from UNIT – in order to retrieve it. While there, she 
  also used the memory wipe to make the collector 
  and his subordinates forget exactly what they had 
  in their possession so that she could remove the 
  alien gadgets without too much trouble. This plan 
  almost backfired when a Dalek was discovered in 
  Jac
  skiLLs 
  Athletics 1, Convince 3, Fighting 1, Knowledge 3, 
  Marksman 2, Medicine 1, Science 2, Technology 5 
  (Computers, Hacking 7), Transport 2.
  traits
  Brave (Minor Good): +2 bonus to any Resolve 
  roll when Jac needs to show courage.
  Code Breaker (Minor Good): +2 bonus to 
  Ingenuity and Knowledge rolls when trying to 
  decode, decipher or translate.
  Friends (Major) – UNIT
  Obligation (Major) – UNIT
  Technically Adept (Minor Good): +2 to any 
  Technology roll to fix a broken or faulty device.
  Time Traveller (Major x2): Familiar with Tech 
  level 6 and 7.
  tech LeveL: 5  
  story points: 9
  Note: As an artificial intelligence, Jac only has 
  her mental attributes and skills. Her Technology 
  score increases to 6 and she is considered to 
  have the Time Traveller trait for any gadget 
  housed within the Black Archive, presuming 
  that an Archivist has deciphered its operation.
  aWareness
  4
  presence
  4
  coordination
  3
  resoLve
  4
  ingenuity
  5
  strength
  2
  advanced operations ManuaL
  
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  the collection, but with some timely help from the 
  Doctor Denise was able to succeed in her mission 
  and eliminate the Dalek threat.
  Lady christina de souZa
  Lady Christina de Souza is a thrill-seeker who enjoys 
  stealing valuable art objects simply because she can. 
  Her plans aren’t always fool-proof and there have 
  been plenty of instances where eluding capture has 
  proven more difficult than the heist. It was during 
  one of these escapes with her latest acquisition that 
  Christina found herself aboard the Number 200 bus 
  when it was transported to an alien world.
  denise gaMbLe
  skiLLs 
  Athletics 2, Convince 4, Fighting 2, Knowledge 3, 
  Marksman 3, Medicine 2, Subterfuge 5, Survival 
  2, Technology 4, Transport 2.
  traits
  Attractive (Minor Good): +2 bonus to any rolls 
  that involve Denise’s looks.
  Brave (Minor Good): +2 bonus to any Resolve 
  roll when Denise needs to show courage.
  Charming (Minor Good): +2 bonus to attempts 
  to use charm.
  Dark Secret (Minor/Major Bad): - specify level 
  and nature of secret.
  Empathic (Minor Good): +2 bonus on rolls to 
  ‘read’ another person.
  Face in the Crowd (Minor Good): +2 to any 
  Subterfuge Skill roll to sneak about.
  Friends (Major) – UNIT
  Obligation (Major) – UNIT
  Precognition (Special Good): Denise gets 
  glimpses of the future, which she may force by 
  spending a Story Point.
  Psychic (Special Good): +4 against mental 
  attacks and Denise may attempt to read minds.
  Tech Sensitive (Major): Denise can sense the 
  presence of alien technology.
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  tech LeveL: 5  
  story points: 4
  aWareness
  3
  presence
  4
  coordination
  2
  resoLve
  4
  ingenuity
  4
  strength
  2
  Lady christina de souZa
  skiLLs 
  Athletics 4, Convince 4, Fighting 3, Knowledge 3, 
  Marksman 3, Medicine 2, Science 3, Subterfuge 
  5, Survival 3, Technology 3, Transport 2.
  traits
  Brave (Minor Good): +2 bonus to any Resolve 
  roll when Christina needs to show courage.
  Charming (Minor Good): +2 bonus to attempts 
  to use charm.
  Friends (Major) – UNIT
  Impulsive (Minor Bad): Christina doesn’t think 
  things through before acting.
  Keen Senses (Major Good): +2 to all Awareness 
  rolls.
  Lucky (Minor Good): She may re-roll any ‘double 1s’
  Obligation (Major) – UNIT
  Quick Reflexes (Minor Good): Christina always 
  goes first in her Action Round unless taken by 
  surprise. 
  Resourceful Pockets (Minor Good): Roll two 
  dice and get a ‘double’ (or spend a Story Point) 
  to find something Christina needs.
  Sense of Direction (Minor Good): +2 bonus to 
  any navigation roll.
  Technically Adept (Minor Good): +2 to any 
  Technology roll to fix a broken or faulty device.
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  tech LeveL: 5  
  story points: 6
  aWareness
  4
  presence
  4
  coordination
  5
  resoLve
  5
  ingenuity
  5
  strength
  3
  
  doctor Who roLepLaying gaMe
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  E
  Fortunately, the Doctor was on hand and he found 
  her resourcefulness quite useful in getting the 
  equipment that they needed to return everyone on 
  the bus back to London. The Doctor refused to take 
  her with him after finding out that she was a thief, 
  but he allowed her to escape via the now hover-able 
  Number 200. What Lady Christina didn’t realise as 
  she escaped was that the Doctor put in a good word 
  for her at UNIT so that when she was inevitably 
  captured, she was offered an opportunity to put her 
  skills to good use protecting the Earth rather than 
  simply stealing for thrills.
  While Christina chafes at authority and prefers to do 
  things her own way, she’s discovered that trying to 
  acquire strange alien gadgets is far more thrilling 
  than simply stealing old paintings and sculptures. 
  In short order she has become one of UNIT’s 
  best operatives, filching dangerous gadgets from 
  seemingly impregnable vaults.
  Morgaine of the fay
  Morgaine of the Fay, Sun Killer, Dominator of the 
  Thirteen Worlds and Battle Queen of the S’Rax 
  is currently a ‘guest’ of UNIT and its unofficial 
  Psychical Advisor. A ruler from a parallel dimension 
  (information about which leaked into this world over 
  the centuries and was the inspiration for Arthurian 
  myth), Morgaine agreed to remain on this world after 
  her defeat at the hands of the Doctor – whom she 
  knows as Merlin – and UNIT in return for her son 
  Mordred and her army being allowed to return home.
  Both Morgaine and UNIT understand that the only 
  thing that is really keeping the Battle Queen here 
  is her word of honour, as many doubt that anything 
  housed within the Black Archive could imprison her 
  for long. Still, given that her sentence is temporary, 
  she receives regular reports from her son, and 
  Morgaine hasn’t aged a day since her capture about 
  two decades ago, there seems little incentive for her 
  to escape.
  Currently, Morgaine resides in a castle in an 
  undisclosed location that is connected via T-Mat 
  to the Black Archive. She is always on call for 
  paranormal matters, whether they be psychical or 
  sorcerous. She definitely holds some secrets close 
  to her chest and consultations with her always 
  seems to spark more questions than answers – she 
  believes that too much wonder is lost if everything 
  is written down and explained. Even when being 
  cagey, however, Morgaine is always honest, at times 
  brutally so, and she respects those who take their 
  responsibilities seriously.
  Morgaine
  skiLLs 
  Athletics 3, Convince 4, Craft 2, Fighting 2, 
  Knowledge 4, Marksman 2, Science 3, Subterfuge 
  3, Survival 2, Technology 4, Transport 2.
  traits
  Code of Conduct (Major Bad): Morgaine may be 
  a villain but she always acts with honour.
  Indomitable (Major Good): +4 bonus to any rolls 
  to resist psychic control.
  Psychic Training (Minor Good): +2 bonus to 
  Resolve rolls when trying to resist psychic attack 
  or deception.
  Sorcery (Special Good): Morgaine has several 
  magical abilities, some of which are reflected 
  in her Traits, others that might be better 
  suited to the expenditure of Story Points. The 
  Gamemaster should feel free to grant Morgaine 
  the use of whatever ‘spells’ appear appropriate 
  without making her impossible to defeat. She is 
  capable of performing any of the effects given 
  in the Magic in a Scientific Universe sidebar as 
  well as any others that the Gamemaster deems 
  appropriate. Whether such sorcery is psychic, 
  technological, or even completely magical is 
  also up to the Gamemaster.
  Voice of Authority (Minor Good Trait): +2 bonus 
  to Presence and Convince rolls.
  tech LeveL: 6  
  story points: 12
  aWareness
  4
  presence
  5
  coordination
  3
  resoLve
  5
  ingenuity
  6
  strength
  3
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  Magic in a scientific universe
  UNIT’s capture of Morgaine the Fay, a visitor from a parallel Earth that can apparently perform magic, cracked open 
  the door to the unsettling possibility amongst UNIT scientists that magic must exist in some form on UNIT’s Earth. 
  It was this possibility that led to UNIT command striking a deal with Morgaine of the Fay. 
  While it’s unlikely that Morgaine would ever willingly spill all of her secrets, she has acknowledged that the magic of 
  her world is primarily a more advanced understanding of psychic abilities. Using telekinesis to move objects through 
  the air is only one step removed from agitating air into plasma, causing objects to burst into flames or sending 
  electrical currents across the room.
  UNIT archivists believe that at least some of Morgaine’s sorcery is due to advanced nanotechnology of a type that not 
  even the Black Archive sensors can analyse (Black Archive scans have discovered that Morgaine has a unique aura, 
  but inconclusive information beyond that). 
  Rituals and ritual objects in magic tend to be explained as concentration aids, mnemonic devices to activate 
  particular gadgets or to alert some greater alien power that contact is desired. The Doctor, for example, once drew 
  a chalk outline around Ace and a friend in order to focus their minds, granting them resistance akin to the Psychic 
  Training trait. Mordred’s incantation to cross the portal from his world to Earth could simply be an easily memorised 
  command key. In any case, it is up to the Gamemaster how far psychic abilities can cross into the realm of sorcery 
  and whether such traits should remain in the hands of adversaries as part of an adventure or if they are available to 
  Cassies. Some possibilities are offered below – there are doubtless many others.
  Emotion Control: Manipulating emotions is essentially a form of Hypnosis – the character is convincing the target 
  that they feel a particular emotion. The effects are similar, as a Minor trait this operates akin to Fear Factor, whereas 
  as a Major trait the target genuinely feels the emotion that the character wishes them to feel – they still won’t 
  actually do anything that is against their nature, although they’ll feel terrible about it!
  Flight: Flight is an effect of Telekinesis; the character can lift herself up. This can only occur if the character has a 
  high enough Resolve, probably at least 4. If the Gamemaster wants a character to be able to fly but not necessarily 
  fling others around, then she could allow a psychic to take the Flight alien trait instead – the character is using their 
  mind to make themselves lighter as well as defy gravity.
  Healing: Psychic healing generally involves creating and manipulating plasma – Morgaine’s restoration of a woman’s 
  eyesight by touch could have been psychic laser surgery. Similarly, agitating the air to produce an electric shock 
  could pull someone from the brink of death. In both of these cases the psychic character would need the Medicine 
  skill to use these abilities to full effect. Actual physical healing is more the province of nanotechnology, although 
  with a little thought a player or Gamemaster might come up with ‘healing’ uses of Telekinesis, at least until proper 
  medical attention can be administered!
  Mind Probe: The Psychic trait opens the door to reading the mind and the target can resist with a Resolve and 
  Ingenuity roll. One way for the psychic to increase the chances of gleaning information would be to attack the 
  victim’s brain, thereby reducing the victim’s Ingenuity and Resolve. This probably involves Telekinesis (the psychic 
  is squeezing the brain), although a psychic attack through a natural weapon is also possible. Both of these options 
  risk severely injuring or killing the victim.
  Natural Weapons: One of the ‘flashiest’ hallmarks of sorcery is the ability to do damage from a distance, whether 
  it be throwing fireballs or lightning bolts. All of these boil down to the ability to transform gas into plasma and send 
  it into a particular direction. Popular literature has given psychic names to many of these attacks: cryokinesis (ice), 
  electrokinesis (lightning), pyrokinesis (fire), and telekinetic bolts (force), amongst others. All of these can simply be 
  purchased through the Natural Weapons alien trait.
  Telekinetic Sheath: Some psychics can reduce damage by surrounding themselves with telepathic energy that 
  slows the speed of bullets or other weapons in much the same way as the Forcefield gadget trait. This is akin to 
  taking the Impervious alien trait.
  
  the BlAck
       Archive
   
  
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  29 E
  ‘My office. Otherwise known as the Tower of London.’ 
  The Tower of London is not just the secret 
  headquarters for UNIT’s United Kingdom operations, 
  it is also home to the Black Archive. The Black 
  Archive is the secret vault where UNIT keeps its alien 
  gadgets – and, in some cases, aliens themselves – 
  that are deemed either too dangerous to deploy in 
  the field or that simply haven’t been fully studied and 
  understood just yet. The UNIT agents that work within 
  the Black Archive are amongst the finest scientific 
  minds on the planet although notably the Doctor is 
  not amongst them; UNIT understands that the Time 
  Lord may not like some pieces in the collection.
  Publicly, little is known about the Black Archive. 
  Beyond the odd conspiracy theorist, the general 
  public doesn’t even know that the Black Archive 
  exists, whilst even amongst UNIT agents the Black 
  Archive is simply known as a secure place within 
  the Tower that houses the most dangerous alien 
  gadgets that UNIT has acquired; almost nothing 
  is known about the actual collection. Senior UNIT 
  officers know that every national (and in some cases, 
  regional) headquarters has its own Black Archive, 
  but this is actually a misunderstanding. 
  The Black Archive is not a single location; several 
  Black Archives exist around the world. There are 
  both political and security reasons for this: no nation 
  is willing to give another nation exclusive access to 
  the most powerful alien technologies on the planet; 
  while spreading out alien technologies between 
  various facilities ensures that in the event that one 
  Black Archive facility is infiltrated (or destroyed), the 
  aggressor does not gain access to all of the alien 
  technology in one fell swoop. Thus, each individual 
  location is known as a ‘section’ (e.g. ‘The Dominator 
  scout ship wreckage is housed in the Paris Section 
  Motor Pool’).
  Having said that, the use of the singular ‘Black 
  Archive’ is no misnomer. In spite of being scattered 
  throughout the world, each of the facilities are 
  connected together via teleportation technology 
  known as the Travel Mat technology (or ‘T-Mat’ 
  for short.) The T-Mat enables alien gadgets, 
  other sensitive files or equipment, and even UNIT 
  personnel to be instantly transported from one Black 
  Archive facility to another. If a Black Archive facility 
  is breached, the T-Mat is shut down so as to prevent 
  intruders’ access to other Black Archive facilities – 
  often not before the sensitive technology is swiftly 
  evacuated elsewhere in the world. In the reverse, 
  the T-Mat also enables UNIT to quickly bring in 
  waves of soldiers in the event that one of their 
  Black Archive facilities is compromised. The 
  only Black Archive section that is not connected 
  to the others via T-Mat is the Palace of Nations 
  facility in Geneva, Switzerland.
  In London, the Black Archive exists beneath 
  the Tower of London. For the purposes 
  of this book, we’re going to assume that 
  this is the facility that the Gamemaster 
  is going to use most often in their 
  campaign. Keep in mind that although 
  everything in this book is presented 
  as if it exists beneath the Tower, the 
  Gamemaster may decide that in their 
  game particular gadgets are actually 
  housed elsewhere (or may not even be 
  in the Black Archive at all!). 
  C history of
  the bLack archive
  The Black Archive began as a badge, an 
  Eta badge to be precise. Eta clearance, 
  also known as Black clearance, is the 
  highest level of clearance within UNIT. 
  This level of clearance is only given to a 
  handful of personnel within UNIT, those 
  who need to move freely about any UNIT base 
  anywhere in the world. For the purposes of 
  the Black Archives, though, this clearance 
  was awarded to someone known simply as 
  ‘the Curator’ in the early days of UNIT.
  The Curator was a UNIT official assigned – 
  although some say he demanded – to collect 
  and secure any alien gadgets that UNIT came 
  across, as there was a legitimate concern that 
  should such technology fall into the wrong 
  hands – and this included Torchwood – then 
  havoc could follow, especially since even 
  benign alien gadgets could have disastrous 
  side effects. The Curator’s identity was 
  kept concealed – his badge was enough to 
  take anything the Curator felt needed to 
  be collected. As more staff were assigned 
  to the Curator, many senior UNIT officials 
  unknowingly found themselves dealing with 
  one of the Curator’s assistants rather than 
  the Curator. 
  The Curator remains an enigma, although 
  many opinions have been privately shared 
  the bLack archive
  
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  over the decades, usually involving scientific advisors 
  for UNIT, the Intrusion Countermeasures Group, or 
  the British Rocket Group. Prior to the turn of the 
  millennium, most UNIT personnel believed him to be 
  Professor Joseph Rubeish, an aerospace engineer 
  who joined UNIT in the aftermath of the Irongron 
  Incident, although with Rubeish’s retirement the 
  idea that there have been several Curators over 
  time is gaining traction. Some believe even more 
  outrageous theories, such that he is a UNIT agent 
  sent back in time by the Weeping Angels, a former 
  member of Torchwood, or even an alien (perhaps the 
  Doctor himself).
  In any event, the Curator’s anonymity enabled the 
  Black Archive to grow organically over the decades 
  as more and more alien gadgets were collected. At 
  first the Curator kept them in a storage locker, then 
  a customised jumbo jet and finally several storage 
  facilities around the world as the collection grew too 
  large to keep in one place, prioritising where each 
  gadget would be stored based on where in the world it 
  would most likely be needed. These storage facilities 
  ultimately became known as ‘Black Archives,’ 
  although thanks to the T-Mat they are all linked 
  and thus it is more common for UNIT personnel to 
  continue to refer to it as a singular ‘Black Archive.’ 
  the toWer of London
  The Black Archive beneath the Tower of London 
  is part of UNIT’s United Kingdom headquarters. 
  Originally the facility was quite small - sharing 
  cramped space within the sub-basements that 
  made up the UNIT facilities – leading to many alien 
  gadgets under British UNIT’s control to be housed 
  in other facilities.  That changed at the end of 2007 
  when the Thames was drained during the Racnoss 
  invasion. UNIT took advantage of the situation to 
  expand the Black Archive out beneath the Thames. 
  This conveniently enables the Black Archive, in the 
  event of a security breach, to be easily flooded or 
  dropped into the deep hole that extends down to the 
  Earth’s core. In spite of these measures, however, 
  the Black Archive still maintains a nuclear deterrent 
  as that is the only ‘fool-proof’ means of keeping alien 
  technology out of the hands of particularly cunning 
  aliens.
  security Measures
  Kate Stewart mentioned that the Black Archive is 
  ‘TARDIS-proof,’ although it would be more accurate 
  to say that the Black Archive is ‘Doctor-proof,’ as 
  most security measures for the Black Archive have 
  been implemented to prevent the Doctor from having 
  access without UNIT approval. There are two reasons 
  for this. First, UNIT does not entirely trust the Doctor 
  and wants to make sure that it is first consulted if 
  the Doctor wishes to remove anything from the 
  archive. Second, if the Black Archive can effectively 
  be ‘Doctor-proofed’ then it is also proofed against 
  alien intrusion in general.
  Given that the Black Archive is considered ‘TARDIS-
  proof’ one might assume that the entire facility 
  is covered in some sort of temporal force field, be 
  sheltered within a time rift or other such exotic 
  device. The truth is far more mundane – and far 
  more lethal. The entire outer shell of the Black 
  Archive is surrounded by specialised motion sensors 
  embedded in its ‘hull’, which can detect temporal, 
  dimensional and simply advanced technological 
  objects attempting to pass through. These sensors 
  broadcast a quick warning for the intruding vessel or 
  object to immediately back off while simultaneously 
  sending a message to UNIT command warning of the 
  intrusion. Nuclear annihilation is often enough of a 
  deterrent to make the aliens comply.
  In addition to this drastic measure, UNIT also employs 
  more mundane means to keep out unwanted aliens. 
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  The first is the use of mechanical locks in place 
  of electronic security systems (which are easily 
  overridden by Sonic Screwdrivers!); these locks 
  are manufactured by master locksmiths and are 
  very difficult (Difficulty 21) to pick. Secondly, UNIT 
  maintains a strong security presence within the 
  Black Archive: dozens of UNIT soldiers patrol each 
  of the facilities at any given time.
  The Black Archive is also cut off from the outside 
  world 
  electronically. 
  An 
  electronic 
  dampener 
  prevents signals from entering or leaving the Black 
  Archive and none of its internal computers are 
  connected to the outside world. Instead, the Black 
  Archive sports its own closed-circuit ‘Black Intranet’ 
  that only works within the archive. Anything from 
  the outside must be uploaded manually, and even 
  then only after several security measures have been 
  taken.
  Each area of the Black Archive can also be isolated 
  through the use of heavy steel bulkhead doors (AP 
  50, Damage 500). These bulkheads can cover a 
  doorway or corridor section, although they rarely 
  hold for long against some of the more dangerous 
  gadgets housed in the Black Archive. Most Black 
  Archives also have forcefields, usually as stopgap 
  measures around particular alien gadgets or used to 
  help quarantine dangerous patients in hospital. Such 
  forcefields are a massive drain on power so UNIT 
  uses them sparingly.
  In addition to these features there are two other 
  basic security measures that are taken. The first is a 
  walk-through bio-scanner that ensures that people 
  seeking access to the Black Archive actually are who 
  they say that they are. The second are automated 
  memory filters that wipe the memories of staff as 
  they exit the facility. These filters are also installed 
  inside the Black Archive so as to enable a UNIT agent 
  to trigger the device to cause those beneath it to lose 
  their memories (or, with a slight modification, knock 
  them out). For information on Automated Memory 
  Filters see Chapter 4 – Hospital.
  cLearance
  Obviously, in order for a person to be allowed into 
  the Black Archive they need clearance. Contrary 
  to popular belief, one does not need Eta (Black) 
  clearance to get inside the Black Archive; 
  there have been occasions where Alpha (Red) 
  clearance was enough. By contrast, there have 
  been occasions where someone with Gamma 
  unit security cLearances
  UNIT has a standard hierarchy of clearances; for more information, see Defending the 
  Earth: The UNIT Sourcebook.
  A - Alpha (Red) Clearance: This basic clearance is given to most visitors and only gains 
  access to reception areas and press rooms at a particular UNIT base.
  B - Beta (Orange) Clearance: Beta clearance allows visitors escorted access to all areas 
  of a UNIT base.
  C - Gamma (Yellow) Clearance: This is the baseline level for UNIT operatives and allows 
  access to all non-sensitive areas on a UNIT base. 
  D - Delta (Green) Clearance: Most high-grade scientific staff have this level of clearance 
  as it allows access to the sensitive areas on a UNIT base.
  E - Epsilon (Blue) Clearance: With Epsilon clearance an operative has the free run 
  of an entire base, which will include even the most secret projects being carried out 
  there. 
  F - Zeta (Indigo) Clearance: Zeta clearance as it grants access to higher classifications 
  of files in a particular base and also grants greater access to other bases.
  G - Eta (Black) Clearance: Eta clearance allows one to go anywhere in any UNIT base. 
  
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  (Yellow) clearance has been allowed inside while 
  someone with Epsilon (Blue) clearance has been 
  denied. As with anything else UNIT-related, one’s 
  security clearance has more to do with how a 
  particular character is handled once they are given 
  access to the Black Archive.
  Anyone without clearance must be presented by a 
  UNIT member holding at least Epsilon clearance. 
  The reception station gathers a bio-scan and other 
  information about the character before providing 
  them with Alpha clearance to get inside (higher 
  clearances are available upon request of the UNIT 
  member presenting). Unless otherwise provided, 
  all those given clearance need to have their minds 
  wiped when leaving the facility.
  As a general rule, characters with Epsilon or higher 
  clearance generally aren’t subject to full mind wipes, 
  as they are generally too involved with the Black 
  Archive for too many memories to be hand-waved 
  away (they are still subject to targeted mind-wipes 
  relating to particular projects or certain gadgets). 
  Characters with lower clearance are routinely 
  cycled in and out of Black Archive duty so that their 
  memories can process their alternative duties and 
  subconsciously use them to fill in the blanks left by 
  the automated mind filter.
  A fun trick to pull on a character is to have them arrive 
  at the Black Archive for their initial clearance and 
  have them be told that they’ve already been cleared 
  on a previous visit for which they have no memory!
  C other bLack archive
  Locations
  We focus on the London Black Archive because we 
  assume that most Doctor Who Roleplaying Game 
  campaigns are going to be set in and around the 
  locations visited by the Doctor. Obviously, that need 
  not be the case and, indeed, your campaign may use 
  another ‘home city.’ It’s a simple matter to declare 
  that there is a Black Archive in whatever city or place 
  that you need one to be. In all cases, Black Archive 
  facilities have similar layouts and features.
  the traveL Mat
  While Project Indigo utilised Sontaran transmat technology, 
  the Travel Mat – or T-Mat – was developed from the Curator’s 
  notes on various types of time-space travel technologies, 
  primarily the Dalek Time Corridor. People standing on one 
  travel mat platform can be instantaneously transported to 
  another T-Mat platform anywhere in the world, including 
  Atlantis. Professor Bracewell is currently trying to increase 
  the range as far as the Moon and perhaps even Mars.While 
  some UNIT agents use ‘T-Mat’ and ‘transmat’ interchangeably, 
  this is a misnomer. T-Mat technology does not break down 
  people or objects on a molecular level and reassemble them 
  elsewhere. Instead, it folds space-time, scooping up those 
  within the field and depositing them whole elsewhere. 
  The benefits of the T-Mat are enormous and its full potential is only just being realised (the Doctor, 
  in fact, has seen the T-Mat become Earth’s primary form of travel within the next few decades). It has 
  already enabled the Black Archive to link its various facilities into a single giant networked unit and it 
  has enabled UNIT to move soldiers quickly as needed. The T-Mat also enables Gadgets contained within 
  the Black Archive to be easily moved when one facility is compromised, and a compromised facility can 
  be isolated from the rest of the network.
  The T-Mat is not without its problems. Early on the archivists developing the T-Mat relied too heavily on 
  Dalek technology. A force of Daleks took advantage, and UNIT was forced to repel a Dalek invasion from 
  within. Strange weather patterns and even space-time fluctuations occasionally play havoc with the 
  T-Mat as well, causing the occasional object or even UNIT soldier to be deposited somewhere other than 
  where they are supposed to be (fortunately, T-Mat fail safes prevent it from depositing someone high in 
  the sky, deep underwater, or inside other matter).
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  Listed here are a few of the more notable Black 
  Archive locations around the world. All can be easily 
  reached via T-Mat.
  atLantis
  Atlantis is the name of UNIT’s base along the Mariana 
  Trench deep within the North Atlantic Ocean. It is 
  UNIT’s second such facility in the area, the first being 
  the excavated ruins of the Kingdom of Atlantis. This 
  first base was temporary, enabling UNIT to salvage 
  what they could before the newly active volcano 
  finally swallowed the island housing the kingdom, 
  and much of what could be saved was transferred 
  to a brand new base that was constructed between 
  Greenland and Iceland.
  The new seabase is officially named ‘Seabase One’ 
  but UNIT agents still typically refer to it as ‘Atlantis 
  (it’s rumoured that the Doctor, upon hearing its 
  nickname, muttered something about there being 
  four of them now). In addition to housing the Black 
  Archive, Atlantis is also an underwater research 
  centre and training facility for deep water operations. 
  A good portion of the Omega and Enigma gadgets 
  are held here, as well as alien gadgets particularly 
  suited to deep water operations.
  gateWay of india
  Though most residents of Mumbai are unaware of 
  it, there is a UNIT headquarters sitting beneath the 
  Victorian arch that welcomes visitors to the city. 
  Its Black Archive contains the largest quantity of 
  Silurian artefacts and gadgets in human hands, as 
  an abandoned Silurian city lies beneath the city and 
  the neighbouring Arabian Sea, likely damaged during 
  the tectonic upheavals as the Indian subcontinent 
  slowly moved towards and eventually merged with 
  the Asian continent.
  Over the centuries many Silurian gadgets have 
  washed ashore and been exploited and studied 
  by various collectors and antiquarians. One of the 
  uppermost submerged spires of the Silurian city 
  was actually occupied and scavenged by a notorious 
  sea pirate in the late 1700s. The occasional Silurian 
  scouting party, looking to see if there were any 
  survivors in the ‘lost colony,’ has also clashed with 
  the locals, most notably in 1896 when a Silurian 
  plague ripped through the city. In every case the 
  humans were able to resist, equating the Silurians 
  with the Rakshasa of Hindu mythology. 
  Currently the Mumbai HQ is the largest storehouse of 
  UNIT undersea operations and technology, although 
  that is increasingly moving to Atlantis. There are 
  several UNIT teams in Mumbai dedicated to exploring 
  and analysing the fragments of the Silurian city; 
  the agents on such teams have orders to eliminate 
  any Silurians they may come across although the 
  enforcement of those orders, put in place after the 
  plague released during the Wenley Moor Incident, 
  remains the subject of much debate.
  paLace of nations
  It should come as no surprise that there is a 
  Black Archive in Geneva, given that it is UNIT’s 
  overall headquarters and one of the main offices 
  of the United Nations. One of the buildings 
  within the Palace of Nations is the UNIT HQ 
  and home to one of the largest sections 
  of the Black Archive. It is believed to be 
  the holder of most of the gadgets held 
  in the Omega Locker but this is actually 
  not true; the main ‘secret’ of the Geneva 
  HQ is unfortunately far more mundane.
  Hidden within the lake and the surrounding 
  Alps are a number of nuclear missile silos 
  that served as a deterrent to any member 
  nation going to war with another as well 
  as granting all nations immunity from 
  blame if a decision was made to launch 
  a nuclear attack against a ‘rogue nation.’ 
  This stockpile became redundant when 
  the Z-Bomb was developed in the early 
  1980s, but there are rumours that not 
  every silo was known and deactivated 
  during the UNIT purging, leaving open 
  the possibility that a hidden silo or two 
  may still remain active and potentially 
  dangerous if discovered.
  In addition, the Palace of Nations Black 
  Archive is also notable for being the only 
  Black Archive not accessible via Travel 
  Mat; this is primarily for security reasons 
  as the Palace of Nations Athenaeum 
  contains information on every Black 
  Archive section in existence (this is also 
  why the Palace of Nation facility only 
  houses gadgets that have duplicates in 
  other sections or Omega and Enigma 
  gadgets deemed too dangerous to be 
  held anywhere else.) Characters in dire 
  need of partaking in the Central Archive 
  may take a flight to Geneva, although it 
  is far more common to simply put in a 
  request to Geneva HQ and allow them to 
  handle the request.
  
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  peter and pauL fortress
  Given the former Soviet Union’s policy of dismissing 
  the paranormal it seems paradoxical that much of 
  the Black Archive in St Petersburg in Russia houses 
  gadgets with folkloric and mythological connections. 
  This is largely due to the local Archivists, under 
  the direction of their leadership, analysing and 
  studying these ‘impossible items’ in order to discern 
  their true scientific nature. Towards this end the 
  interdimensional battle leader known as Morgaine is 
  a ‘permanent guest’ within the Black Archive here, 
  offering her knowledge of and experience with such 
  artefacts.
  One result of the Soviet preoccupation with 
  uncovering 
  ‘scientific’ 
  explanations 
  for 
  the 
  paranormal was the discovery that some of it 
  could only be explained through the acceptance of 
  psychic abilities. This led to the Soviet psychotronics 
  programme which was established during World War 
  II. Once the Cold War thawed and the Russians more 
  freely shared their results with UNIT, their advanced 
  research was combined with others to more properly 
  study those with psychic abilities. Thus, the Peter 
  and Paul Fortress contains the primary school and 
  research centre for the Cassandra Programme.
  pLaZa de arMas
  This Andes Mountain UNIT facility in the ancient 
  Peruvian city of Cuzco is one of the most advanced 
  thanks to a treasure trove of technology left behind 
  by the star-faring Exxilons. In fact, a badly damaged 
  but mostly intact Exxilon starship lies at the bottom 
  of Lake Titicaca (part of the lake was expanded by 
  the crash crater). Considering nearby alien ruins 
  in the mountains and the Exxilon’s influence on 
  local cultures, archivists surmise that the Exxilons 
  crashed and were attempting to contact help while 
  interacting peacefully with the locals. The Exxilons 
  themselves were possibly rescued, although so 
  much of their technology was left behind that it’s 
  possible that they suffered tragedy instead – given 
  some of the incongruent technologies found along 
  with Exxilon technology it’s possible that space 
  pirates or a hostile alien culture attacked them.
  One peculiarity of the Exxilon culture was their use of 
  logic puzzles as a security measure, largely to ensure 
  that only the brightest minds – which the Exxilons 
  felt would be more peaceful and rational – could get 
  very deep into Exxilon vaults. Even after decades 
  of study much of the Exxilon city and its spaceship 
  remain locked to UNIT eyes. In its attempt to crack 
  the codes UNIT has created an intense field of study 
  designed to ‘recalibrate brains’ and make UNIT 
  agents think more logically. This is known as the 
  logical conditioning – or LogiCon - programme. UNIT 
  archivists and X-Docs are increasingly graduates of 
  the LogiCon programme.
  Logicon characters
  Characters that pass the logical conditioning 
  courses tend to develop well-structured brains 
  that make learning and recalling information 
  much easier; in terms of traits they usually 
  have the Logical trait and some mixture of the 
  Boffin, Biochemical Genius, Jack of all Trades, 
  Mental 
  Calculator, 
  Photographic 
  Memory, 
  and Technically Adept traits. The Doctor’s 
  companion Zoe Heriot is a result of an improved 
  logical conditioning programme a few decades 
  from now.
  On the downside, LogiCon characters often 
  perceive events in logical terms which can be 
  unnerving to those around them. Such candid 
  observations usually manifest as the Eccentric 
  trait (aloof, detached, insensitive, etc), although 
  some LogiCon characters take this further, 
  manifesting the Argumentative trait. Some 
  LogiCon 
  characters 
  consider 
  themselves 
  superior thanks to their training and become 
  Arrogant, while others embrace logical thought 
  so strictly that they become By the Book.
  pharos
  The Black Archive within Alexandria Egypt is actually 
  built on the remains of an older ‘black archive’ that 
  was destroyed and submerged along with the Library 
  at Alexandria and the Pharos Lighthouse. UNIT was 
  able to build a headquarters here by promising to 
  help excavate the ancient ruins (after proving that 
  placing a base beneath the ruins would not damage 
  them). Being near the cradle of human civilisation, 
  much of the Pharos Black Archive is filled with 
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  remnants of technologies left behind by aliens that 
  influenced Earth’s earliest cultures, such as the 
  Daemons and the Osirans.
  Many UNIT operations conducted from Pharos 
  involve combing the Sahara Desert for buried tombs 
  and vaults left behind by aliens. Current UNIT 
  theory is that a great alien colony (or colonies) was 
  built here and something destroyed them in the 
  2nd millennium BCE, turning the fertile land into 
  the Sahara Desert. While much of this theory and 
  the extent of the damage is in dispute, there have 
  been several instances over the centuries of desert 
  travellers coming across strange things in oases or 
  uncovered in the sand by blowing sandstorms.
  shanghai WorLd financiaL center 
  The UNIT headquarters in Shanghai is the largest 
  in the region and is sometimes called ‘East Geneva’ 
  due to its great influence on all UNIT operations in 
  the Pacific basin. In the years following the Cold War 
  and the expansion of UNIT activity in the region, the 
  head offices in Geneva thought it best to consolidate 
  UNIT activities in the region into a single large centre. 
  Given that the Shanghai World Financial Center had 
  international investors, many from surrounding 
  countries, this seemed a natural fit.
  The Black Archive in Shanghai is at the forefront 
  of medicine. Apparently not all Silurians went into 
  hibernation – a small renegade faction waited out 
  the supposed apocalypse and for whatever reason 
  failed to alert their kin, instead maintaining a culture 
  throughout Southeast Asia. While they still apparently 
  died out (or at least retreated deeper into the depths 
  of the Pacific), much of their organic technology and 
  ‘prehistoric’ flora and fauna remained on isolated 
  islands or tucked away deep in rainforests. There is 
  also evidence that a Zygon colony also existed here 
  for some time, possibly taking advantage of what 
  the Silurians left behind and conducting further 
  experimentation on the native population and 
  wildlife.
  UNIT X-Docs in Shanghai have discovered, analysed, 
  and implemented much of these alien techniques 
  and gadgets to put them at the forefront of medical 
  technology. This has only increased with the 
  incorporation of Zygon UNIT agents, who’ve helped 
  unlock even more medical secrets. The affiliated 
  UNIT hospitals in the Pacific islands are so well-
  respected that when UNIT agents are severely 
  injured they refer to their condition as ‘going on a 
  Pacific holiday.’
  snoWcap 
  Snowcap was one of the UNIT bases established as 
  part of the funding of the International Space Control. 
  Its Antarctica location was chosen both because of 
  its remoteness as well as its international neutrality 
  granted it by the Antarctic Treaty System. While 
  it was originally designed to be a centre for space 
  
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  launches, that objective was quickly shelved for 
  being unfeasible. Instead, Snowcap’s early mission 
  was that of a space monitoring station as well as 
  one of the facilities that houses a Z-Bomb. With the 
  construction of Space Station W1, Snowcap’s original 
  mission was made redundant; it is now strictly a 
  scientific research centre.
  The Black Archive in Snowcap houses much of the 
  Enigma Vault. While UNIT prefers to keep Omega 
  gadgets in populated areas as a deterrent for their 
  use, many Enigma gadgets simply aren’t known well 
  enough to keep so close to civilisation. They are kept 
  here at the bottom of the world for study. In addition, 
  Snowcap is also a centre for UNIT weapons testing, 
  which is only allowed thanks to an Amendment to the 
  Antarctic Treaty.
  space station W1
  Space Station W1 (the ‘W’ meaning ‘Wheel’ as a 
  reference to its design) is a UNIT satellite that orbits 
  the Earth. Built with technologies gleaned from King 
  Arthur’s spaceship from a parallel universe, Space 
  Station W1 is several decades ahead of its time, 
  although even its builders don’t truly understand every 
  piece of technology. Space Station W1 is integrated 
  into the Guinevere satellite network, acting as a shield 
  to cover the Earth from alien intrusion.
  The Black Archive aboard Space Station W1 is truly 
  unique in that the entire station is, for all intents 
  and purposes, part of the Black Archive. There 
  is no separate Black Archive area and the Black 
  Archive’s T-Mat transports travellers directly to the 
  station itself. Space Station W1 has a cloaking field 
  that keeps prying eyes from viewing it remotely 
  and several of the Black Archive Motor Pool’s alien 
  spacecraft are docked aside it. 
  Washington MonuMent
  While the United States of America has several 
  sections of the Black Archive scattered throughout 
  the nation the main facility is beneath the Washington 
  Monument in the eponymous capital. Interestingly, 
  this has only recently been the case – the New York 
  UNIT HQ beneath the Statue of Liberty was the 
  previous location of the main Black Archive facility 
  before it was compromised and heavily damaged 
  during a Dalek invasion (American UNIT is trying 
  to keep under wraps that it actually had a giant 
  Weeping Angel standing over its main Black Archive 
  facility for decades!).
  internationaL space controL
  Daleks, Chameleons, Cybermen, the Nestene, Axons, 
  Zygons. With several invasions (and seeming invasions, if one 
  includes the Silurians and the Spiders of Metebelis III), many 
  nations joined the United States and the Soviet Union in the 
  space race, hoping to find some way to protect themselves 
  from further attack. Many of these efforts were accelerated 
  by employing alien technologies, drawing the eyes of UNIT. 
  Especially worrisome was the thought that, in using powerful 
  technologies for protection, the nations of the world may soon 
  turn them on each other.
  The International Space Control was formed in response. Fully 
  under UNIT control, the ISC first acted as an international 
  watchdog, monitoring various national programmes, sharing technologies, and ensuring that nothing 
  went wrong. Over time, the ISC took a more direct role and by the mid-1980s the ISC controlled and 
  funded most space programmes. The true test of the ISC came in 1986, when it helped to foil yet another 
  Cyberman invasion.
  Today, UNIT via the ISC oversees the world’s space projects, most of which are now international affairs. 
  This is reflected in the diverse staffs of Atlantis, Snowcap and Space Station W1. The ISC is currently 
  working to build a Moonbase and, eventually hopes to have a base on Mars before the end of the 21st 
  century. Thus far, their efforts have proven so successful that most nations have largely abandoned 
  their national space programmes, opting instead to give more resources to the ISC.
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  America has always had a fascination with speed and 
  its Black Archive is no different. American archivists 
  have worked tirelessly to adapt alien technology 
  for transportation, using America’s vast plains and 
  deserts as testing grounds for experimental vehicles 
  (contrary to popular belief, the secret military base at 
  Area 51 is a UNIT vehicle testing facility). As a result, 
  many of UNIT’s most daring wheelmen come from 
  America and most T-Mat testing is done amongst the 
  various American Black Archive sections.
  C Layout
  The layout of the Black Archive is as much an enigma 
  as the alien gadgets it houses. Only the entrance and 
  the Athenaeum, a research centre that sits just inside 
  the entrance, are generally accepted to be where 
  they are by all UNIT members involved. Beyond that 
  everyone has their own beliefs as to where things are, 
  almost as though its corridors move about. Usually, a 
  character with clearance types a query into their Black 
  Archive app once they are inside the Athenaeum. This 
  is picked up by the facility’s intranet and the character 
  is given a route to where they need to go. This route 
  is always different, even when 
  the character requests the same 
  destination several times in a row.
  Some believe that this randomly 
  changing configuration of rooms 
  is down to something the Curator 
  stumbled upon, perhaps a damaged 
  TARDIS or another multi-dimensional 
  gadget. Others believe that the 
  changing rooms are due to a feat of 
  engineering that has transformed 
  the Black Archive into a giant 
  puzzle box of shifting rooms. 
  In truth, the layout of the Black 
  Archive is stable, although no 
  one has an accurate floorplan. 
  In addition to filtering minds 
  the various Automated Memory 
  Filters installed throughout the 
  Black Archive emit a constant 
  stream of false data that confuses 
  characters into believing that they’ve 
  buiLding the bLack archive With unit base ruLes
  Defending the Earth: The UNIT Sourcebook includes rules for building bases. The Gamemaster can 
  build Black Archive facilities using those rules, but should keep in mind that Story Point costs are going 
  to be astronomical, as each Black Archive could theoretically house hundreds of alien gadgets, not to 
  mention those that are human-built with advanced technology. Also, many traits, when applied to the 
  Black Archive, are more powerful than Defending the Earth implies, as advanced memory filters and 
  the T-Mat make a Black Archive facility far more secure than even the Valiant. Rather than trying to fit 
  a Black Archive into a particular number of Story Points, the Gamemaster is better off simply selecting 
  the gadgets in this book that are housed within a particular Black Archive facility.
  Regardless of their locations, all Black Archive facilities share the same traits; it’s just a matter of 
  how large the facility is and how many gadgets are interred. The Gamemaster should feel free to 
  add Bad Traits to particular facilities – there may be trouble at the top of the Tokyo Black Archive 
  facility or the Antarctica Black Archive facility may be isolated.
  typicaL bLack archive faciLity
  Good Traits: Advanced Technology (Variable), Alien Gadget (Variable), Armoury, Computing 
  Power, Defence Systems, Fortified, Holding Cells, Internal Sensors, Laboratory, Landing Pad, 
  Lockdown, Medic, Minions (Variable), Secret Base, Secure Base, Training, Troops, Vehicle Pool 
  (Variable).
  Bad Traits: Dangerous Experiments, Ongoing Mission (secure and analyse alien gadgets).
  On the flip side, the advanced technologies and alien gadgets in this book can be used 
  to ‘outfit’ a UNIT base. They are either on loan from the Black Archive or they’ve 
  finally been cleared for general UNIT use. 
  
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  taken different twists and turns along the similar-
  looking corridors and, in actuality, the facility is much 
  smaller than even the longest serving of personnel 
  believes. 
  All Black Archive sections have the following areas 
  in common (except perhaps for an Enigma Vault), 
  although their size and shape depends upon a 
  particular Black Archive section’s focus and the 
  gadgets that are stored within.
  Security Checkpoints
  Security checkpoints are stationed throughout the 
  Black Archive. The largest security checkpoint is at 
  the entrance, where at least one receptionist and 
  two guards (usually more) are stationed at any given 
  time. There are usually at least two UNIT soldiers 
  stationed in front of the other main sections of the 
  facility, especially the armoury, motor pool, T-Mat 
  Platform, Omega Locker and Enigma Vault. 
  Athenaeum
  This is the first section of the Black Archive that 
  anyone who passes the front security checkpoint 
  walks into. It is also the only section of the Black 
  Archive that most visitors see, as it is manned by 
  several UNIT staffers and is the main research and 
  requisition area of the Black Archive. 
  T-Mat Platform
  There is a T-Mat Platform in every Black Archive 
  facility except in Geneva; from here a UNIT agent 
  can travel to any Black Archive section in the world. 
  It is also the third most heavily guarded area within 
  the Black Archive after the Omega Locker and the 
  Enigma Vault.
  Armoury
  This is where weapons and armour are kept and 
  tested. In some sections this is simply a small 
  weapons locker; others have entire floors dedicated 
  to storing and tinkering with weapons. 
  Hospital
  This is the medical centre where those who need 
  special medical treatments are accommodated and, 
  if necessary, quarantined. 
  Quarters
  The Black Archive has several residential quarters 
  built within it. Some of these rooms are for potential 
  Cassies or agents who’ve been exposed to something 
  alien and need to remain in the Black Archive until 
  tests are completed. 
  Other quarters are effectively cells to house prisoners 
  either too dangerous to keep in conventional prisons 
  or for UNIT to keep their existence secret.
  Motor Pool
  This is the garage or hanger where alien vehicles are 
  kept. Some motor pools, such as those in Atlantis 
  and Satellite W1, are effectively ‘outside’ the Black 
  Archive.
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  Warehouse
  The vast majority of any Black Archive is the 
  warehouse. This is where unexamined, very 
  damaged, or unidentified bits and pieces of alien 
  technology are kept. UNIT slang dubs this the 
  ‘cabinet of curiosities’ as it is where alien gadgets 
  that don’t fit other categories are held. 
  Omega Locker
  This is the most guarded part of the Black Archive 
  as it is where the most dangerous weapons are kept. 
  Omega Lockers only have one entrance and it is 
  always locked with heavy steel bulkhead doors and 
  has the very best in security locks (Difficulty 24). A 
  full detachment of UNIT soldiers also guards the 
  Omega Locker.
  Enigma Vault
  The Enigma Vault houses alien gadgets that are 
  classified as XPD, or ‘unknown and potentially 
  dangerous.’ Most Enigma Vaults are as protected as 
  Omega Lockers, although some Black Archives only 
  have one or two such gadgets, if any at all. 
  Greenhouses
  All Black Archive hospitals have at least a small 
  greenhouse in which to cultivate alien plants that 
  can cure or harm particular species. There are also 
  a few greenhouses scattered around the world that 
  are outside the Black Archive – the greatest of these 
  are deep in the Amazon rainforest and in the heart of 
  Greenland. Both Atlantis and the Palace of India also 
  have ‘greenhouses’ on the sea floor.
  Laboratories
  Laboratories aren’t as much a distinct part of a 
  Black Archive as they are scattered throughout. 
  Archivists and X-Docs make much use out of these 
  laboratories, whether they need to dismantle and 
  study a new alien gadget or conduct chemical or 
  biological experiments with alien substances.
  Testing Ranges and Training Grounds
  Alien gadgets often need to be tested once they are 
  put in the Black Archive and it often isn’t feasible 
  nor desirable to do so within the section itself. Most 
  Black Archive facilities have testing ranges outside 
  of the Archive itself; there are large testing ranges 
  in Nevada and Siberia, with the largest being in the 
  Great Sandy Desert in Australia (under the care of 
  UNIT Perth).
  These areas also serve as training grounds in order 
  to enable UNIT agents to get familiar with gadgets 
  being loaned to them. Often, the protocol is for an 
  agent to enter the athenaeum and request an alien 
  gadget, only to be mind-wiped and then inexplicably 
  sent to a training ground where they receive the item 
  as if UNIT command simply thought they might need 
  it!
  C bLack archive adventures
  There are two broad ways in which you are going to 
  use this book as a source for adventures. The first is 
  as part of a standard Doctor Who Roleplaying Game 
  campaign; much like how the Doctor occasionally 
  meets UNIT and the Black Archive over the course 
  of his own adventures, your group may also travel 
  through time and space and only occasionally 
  find themselves embroiled in a plot that concerns 
  the Black Archive. In such cases the UNIT agents 
  attached to the Black Archive are likely to be 
  supporting characters for the players’ characters to 
  assist.
  The second way is to incorporate Black Archive 
  adventures into a UNIT campaign. Given that UNIT’s 
  mission is still to investigate and eliminate alien 
  threats, UNIT agents are constantly coming across 
  alien gadgets that should probably be secured within 
  the Black Archive or loaned gadgets from the Black 
  Archive for their own use. UNIT command often 
  relies on the most resourceful UNIT teams to deal 
  with any troubles associated with the Black Archive 
  (even if such agents can’t remember the details of 
  their missions).
  Adventures involving the Black Archive can be 
  divided into a handful of categories. Each is briefly 
  described below, along with the type of UNIT 
  personnel that would be most useful within each 
  category. Information on such agents are covered 
  in the Advanced Operations Manual chapter. Some 
  missions involve more than one category, enabling 
  each UNIT agent a chance to shine.
  identification
  UNIT is called the ‘Unified Intelligence Taskforce’ for 
  a reason; it’s primary mission has always been the 
  gathering of intelligence to identify alien threats first 
  and foremost. UNIT has key personnel and informants 
  embedded in bureaucracies and businesses around 
  the world to identify extra-terrestrial elements. When 
  such elements are found it is the responsibility of UNIT 
  agents to gather as much information about them so 
  that UNIT command can craft a possible response. 
  Operatives are the bread-and-butter of identification 
  operations, as they have the skills necessary to 
  embed themselves in important situations as well 
  
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  as the training to get themselves out of trouble long 
  enough to alert UNIT. These operatives also rely on 
  ‘freelance investigators,’ who aren’t officially part of 
  UNIT but have a far wider reach than operatives can 
  cover.
  depLoyMent
  When most people hear “UNIT” they think of armed 
  soldiers battling alien threats. While there is certainly 
  truth in that perception, it is only because most public 
  UNIT activities tend to be of that variety; even when a 
  particular UNIT operation calls for experimentation 
  or retrieval, civilians are often kept away from the 
  danger by UNIT soldiers. Thus, ‘deployment’ often 
  means ‘containment.’
  Soldiers and wheelmen are the main UNIT personnel 
  used in such deployments. Operatives are also 
  invaluable, as they can help soldiers contain a 
  situation through force of charisma.
  retrievaL
  Retrieval operations involve the acquisition of 
  alien gadgets that UNIT has discovered. Retrieval 
  operations can take many forms depending on who is 
  in control of the alien gadget and how willing they are 
  to part with it; some might involve diplomacy, others 
  brute force.
  Archivists are at the heart of any retrieval operation, 
  as they have the most experience handling alien 
  gadgetry. Wheelmen are also handy, as they help 
  the team get into and out of situations quickly and 
  efficiently. Operatives and soldiers are also usually 
  part of retrieval operations as they can negotiate 
  with opposing parties and secure the alien gadget 
  before any trouble occurs.
  nuLLification
  Sometimes an alien gadget can’t be retrieved; the 
  Black Archivist team must simply negate its effects 
  or else destroy it. These often involve wide-ranging 
  threats that require drastic solutions and may 
  incorporate other types of Black Archive missions 
  such as Deployment or Experimentation. In the 
  end, Nullification missions are about negating the 
  effects of an alien gadget in the most efficient way 
  possible.
  Archivists and X-Docs are at the forefront of any 
  nullification mission, as they have the scientific 
  know-how to analyse and counter-act the effects 
  of alien gadgetry. Operatives and soldiers are also 
  necessary for containment purposes, as well as 
  direct combat when extreme prejudice is needed to 
  stop the threat or at least keep it from spreading.
  experiMentation
  Once UNIT has acquired an alien gadget and brought 
  it back to the Black Archive, there is still the matter 
  of determining what it does and whether it can be 
  adapted for UNIT use. Experimentation tends to take 
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  place in controlled settings, although occasionally 
  the potential benefit of a particular alien gadget 
  is enough to allow for experimentation in more 
  populated areas.
  Archivists and X-Docs are the main UNIT personnel 
  assigned to experimentation operations. Operatives 
  and soldiers are also necessary to secure areas for 
  experimentation and deal with experiments that spin 
  out of control. Soldiers lock down areas and keep 
  problematic stuff contained, while operatives spin 
  damage control with the locals.
  security
  From time to time, the Black Archive itself comes 
  under direct threat. Sometimes an experiment within 
  the Black Archive spins out of control. Sometimes 
  an imprisoned alien breaks their bonds and tries to 
  escape. Sometimes someone tries to steal an alien 
  gadget from the Black Archive. In such instances, 
  the Black Archive must be secured. Failure in this 
  likely leads in to a Retrieval or Nullification mission.
  Soldiers are the main UNIT personnel assigned to 
  security operations and are the best equipped to deal 
  with security breaches. 
  Archivists and X-Docs are also experts in particular 
  fields and may be helpful depending on the type of 
  alien gadget. If there are hostiles involved, then an 
  operative may stand the best chance of negotiating a 
  stand-down before violence becomes inevitable.
  What is My WheeLMan doing on a security Mission?
  The various UNIT archetypes (see pg. 17) represent a wide 
  range of options; each has something that they specialise in. 
  It’s unlikely that a typical gaming group would have more than 
  one of each archetype represented; indeed, smaller groups 
  are likely to lack one or more. This is a good thing; it gives 
  each character a chance to shine within their own niche. There 
  are, however, times when it may cause problems, especially a 
  character seems to occupy a very focused role.
  There are three basic ways to handle this situation. The first is, 
  of course, to avoid it. You know the players and the characters 
  at your table; it’s easy enough for you to construct adventures 
  that challenge each of them without leaving any of them 
  feeling ineffective. If the group lacks an X-Doc, for example, then you might focus on alien gadgets that 
  don’t have biological components. In the rare cases that such an expert is necessary, then a supporting 
  character can be trotted out for a scene or two (which also has the advantage of making the supporting 
  character an element of the adventure as well).
  The second way is to ensure that the characters have a sufficiently broad skillset so that they can still be 
  effective even if their primary speciality isn’t needed at the moment. All UNIT agents have some degree 
  of military training so they can be called upon to act as soldiers when the situation calls for it. Similarly, 
  there are many alien gadgets within the Black Archive that have biological and mechanical components; 
  it wouldn’t be out of place for a Archivist to have some levels in the Medicine skill or for an X-Doc to have 
  some levels in Technology. 
  Finally, in the best traditions of Doctor Who, there are always situations in which a character is unprepared 
  but must rise to a challenge anyway. All players can think on their feet and use story points to help even 
  when there’s little on the character sheet that is helpful in a situation – the Gamemaster may even 
  wish to award more Story Points to players who come up with creative ways to make their outmatched 
  characters contribute in a meaningful way! This option works especially well in situations where none 
  of the characters are trained for a particular situation – a group of operatives, Archivists and X-Docs are 
  certainly going to handle a security containment differently than a group of well-trained soldiers!
  
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  C finding buried treasure
  Alien technology can turn up almost everywhere. 
  It gets bartered, stolen, lost and hidden on a very 
  regular basis until UNIT can safely lock it away. Most 
  people would be surprised and not a little concerned 
  if they knew how much of this sort of dangerous 
  tech was to be found here on Earth. If the occasional 
  alien invasion was not worrying enough, there is all 
  manner of ancient alien technology already buried 
  on Earth; plenty more continue to fall in crashed 
  spacecraft.
  While UNIT sends out teams to investigate reports 
  of alien technology, they also have a more proactive 
  agenda of actively looking for any possibility of 
  its appearance. Many stories from mythology can 
  offer clues, and UNIT is constantly running scans of 
  background energy to look for alien signatures.
  Unfortunately, UNIT are not the only people looking 
  for alien tech. There are plenty of conspiracy 
  theorists, collectors and (unsurprisingly) aliens who 
  are looking to make a collection of their own. A fair 
  few would love to get inside the Black Archive itself 
  and help themselves to its contents as well.
   
  The following are a few of the most common places 
  UNIT tends to look for alien tech.
  crashed spacecraft
  The most obvious place to find alien technology is 
  when it falls to Earth. Spacecraft land or crash on 
  Earth all the time. More often than not, the ship is 
  damaged beyond repair, but even then, some of its 
  technology can prove useful. It is often the case that it 
  might have parts that can get a previously discovered 
  piece of tech working again.
  UNIT has a remit to help and assist stranded alien 
  visitors so long as they remain peaceful. Sometimes 
  objects from the Black Archive are traded with such 
  aliens to get their ship working again. In return the 
  aliens may offer valuable insight on some other 
  piece of technology, or show UNIT Archivists how 
  their craft works.
  Unfortunately, there are plenty of other organisations 
  watching the skies too. So when a spacecraft crashes, 
  UNIT usually scrambles a team to check it out before 
  someone else can get there. Many peaceful travellers 
  have been killed by private forces who wanted their 
  technology because UNIT couldn’t get to them first.
  pLunder froM faiLed invasions
  The other more obvious source of alien technology 
  is that which invading aliens bring with them when 
  they try to conquer the Earth. This is as simple as 
  picking up the weapons from fallen enemy soldiers. 
  But sometimes such invasions bring some sort of 
  doomsday weapon or terraforming technology they 
  had planned to use post conquest. 
  What makes plunder from invasions particularly 
  useful is that some devices (especially equipment 
  used by alien soldiers) are to be found in abundance. 
  This is great news for UNIT’s scientists. If they have 
  a dozen or more Sontaran rifles in the lab they can 
  afford to take a few more risks and dismantle them 
  to learn their secrets. They also have the advantage 
  of possibly having seen the equipment in action, 
  which may reveal how it is operated and what it is 
  supposed to do when turned on.
  ancient pLaces
  Aliens have been visiting the Earth for far longer than 
  humanity has walked its surface. There exist hidden 
  burial grounds and ancient temples built by aliens 
  to house certain pieces of technology, which have 
  lain dormant for millennia. These forgotten places 
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  can be extremely dangerous, laden with confusing 
  traps and shrouded in mystery. When such places 
  are discovered, UNIT steps in to secure the area and 
  send their own experts in. 
  In addition to the alien structures, some alien 
  tech has been buried by humans. Many primitive 
  peoples discovered such items in ages past. In many 
  cases they were so special (or ‘magical’) that they 
  were buried along with the tribal chieftain or their 
  shaman. So UNIT needs to keep a close eye on as 
  many archaeological digs as it can manage, in case 
  an apparently mundane site turns up a few hidden 
  secrets. Several Black Archivists work in academic 
  circles to keep an eye on any suspicious excavations.
  Mysterious effects
  Sometimes, alien technology can be located by the 
  traces it leaves. Many devices have different power 
  sources or leave strange forms of interference in 
  their wake. In some cases, the device need not even 
  be turned on for it to exhibit a strange field or energy 
  pattern. If the device is damaged the effects can be 
  even greater, and often damaging or destructive. 
  There is a team at UNIT that spends its time 
  analysing the various electromagnetic and energy 
  fields that surround the Earth. In today’s age of 
  wireless technology and mobile communications, 
  filtering out humanity’s own background noise can 
  be extremely difficult. But this team of experts can 
  often turn up vital clues about the centre of an effect, 
  which may lead to the discovery of a new piece of 
  alien technology.
  C the bLack archive’s rivaLs
  UNIT is not the only group actively hunting down alien 
  technology. These devices can prove very profitable 
  to private companies and collectors, and of course 
  to the aliens who made them. Some of these rival 
  groups can be very impolite about claiming it. UNIT 
  teams need to be very careful when there is conflict 
  over such items as some such rivals are more than 
  willing to use lethal force. 
  Many groups see UNIT as the ‘technology police’ and 
  so avoid or hide from them as much as possible. For 
  this reason, many UNIT operatives develops contacts 
  and some work undercover among the black market 
  dealers to make sure nothing too dangerous falls into 
  the wrong hands. This can be extremely dangerous 
  work; many UNIT agents have been killed when their 
  covers are blown.
  aLien invaders
  Outsiders looking to do harm to the Earth are often 
  on the lookout for advanced technology to help them 
  out. As the originators of some of the devices UNIT 
  has in the Black Archive, plenty are simply looking to 
  reclaim their property. An attack on a Black Archive 
  facility is often a warning sign of imminent invasion.
  
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  aLien residents
  Not every alien is looking to invade; some already 
  live on Earth! While many are no different from 
  human immigrants, here in search of a better life, 
  a few have more dangerous motives and are looking 
  to cause harm. Whether on Earth by choice, or 
  marooned and abandoned, such creatures often 
  seek out advanced technology either to make their 
  lives more comfortable or to further their own 
  agenda. The danger here is that some don’t need an 
  entire device; they might just need its power source 
  or control system for something they are building. 
  coLLectors
  Some people simply enjoy collecting alien technology. 
  Its expense makes it a proof of wealth, but many also 
  collect it for its uniqueness. Collectors rarely seek 
  to use the tech, and most have little idea what any of 
  their pieces do. They simply like having something 
  flashy and advanced in a glass case. But they can be 
  extremely ardent in their search, especially when 
  there is a chance to outdo their peers with a new 
  acquisition. They can make dangerous opponents as 
  their wealth allows them to bring great resources to 
  bear. A fair few can get UNIT called off with nothing 
  more than a phone call to an old school friend who 
  now works in government.
  conspiracy theorists
  There are many private citizens who watch the skies 
  for signs of alien invasion. In some cases, UNIT finds 
  their Internet conversations very useful. Some have 
  even become valuable recruits. But a fair few are too 
  obsessed with their subject, or too distrusting of the 
  government to see UNIT as anything but a secret 
  organisation orchestrating a grand cover up. These 
  people are always on the lookout for proof of the 
  alien ‘menace’.
  The problem is that most alien invasions are dealt 
  with on the quiet, and the more public incursions 
  are covered up or explained away as best UNIT can. 
  Evidence of the existence of aliens is reasonably 
  easy to find, but few people are bothered – they’d 
  like to just get on with their lives and until they find 
  a Slitheen in their kitchen they’ll happily to turn a 
  wilful blind eye to what is going on around them.
  Conspiracy theorists take it a step further. Not only 
  do they believe in alien existence, but the cover ups 
  have led them to (not entirely unreasonably) believe 
  there is a secret alien agenda to control the Earth. 
  To these people, UNIT are alien pawns. When they 
  find evidence of aliens they erroneously take it as 
  evidence that all their theories about aliens are 
  true.
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  While conspiracy theorists rarely get hold of 
  dangerous technology, or intend to use it for harm, 
  they do make a loud noise about it. Should they 
  actually come across something dangerous, they 
  are highly resistant to handing it over to UNIT. While 
  many such theorists are harmless, they are all highly 
  unpredictable and difficult to deal with, potentially 
  making them dangerous.
  fanaticaL organisations
  While some extremist organisations are aware of the 
  extra-terrestrial nature of some technology, few of 
  them really care. There are various terrorist and 
  political groups who are always seeking advanced 
  technology to deal a blow for their cause. In many 
  cases they believe the technology they find is simply 
  secret human technology that is in a prototype 
  phase. 
  The main problem with fanatical organisations is that 
  they are actively looking to use whatever they find to 
  do harm. In many cases they don’t know what they 
  are dealing with, but even if they do some are happy 
  still to press the big red button, even at their own 
  expense. Like the conspiracy nuts they also highly 
  distrust UNIT and will assume any explanation of the 
  danger they are in or about to cause is simply a lie to 
  force their capitulation. Some are even secretly led 
  by aliens who are looking for expendable pawns to 
  set off their doomsday devices.
  governMents
  UNIT has a big problem with governmental 
  interference. On the one hand, UNIT is accountable 
  and has to inform several governments about its 
  resources and operations; but many rival governments 
  are looking to gain an advantage for themselves. Once 
  they know what UNIT has in its stores, they often 
  create their own secret departments to try to get 
  hold of advanced or alien tech for themselves. There 
  is often a specialist branch set up in their secret 
  intelligence services just for this purpose. 
  Entanglements with government forces in the 
  hunt for alien tech can get messy. UNIT isn’t really 
  allowed to hide their operations, but the government 
  is also meant to trust UNIT to do this sort of thing. 
  This involves stand-offs while bureaucrats argue 
  with each other about how their forces are absolutely 
  not involved in what is going on. Sometimes UNIT is 
  forced to pull out of a situation to allow a ‘non-existent 
  group’ of people to take control of a dangerous 
  device. It is then up to UNIT diplomats to insist the 
  government in question hands over a device that it 
  claims doesn’t exist.
  While it was in existence, the Torchwood Institute 
  (or simply ‘Torchwood’) was a covert British agency 
  that frequently clashed with UNIT over jurisdiction 
  when it came to alien matters, as there were many 
  powerful alien gadgets that the British government 
  would rather have easy access to than see them 
  ‘disappeared’ within the Black Archive. 
  Since Torchwood’s dissolution UNIT has tried 
  repeatedly to acquire the dangerous alien artefacts 
  that were once in Torchwood’s possession, but the 
  British government has refused to hand them over 
  (leading to UNIT suspicions that Torchwood is not 
  quite dissolved). Nevertheless, several former 
  members of Torchwood have joined UNIT’s ranks in 
  recent years.
  corporations
  Like collectors, corporations are a big thorn in 
  UNIT’s side. Often better funded than government 
  operations, corporations are looking to claim alien 
  tech purely for profit. Even the smallest secret of 
  a device’s function might grant them a massive 
  advantage over their competitors. When big profits 
  are involved, things can get nasty. Plenty of corporate 
  
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  mercenaries are told to use lethal force to get what 
  the company wants. Corporate forces are also quite 
  often far better armed and equipped than UNIT, 
  although UNIT training more than balances the fight. 
  Sadly, several UNIT soldiers and scientists are lured 
  into the private sector with promises of vast wealth 
  and resources. Their knowledge of UNIT protocols 
  can make them highly dangerous opponents and 
  many grudges have been formed on both sides when 
  they come into conflict.
  the bLack Market
  Despite UNIT’s best efforts, there exists a thriving 
  Black Market in alien technology. In some cases, 
  UNIT can easily deal with small-time dealers out to 
  make a quick profit. Many are selling pretty useless 
  alien gizmos that cause little harm. There will always 
  be plenty of people ready to pay large amounts of 
  money simply to own something that has come from 
  the stars. 
  The small-time dealers are reasonably easy to 
  curtail, or even arrest. Most know that, so long as 
  they stick to dealing in harmless items, UNIT is too 
  busy to pay them any mind. In fact, those who come 
  across something truly dangerous will often turn to 
  UNIT for help and assistance when they realise they 
  are out of their depth. Of course, they are still out 
  to make a profit, but ultimately, most would rather 
  hand over a device to UNIT than get vaporised by it, 
  or by the bigger fish that are after it.
  Some of these dealers are recruited by UNIT; with 
  experience in alien technology and contacts in the 
  black market underworld, they can be extremely 
  useful allies. But UNIT is not naïve about these 
  new recruits. Plenty are only playing along to get 
  inside the Black Archive and see what they can get 
  away with. So UNIT tests them carefully along with 
  judicious use of memory wiping before allowing 
  them any access to the Black Archive.
  the auctioneers
  During the course of their missions, UNIT agents occasionally come across a shadowy organisation 
  known simply as ‘The Auctioneers’. This group acts as a broker for high quality alien technology which 
  they offer for auction among the wealthy elite of the alien tech collectors. 
  When someone comes across an alien device, they are often approached by one of the organisations 
  ‘assessors’. This very polite lady or gentlemen confirms the veracity of the object and offers to sell 
  the device on behalf of the owner. They are quite open about their fee, which is always 50% of the sale 
  value. This may seem steep, but in most cases these objects have been acquired illicitly, and so even 
  50% is all profit for the owner. 
  If the owner agrees to the sale, the Auctioneers often take the item to their own vault for safekeeping. 
  With the item secure the owner is given a receipt and is informed they will be given an invitation to the 
  sale when a date is fixed. 
  The auctions are very high class affairs and formalwear is expected of all the attendees. They are often 
  held in very high class hotels in a variety of places across the world. The Auctioneers work hard to 
  maintain an atmosphere of style and wealth at their events. Once an item is sold the winning bidder is 
  taken aside to make arrangements for payment and then delivery. Security is extremely tight at these 
  events. 
  For now, it is not cost effective for UNIT to engage with the Auctioneers, but that doesn’t mean they 
  don’t infiltrate their sales. A look at the attendees, individual Auctioneers and what they have on offer 
  can provide vital intelligence. So it is common for UNIT to infiltrate such gatherings undercover. In rare 
  circumstances, UNIT has been forced to ask the Auctioneers for their advice on a piece of technology. 
  In fact, the Auctioneers are often trying to recruit UNIT – which generally involves fabulous sums of 
  money - so they are often disconcertingly friendly in their dealings with UNIT.
  the bLack archive
  
  AthenAeuM
  
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  ‘Secret Base beneath the Tower. Hope we’re not 
  here because we know too much.’ 
  The Athenaeum is the main information database 
  and research library for the Black Archive. It is here 
  that the secrets about the various alien Gadgets 
  within the Black Archive can be accessed (with 
  proper clearance levels, of course!) and requests 
  made to borrow such Gadgets for use in the field. 
  There is one Athenaeum for each section of the Black 
  Archive. Each contains information on every Gadget 
  held within a particular Black Archive; characters 
  who need Gadgets stored in other sections must 
  contact the Central Archive in Geneva.
  The Athenaeum is also the training centre for the use 
  of such alien Gadgets – a critical element in making 
  sure that UNIT agents don’t injure themselves rather 
  than their enemies when they try to use an alien 
  Gadget out in the field!
  C researching in 
  the bLack archive
  The Black Archive is more than just a collection 
  of alien Gadgets; it is also a library of information 
  on aliens, alien activities and other ‘extra-normal’ 
  subjects. Given the secrecy and security of the 
  Black Archive, this information is not accessible 
  remotely, as the information and the servers could 
  be compromised. Instead, it operates on a closed-
  circuit system that can only be accessed within the 
  Black Archive itself.
  Carrying out research in the Black Archive is handled 
  like any other roll; usually Resolve + the appropriate 
  skill (researching is tedious work and often requires 
  slogging through information – it’s more a function 
  of perseverance than ingenuity). The Black Archive 
  contains very specialised information but is an 
  excellent resource for such information. Whenever 
  a character wishes to research something in the 
  Black Archive, the Gamemaster must first decide 
  whether such information is available. If so, then the 
  character gets a +4 on all rolls to research the topic.
  Even if successful, the character is not finished once 
  they have found what they are looking for. As secrecy 
  is utmost within the Black Archive, most characters 
  leaving the Black Archive will have their mind wiped. 
  Thus, a character who learns something in the 
  Athenaeum cannot take that information home with 
  them – at least not within their own minds!
  Instead, once the information is found, the character 
  must download it to a special thumb drive and then 
  take the drive to a Black Archive librarian. The 
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  character explains why they need the information 
  and the librarian determines what information is 
  actually needed, scrubbing the rest from the drive 
  (what the character feels is important and what the 
  librarian feels is important are often two different 
  things – sometimes the ‘greater good’ outweighs 
  the imminent threat). The librarian won’t usually tell 
  the character what they decided was worth keeping. 
  Once the drive is handed back, the character is free 
  to leave. After the mind wipe, the character will be 
  reminded on their way out that they have critical 
  information on their thumb drive. Hopefully the 
  librarian left what they needed intact!
  ‘spectruM’ cLassification
  Not all information on aliens and related 
  phenomena needs to be secured in the Black 
  Archives, especially when some of it is public 
  knowledge. When the Black Archive receives 
  information it gives it one of two classifications: 
  Eta (Black), which secures it inside the Black 
  Archive; or Zeta (Indigo), which sends it to UNIT 
  commanders to reclassify and disseminate as 
  they see fit. Because such information could 
  be classified within the spectrum between 
  ‘Alpha’ (Red) and ‘Zeta,’ UNIT archivists have 
  taken to unofficially dubbing any likely non-
  Zeta information that they come across as 
  ‘Spectrum’ class.
  C the MeMory archive
  The Memory Archive is one of the most important 
  areas of the Athenaeum, a central mainframe that 
  contains the unaltered memories of everyone who 
  has had their minds scanned and wiped by the 
  Automated Memory Filters or the X-Docs within 
  the Hospital. Such memories may be retrieved via 
  a psychic interface and there are always a couple of 
  Cassies on hand to ‘retrieve’ needed memories for 
  Black Archive purposes. Such actions require Eta 
  clearance.
  In order to interface with the Memory Archive, a 
  character must have the Telepathy trait. Retrieving 
  specific information requires an Ingenuity + Science 
  roll. The Difficulty is usually 18 (there’s a lot to sort 
  through!) although the character can add +2 to the 
  roll for every hour spent looking – eventually they’ll 
  find it!
  The Memory Archive can be accessed by X-Docs 
  to ‘restore’ memories to characters who have had 
  them removed. These follow the same rules as the 
  Memory Implanter on pg. 107.
  It’s important to note that memories aren’t always 
  exact; people tend to remember what they want to 
  remember and any misperception is factored into the 
  memories. It is also possible that a character simply 
  forgot something that they experienced. A character 
  who retrieves a memory and makes an Ingenuity + 
  Science roll (Difficulty 15) can filter the imperfections 
  to identify any mistakes or omissions in memory – 
  the Gamemaster may adjust the difficulty as desired 
  for particular instances.
  the troubLe With Zygons
  With the integration of Zygon immigrants into 
  Earth society and the fact that some Zygons 
  are now part of UNIT, there are issues with 
  the Memory Archive. The psychic nature of a 
  Zygon ‘twinning’ can bypass the Automated 
  Memory filters if a Zygon duplicate is standing 
  too close to their human counterpart while the 
  latter is being memory wiped, leading to those 
  memories being transferred before they are 
  removed. 
  Also, 
  omissions 
  in 
  memories 
  or 
  false 
  implanted memories are discovered when one 
  of the duplicates gets close enough to their 
  counterpart to absorb memories.
  UNIT is well aware of these issues (although 
  a Gamemaster can certainly create an 
  adventure surrounding their discovery) and the 
  Black Archive protocols have been amended 
  accordingly. Initially, no UNIT member with a 
  Zygon duplicate was allowed within the Black 
  Archive. Later, that protocol was amended to 
  allow for a UNIT member with a duplicate to 
  enter the Black Archive under the condition 
  that both duplicates must enter and leave the 
  Black Archive at the same time.
  
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  C the paradox rooM
  One might say that the Paradox Room is a gift from the 
  Master, as it is derived from the same technology that 
  he used to enable the Toclafane – humanity’s future – 
  to come back in time and destroy the past. Unlike the 
  Master’s Paradox Machine, however – which created 
  a time-space rift that enabled ‘impossible’ things 
  to travel back in time and destroy the past without 
  causing paradox – the Paradox Room is surrounded 
  by a vibrating time-space bubble that enables it, 
  and anyone inside it, to resist the effects of changes 
  to the timeline for a certain period (usually hours 
  or days, depending on how extensive the timeline 
  changes are). 
  Perhaps ironically, the Paradox Room is powered 
  by a Toclafane. One of four Toclafane first brought 
  to London by the Master, this Toclafane absorbed 
  so much temporal energy that when the Paradox 
  Machine was destroyed the Toclafane didn’t return to 
  its home time – it was instead rendered temporarily 
  inert and captured by UNIT. Black Archive archivists 
  discovered the temporal energy surrounding it and 
  used it to build the Paradox Room.
  While there are several Black Archive locations – 
  and, indeed, Athenaeum’s – around the world, there 
  is only one Paradox Room. It is part of the Tower of 
  London facility and is the only place within any Black 
  Archive where contact with the outside world exists; 
  it is connected to a huge wireless network that 
  constantly updates and compares information with 
  that which has been previously stored. 
  The moment that there is a discrepancy the Paradox 
  Mainframe alerts the UNIT personnel assigned to 
  monitor temporal changes (it is this system that 
  makes the Paradox Room ‘TARDIS-proofed,’ as the 
  same system that acquires information would also 
  recognise an attempt by a time-space machine to 
  break in).
  Once a paradox has been discovered, UNIT 
  Personnel inside the Paradox Room activate a set 
  of Paradox Wristbands. Anyone who puts on these 
  wristbands have their original memories restored 
  alongside their altered ones. This hopefully grants 
  a team of UNIT agents the information they need to 
  evaluate the changes and try to restore the timeline 
  if necessary. 
  If a UNIT team can’t fix the timeline before the 
  Paradox Room (and its wristbands) runs out of 
  time, then the alteration to the timeline is accepted 
  as permanent. This means that it is no longer 
  considered a paradox and, in extreme cases, could 
  mean that the Paradox Room itself, not to mention 
  the Black Archive, might blink out of existence if the 
  temporal alteration affected UNIT!
  paradox Wristband
  This wristband resembles a digital watch. While 
  worn, the wearer recalls the events of the unaltered 
  timeline. The watch can also calculate how much of 
  the temporal alteration has been repaired (or made 
  worse!) by any attempts to repair the timeline.
  Traits: Psychic, Scan, Restriction (the Gadget only 
  scans for changes in the timeline).
  Story Points: 2
  Plot Seed: 
  •	
  A Paradox Wristband is a powerful tool, but 
  time and space is a fickle beast and even 
  Paradox Wristbands aren’t entirely proof. One 
  particular UNIT team is wearing a set of paradox 
  wristbands that don’t seem to be working 
  properly. To anyone outside of the paradox, 
  history was restored and the UNIT team should 
  have returned to the Black Archive victorious. 
  Unfortunately, they haven’t… 
  Instead, the Paradox Wristbands continue to 
  tell the UNIT team that their efforts haven’t 
  succeeded. It is feeding them ‘false’ information 
  about what they need to do further to restore a 
  timeline that has already been restored, which 
  is instead causing them to make new changes 
  to the timeline. Is there something wrong with 
  the Paradox Wristbands or is someone hacking 
  them and manipulating the data? And, what 
  happens when another UNIT team is sent to 
  prevent the first team from disrupting the very 
  timeline that they were supposed to protect?
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  C borroWing gadgets 
  froM the bLack archive
  Borrowing a Gadget from the Black Archive is not 
  as easy as walking in and taking it! In most cases 
  the UNIT agent (or other character) must make a 
  request up through the chain of command, either to 
  request a specific item or simply ask for help against 
  a particular threat that a superior might identify the 
  particular item needed from the Black Archive.
  Most Gadgets within the Black Archive have 
  ‘spectrum classification;’ UNIT officers and even field 
  agents are aware of their existence, if not necessarily 
  where they are stored. Most UNIT agents know, for 
  example, that UNIT has gold and silver tipped bullets 
  available. Items with Eta classification (pretty much 
  anything in the Enigma Vault and most of the really 
  dangerous stuff in the Omegal Locker aren’t known 
  to UNIT generally and are only granted under the 
  direst of circumstances.
  Whenever a UNIT agent wants a particular Gadget 
  they have to go through their UNIT commander. 
  This normally requires an Presence + Convince 
  roll. As a general rule, requesting a Black Archive 
  Gadget starts at Hard; difficulty modifiers that may 
  be considered are shown on the Black Archive 
  Requisition Modifiers table. That being said, the 
  Gamemaster should ultimately set the difficulty 
  based on the circumstances – it is likely to range 
  from Easy (‘it’s the Cybermen again, can we have 
  gold-tipped bullets’) to Improbable (‘I know that our 
  caseless ammo works against the Sontarans but I’d 
  rather have the Disintegrator gun’). 
  It’s also possible for UNIT agents to make a general 
  request for ‘Eta support,’ which means that the UNIT 
  agent is unaware of a solution but hopes that their 
  commander is aware of something in the Black 
  Archive that may be of assistance. Asking a UNIT 
  commander to help in this manner is always worth a 
  number of Story Points, as the players are effectively 
  asking for the Gamemaster to bend the laws of 
  reality for them – which is exactly what some of the 
  Black Archive Gadgets do!
  Finally, it’s possible that, instead of requesting a 
  Gadget from their commander, the characters access 
  the Black Archive directly. This could either be part of 
  their mission - in which case it costs no Story Points 
  to access - or the UNIT commander may take them 
  to the Black Archive in lieu of simply giving them a 
  Gadget. This latter case does cost Story Points, but 
  probably only 1 or 2 – the characters are going to be 
  spending more once they acquire a Gadget!
  Once the characters have accessed the Athenaeum 
  they follow the rules for Researching the Black 
  Archive and, if they make a successful roll, are 
  presented with a list of Gadgets that are deemed most 
  useful for their mission. The characters must still 
  succeed with a Presence + Convince roll to convince 
  their commander or Black Archive personnel that 
  they need to take the Gadget(s) into the field. The 
  Difficulty for this roll is Normal – the characters are 
  asking the Black Archive for assistance after all – but 
  the Black Archive Requisition Modifiers modifiers 
  still apply.
  In all cases, characters that make a success with a 
  requisition roll acquire assistance but not necessarily 
  exactly what they’re requesting – the superior may 
  demand more intel, offer a different Gadget, or even 
  offer another solution that doesn’t involve removing 
  Gadgets from the Black Archive. With a good success 
  the character receives the Gadget requested; with a 
  Fantastic success the character not only receives the 
  requested Gadget, but extra assistance as well.
  Assuming that the character receives permission 
  to use a Black Archive Gadget, the character must 
  still pay the appropriate number of Story Points to 
  acquire it. This cost may be borne by one character or 
  spread out amongst the group. If there aren’t enough 
  Story Points available, then at the Gamesmaster’s 
  discretion the character either failed to convince UNIT 
  that they need the item NOW – they may acquire it 
  later once they’ve gathered enough Story Points – or 
  the Gamemaster may allow them to ‘pre-purchase’ 
  the Gadget, applying any acquired Story Points to the 
  cost of the Gadget until the debt is paid. All Black 
  Archive Gadgets are considered temporary loans; in 
  the rare instance that a character is allowed to keep 
  a Gadget over the course of several adventures, they 
  must deduct the cost of the Gadget from their Story 
  Point total at the beginning of each adventure.
  
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  One interesting thing to keep in mind: it’s not strictly 
  necessary for the characters to actually return the 
  alien Gadgets to the Black Archive at the conclusion 
  of the adventure. They simply don’t have them when 
  the next adventure begins. Why? It’s because they 
  don’t remember handing the Gadgets back prior to 
  their last mind wipe!
  bLack archive 
  requisition Modifiers
  Below is a list of common modifiers that can 
  change the difficulty number of a Black Archive 
  request. 
  These are only suggestions; they neither 
  represent the full range of modifiers nor does 
  every one of them need to be applied just 
  because they fit – in the end, the Gamemaster 
  should set the final Difficulty based on what 
  feels right given the overall circumstances.
   
  -6 to -9 
  Earth is in a dire situation.
   
  -6 
  The Gadget is routinely used  
   
   
  against a particular threat.
   
  -3 to -6 
  Regular UNIT equipment has  
   
   
  had no effect against a threat.
   
  -3 
  The Gadget seems ideally suited  
   
   
  against a particular threat.
   
  -3 
  UNIT has multiple copies of the  
   
   
  Gadget or can easily replace a  
   
   
  destroyed one.
   
  +3 
  The requisition doesn’t seem
    
   
  necessary (e.g. regular  
   
   
   
  equipment works against the
   
   
  threat).
   
  +3 
  The character making the   
   
   
  request mishandled the Gadget  
   
   
  or a similar Gadget before.
   
  +3 to +6 
  The Gadget can cause collateral  
   
   
  damage or inconvenient side  
   
   
  effects.
   
  +3 to +6 
  Letting a Gadget loose ‘in the 
   
   
  wild’ could have dangerous  
   
   
  consequences.
  C neW gadgets
  The following rules for Gadgets are in addition to 
  those listed within the Doctor Who Roleplaying 
  Game. These rules apply to all Gadget, not just those 
  stored within the Black Archive!
  fantastic gadgets
  In the Doctor Who Roleplaying Game core rulebook, 
  special Gadgets have a 4 Story Point limitation 
  (well, except for the vortex manipulator). Many of 
  the Gadgets contained within the Black Archive are 
  a bit more, well, fantastic! Thus, some Black Archive 
  gadgets will exceed the usual Story Point maximum.
  daMaging gadgets
  As a general rule of thumb, a Gadget has a Hit 
  Capacity equal to twice their total number of Gadget 
  Story Points (as Major or Special Traits aren’t 
  necessarily more resilient than a Minor one!). When 
  a Gadget is damaged, the Gadget loses a Story Point 
  for every 2 points of Hit Capacity it has taken. This 
  does mean that if a character has already spent a 
  Gadget Story Point then their Gadget will break more 
  quickly than one with all of its Story Points intact. 
  Broken Gadgets can be rebuilt normally according to 
  the rules in the Doctor Who Roleplaying Game.
  Whether or not a Gadget can actually be damaged 
  is up to a Gamemaster’s discretion and the rule 
  of reasonableness always applies. Armour, for 
  example, is assumed to be hit every time someone 
  shoots at a Cyberman and this doesn’t break the 
  armour (at least not without a copious expenditure 
  of Story Points!). 
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  good gadget traits
  Armour-Piercing 
  (Minor/Major/Special Gadget Trait)
  Some gadgets (e.g. any weapon) may need to punch 
  through armour in order to be effective. This trait 
  helps reduce or eliminate the effects of armour. 
  Some gadgets with this trait have a restriction that 
  limits this use to particular circumstances. For 
  example, a laser-based weapon may not pierce 
  through reflective armour.
  Effect: As a Minor Good Trait, the Gadget ignores 
  5 points of armour when its ammunition strikes a 
  target. As a Major Good Trait, the Gadget ignores 10 
  points of armour. As a special trait the Gadget ignores 
  an additional 5 points for every 2 points spent.
  Attribute (Special Good Gadget Trait)
  The Gadget augments a character’s attributes, 
  sometimes to inhuman levels.
  Effect: The Gadget may increase one or more of the 
  character’s attributes. The cost is 1 for each +1 the 
  Gadget grants; a combat exoskeleton that increases 
  Coordination and Strength by 1 each would cost 2 
  points, while an alien teaching helmet that boosts 
  Ingenuity by 3 would cost 3 points.
  Burrowing (Minor Good Gadget Trait)
  This Trait allows the Gadget to tunnel or burrow at 
  speed through soft ground, usually dirt, mud or sand. 
  Anyone using the Gadget will require an alternate 
  means of breathing (such as the Environmental 
  trait) to avoid suffocating while tunnelling but this 
  trait allows the Gadget’s user to move at half of 
  their normal Speed underground. They will have 
  to avoid obstacles such as concrete or hard ground 
  and most creatures like this will have some sort of 
  Alien Sense to allow them to sense their direction 
  of travel or prey.
  Effect: Burrowing allows the Gadget to travel at half 
  of the bearer’s normal Speed underground through 
  soft ground. The Gamemaster should use their 
  discretion to decide if the bearer of the Gadget can 
  travel through a given terrain, modifying the Speed 
  as they see fit.
  Control (Minor/Major Good Gadget Trait)
  The Gadget controls other machines. This is similar 
  to the Possess Alien Trait, but only applies to 
  non-living things (although, at the Gamemaster’s 
  discretion, this could apply to Robots or Cyborgs). 
  An alien computer virus that overrides any human-
  built firewall is a great example of a Gadget with the 
  Control trait.
  Effect: As a Minor Good Trait, the Gadget only works 
  on a particular type of machine. As a Major Good 
  Trait, the Gadget can work on any machine. 
  Generally, Control only works on mechanical 
  machinery, although it is possible to create Gadgets 
  that affect machines based on an alternative scientific 
  principle, such as bio-organics or crystalline 
  machinery. A Zygon control device, for example, may 
  only work on bio-organic machinery. If a Gadget is 
  used on a machine that doesn’t match what it was 
  designed for, then the character must spend a Gadget 
  Story Point to make the interface work.
  Note: Much like humans and other sapient 
  characters, animals are controlled via the Hypnosis 
  trait. Thus, Gadgets that are designed to control 
  animals should possess the Hypnosis trait rather 
  than the Control trait.
  Convert (Major Good Gadget Trait) 
  The Gadget turns something into something else. It 
  might turn rock into mud, lead into gold, poisonous 
  gas into breathable air and so on. 
  Effect: The Gadget can turn one type of object into 
  another type of object (with ‘object’ being liberally 
  interpreted). The size of the conversion field is 
  
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  usually about one metre in diameter, although this 
  can be boosted with Story Points. As with Delete, 
  most Gadgets with Convert have a restriction that 
  doesn’t allow them to work on living flesh or to only 
  work on a particular kind of substance. 
  Particularly nasty examples of Gadgets with this trait 
  are the Cyber-conversion chambers that convert 
  humans into Cybermen. 
  It is possible for a Gadget to convert objects into more 
  than one type of object; this is covered with multiple 
  purchases of this trait.
  Fast (Minor/Major Good Gadget Trait)
  Some Gadgets allow their users to move with a 
  quickness that is seldom seen in the wild. It might be 
  a pair of rocket boots or a jetpack, or even a car fitted 
  with an afterburner.
  Effect: A Gadget with the Fast trait allows the user 
  to travel unnaturally fast. As a Minor Good Trait, 
  the user’s effective Speed is increased by 1.5 times 
  (round up), so a character with a Coordination of 2 
  has an effective Speed of 2 x 1.5 = 3. As a Major Good 
  Trait, their Speed is doubled, so a character with 
  Coordination of 4 has an effective Speed of 8. Each 
  additional 2 points increases the Speed multiplier by 
  1, so spending 4 points triples the Gadget’s Speed 
  while spending 6 points quadruples it.
  Note: This trait only works if the user is moving 
  outside of a vehicle, unless it is applied to the vehicle 
  itself.
  Inhibit (Minor/Major/Special Good Gadget Trait)
  This trait reduces or diminishes a target in some 
  manner. It is the opposite of the Augment trait, but 
  instead of raising Attributes, it lowers them. It might 
  be a beam fired at a target, or a collar shackled 
  around the victim’s neck.
  Effect: As a Minor Good Gadget Trait, the Gadget 
  reduces a specified attribute of the target by 1 until 
  removed or reversed. As a Major Good Gadget Trait, 
  the Gadget reduces a specified attribute of the target 
  by 2 until removed or reversed. As a Special Good 
  Gadget Trait, costing 4 Character Points, the Gadget 
  reduces a specified attribute of the target by 4 until 
  removed or reversed. 
  The target may not increase any damaged applied to 
  the inhibited attributes until the Gadget’s influence 
  is removed. Afterwards, the inhibited attributes 
  may be restored as normal Thus, a character who 
  was ‘shot’ by an Inhibit Gadget could immediately 
  use Story Points to regain the lost Attribute levels, 
  while a character wearing an Inhibit collar would 
  have to wait until the collar was removed to heal 
  the damage. 
  Invisible (Major/Special Good Gadget Trait)
  The ability to be unseen is possibly one of the best 
  weapons and defences on the battlefield. It is an 
  ability seldom seen (pardon the pun) naturally 
  occurring in aliens but a mild version of this trait can 
  be accomplished with shifting pigments in the skin, 
  allowing chameleon-like aliens to blend into their 
  surroundings. Full invisibility is more commonly 
  found in advanced technology, such as the optical 
  camouflage developed by the Sontarans, or in 
  ghostly, intangible creatures that barely exist in this 
  reality.
  Effect: Invisibility is a Special Trait that comes in 
  various levels. If the ability is natural, and the user 
  can blend into the background to be unseen, then this 
  is a Major Good Trait. If the user remains immobile, 
  any attempt to spot it suffers a -4 penalty. 
  Full optic camouflage is usually a trait that is part of 
  a Gadget, costing 4 points. This provides the same -4 
  penalty to be spotted but the user can move around 
  without losing this advantage. If this invisibility 
  cannot be turned on or off, as in the case of the user 
  being ethereal or immaterial, the same -4 penalty is 
  actually a Bad Trait, providing 2 points.
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  All of these levels of invisibility can be purchased or 
  taken multiple times to provide better invisibility with 
  the penalty being cumulative. For example, if the 
  Gadget provides almost perfect invisibility through 
  optic camouflage, it might have the trait twice, 
  providing a -8 penalty to anyone trying to spot the 
  user.
  Isomorphic Controls 
  (Minor/Major Good Gadget Trait) 
  The controls of this Gadget only work for one person. 
  Effect: As a Minor Good Trait, other people can use 
  the Gadget, but at a -3 penalty. As a Major Good 
  Trait, other people cannot use the Gadget at all. (An 
  Improbable result might be enough to get around 
  this...) 
  Push/Pull (Minor/Major Gadget Trait)
  Gadgets with this Trait can push their targets further 
  away or move them closer to the user.
  Effect: For a Minor Trait, the Gadget can either push 
  or pull (chosen at Gadget creation) a target 2D6 
  ‘spaces’ (based on the scale of the encounter). The 
  user may move the target a shorter distance than 
  that rolled if they so desire. The GM should compare 
  the relative sizes of the target and the Gadget in 
  question to determine just how big an object can be 
  moved and the Difficulty of moving it. A spaceship 
  with a Tractor Beam built into the hull will easily 
  move other ships of the same relative size, but using 
  a small hand-held Pocket Pusher to move said ship 
  is nigh impossible.
  For a Major Trait, the Gadget can both Push and Pull 
  or it can affect 1D6 targets with a single use.
  For an additional Major and Minor Trait, it can Push 
  and Pull and affect 1D6 Targets.
  Record (Minor/Major/Special Good Gadget Trait)
  The Gadget can take a recording of something. 
  Effect: As a Minor Good Trait, the Gadget acts as 
  a conventional recording device. As a Major Good 
  Trait, the recordings may include special information 
  like infra-red video, sound waves or even Artron 
  radiation. As a Special Good Trait, the Gadget can 
  record people’s feelings, thoughts or even more 
  exotic information. It counts as an additional Major 
  Trait for each such exotic source.
  Reflective (Major/Special Good Gadget Trait)
  The Gadget is particularly effective at reflecting 
  energy weapons.
  Effect: This Gadget creates a shield (either a force 
  field or reflective coating) that not only resists an 
  energy attack but reflects the bolt back at the shooter 
  
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  (unless the shooter made a Fantastic success, in 
  which case the bolt is reflected harmlessly away). As 
  a Special Trait worth 5 points, the Gadget can reflect 
  another type of damage, such as physical damage or 
  mental attacks. 
  Remote (Minor/Major Good Gadget Trait)
  The Gadget can be controlled remotely.
  Effect: As a Minor Good Trait, the operator can control 
  the Gadget so long as it is within range (usually 
  eyesight) either with a remote or voice control. As a 
  Major Good Trait, the operator can control the device 
  even when they are not in the same general area. 
  Such a remote usually requires a more sophisticated 
  interface to give the user the ability to see and hear 
  what the Gadget does.
  Resilient (Minor/Major Good/Special Gadget Trait)
  While the Armour and Force Field traits are designed 
  to protect the user, this trait protects the Gadget 
  itself from harm.
  Effect: As a Minor Good Trait, the Gadget adds an 
  additional point to its Hit Capacity per Story Point 
  and it takes 3 Hits to remove a Gadget Story Point. 
  As a Major Good Trait, the Gadget doubles the Hit 
  Capacity and it takes 4 Hits to remove a Gadget Story 
  Point. As a Special Good Trait (costing 6 Character 
  Points), the Gadget is considered entirely impervious 
  to harm (alien crystals or extremely dense metals 
  are often considered impervious).
  Self-Repairing (Minor Good Gadget Trait)
  The Gadget has the ability to repair itself if damaged.
  Effect: The self-repairing Gadget heals 1 Hit Capacity 
  point per day.
  Note: Faster rates of self-repair are possible, but 
  these should be bought as the Fast Healing trait.
  Stun (Minor/Major/Special Gadget)
  Gadgets with this Trait can stun their targets, making 
  them inactive for a number of rounds.
  Effect: As a Minor Trait the target will be stunned 
  for 2D6 – their Strength in Rounds. As a Major Trait, 
  they are stunned for 2D6 x their Strength in Hours 
  (minimum of 1). As a Special trait worth 3 points, the 
  target is stunned indefinitely unless awakened (or a 
  number of Story Points spent).
  Time Loop (Special Good Gadget Trait)
  This Gadget has the ability to fold time back on itself, 
  trapping those inside like flies in amber, doomed to 
  repeat the same series of events over and over and 
  over again for eternity. Or until the power runs out...
  Effect: For 3 Story Points, the Gadget is capable of 
  creating a temporary Time Loop of 2D6x10 seconds 
  in length, encompassing an area roughly 1 kilometre 
  in diameter. The Loop will last for D6 scenes and one 
  additional scene for every extra Story Point put into 
  it (the Gamemaster will roll and keep the total secret 
  for maximum suspense).
  For 6 Story Points, the Gadget can create a Time 
  Loop of 2D6x10 minutes in length and encompass an 
  area roughly 100 kilometres in diameter. The Time 
  Loop will last D6 weeks and D6 extra days for every 
  additional Story Point put into it. Alternately, the 
  Gadget can be powered by an event inside the Time 
  Loop (requiring an additional Ingenuity + Science or 
  Technology roll at Difficulty 15), in which case it will 
  run indefinitely until broken.
  For 12 Story Points, an entire planet may be 
  Time Looped indefinitely. This requires precise 
  astronomical and temporal calculations and a large 
  source of continuous power, such as a nearby Time 
  Rift, pulsar or other high energy source. It also takes 
  days to prepare and implement and is more suited 
  as a plot device than a simple throw away piece of 
  equipment. 
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  In all cases, any Gadget with the Time Loop Trait is, 
  by definition, a One Shot item and may not take that 
  Restriction to lower the Gadget’s cost.
  Transmute (Minor Good Gadget Trait)
  The Gadget is capable of rearranging itself to produce 
  a different effect. A sword may become a crowbar or 
  a rifle may become a shield. 
  Effect: Only one Good Gadget Trait may be operable 
  at any given time – it takes one round to change 
  the Gadget from using one trait to another as the 
  Gadget ‘reassembles’ itself (in combat, the character 
  wielding the Gadget may perform another action 
  during this reassembly, such as Talk or Run). All 
  Good Gadget Traits tied to Transmute must take the 
  restriction ‘Transmute limit.’
  Note: It is possible for a Gadget with Transmute 
  to have other Good Gadget traits that aren’t tied to 
  Transmute. For example, a Gadget has the Resilient, 
  Transmute, Natural Weapon (minor), and Stun traits. 
  Only the Natural Weapons and Stun traits have 
  the ‘Transmute limit’ restriction, meaning that the 
  Gadget may only do damage as a natural weapon or 
  stun an opponent in any given round, and sacrifice 
  one round to change them. As the Resilient trait was 
  not given the restriction, the Gadget is considered 
  resilient at all times.
  Travel (Minor Good Gadget Trait)
  The Gadget is able to transport people from place 
  to place. Usually this means that the Gadget is a 
  vehicle, although it also may be a portal or ‘magical’ 
  object.
  Effect: As a Minor Good Trait, the Gadget is able to 
  move across land or water.
  By purchasing the Flight, Environmental or Vortex 
  traits in conjunction with this trait, the Gadget can 
  operate further afield still, such as underwater, in 
  the air or through time and space!
  Wicked (Minor/Major Good Gadget Trait)
  The Gadget is a melee weapon that does much more 
  damage than normally attributed to a weapon of that 
  type.
  Effect: As a Minor Good Trait, the Gadget does an 
  additional 2 damage when used as a melee weapon 
  due to its exceptional hardness, sharpness, or other 
  property. 
  As a Major Good Trait, the Gadget is lethal to the touch 
  and does 4/L/L damage when it strikes something.
  When does daMage cost gadget traits?
  A few alien gadgets – especially those in the Armoury - cause damage. Some of these, such as alien 
  swords, follow the usual rules for determining fighting damage (see the Sources of Physical Injury 
  section of the Doctor Who Roleplaying Game), while others are comparable with more mundane ranged 
  weapons. Generally speaking, such weapons are considered ‘normal’ equipment rather than using the 
  rules for Gadgets.
  Thus, Gadgets that solely inflict damage generally don’t have to pay for their cost in Story Points with a 
  couple of exceptions. First, any alien weapon that adds a bonus to Fighting Damage above and beyond 
  being Sharp, Heavy or Dangerous requires the Wicked trait. Second, ranged weapons that inflict 4/L/L 
  damage require the Zap trait.
  Note that the Major Good version of the Natural Weapons trait includes ranged weapons, but this is 
  intended to represent ‘built-in’ weaponry, rather than regular alien guns. 
  
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  bad gadget traits
  Ablative (Minor Bad Gadget Trait)
  The protection offered by the armour weakens with 
  every hit. 
  Effect: After the Gadget or its wearer has been 
  damaged, any armour is decreased by 1.
  Draining (Minor or Major Bad Gadget Trait)
  The Gadget is dangerous to anyone who carries 
  it. Unlike the Harmful trait, which injures the 
  character when the Gadget is used, a Gadget with 
  this trait harms the character simply for being in 
  contact with it.
  Effect: As a Minor Bad Trait, being in contact with 
  the Gadget is mentally taxing. The character takes 
  a -2 penalty on all mental actions while carrying the 
  Gadget. As a Major Bad Trait, the Gadget causes 4 
  levels of damage every turn that the character is in 
  contact with it.
  Extra Fingers (Minor Bad Trait)
  Controls designed for use by one species may not 
  be universally adaptable for everyone else to use. 
  For example, a Dalek would have trouble operating 
  touch-screen technology, just as a human would 
  struggle to fly a Zygon craft. 
  Effect: Choose an alien race for which this trait has 
  no effect. Characters of any other species suffer a -2 
  penalty to all rolls involving the use of this Gadget.
  Fragile (Minor/Major/Special Bad Gadget Trait)
  The Gadget breaks easily. It may be made of brittle 
  materials or the connections may be so dicey that a 
  slight bump is all it takes to disable it. The device 
  won’t work until it is repaired.
  Effect: As a Minor Bad Trait, this Gadget only has a 
  Hit Capacity of 1 point per Good Gadget Trait, rather 
  than the 2 points normally afforded to Gadgets.
  As a Major Bad Trait, any time the Gadget is 
  successfully hit it is rendered inoperable, no matter 
  how much damage it actually takes. 
  As a Special Bad Trait (costing 4 points), the Gadget 
  is in danger of breaking just through being handled. 
  Whenever a character tries to use the Gadget, roll 
  two dice. If either or both dice is a ‘1’ or ‘2,’ then the 
  Gadget breaks and needs to be repaired. 
  This roll is made before the character actually uses 
  the device, so the disabling of the Gadget also means 
  that the action to use the device failed. Any ‘1’ or ‘2’ 
  result can be discounted with a Story Point. 
  Glitch (Minor Bad Gadget Trait)
  The Gadget occasionally causes an error or other 
  side effect that doesn’t negate its usefulness but 
  does add an extra complication.
  Effect: Whenever a character uses the Gadget roll 
  two dice. If the result is any double then the Gadget 
  produces a side-effect. Examples include a flashy 
  side-effect that draws attention to the gadget’s use 
  or the bearer of a Skill-Jack acquiring a memory 
  from the original donor of the skill. The Gamemaster 
  should determine the nature of the Glitch; any time 
  that the glitch occurs, it will be the same effect.
  Note: This trait should only be applied if the side-
  effect is broadly innocuous. A laser rifle that 
  occasionally flashes a light burst when it is used 
  wouldn’t qualify (the opponent already knows that 
  they’re being shot at!) but a disguise that turns off 
  for a brief moment could cause real problems.
  Harmful (Minor/Major Bad Gadget Trait)
  Whether by accident or design, using the Gadget 
  causes harm to the user.
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  Effect: As a Minor Bad Trait, whenever a character 
  uses this Gadget it either Stuns the character, inflicts 
  4 levels of damage, or imposes a Minor Bad Trait on 
  the character. As a Major Bad Trait, using the Gadget 
  causes Lethal damage to the character or imposes a 
  major bad trait on them.
  Homing Beacon (Minor/Major Bad Gadget Trait)
  This Gadget automatically transmits a homing 
  beacon when operational. 
  Effect: Whenever the Gadget is used it automatically 
  transmits a homing beacon – whether those it 
  is designed to find decide to come and how long 
  it takes them to get there depends on the usual 
  limitations of time and space. Homing beacons are 
  normally innocuous – when the Gadget is powered 
  it requires an Awareness + Ingenuity roll (Difficulty 
  15) to notice, or an Ingenuity + Technology roll 
  (Difficulty 12) if the operator is actively looking for a 
  homing beacon.
  As a Minor Bad Trait, the homing beacon may be 
  shut off – this requires an Ingenuity + Technology 
  roll (Difficulty 15). As a Major Bad Trait, the homing 
  beacon may only be shut off by destroying the Gadget. 
  This requires the same roll, but if successful the 
  homing beacon is shut off and the Gadget is broken. 
  Repairing the Gadget also repairs the homing 
  beacon.
  Hungry (Minor or Major Bad Gadget Trait) 
  The Gadget’s a fuel or battery hog, and runs through 
  its power reserves very quickly. 
  Effect: As a Minor Bad Trait, any roll of ‘Yes, But’ 
  or ‘No, And’ results when using the Gadget means 
  that the battery just ran out. As a Major Bad Trait, 
  the user needs to hook the Gadget up to a really big 
  power source (like a power plant, or an alien ship’s 
  power core) to get the thing working.
  Immobilise (Major Bad Gadget Trait) 
  The Gadget may be carried about, but while in use 
  the character is effectively immobilised and oblivious 
  to everything around them.
  Effect: While a character is using this Gadget they 
  are considered to be Stunned. Once the Gadget’s 
  effect is over, the character may act normally. A 
  character may be ‘awakened’ while the Gadget is in 
  use but this automatically ends the Gadget’s effect.
  Inaccurate (Minor Bad Gadget Trait) 
  While the Gadget is designed to be a ranged weapon, 
  it has an inherent design flaw that hinders its 
  accuracy. Most smoothbore rifles would have this 
  trait, as would a particularly unwieldy rifle designed 
  for a larger or differently-built alien.
  Effect: Characters using an inaccurate weapon take 
  a -2 penalty when using it. 
  Note: This trait is limited to ranged weapons that 
  don’t have an area effect.
  Jury-Rigged (Minor Bad Gadget Trait)
  The Gadget shouldn’t work, but someone has 
  kludged it together with substitute parts.
  Effect: This Gadget does not work unless the 
  character first spends a Story Point, substituting 
  a needed part. For the duration of the scene, the 
  Gadget acquires an appropriate Minor Bad Trait (One 
  Shot or a Restriction are good examples).
  Limited Use (Minor Bad Gadget Trait)
  While better than a single-shot Gadget, some 
  Gadgets only allow a handful of uses before it is 
  rendered inert. This may be due to an instability in 
  design, a limited amount of a necessary component 
  or any other reasonable restriction.
  Effect: The Gadget works 5 times before losing 
  power. The operator can expend a Story Point to get 
  an additional use out of the Gadget. Unlike with the 
  One Shot trait, Story Points used to create a Limited 
  Use Gadget are not refunded, although the Gadget 
  may be retained and regains its full power between 
  adventures.
  Note: If this is applied to ammunition, then the 
  character is considered to have enough bullets for 
  a single scene, as determined by the Gamemaster.
  Recharge (Minor or Major Bad Gadget Trait) 
  This Gadget does what it’s designed to do, but it can 
  only do so once without having to recharge. 
  
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  Effect: As a Minor Bad Trait, the delay before being 
  able to activate the Gadget again is at least 30 
  minutes. As a Major Bad Trait, it can take hours or 
  even days to recharge.
  Revulsion (Minor Bad Gadget Trait)
  Whether it’s an organic interface that is squishy to 
  the touch or the Gadget runs on animal blood, there 
  is just something about the Gadget that repulses the 
  owner.
  Effect: The character has a -2 penalty on all attempts 
  to use the Gadget.
  Shield (Minor/Major Bad Gadget Trait)
  The Armour and Forcefield traits assume that a 
  character using them is completely protected. Some 
  armour, such as bullet-proof vests, only cover the 
  torso, while both antique and futuristic versions of 
  a hand-held shield only protects its bearer from 
  frontal attacks.
  Effect: As a Minor Bad Trait, any protection offered 
  by the Gadget only covers 2/3rds of the character 
  (perhaps only covering the front and sides). 
  Opponents may bypass such protection by taking a -4 
  penalty on their attack rolls; a fantastic success on a 
  regular roll also bypasses the protection. As a Major 
  Bad Trait this cover shrinks to 1/3 (like a medieval 
  round shield). Opponents may bypass such protection 
  by taking a -2 penalty on their attack rolls; a good 
  success on a regular roll also bypasses the protection.
  Note: Characters with this Bad Trait are effectively 
  unprotected from area-based attacks that could 
  wrap around the covered area. The Gamemaster may 
  adjudicate this based on the particular circumstances 
  of a situation (e.g. a character with 2/3 coverage can 
  probably prevent being hurt if a grenade explodes in 
  front of them, but a bomb dropped from the sky will 
  probably bypass any shields).
  Transformation (Minor/Major Bad Gadget Trait)
  Rather than directly harm a user, some Gadgets 
  have the side-effect of slowly transforming them into 
  something else.
  Effect: This is a variation on the Infection Alien Trait. 
  If the character uses the Gadget without wearing 
  some form of protection, then the Gadget transforms 
  the character. As a Minor Bad Trait, the Gadget gives 
  the character the equivalent of Alien Appearance 
  (patches of skin turn to stone, the character grows an 
  extra eye). As a Major Bad Trait, then the character 
  actually becomes a member of an alien species as 
  per the Infection trait.
  Unfamiliar Interface 
  (Minor/Major Bad Gadget Trait)
  Whether due to a different philosophy of design or 
  due to alien biology, the Gadget’s interface is not 
  intuitive to the operator. 
  Effect: As a Minor Bad Trait, the Gadget is simply 
  awkward to use – a UNIT soldier may have to hold a 
  laser pistol designed for a larger creature like a rifle. 
  The character has a -2 penalty on any attempts to 
  use the Gadget.
  As a Major Bad Trait, the character needs to succeed 
  at a Difficulty 18 roll of an appropriate Attribute + 
  Skill combination before they can even use the device 
  and even then they still receive the penalty as for the 
  Minor Bad Trait. 
  An example of this is Zygon bio-technology, which 
  requires the user to succeed on an Ingenuity + 
  Science roll before using such a Gadget, and even 
  then still with the -2 penalty.
  Unreliable (Minor Bad Gadget Trait)
  The Gadget doesn’t always work.
  Effect: A character using this Gadget needs to make 
  a Good result or better in order for the Gadget to 
  work.
  Note: This trait may only be taken if the Gadget 
  requires a skill roll to use.
  Unstable (Minor/Major Bad Gadget Trait)
  The Gadget is made of volatile materials. It could 
  explode at any time.
  Effect: Once per scene, or at any point when the 
  character holding the Gadget is jostled or shaken, 
  roll two dice. If the result is doubles then the Gadget 
  explodes. As a Minor Bad Trait, the Gadget causes 
  8 levels of damage to the operator. As a Major Bad 
  Trait, the explosion also causes 8 levels of damage 
  to anyone near the operator (within 30 or so meters).
  the bare MiniMuM
  No matter how many Bad Traits you add to a 
  Gadget, all Gadgets have at least 1 Story Point, 
  even if the cost of the Bad Traits would reduce 
  the total Story Point value of the Gadget to 0 or 
  less.
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  ‘Armour piercing, solid core, with a Teflon coating. 
  Go through a Dalek . . . We’ve also got high-explosive 
  rounds for Yetis and very efficient armour-piercing 
  rounds for robots. And we’ve even got gold-tipped 
  bullets for you know what.’
  Given that UNIT’s mission has always been one of 
  protecting the Earth from alien threats, it should 
  come as no surprise that its emphasis in research 
  and development has always been to develop 
  weapons capable of defending against such threats. 
  Many weapons in UNIT’s possession are particularly 
  effective against certain types of threats and 
  weapons are amongst the most easily obtainable 
  Gadgets within the Black Archive, especially if the 
  threat is known.
  Unlike other Gadgets in the Black Archives, those 
  in the Arsenal are often mass-produced or there 
  are enough on hand to outfit at least one or two 
  UNIT strike teams and often more than that. These 
  weapons are also amongst the easiest items to 
  requisition from the Black Archive. Even regular 
  UNIT soldiers know of their existence. Such requests 
  are usually only made when an enemy that would be 
  affected by them has made its presence and hostile 
  intent known.
  C Zap guns, energy sWords
  and goLd buLLets
  The vast majority of UNIT’s arsenal beyond standard 
  military weaponry is weapons that are simply better 
  at damaging things, either universally (a Dalek 
  Tommy Gun) or under particular circumstances 
  (a silver bullet). Because of their ubiquity, many 
  of these weapons aren’t even housed within the 
  Black Archive, but are instead held in the individual 
  arsenals of each UNIT base, to be doled out when 
  regular bullets aren’t effective.
  Most such weapons, whether alien or Earth-made, 
  don’t really rise to the level of a gadget. These 
  ‘stock’ weapons (any which do less than Lethal 
  damage) generally only have a threshold of Difficulty 
  9 to overcome when acquiring them (i.e. ‘we can’t 
  penetrate its armour; we need something bigger!’). 
  Stock weapons generally fall into three categories: 
  melee, ranged, and ammunition. As a general rule 
  stock weapons aren’t very ‘sexy’ so there aren’t any 
  Story Points attached to them.
  MeLee Weapons
  Ever since Group Captain Gilmore was impressed 
  by Ace’s modified baseball bat (thanks to the Hand 
  of Omega), UNIT engineers have long since strived 
  to create melee weapons that pack a bit more of a 
  ‘punch’ than merely bashing or stabbing someone. 
  Here is a partial listing of melee weapons held within 
  the Black Archive. Unless otherwise noted, all melee 
  weapons cost one Story Point.
  Cutters: These blades are particularly effective 
  against armour and have the Armour-Piercing 
  (Minor) Trait in addition to their normal damage.
  Energy Sword: This is a catch-all term for any 
  bladed or ‘sword-like’ weapon that relies on an 
  energy discharge (electricity, fire, vibration, etc.) to 
  do most of its damage. Many of these such weapons 
  are simply ‘dangerous,’ but there are a few that are a 
  bit more powerful, doing an extra 2 damage.
  Snare Whip: This whip has a particularly strong 
  adhesive within it that coats the whip when it wraps 
  around a victim. It has the Entrap (Major) Trait and 
  costs 2 Story Points.
  Stun Baton: UNIT has found stun batons useful 
  as a way to drop opponents without causing great 
  harm. A stun baton does S damage if it touches an 
  opponent. If the user also applies force (i.e. striking 
  an opponent with it) then it also does the wielder’s 
  Strength damage.
  Sycorax Energy Whip: Some particularly wicked 
  versions of the Sycorax energy whip can disintegrate 
  a victim on contact. These weapons do 4/L/L damage 
  and cost 2 Story Points.
  Zygon Stinger: This bio-weapon attaches to the palm 
  of the hand and enables the wielder to ‘unsheathe’ 
  a poisonous barb that does 4/L/L damage, although 
  most such weapons UNIT deploys in the field are 
  instead filled with poison that causes Stun damage. 
  In either case, a Zygon stinger costs 2 Story Points.
  ranged Weapons
  UNIT has an assortment of alien ranged weapons 
  that have been reverse-engineered and modified 
  for human use, including Ice Warrior Sonic Guns, 
  Sontaran Blasters, and even the occasional Dalek 
  Gun Stick (or Dalek ‘tommy gun’ discovered in the 
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  sewers of New York City). Despite the sheer number 
  of alien infiltrations and invasions that the Earth has 
  had over the last century or so, there are actually 
  very few such weapons in the Black Archive; most 
  recovered alien weapons are damaged or depleted 
  and even more are rendered useless during 
  experimentation. As a result, UNIT is loath to hand 
  out such weapons except when extremely necessary.
  Here is a partial listing of some of the lethal ranged 
  weapons held within the Black Archive. Unless 
  otherwise noted, all do Lethal (4/L/L) damage and 
  costs 1 Story Point.
  Cybergun: UNIT has several variations of these in the 
  Black Archive. The most popular is a ‘carbine’ that has 
  a shoulder strap, making it easy to carry and fire. UNIT 
  has several ‘homemade’ versions of the Cybergun – 
  these are the ‘laser rifles’ most often handed out to 
  UNIT soldiers when more firepower is needed.
  Dalek Tommy Gun: Unlike typical Exterminators, 
  which seem to need a Dalek casing to operate, the 
  adapted Tommy Guns have their own power source. 
  In addition to their normal Lethal damage they also 
  have a Stun setting. Dalek Tommy Guns cost 2 Story 
  Points.
  Disintegrator Gun: This experimental rifle was once 
  stolen and used by the K1 Robot when Think Tank 
  tried to take over the world. The Doctor theorised 
  that a person standing on Earth and aiming it at the 
  Moon could punch a hole through it. After Think Tank 
  was defeated the Disintegrator Gun was taken to the 
  Black Archive. This weapon has the Zap Major Good 
  trait; it does 4/L/L damage and can blast through 
  vehicles and spaceships (and, quite possibly, moons). 
  A Disintegrator Gun costs 2 Story Points.
  Silurian Gun: This weapon, developed by aquatic 
  Silurians, is a laser weapon that acts as a cutting 
  torch. It does 4/L/L damage, cuts through material, 
  and costs 2 Story Points.
  Sontaran Pistol: This small, hand-held version of 
  the energy rifle actually has three settings: Hypnosis 
  (Major), Stun S (S/S/S), and Lethal L (4/L/L). A 
  Sontaran Pistol costs 4 Story Points.
  Swiss Army Pistol: This future law-enforcement 
  sidearm gets its nickname from the fact that it can fire 
  different types of ammunition. It was commonly used 
  by the Space Rangers in the ‘wild days’ of early space 
  travel and is also a favourite amongst Time Agents 
  (which is how UNIT managed to procure a few). 
  
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  In addition to the multiple types of ammunition, 
  Swiss Army Pistols have a laser sight beneath the 
  barrel that can also be reset as a torch that can see 
  in different specra (including infra-red and ultra-
  violet) or a cutting torch. 
  Swiss Army Pistols have the Alien Senses (Minor) 
  Trait, Marksman Skill, Weld, and the Transmute 
  Trait. This Gadget costs 4 Story Points and does 
  3/6/9 damage. Other types of ammunition may be 
  purchased normally with story points, modified by 
  the Restriction (Transmute limit) trait.
  Torch: The Black Archive contains torches that emit 
  particular types of light. Ultraviolet light has proven 
  lethal to Saturnynians and sometimes a particular 
  colour can illuminate invisible aliens.
  Web Gun: Created by the Great Intelligence for use 
  by its Yeti robots while taking control of London, 
  these webs not only ensnare objects (Entrap Major 
  Trait) but also project Lethal energy through them. 
  It can also inflict Stun damage. A Web Gun costs 4 
  Story Points.
  Zygon Needler: This ranged version of the Zygon 
  Stinger attaches to the wielder under the arm behind 
  the wrist. It is operated by a simple flick of the wrist 
  that causes either 4/L/L damage or Stun damage 
  and costs 2 Story Points as it is not easily removed.
  aMMunition
  Sometimes the Black Archive Gadget is not 
  the weapon itself but the ammunition it fires. 
  Ammunition held within the Black Archive tends to 
  be very useful under particular circumstances. Gold 
  and silver bullets, caseless ammunition and other 
  types of bullets for any UNIT issue firearm can be 
  found here, as well as antique weapons such as bows 
  and crossbows. Some weapons are generally only 
  effective against particular aliens; others, like silver 
  bullets, tend to be useful against a broader range of 
  creatures.
  While some special ammunition is alien in origin, 
  most of it is actually of Earth make, created to exploit 
  a weakness in a particular alien threat. Thus, while 
  such ammunition can be found in a typical UNIT base 
  weapons locker, the full suite of special ammunition 
  is available within the Black Archive as Archivists 
  frequently use it to test on new alien gadgets and, 
  occasionally, aliens brought into the Black Archive.
  When assessing the Story Point cost of special 
  ammunition, you should take into account that the 
  UNIT agent is probably requesting something that 
  is immediately useful to a certain threat, so it is 
  not necessary to ‘reward’ the player by putting a 
  restriction on it in order to defray the cost unless 
  the UNIT agent intends to keep it as a regular part of 
  their equipment in future adventures.
  Example: A UNIT team comes up against a group 
  of werewolves and discovers that silver weapons 
  do indeed affect them; in fact, in addition to being 
  lethal they ignore the werewolves’ tough hides. When 
  requisitioning silver bullets, the cost should be 2 
  Story Points for inflicting lethal damage and ignoring 
  5 points of armour, not 1 because of the restriction 
  (only useful against werewolves). It would, however, 
  only cost 1 point if the UNIT agent always had silver 
  ammunition on their person in every adventure. 
  Here is a partial listing of some of the ammunition 
  available to UNIT agents. Unless otherwise stated, 
  each costs 1 Story Point. Agents are presumed to 
  have as much ammunition as they need unless they 
  apply the Limited Use Bad Gadget Trait.
  Armour-Piercing Rounds: These bullets ignore the 
  first 5 points of armour.
  Auton Rounds: These horrific bullets have two 
  special abilities. First, they can reshape themselves 
  to fit into any firearm. Secondly, when an Auton bullet 
  hits a target, it can twist and reshape itself to do more 
  damage. It effectively has the sharp and dangerous 
  traits of a melee weapon, granting it +4 damage. If 
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  this pushes the damage higher than 8, then it simply 
  becomes Lethal damage. Auton rounds cost 5 Story 
  Points.
  Caseless Rounds: These bullets lack casings, foiling 
  attempts by some aliens such as the Sontarans from 
  expanding the casings and rendering firearms inert.
  Gold-tipped Rounds: These bullets are designed 
  to affect certain models of Mondasian Cybermen. 
  When they hit a Cyberman that is vulnerable to gold 
  they render it incapable of action as it chokes on its 
  breathing apparatus.
  High-Explosive Rounds: These bullets explode on 
  contact. Any hit using these bullets does damage as 
  if a ‘Fantastic’ result had been rolled, inflicting the 
  weapon’s maximum damage.
  Silver Bullets: Silver bullets are designed to affect 
  creatures that are susceptible to silver. Since silver 
  is a softer metal, such bullets do one success level 
  of damage less than a normal bullet (minimum of 
  ‘success’). 
  Teflon Anti-Dalek Shells: Armour piercing, solid 
  core with a Teflon coat. This bullet ignores up to 10 
  points of armour and is significantly less vulnerable 
  to magnetic disturbances, such as force fields. This 
  passes through any force field on a dice roll of a 5 or 
  6. This ammunition requires 2 Story Points.
  Thermite Rounds: A ‘gift’ from humanity’s future, 
  thermite rounds have hollow points that are filled 
  with a liquid that explodes, ignites, and expands on 
  impact, ignoring 5 points of Armour and causing 
  (4/8/12) damage. The round continues to burn on the 
  victim as if the victim were engulfed by fire, requiring 
  it to be put out or continue to take damage as per the 
  fire rules in the Doctor Who Roleplaying Game core 
  rulebook. Thermite rounds cost 2 Story Points.
  Tracer Rounds: Useful in automatic fire, these 
  rounds light up and assist the shooter in hitting their 
  target with subsequent shots. Tracer ammunition 
  adds a +2 bonus to the Coordination + Marskmanship 
  roll when shooting bursts.
  personaL protection
  There’s an advantage to being invaded by so many 
  humanoid alien species - in addition to employing 
  alien weaponry, UNIT also has several alien armours 
  in its possession. Some of these armours can be 
  used as-is, while others need a bit of modification 
  or tailoring to fit a human form – Sontaran battle 
  armour, for example, leaves much of a human’s 
  neck and shoulders exposed! Others, such as Dalek 
  casings, aren’t easily cut apart and rebuilt to fit a 
  humanoid form.
  When bothering to wear it at all, most UNIT agents 
  in the field use one of the ‘common’ armours 
  listed in the Doctor Who Roleplaying Game: 
  leather jackets, bulletproof vests, SWAT body 
  armour, and the occasional suit of armour (left over 
  from Morgaine’s army). Given that such armours 
  tend to provide as much if not more protection 
  than alien armours, UNIT rarely outfits its 
  soldiers with alien armours.
  Still, there are a few alien armours that 
  are worth loaning on occasion, either 
  because they offer better protection 
  or they have other uses, such as 
  being able to be concealed. Here 
  is a partial listing of some of the 
  alien armours held within the Black 
  Archive, along with their Traits and 
  Story Point costs.
  Auton Sheath: At first glance this 
  armour is a gift – a plastic sheath 
  that, when stimulated, can completely 
  surround its wearer and mould itself 
  into a second skin. Unfortunately, this 
  second skin, while easily concealable and 
  practically invisible from a distance, is still 
  a bit stiff for the wearer. An Auton Sheath 
  offers 5 points of protection, imposes a -1 
  Coordination penalty (minimum final score 
  of 1) and costs 1 Story Point.
  Some 
  Auton 
  Sheaths 
  incorporate 
  other 
  Auton-derived gadgets into their design, such 
  as Auton weaponry or disguises. These are 
  treated as Special Gadgets with the sum of 
  their Story Point costs being the final total 
  Story Point cost.
  Cyber-Armour: There’ve been so many 
  Cybermen invasions over the last few decades 
  that UNIT has the corpses of several models 
  of Cybermen interred within the Black Archive. 
  Archivists have hollowed out some of these 
  shells for use as armour. 
  Mondasian Cyber-Armour is that worn by 
  earlier models of Cybermen from this 
  universe. The armour completely covers 
  the wearer but is not as strong as its 
  Cybus cousin. These suits are made of a 
  
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  light material and can be hidden under loose clothing. 
  Mondasian Cyber-Armour offers 5 protection and 
  costs 1 Story Point.
  Cybus Industries Cyber-Armour originally came 
  from Cybermen from a parallel world, although later 
  Mondasian Cybermen ‘upgraded’ to it. Cybus Cyber-
  Armour is considered too bulky and heavy to be worn 
  as a full suit – humans are limited to wearing it as 
  a vest that must be worn over regular clothing and 
  therefore leaves the limbs exposed. 
  Cybus Industries Cyber-Armour offers 10 points of 
  protection (restricted to the torso) and costs 1 Story 
  Point. Characters shooting at someone wearing 
  Cybus Cyber-Armour may take a -4 on their attack 
  roll in order to bypass the armour.
  Martian Armour: A handful of heavy green armour 
  suits, somewhat resembling turtle shells, has been 
  discovered by UNIT near Snowcap. These suits are 
  a bit larger and stockier than the average human 
  and – ironically – built for a slender creature, but 
  UNIT archivists have been able to modify the interior 
  to accommodate an average human. They are only 
  deployed when the enemy shows superior firepower, 
  and the Curator has warned UNIT that if there are 
  any Martians – or ‘Ice Warriors’ – nearby, then 
  they’d certainly take exception to seeing a human 
  wearing such armour. Martian Armour offers 10 
  point of protection and increases Strength by 2, but 
  is Clumsy, costing 3 Story Points.
  Nimuen Armour: Also known as ‘honour armour’ 
  or ‘lake armour,’ this is a medieval-looking suit of 
  armour with a highly reflective polish. It was designed 
  in Morgaine le Fay’s dimension to promote honourable 
  combat and has an immunity to lasers and other light-
  based weaponry. Unfortunately, it is also ablative and 
  when the armour’s protection is reduced to 0 then it 
  loses its immunity as well. Nimuen Armour has the 
  Armour (Minor – 8 points), Immunity (laser), and 
  Ablative traits and costs 2 Story Points.
  C cataLogue of Weapons
  adaMantine bLades (speciaL gadget)
  ‘Adamantine Blade’ is a generic term applied to a 
  range of bladed weapons made from both extremely 
  hard and sharp materials such as diamond, obsidian 
  or other alien alloys. Adamantine Blades are 
  particularly prevalent amongst space-faring aliens 
  that want to protect themselves from attack in 
  space but who fear that their ranged weapons could 
  puncture the hull or do other collateral damage that 
  could prove deadly if it cripples a spaceship. They 
  are also popular as ceremonial weapons amongst 
  more honourable species, as their use emphasises 
  skill over technology as Adamantine Blades can cut 
  through most armour. 
  Notable Adamantine Blades held in the Black Archive 
  are of Ice Warrior, Judoon, Sontaran, and Sycorax 
  design.
  Traits: Armour-Piercing (Special – 15 Armour 
  ignored), Resilient (Special), Restriction (Armour-
  Piercing only affects physical armour, not force 
  fields), Wicked (minor, +2 to damage).
  Story Points: 11
  the shredder (speciaL gadget)
  One particularly wicked Adamantine Blade is a 
  chain-sword that archivists have nicknamed “the 
  Shredder”. It was discovered in the ruins of Auderly 
  House, which was destroyed by a resistance fighter 
  from an alternate, Dalek-controlled future. 
  While it is unknown what the weapon was doing 
  there – it was not brought by the resistance fighter – 
  UNIT archivists noted that it was capable of cutting 
  through Dalekanium armour as well as penetrating 
  force fields. The Shredder’s design, however, 
  means that it only works while powered – draining 
  or otherwise disabling it makes it useless until 
  repaired.
  Traits: Armour-Piercing (Special – 20 Armour 
  ignored), Resilient Wicked (Major, 4/L/L damage).
  Story Points: 8
  Plot Seed
  •	
  The South American country of Boliguay 
  is politically unstable and its dictatorial 
  government won’t allow for any international 
  presence, including UNIT – at least until today. 
  The rebels, which up until now had been limited 
  to a few remote villages and capable of only 
  minor guerrilla tactics, are now posing a major 
  threat, using weapons and defences that aren’t 
  even available to the ruling regime. Tanks and 
  helicopters are being skewered by adamantine 
  weapons as the wielders are shielded by 
  forcefields. The dictator is finally asking for 
  help and UNIT has sent a team of agents to 
  investigate. They need to uncover the particular 
  alien technology that is being used and whether 
  aliens are involved. If so, why do the aliens care? 
  What secret is held within the mountains and 
  rainforests of Boliguay?
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  anti-pLastic (Minor gadget)
  This chemical concoction was used by the Doctor to 
  destroy the Nestene Consciousness when it invaded 
  Earth in 2005. UNIT has managed to acquire the 
  formula after taking samples from beneath the 
  London Eye. Only a small vial is kept in the Black 
  Archive, but more can be manufactured at short 
  notice. 
  The idea behind Anti-Plastic is quite simple; it 
  destroys any plastic that it touches, making it lethal 
  to Autons. Anti-Plastic is generally considered a one-
  shot weapon because it is produced in glass vials 
  that are thrown or poured. UNIT has experimented 
  with a weaponised version, essentially a large water 
  pistol filled with the chemical concoction. Such guns 
  are very heavy, since the nature of their ammunition 
  means the they must be made of metal not plastic.
  Traits: Delete, One Shot, Restriction (affects 
  plastic only).
  Story Points: 1
  Plot Seed
  •	
  Darrell Martin is the most dangerous version 
  of an ‘eco-warrior’: he has strongly held 
  principles that humanity needs to turn away 
  from fossil fuels and the income to fund his 
  cause. Most recently, Martin has discovered 
  how to make Anti-Plastic and he has decided to 
  use it to force humanity to eschew plastic and, 
  by extension, oil. He has found a way to deliver 
  the Anti-Plastic all over the world by seeding 
  clouds with the chemical, and intends to use 
  it to blackmail Earth’s governments into going 
  ‘green’, oblivious to the harm he’ll cause. Worse 
  still, his plan is actually being backed by an alien 
  force, waiting in the wings to take advantage of 
  the chaos caused.
  auton Weaponry (Minor gadget)
  The Nestene Consciousness has invaded Earth on 
  at least three separate occasions, each time using 
  Animated Plastic to achieve its goals. While each 
  time the destruction of the Nestene itself rendered 
  the Autons inert, UNIT archivists believe that if the 
  proper radio frequencies could be transmitted the 
  inert plastic might be re-animated. Towards this end 
  they have unlocked some of the secrets of Auton 
  animation and have devised transformable weapons 
  that appear innocuous until needed, or guns that 
  manufacture and fire their own plastic bullets. Their 
  eventual goal is autonomous, covert weaponry that 
  can operate itself.
  Originally, the intent was to create weapons that 
  could fool metal detectors, although given UNIT’s 
  military nature such a use was seen as unnecessary. 
  It is only in recent years that UNIT operatives, who 
  are often undercover, that the need for undetectable 
  weaponry make converting Auton technology more of 
  a priority. The result of their efforts is undetectable 
  ‘wearable weaponry,’ plastic weapons that mimic 
  the wearer’s clothes or accessories that ensure that 
  the UNIT operative is armed when she can’t carry 
  conventional weaponry. (care should be taken not to 
  make the Auton weapon too useful as clothing – one 
  tester found himself the subject of ridicule when he 
  transformed his belt into a sword only to have his 
  trousers drop to his ankles!). 
  Auton Weapons are typically pre-programmed with 
  three patterns: the disguised item, a bludgeon or 
  blade, and a pistol. Some Auton weapons have more 
  than one disguise and occasionally the size of the 
  blade is adjustable, the weapon has more than one 
  shape, or the gun is a rifle that inflicts more damage 
  than indicated by its traits. In all cases, transitioning 
  to one form or another requires applying pressure to 
  certain points.
  The Auton Weapon can reshape itself into a blade that 
  inflicts +2 Strength damage, or a gun that inflicts 2/5/7 
  levels of damage. The wielder also has the option of 
  setting the weapon to deal more damage when it hits 
  by reshaping itself inside the body of the victim. When 
  used as a melee weapon, the Auton Weapon does an 
  
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  additional +4 damage (for a total of +6). When used as 
  a firearm, the damage becomes Lethal.
  Traits: Innocuous, Natural Weapons (melee, +2 
  damage, Restriction: Transmute limit), Natural 
  Weapons (ranged, 2/5/7, Restriction: Transmute 
  limit), Special (extra +4 damage or Lethal damage), 
  Transmute
  Story Points: 3
  Plot Seed: 
  •	
  An international assassin known only as ‘the 
  Wax Man’ is using advanced – possibly alien – 
  weaponry to perform perfect assassinations. 
  Called in to help, the character discover that the 
  Wax Man isn’t so much using Auton Weaponry 
  as he is an actual Auton, and an autonomous 
  one at that. How can this be possible? Are there 
  other Autons like the Wax Man that have created 
  independent identities for themselves roaming 
  the world or is the Nestene Consciousness still 
  lurking somewhere in the shadows, controlling 
  him? Whatever the case may be, the characters 
  need to shut down the Wax Man before he kills 
  again – but how do you stop someone that can not 
  only create weapons on a whim but change their 
  entire appearance? 
  chaMeLeon Miniaturisation device 
  (speciaL gadget)
  In 1966 an alien species that has been dubbed 
  ‘the Chameleons’ in UNIT documents attempted 
  to kidnap a large number of people from Gatwick 
  Airport in order to copy their stable genetic 
  structures and stabilise their own forms, which 
  were badly damaged and degraded by a catastrophe 
  on their home world. As part of their scheme, they 
  used a gadget that could miniaturise their victims 
  and place them in a state of suspended animation. 
  It is very possible that this is the same technology 
  that inspired the Master’s tissue compression 
  eliminator. This handheld Gadget looks like a slim 
  torch. It stuns a victim and miniaturises them into 
  the shape of a small doll or action figure. Victims 
  are normally placed in suspended animation first. 
  The process is reversible using the same device. 
  It is believed that the Time Lord known as the 
  Master had his own version of this device, the Tissue 
  Compression Eliminator. Unlike the more benign 
  Chameleon gadget, the Master’s weapon was lethal 
  to the compressed victim.
  Traits: Compress (Major), Stun (Special)
  Story Points: 5
  Plot Seed: 
  •	
  Famous celebrities are disappearing all over 
  the world and UNIT is assigned to investigate 
  as to what happened and put a stop to it. 
  Fortunately, the villain seems to have a ‘type;’ all 
  of the celebrities are musicians who’ve recently 
  charted in a particular musical genre. As there 
  are only a few left, UNIT puts a team on each of 
  the remaining musicians. 
  The perpetrator is a minion of a coddled, 
  immature national dictator who has decided to 
  put together his ultimate birthday bash by having 
  all of ‘the best’ musical performers perform 
  at his party. Anyone who refuses is captured 
  with the aid of the Chameleon Miniaturisation 
  device and shipped off to the dictator’s nation, 
  where they stay as a ‘guest’ until they agree (it’s 
  possible that at least one performer says ‘yes,’ 
  giving UNIT a lead if the agents run into too 
  much trouble). 
  While this operation may ultimately be resolved 
  peacefully, UNIT is worried about what other 
  shenanigans the dictator may get up to once he 
  realises the full potential of the alien gadget in 
  his possession – it is probably best if they can 
  retrieve it!
  confusion grenade (MaJor gadget)
  These grenades have an oddly smooth, silvery sheen 
  and shapely design. They also have an organic feel, 
  oddly sticky when touched. When they are used those 
  in the blast radius find their memories momentarily 
  wiped. The energy suppresses functionality in the 
  frontal cortex for just long enough for the brain to 
  need to do a form of ‘system reboot’. 
  This means that for a few moments the target 
  completely forgets who they are and what they are 
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  doing. They have no idea who is friend and enemy 
  and what they are meant to be doing. In most cases 
  they simply stand around in a state of complete 
  confusion. Even in a firefight it will take them a little 
  while to realise they should take cover.
  The grenade has a blast radius of around 10 metres, 
  but anyone who has touched the grenade in the last 
  hour is immune to its effects. The confusion grenade 
  only carries data for up to 10 people; if another 
  person touches it once it’s full, then the earliest data 
  profile is deleted to make room. 
  The Confusion Grenade is treated like any other 
  grenade for targeting purposes. Those caught in the 
  blast must make a Resolve check (Difficulty 24). If 
  they succeed at the roll they are affected for 1 round; 
  if they fail they are affected for 1D6 rounds, increased 
  by +1 round for each level of failure. Affected 
  characters can take no actions during this time but 
  suffer no other ill effects (although a Disastrous 
  Failure might result in the effects lasting indefinitely 
  or the victim gaining permanent Amnesia).
  Traits: Amnesia (Minor), Psychic, One Shot.
  Story Points: 2
  Plot Seed: 
  •	
  The characters are sent to apprehend a 
  dangerous alien criminal who has been 
  masquerading as a businessman. A UNIT 
  operation is mounted to swiftly and surgically 
  abduct the alien before he can do any more 
  damage, but the operation goes badly wrong. 
  Moments after storming the building, the 
  soldiers wander out dazed, confused and with 
  little recollection of why they entered.
  The alien criminal has used a Confusion 
  Grenade, but there is more to this than a simple 
  arrest. The alien is actually an arms dealer, 
  and wants to show his clients just how good his 
  weaponry is. Proof they work against UNIT is a 
  good selling point! Can the characters evade his 
  weaponry and take him prisoner? Can they do so 
  without damaging UNIT’s reputation with those 
  who may be watching? If they can, will the alien 
  dealer bring out more dangerous weapons to 
  show off to his customers?
  eMp boMb (Minor gadget) 
  Once nuclear bombs were developed, the nuclear 
  nations realised that using them was akin to 
  destroying the world and, even in limited exchanges, 
  irradiated the lands in which they were used. 
  Thus, engineers and scientists began developing 
  weapons that could incapacitate the enemy but not 
  necessarily destroy them. One such weapon is an 
  electromagnetic pulse, which disables machinery 
  but leaves living creatures unharmed.
  UNIT has either developed or come across several 
  EMP devices over its tenure, including some from 
  parallel worlds. UNIT generally uses two types, a 
  localised one that is attached to and affects a single 
  target (such as a Cyberman or a jeep) and a larger 
  one that looks like a landmine but emits a pulse that 
  affects a larger area. These latter types usually have 
  delayed fuses so that the UNIT agent has time to get 
  clear before their own equipment is fried.
  UNIT also has larger EMP bombs that are capable of 
  disabling an entire city. Such weapons are kept in the 
  Omega Locker. They are rarely used because the EMP 
  is so powerful that it can injure or even kill biological 
  creatures. Anyone caught within a large EMP bomb 
  must make a Resolve + Strength roll (Difficulty 12) 
  roll. On a Failure, the character is Stunned. On a Bad 
  result, the character is Stunned and takes 4 points 
  of damage. On a Disastrous Result, the character 
  suffers a Lethal injury and immediately dies. 
  Needless to say, UNIT commanders do not entertain 
  the use of an EMP bomb lightly, as the odds are 
  that they are sentencing dozens, if not hundreds or 
  thousands, of people to their deaths.
  The two smaller EMP bombs have no effect on 
  creatures that are entirely biological, but they wreak 
  havoc with technology and cybernetic organisms. 
  Both types of smaller EMP bomb are considered 
  Minor Gadgets.
  Traits: Zap (Minor or Major, 4/L/L damage), 
  Restriction (Only works on technological gadgets, 
  Robots, Cyborgs or characters ‘plugged in’ and 
  under the control of technological equipment).
  Story Points: 1
  
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  Plot Seed:
  •	
  A UNIT team is assigned to perform an extraction 
  of an ambassador or other important figure 
  from a consulate or governmental building 
  that is currently under siege by an angry mob. 
  Complicating matters is that the ambassador 
  has an alien gadget in his possession that the 
  mob may want as well; the UNIT team also needs 
  to extract it. Tensions are high but the UNIT 
  agents are ordered not to create any casualties 
  as that would only exacerbate the situation. 
  The general plan is to scoop both ambassador 
  and gadget from the rooftop. Unfortunately, 
  someone sets off an EMP bomb that wipes out all 
  technological gadgetry, including the helicopter. 
  The team is now stranded in a besieged building 
  with the mob being incited to storm it. The UNIT 
  agents need to protect the ambassador and the 
  gadget while getting them both out of the country 
  unharmed. Unfortunately, things may get even 
  messier for the UNIT team as the ambassador, 
  fearing for his life, decides to unleash the powers 
  of the gadget against the mob. 
  firefLy grenade (Minor gadget)
  There are a variety of alien enemies that use 
  superior camouflage or invisibility to gain an edge; 
  it is inevitable that opponents will develop defences 
  against them. Initially these involved scanners 
  that see into different spectra, but as invisibility 
  technology got better even those scanners could be 
  fooled.
  The Firefly Grenade was developed by the Draconians, 
  a warrior race who consider invisibility to be a 
  dishonourable way to fight. The Draconians prefer 
  to force such enemies to show themselves via the 
  Firefly Grenade which, when triggered, sends several 
  nanobots into the air. These nanobots fill an area 
  and explode when they come into contact with any 
  resistance, such as an object or forcefield. These tiny 
  explosions do no damage but they do illuminate the 
  outlines of forcefields or invisible foes. An exploded 
  firefly grenade sends up enough nanobots to coat an 
  area for 2D6 rounds before too many of them have 
  been destroyed to be useful.
  Traits: Alien Senses (see invisible), One Shot.
  Story Points: 1
  Plot Seed
  •	
  Firefly grenades in and of themselves are 
  generally harmless, simply ‘painting’ silhouettes 
  of invisible creatures and objects. There are, 
  however, some gases, solids, and even aliens 
  that are so highly flammable that using a firefly 
  grenade around them is akin to using a lethal 
  weapon! An invisible assassin might use this to 
  great effect, baiting UNIT to ‘reveal’ her while 
  piping a flammable gas into the air. UNIT may 
  even cause an inter-world incident when trying 
  to protect alien ambassadors by employing a 
  firefly grenade in a room that contains flammable 
  aliens.
  hypnotic gun (MaJor gadget)
  UNIT has been aware of the power of hypnosis 
  for some time, from mythological accounts to the 
  American and Soviet Cold War programmes to the 
  use by Time Lords working both for and against 
  UNIT. There have also been several alien species 
  which have used hypnosis to good effect and UNIT’s 
  archivists have managed to reverse-engineer a 
  Sontaran hypnosis gadget for use in the field.
  The Hypnotic Gun is somewhat misnamed; it better 
  resembles a pen. When the button at the top is 
  pressed, it sends a flash into the victim’s eyes that 
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  mesmerises them. The wielder can then speak with 
  the power of suggestion, as if they had the Hypnosis 
  trait.
  Traits: Hypnosis (Major – subject resists by making 
  an Ingenuity + Resolve test (Difficulty 12)).
  Story Points: 2
  Plot Seed:
  •	
  Hypnosis tends to have a major limitation; 
  victims can’t be made to do what they normally 
  don’t want to do. Recently, however, someone 
  has come into possession of a Hypnotic Gun 
  and is using it on people who have questionable 
  inhibitions. While these people struggle to keep 
  their darker urges buried within them, the 
  Hypnotic Gun brings them out, making them 
  ideal criminals and assassins. A UNIT team is 
  sent in to find out who is behind the scheme 
  (likely a psychologist or psychic) as well as 
  stopping people from giving in to their baser 
  natures while under the influence of the weapon. 
  Things get personal when someone close to a 
  member of the team is revealed to have such a 
  darker nature, which up to this point has gone 
  unnoticed by said UNIT agent.
  ice grenade (MaJor gadget)
  These devices are of Martian origin. Each is a small, 
  fat cylinder made out of a plain aluminium-like 
  metal, large enough to fit comfortably in the hand, 
  and sometimes with a warm feeling to the touch. On 
  top of each cylinder is a dial marked with numerical 
  symbols.
  The dial functions as a variable fuse. Once activated, 
  the grenade is primed and the further round it is 
  twisted the longer the fuse will last, from a second 
  up to five minutes. This allows the grenades to be 
  used in combat, or set as traps for pursuers. When 
  detonated, the grenade emits a wave of freezing 
  cold. Anyone caught in the area is frozen solid in 
  an instant, locking them in suspended animation. 
  Subjects are rendered unconscious but mostly 
  unharmed.
  The grenades are designed to clear an area of 
  combatants and civilians. Given they are non-lethal 
  they can be used among innocent bystanders in most 
  cases. This allows the enemy combatants to be safely 
  removed and the civilians to be thawed out when it is 
  all over. In fact, the layer of ice that encases each 
  target provides a form of protection to anyone frozen, 
  making the devices useful for protecting civilians 
  trapped in a combat zone. 
  Those affected by the grenades will gradually 
  thaw out in about 6-10 hours in reasonably warm 
  surroundings. It is usually safe to gently warm them 
  to speed up this process, but care should be taken 
  not to do this too quickly. Shock remains a danger 
  if they are brought back too quickly under extreme 
  heat. If the intention is to maintain the suspended 
  animation for a longer time, a refrigerated area will 
  maintain the process indefinitely. If the environment 
  is naturally cold (such as the arctic or at least 
  snowy/icy conditions) the subjects will not thaw out 
  naturally.
  It is rumoured that there is a device that partners 
  this technology, which instantly thaws out targets. 
  Some scientists have theorised it might be another 
  form of grenade that has the reverse effect.
  These grenades have a blast radius of 10 metres. 
  Those caught in the blast radius must make a 
  Coordination + Athletics roll to get out of the area. 
  If they fail, they are caught in the blast and frozen. 
  While frozen the targets suffer no further ill effects 
  unless they have a weakness to cold. The layer of ice 
  covering them also counts as 4 points of Armour.
  Traits: Entrap (Major), One Shot.
  Story Points: 2
  Plot Seed: 
  •	
  The characters are investigating a strange 
  alien cavern, with several humanoid creatures 
  encased in ice. As they investigate, an Ice 
  Grenade planted as a booby trap is triggered and 
  some of the characters are frozen. Luckily the 
  remaining characters come across a machine 
  to warm the cave which begins to restore them. 
  Unfortunately, it also wakes up the aliens who 
  have been sleeping here, who are equipped for 
  war and awaiting orders. Can the characters 
  work out what’s going on, and find some way to 
  put the aliens back to sleep?
  Lightning sWord (speciaL gadget)
  This sword looks like it has come out of a fantasy 
  movie. It is a heavy broadsword, with a thick handle 
  and elegantly crafted hand-guard. The metal of the 
  blade has a blue sheen to it and the pattern in the 
  metal makes it appear as if lighting is etched along 
  the blade. When held, the sword begins to hum a 
  little.
  These weapons are made by the Mire, a warlike race 
  who preyed upon the ancient Vikings. The swords are 
  dangerous weapons in their own right, but also given 
  
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  out to leaders of great reputation and as such are 
  designed primarily to impress their enemies.
  The Lightning Sword blasts any target it strikes with 
  a powerful electric charge. This shock charge is 
  augmented if the target is wearing any metal armour. 
  A control on the handle allows the user to disable 
  this function, but the same control can also cause 
  the entire battery to discharge in one potent burst. 
  If the burst is fired the target need not be struck 
  physically by the sword for it to work. In fact, a blast 
  of lightning fires from the blade to strike the target 
  with its full force. Whilst even a low battery carries 
  a decent punch, once the burst has been fired the 
  weapon must be recharged for the shock power to 
  work at all.
  The sword does Strength +4 damage in melee when 
  used as a normal sword. The shock damage does 
  an additional 4 points when engaged. However, if 
  the target is wearing metal armour the additional 
  shock damage is instead equal to the protection 
  rating of the Armour if it is higher. When the battery 
  is discharged as a lightning strike the character uses 
  their Marksmanship or 3, whichever is higher, to hit. 
  The damage of the strike is 4/8/L.
  Traits: Skill (Marksmanship 3), Natural Weapons 
  (Special, +4 shock damage or protection rating 
  of metal armour, whichever is higher). Zap 
  (Restriction, only does 4/8/L damage)
  Story Points: 4
  Plot Seed: 
  •	
  The characters discover a Lightning Sword 
  and take it back to their base for further 
  investigation. It might be discovered on an alien 
  world or even at an archaeological dig on Earth. 
  Unfortunately, their interference brings them 
  to the attention of the Mire. Two Mire warlords 
  arrive to reclaim the sword. Both are eager to 
  lay waste to as much as possible to prove their 
  macho credentials. However, both fear that the 
  characters have claimed the sword by killing a 
  powerful Mire leader and so they tread carefully.
  After the two warlords have tried to bluster and 
  impress the characters, they declare there is 
  only one answer: there must be a fight to the 
  death for who can claim the sword. Earth must 
  choose its champion! As the preparations begin 
  the characters discover the duel will not only be 
  to decide who claims the sword, but also who 
  claims the right to conquer the Earth!
  As Earth’s chosen champion prepares for 
  the duel, the remaining characters discover 
  treachery is afoot. Neither warlord intends to 
  leave in peace, and both are marshalling their 
  forces to attack if they lose!
  LoyaLty gun (speciaL gadget)
  This large automatic weapon takes the form of a 
  bulky assault rifle, with a drum clip to ensure plenty 
  of ammunition. What makes this gun really useful 
  though is its intelligent targeting system. Upon 
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  entering combat, the system psychically links with 
  its user to determine friend and foe. This takes one 
  round, after which the wielder can pull the trigger 
  and the weapon only targets ‘foes,’ leaving friendlies 
  unharmed.
  If the weapon changes operators without the use 
  of a key code (in which case its system resets) the 
  programming remains the same. So an enemy 
  grabbing the weapon and using it would be very 
  surprised when they only shoot their own men!
  The Loyalty Gun’s rapid fire projectiles do 4/L/L 
  damage to all enemies in a particular area. The 
  Loyalty Gun can also be loaded with blunt projectiles 
  that stun enemies instead, but this must be 
  announced when loading the weapon.
  Traits: Psychic, Skill (Marksmanship 4), Stun, Zap.
  Story Points: 8
  Plot Seed: 
  •	
  Given that the Loyalty Gun differentiates between 
  friend and foe using psychic information from its 
  wielder, there are many interesting scenarios 
  that might come to mind when a user squeezes 
  the trigger and certain ‘friendlies’ are hit while 
  certain ‘foes’ remain unharmed. Given the user’s 
  emotional state this could be as simple as not 
  wanting to shoot a loved one who is working for 
  the enemy or ‘getting back’ at an office co-worker 
  who ‘wronged’ them. It’s also possible that the 
  Loyalty Gun may differentiate friendlies and foes 
  correctly, but not in the way that the user thinks 
  because the Loyalty Gun can ‘see’ things that the 
  user cannot. A Loyalty Gun may, for example, 
  shoot a superior officer because he is actually a 
  shapeshifted alien, or shoot a ‘loved one’ because 
  that person was preparing to shoot the user!
  In all cases, with a little thought, a seemingly 
  misused Loyalty Gun can spice up an otherwise 
  typical combat scene or form the basis for an 
  entire adventure!
  MeMory eraser (Minor gadget)
  This small palm-sized weapon is a quick-and-
  dirty variation on the more involved Memory Filters 
  installed in the entrance to the Black Archive. 
  When flashed in front of a victim’s eyes, the victim 
  immediately forgets the last 5 minutes. 
  Traits: Delete, Restriction (last 5 minutes of 
  memories only).
  Story Points: 1
  Plot Seed: 
  •	
  A UNIT team is dispatched to go undercover 
  at a wealthy collector’s party to secure an 
  alien gadget. While the team was successful, 
  they later discover that a guest was murdered 
  while they were on the mission and they are the 
  prime suspects – the circumstantial evidence is 
  overwhelming! Unfortunately, none of the team 
  remembers anything related to the assassination 
  nor how they came into possession of certain 
  evidence or why they were in particular areas 
  of the mansion at the time. And who was the 
  unfortunate target?
  Obviously, someone else used memory filters 
  and perhaps other alien technology to frame 
  the UNIT team for the perfect murder, casting 
  aspersions on UNIT as an organisation at the 
  same time. This could be someone with an axe 
  to grind, such as a former Torchwood agent, 
  or perhaps an intergalactic assassin is simply 
  using the tools and methodology available to 
  them. Whatever the case, the UNIT agents need 
  to straighten things out before the world decides 
  its better off without UNIT!
  MetaL-dissoLving virus (Minor gadget)
  Professor Jeremiah Kettlewell’s experiments in 
  ‘living metal’ also resulted in his invention of a 
  Metal-Dissolving Virus. Kettlewell described this 
  concoction as the “metal equivalent of a virus”, 
  suggesting it is a form of nanotechnology. It dissolves 
  metallic compounds into easily-recyclable forms. 
  The virus inflicts one level of damage to any metal 
  object per round of contact, ignoring armour. The 
  virus grows and spreads to cover any metal object it 
  touches. Alien metals may be immune to the virus, 
  and the virus ‘dies’ only a few minutes after being 
  removed from its container.
  Traits: Delete, Restriction (metals only).
  Story Points: 1
  
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  Plot Seed: 
  •	
  While the Black Archive keeps Kettlewell’s 
  Metal-dissolving Virus under lock and key, 
  someone else has stumbled across the 
  formula (assuming, of course, that Kettlewell’s 
  ‘discovery’ wasn’t alien in the first place).
  They are using fire hoses to spray it at enemies 
  or pounding them with metal-dissolving bombs. 
  This new weapon is destabilising many regions of 
  the world where superiorly armed peacekeeping 
  forces suddenly have to cope with the loss of 
  their weapons and vehicles while lesser armed 
  enemies run riot.
  The characters must discover the source of the 
  new metal-dissolving virus and find some way to 
  contain it, as well as to discover who is looking to 
  shift the balance of power in particular regions. 
  Is this the result of alien intervention or human 
  greed (or even environmental concern), as the 
  closing off of vital energy resources drives the 
  price of non-renewables up?
  pressure spray gun 
  (Minor/MaJor gadget)
  A Cybermen invasion was thwarted with the help of an 
  Earth soldier who brought back a Glitter Gun, a rifle 
  that fires tiny gold particles, clogging up the chest 
  units of Cybermen and causing them to suffocate. 
  Unfortunately, the Glitter Gun proved useless against 
  the Cybus Industries Cybermen who invaded Earth 
  in 2007, leaving UNIT to lock it in the Black Archives 
  until an enterprising archivist developed alternative 
  uses for what was effectively a long-ranged aerosol 
  gun. Thus the Pressure Spray Gun was born. 
  Traits: Zap (4/L/L, multiple targets), Restriction 
  (only affects Cybermen or other creatures that rely 
  on an easily clogged ventilation system to survive)
  Story Points: 1
  The Archivist created several new types of 
  ammunition that make the weapon more applicable. 
  One type is the foam blaster. This gun fires a blast 
  of particles that expand, harden and stick together, 
  encasing the target in a hardened foam that 
  incapacitates them. 
  Foam Blaster
  Traits: Entrap (Major)
  Story Points: 2
  Another type is the paint sprayer, which fires a burst 
  of specially formulated paint that sticks to anything 
  within its effective area, rendering invisible targets 
  visible to both the naked eye and scanners.
  Paint Sprayer
  Traits: Alien Senses (see invisible)
  Story Points: 1
  Plot Seed:
  •	
  The Pressure Spray Gun is more of an idea than 
  a design; anyone can create a giant aerosol 
  gun with ease. Thus, whenever such a weapon 
  is used in a crime, the Black Archive is rarely 
  called upon to investigate – the local authorities 
  are often able to counter such threats. Recently, 
  however, a very strange version of the Pressure 
  Spray Gun is being used to commit crimes. 
  Someone has managed to acquire one of the 
  Rani’s – a renegade Time Lady with a penchant 
  for biology and bio-technology – favourite 
  weapons. Originally mines that, when triggered, 
  fired a burst of nanites that rewrote the victim’s 
  genetic code into that of a tree, someone has 
  instead loaded these nanites into an aerosol 
  gun. It’s only a matter of time before the killer 
  gets more ambitious and creates entire forests 
  in the process of robbing a bank or store; the 
  characters are going to have to work fast to track 
  them down. And how did the killer end up with 
  such a weapon? Did the renegade Time Lady 
  leave it lying around or is she behind the attacks 
  herself?
  pLasMa bLade (MaJor gadget)
  This crystalline weapon of apparently ancient origin 
  was created by an alien species that is long lost 
  to history (the Daemons being the most common 
  suspects), although certain advanced species have 
  experimented with plasma-based energy blades to 
  variable effect (Morgaine of the Fay has confirmed 
  that some magic swords in her universe are actually 
  plasma blades). UNIT owns three of them and they’ve 
  all been discovered near temporal rifts.
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  Unlike energy blades, plasma blades are rods of pure 
  plasma that emanate from a handheld ‘hilt’ made 
  of perfectly and intricately carved crystal housed 
  within a plastic-steel grip. Plasma blades cut through 
  armour like butter and are so dangerous that even 
  touching one is likely to cause injury. Because of 
  this unforgiving nature of the weapon, wielders are 
  instructed to ‘let the weapon do the work,’ restricting 
  use to slow swings or thrusting manoeuvres. 
  Traits: Armour-Piercing (ignores 25 points of 
  armour), Resilient (special), Wicked (4/L/L)
  Story Points: 16
  Plot Seed:
  •	
  While Plasma Blades in and of themselves 
  lend little for plot seeds, their presence can be 
  connected to something worthy of a plot seed. 
  For example, a plasma blade may be entombed 
  with a hibernating Daemon or other ancient 
  creature – disturbing the tomb also awakens 
  the creature, who not only wants their property 
  back (the plasma blade) but also to carry out 
  their original mission entrusted to them before 
  they went to sleep. Presuming that Morgaine is 
  correct then the presence of plasma blades near 
  time rifts may indicate that the time rift is also a 
  dimensional one. Who knows what other horrors 
  may be slipping through (or swiping people and 
  creatures from our universe)?
  refLective shieLd (Minor gadget)
  Sometimes the best defence can be a good offence. 
  UNIT has been developing reflective shields for some 
  time – the Doctor once used an experimental version 
  to good effect against a Sontaran pistol in medieval 
  England – and currently reflective shields not only 
  protect against directed energy attacks but can also 
  ‘reflect’ the attack back against the shooter!
  When not in use, the reflective shield looks like a 
  collapsed fan made of mirror-faced material. The 
  wielder can open the fan in a single round, covering 
  themselves as if with a round shield. The fan offers 
  no protection against other forms of attack, but any 
  laser-like weapons are harmlessly reflected. The 
  reflection can be directed by the wielder towards 
  any other creature or object with an appropriate 
  Coordination + Marksmanship roll; it’s due to this 
  restriction that reflective shields aren’t standard 
  issue, as a UNIT squad might find itself incapacitated 
  by multiple reflecting beams!
  Traits: Reflective, Restriction: must be aimed
  Story Points: 1
  Plot Seed:
  •	
  In 1866 Professors Maxtible and Waterfield 
  utilised mirrors to harness static electricity and 
  tapped into a Dalek time corridor. It is certainly 
  possible that experimentation with reflective 
  shields could also rupture a hole in space-time, 
  bringing forth aliens and creatures from other 
  times and places or even granting an opportunity 
  to travel to the past or future.
  One UNIT team learned this the hard way when 
  an experiment with reflective lasers opened 
  a rift into the Cretaceous Era, scooping up the 
  entire team while bringing a dinosaur or three 
  into the present. Not only must the UNIT agents 
  investigate and deal with the dinosaurs, but they 
  also must decide whether to step into the rift 
  and save their friends before it is too late. If they 
  decide not to, then it’s possible that the ill-fated 
  UNIT team does something drastic in the past 
  that attracts Reapers…
  shieLd grenade (Minor gadget) 
  Sometimes, when the enemy is too strong or a unit 
  is caught unaware, the ability to make a tactical 
  
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  withdrawal can mean the difference between life 
  and death. The shield grenade was developed by the 
  Kraal and only works inside buildings or other natural 
  structure. When dropped, this gadget detonates and 
  releases an elastic metal ribbon which surrounds an 
  opening, such as a doorway or cave entrance. Once 
  the ribbon sticks it generates a forcefield that lasts 
  for 5 minutes, after which the forcefield fades. 
  UNIT would like to equip every soldier with a few 
  shield grenades, but the technology is still on the 
  cutting edge and thus very expensive to produce. 
  Most of the grenades in UNIT’s possession came 
  from a crate discovered during the failed Kraal 
  invasion while archivists continue to work on a 
  cheaper homemade option.
  Traits: Forcefield (Major), Restriction (door-sized 
  openings only)
  Story Points: 1 
  Plot Seed:
  •	
  Shield grenades aren’t very exciting as escape 
  tools, but they can also be used to keep things in, 
  particularly if the user can increase the settings 
  to keep the forcefield in place longer. This can 
  make an assassin extremely deadly as they can 
  trap their victims in a small space.
  Shield grenades can also be used to make 
  ‘mazes’ within forests or even an entire village. 
  Alien hunters (bored trillionaires, the Gods of 
  Ragnarok, the Celestial Toymaker, Sontaran 
  training unit, etc) may set up a ‘game board’ and 
  bait the characters into it. Until they can figure 
  out how to disarm the forcefields they are stuck 
  in a life-and-death game against well-armed 
  opponents.
  tiMe boMb (MaJor gadget)
  A dubious ‘gift’ from the future Time Agency, a time 
  bomb, when set, disappears into the vortex and 
  materialises later, exploding when it does so. UNIT 
  has discovered several Time Bombs brought to the 
  present by future criminals or Time Agents who were 
  killed in the line of duty and suspect that several 
  unsolved bombings were the result of Time Bombs. 
  A typical Time Bomb carries an explosive charge, but 
  this need not be the case. There have been instances 
  of Time Bombs carrying sleep gas, paint, or even 
  fireworks. The main drawbacks in using Time Bombs 
  are that, once set, they can’t be moved or deactivated. 
  They must always detonate at the time and place 
  specified. UNIT keeps a few ‘city-sized’ Time Bombs 
  in the Omega Locker. Time Bombs can also be set to 
  explode in the past rather than the future, but doing 
  so invites paradox and the Reapers. Currently, UNIT 
  protocol prohibits setting Time Bombs to explode 
  prior to being set unless specifically ordered to by 
  UNIT command.
  Traits: Vortex, Restriction: must be set to particular 
  time, Zap (Major)
  Story Points: 2 
  Plot Seed:
  •	
  During an alien attack UNIT authorised the use of 
  Time Bombs to slow the enemy’s advance. While 
  several Time Bombs were set and sent into the 
  Vortex, none ever materialised. Thankfully, UNIT 
  and supporting forces still managed to stop the 
  invasion but now UNIT command wants to know 
  what happened to the Time Bombs? Were they 
  somehow deactivated or lost to the Vortex? Or 
  were they sent somewhen else and, if so, by 
  whom?
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  ‘Aha! Bessie!’
  ‘Well, I knew how fond of it you were so when you 
  last went on your travels I had it put in mothballs.’
  Given that UNIT began as a military organisation it 
  should come as no surprise that it has many vehicles 
  at its disposal, both civilian and military. Most of 
  these are standard vehicles of their type and populate 
  the garages and parking lots of all UNIT bases. For 
  information on civilian vehicles see the Doctor Who 
  Roleplaying Game; military vehicles are covered in 
  Defending the Earth: The UNIT Sourcebook.
  The Black Archive houses an assortment of vehicles 
  that aren’t typically loaned to UNIT agents except 
  under particular circumstances – a UNIT team that 
  simply needs transportation from London to Dover is 
  going to get a civilian car or a jeep, not Bessie! Each 
  vehicle housed here has traits beyond the norm and, 
  when those traits are needed, a UNIT agent simply 
  needs to make the request and hope that their UNIT 
  commander agrees!
  Most Black Archive facilities have a single large 
  hangar that houses all vehicles with different exits 
  for different types of vehicles; the 
  Tower of London facility, for example, 
  has a hidden exit in a nearby building 
  for ground vehicles and small aircraft, 
  a concealed exit on the water for boats 
  and an underwater exit beneath the 
  Thames for submersible vehicles and 
  large flying craft.
  vehicLes as gadgets
  Vehicles in the Black Archive Motor 
  Pool are considered to be ‘Gadgets,’ but 
  they are purchased a little differently 
  than regular Gadgets. The vehicle 
  itself and its normal traits and abilities 
  aren’t considered to be gadgets and 
  don’t require a character to spend 
  Story Points to acquire them beyond 
  the Travel Gadget Trait. If a UNIT team 
  needs a jeep or a particular agent 
  requests a motorcycle, then in most 
  instances UNIT command hands them 
  the keys and a character spends a Story 
  Point. What the characters do pay for 
  beyond the Travel trait are any other 
  traits appended to the vehicle beyond 
  its normal operating capabilities.
  boMbay turtLe (speciaL gadget)
  During the 18th century European trading vessels 
  were plagued by a strange ‘sea creature’ in the 
  Arabian Sea. Typically described as a glowing giant 
  crab, it used its claws to shred the bottoms of ship 
  hulls, forcing them to sink. Attacks against this 
  creature were for nought, as it had an extremely 
  hard shell that shrugged off cannonballs when it 
  occasionally surfaced. 
  All attempts to destroy the creature, whom the locals 
  called a ‘kaikabo,’ (or turtle) failed and many of the 
  goods stored aboard sunken vessels found their 
  way to local markets, usually to buy arms for those 
  resisting the European invaders. And then suddenly, 
  in the early part of the nineteenth century, the 
  attacks simply stopped.
  The mystery was solved in the late 20th century 
  while UNIT was exploring Silurian ruins off the coast 
  of Mumbai. They discovered a hidden undersea 
  base that had apparently been used by Indian 
  ‘pirates’ who’d scavenged and repurposed Silurian 
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  technology. The greatest of these gadgets was the 
  ‘Bombay Turtle,’ so named by an unfortunate East 
  India Company captain who’d shared his suspicion 
  in his recovered sunken diary that the locals called 
  the creature a ‘kaikabo’ – or ‘turtle’ – because 
  it was actually a submersible vessel. The UNIT 
  salvagers also discovered what happened to the 
  Bombay Turtle’s crew – while studying more Silurian 
  technology they’d accidentally released a plague that 
  wiped them out.
  The Bombay Turtle is an impressive feat of Silurian 
  engineering. In spite of its name it better resembles 
  a hermit crab and, while capable of swimming, its 
  preferred method of movement is to scuttle across 
  the sea floor. When it does swim, it generally does so 
  upside-down, leaving its claws free to shred a ship’s 
  hull from the bottom. The vessel’s ‘eyes’ illuminate 
  the sea with ultraviolet light. UNIT archivists have 
  also discovered something that its last crew hadn’t 
  noticed – the vessel has another large ‘eye’ on the 
  front of its shell that when opened can shoot a lethal 
  sonic beam. 
  The Bombay Turtle is now stored in Atlantis, where 
  UNIT frequently employs it to explore the Mariana 
  Trench.
  Armour: 4  
  Hit Capacity: 10 
  Speed: 8
  Traits: Armour (Major), Environmental (underwater), 
  Natural Weapons (Claws 4/8/12), Travel, Zap (Sonic 
  4/L/L)
  Story Points: 6
  braceWeLL aircraft (speciaL gadget)
  In 1941, Dalek-built android Professor Edwin 
  Bracewell rebelled against his creators and modified 
  several Spitfires with gravity-well technology and 
  laser weaponry to fly into space and attack a Dalek 
  saucer. Since then, the Royal Air Force has kept a 
  squadron on hand; the RAF operates them in tandem 
  with UNIT. Over the years Bracewell’s modifications 
  have been adapted to newer aircraft, including both 
  jets and helicopters. Despite this, the Black Archive 
  keeps two of the original Spitfires still in working 
  order in a hangar beneath the Thames.
  Bracewell’s modifications have also occasionally 
  been paired with technologies scavenged from alien 
  vessels, each with different forms of technology, 
  power and propulsion. While UNIT scientists have 
  an ongoing remit to reverse engineer such craft, the 
  results have not been especially successful, leading 
  UNIT to do the next best thing and scavenge this 
  valuable technology to augment their vehicles.
  The basis for most modern Bracewell aircraft are 
  older models of Harrier Jump Jet, which are both 
  adaptable and reliable, and a number of UNIT’s 
  pilots have a great amount of experience flying them. 
  From this basis, each fighter is then transformed 
  in a unique way, depending on what functional 
  technology UNIT has to hand. All Bracewell aircraft 
  are capable of reaching orbit and returning and 
  maintaining life support for the pilot. But some have 
  advanced drives; others have strange weapons or 
  alien defences.
  the siLurian age: dinosaurs and spaceships
  While this chapter primarily covers vehicles that are usable 
  on Earth by single individuals or small teams, UNIT does have 
  a number of larger alien spaceships it has obtained over the 
  decades. Examples of such ships can be found in The Silurian 
  Age: Dinosaurs & Spaceships and may be included as the 
  Gamemaster sees fit. Typically, vehicles of this size are low 
  priority, as UNIT has assigned most of the still-operational 
  ships to Satellite W1. Still, the Black Archive houses a few, 
  mostly those that still have mysteries attached that need 
  resolving and any Archive Team that needs to sojourn into 
  space may call upon UNIT to provide a space-worthy vessel.
  Note that The Silurian Age uses expanded rules for 
  spaceships that go beyond those offered in the Doctor Who 
  Roleplaying Game and the extensions offered in this book. If the Gamemaster wishes to use the vehicles 
  listed here along with the rules for The Silurian Age then some basic conversion may be necessary.
  
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  The small fleet of Bracewell aircraft numbers only 
  a dozen or so, although at least four are usually 
  non-operational at any given time. After any flight, 
  technology can often fail or prove incompatible 
  in some unexpected way, forcing Archivists to 
  constantly rebuild and renovate the craft.
  Officially the Bracewell air fleet is nothing more than 
  a test fleet designed to see how different technologies 
  act and function together. In practice it is UNIT’s 
  first line of defence against a space invasion. The 
  elite group of test pilots consider themselves an 
  active defence force. They are traditionally led by a 
  commander who takes the code name ‘Danny Boy’ in 
  honour of the original leader of the unit.
  The most ambitious Bracewell aircraft to date is 
  a large Hercules transport plane that has been 
  modified to act as a mobile UNIT headquarters. The 
  Bracewell technology installed is less for jaunts in 
  outer space than enabling the aircraft to climb high 
  enough that it can fly in arcs that greatly decrease 
  distances between points around the world. This 
  aircraft is relied on when the T-Mat is inconvenient 
  or unavailable.
  Bracewell Spitfire
  Armour: 5 
  Hit Capacity: 20 
  Speed: 15
  Traits: Flight (Major), Forcefield (Minor), Travel, Zap 
  (Dalek Exterminator -4/L/L).
  Story Points: 5
  Bracewell Jet Fighter
  Armour: 9 
  Hit Capacity: 36 
  Speed: 24
  Traits: Flight (Major), Forcefield (Minor), Travel, Zap 
  (Dalek Exterminator -4/L/L).
  Story Points: 5
  Bracewell Mobile HQ
  Armour: 9 
  Hit Capacity: 60 
  Speed: 18
  Traits: Flight (Major), Forcefield (Minor), Travel, Zap 
  (Dalek Exterminator -4/L/L), Base Traits (Armoury, 
  Database Access, Computing Power, Fortified, 
  Holding Cells, Internal Sensors, Laboratory, Medic, 
  Mobile Base, Minions.)
  Note: The Bracewell Mobile HQ is a UNIT command 
  vehicle and is never doled out to individual UNIT 
  teams unless a mobile HQ is absolutely necessary. 
  Thus, this vehicle has no Story Points or Story Point 
  cost.
  Plot Seeds: 
  •	
  The Daleks were not the only aliens to involve 
  themselves in the Second World War. Another 
  faction - perhaps the Sontaran, the Meddling 
  Monk, or even Missy – has discovered that Great 
  Britain isn’t ‘playing by the rules’ and decides 
  to give advanced technology to the other side. 
  In short order, the Germans are rolling out 
  war machines of their own with technology 
  decades or even centuries ahead of their time. 
  Great Britain and its allies will need even more 
  of Bracewell’s ingenuity to counter the new 
  threats. The characters arrive in the middle 
  of a war-torn battlefield fought by advanced 
  weapons that should not exist. Worried about 
  damage to the timeline, they may attempt to 
  stop these machines from being used or to go 
  even further back in time to fix the problem, 
  causing paradoxes that create even more 
  problems. 
  •	
  A test flight of the Bracewell fleet has the 
  pilots taking their fighters on an extended flight 
  around the Moon and back. Unfortunately, their 
  presence is detected by a passing space craft. 
  Their scan of the aircraft discovers they are 
  Dalek technology: Earth must be an advance 
  base for this terrible foe! The aliens decide to 
  strike first and ask questions later, and come 
  in shooting! The characters must find a way to 
  talk them down, but first they’ll have to convince 
  them that they’re not Dalek Puppets!
  diLapidated nuMber 200 bus 
  (speciaL gadget)
  This double decker bus is one of the sorrier sights 
  in the Black Archive. It looks much like any other old 
  style red ‘Routemaster’ London bus, but its wheels 
  are flat, its windows broken and the roof of the upper 
  deck is somewhat flattened. Nevertheless, it might 
  still manage a valiant attempt to reach its usual 
  destination of Victoria if it was called upon to do so, a 
  tribute to the resolve of its design.
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  But there is something special about this bus that 
  has earned it a place in the Black Archive: it can fly.
  The bus and its occupants were unlucky enough to 
  pass through a wormhole and found themselves 
  on a desert planet consumed by the alien Swarm. 
  To return home, the bus passengers needed the 
  protection of the bus as a ‘Faraday cage’, but it was 
  unable to drive in the sand and time was running out. 
  Luckily, two of the passengers on the bus are the 
  Doctor and the aristocratic burglar Lady Christina 
  De Souza. They discovered a group of Tritovores had 
  also been marooned on the planet, on board their 
  crashed spacecraft. 
  The Doctor managed to salvage a set of anti-gravity 
  clamps from the Tritovore ship, which the Doctor 
  bound to the bus’s steering wheel completing 
  the connection with the ancient golden chalice 
  of Aethelstan that Christina had stolen. With the 
  clamps in place, the Doctor was able to fly the bus 
  back through the wormhole and close it before the 
  Swarm arrived.
  The bus would have fallen into UNIT hands then, but 
  Lady Christina stole it to escape the police. However, 
  it was later found abandoned in a back street in 
  Chelsea. It was claimed by UNIT soon after, although 
  Transport for London insists that UNIT owes them a 
  new bus.
  Armour: 5 
  Hit Capacity: 15 
  Speed: 6
  Traits: Flight (Major), Travel
  Story Points: 3
  Plot Seed: 
  •	
  While the Doctor and Lady Christina were able to 
  safely pilot the bus through the wormhole before 
  it closed, a couple of Swarm creatures (see The 
  Tenth Doctor Sourcebook) managed to slip 
  onto Earth unnoticed, the wormhole energies 
  flinging them into the tunnels beneath London. 
  For a while, these Swarm creatures went into 
  hibernation. Today, having reawakened and 
  feasted on rats and other creatures in the 
  sewers, the Swarm creatures are terrorising 
  the subterranean passages beneath London. 
  Not only will this soon cause major problems 
  in the Underground, but the Swarm are also 
  breeding!
  If you don’t have a copy of The Tenth Doctor 
  Sourcebook then you can still run a variation 
  on this theme. Something else managed to use 
  the wormhole to escape to Earth and is now 
  terrorising the tunnels beneath the city – the 
  UNIT agents need to stop them! Good candidates 
  would include a Skovox Blitzer, a Toclafane, or a 
  Weeping Angel.
  diMensionaL shifter (Minor gadget)
  Codenamed ‘Project Indigo,’ the Dimensional Shifter 
  is derived from Sontaran technology and enables 
  the wearer to instantly teleport from one location to 
  another. The Dimensional Shifter is a backpack-sized 
  device that connects to the global satellite network 
  in order to pinpoint the location to which to transport 
  the wearer. The Project Indigo prototypes relied on 
  a neural interface, but difficulties with the targeting 
  
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  (the shifter tended to transport the wearer to where 
  they most wished to be rather than where they were 
  trying to go) led to a more conventional GPS system. 
  Traits: Teleport, Transmit, Restriction (only a single 
  person) Slow (Major).
  Story Points: 1
  Plot Seed: 
  •	
  While the Dimensional Shifter’s GPS system is 
  a marked improvement over the original Project 
  Indigo, the neural interface was much easier to 
  use than the smart watch it now uses. A team 
  of archivists has been working on improving the 
  neural interface to better transport the wearer 
  to the place they intend to go rather than where 
  they want to be. 
  •	
  Unfortunately, a new glitch manifested when 
  the prototype was first user, transporting the 
  wearer to the place they wanted to go, but in the 
  time that they most wished to be there. With a 
  24-hour recharge cycle, the archivists quickly 
  found themselves trapped in the past. Only those 
  lucky enough to figure out what happened and 
  how to reverse it were able to avoid damaging 
  the timeline and make the jump home. Those 
  who weren’t… With little time to lose, relatively 
  speaking, the characters must determine ‘when’ 
  the experimental pilots shifted to and go back 
  in time with three objectives. The first is to find 
  and return the pilots. The second is to find and 
  return their Dimensional Shifters. The third is to 
  fix any damage to the timeline as a result of the 
  unintentional jaunt back in time.
  •	
  Project Indigo was developed from scavenged 
  Sontaran technology. Prolonged use of such 
  technology could lead to an invasion by the 
  Rutan Host, who already suspect the Earth of 
  being a Sontaran advance base. 
  diMensionaL transporter 
  (Minor gadget) 
  During the Battle of Canary Wharf Cybermen from a 
  parallel Earth were able to use a dimensional crack 
  to invade Earth. Human resistance fighters from 
  that Earth developed the Dimensional Transporter, 
  essentially a big button, to slip across the rift between 
  universes. Once the rift was closed, the Dimensional 
  Transporters became useless.
  Since then, a few Dimensional Transporters have 
  come into UNIT’s possession and archivists are 
  working diligently to recalibrate the gadget so that 
  it can cross universes without the need for a rift. 
  Currently, they’ve been unable to do so, although 
  they have discovered that these gadgets can still be 
  used on other rifts – it’s just that the user isn’t certain 
  where they are going to end up until they use it!
  Traits: Teleport, Vortex, Restriction (does not allow 
  time travel), Restriction (only works on an existing 
  rift between universes). 
  Story Points: 1
  Plot Seed:
  •	
  Someone has figured out a way to steal gadgets 
  from the Black Archive without being seen 
  entering or exiting the facility. Fortunately, the 
  criminal – who is oddly wearing a protective suit 
  - initially appeared in the same spot every time 
  they entered the Black Archive, although they 
  have been observed ‘pacing out’ measurements 
  only to teleport in and out of those new ‘paced out’ 
  termini later. This criminal is also using Black 
  Archive gadgets pilfered from previous jaunts 
  to help them infiltrate deeper into the Black 
  Archive. An initial analysis of the ‘teleportation’ 
  has led UNIT investigators to conclude that 
  someone is using a dimensional manipulator to 
  break into the Black Archive, comparing where 
  it is to wherever the dimensional manipulator is 
  taking them to enter and exit at different points. 
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  The criminal seems very familiar with the Black 
  Archive, although interviews and interrogations 
  have rendered no leads.
  The truth is that a UNIT member is pilfering from 
  the Black Archive, but not a UNIT member from 
  this world. This UNIT agent (who could be a UNIT 
  notable or even a parallel version of one of the 
  characters!) is embroiled in a losing war against 
  an alien invader that’s ravaged their world. The 
  parallel UNIT agent is using their knowledge 
  of the emptied and destroyed Black Archive of 
  their world to steal weapons they remember 
  from ours using a dimensional transporter. This 
  UNIT agent is wearing protective gear because 
  the Black Archive of their world was forced to 
  self-destruct (it’s possible that the parallel 
  UNIT agent has voluntarily become a ‘failed 
  Cyberman’ to endure the radiation). Currently 
  they’re stealing weapons to aid in the fight, but 
  their ultimate goal is to steal a weapon from the 
  Omega Locker or the Enigma Vault to completely 
  destroy the invaders.
  This, of course, begs the question as to who 
  invaded Earth so thoroughly that it toppled 
  – without a Doctor in this universe it could 
  have been any number of alien invasions that 
  he’s helped stop over the decades – and what 
  shape UNIT took. Obviously there are marked 
  differences between the two Earths, otherwise 
  the parallel UNIT agent’s thefts would be more 
  precise. And why didn’t the parallel UNIT agent 
  simply ask for help? Also, with a new rift it’s 
  possible for the characters to now visit that 
  world, and it’s equally possible that the alien 
  invaders have just found a window into a new 
  world to conquer!
  the doctor’s cars (speciaL gadgets)
  UNIT occasionally finds itself in possession of the 
  Doctor’s alternative forms of transport. Two of these, 
  Bessie and the ‘Whomobile,’ were left with UNIT 
  after the Doctor’s unofficial resignation of his day-to-
  day duties as Scientific Advisor. The Antigravity Bike 
  is one that has just recently been added to the Black 
  Archive. There are doubtless others mothballed in 
  various Black Archive sections around the world.
  Antigravity Bike
  This antigravity motorbike was driven by the Doctor 
  in the 2074 Olympic Games. He’d given it to Clara in 
  2013 and it found its way into UNIT’s hands after her 
  disappearance in 2015. Unlike his other ‘cars,’ the 
  Antigravity Bike seems to be a typical model of its 
  type, although UNIT archivists have noted that the 
  Doctor rarely leaves things without some personal 
  touch. It’s certainly possible that this bike has traits 
  similar to Bessie or the Whomobile.
  Armour: 0 
  Hit Capacity: 6 
  Speed: 10
  Traits: Climbing (Minor), Flight (Minor), Travel
  Story Points: 3
  Bessie 
  This yellow Edwardian roadster was bought for the 
  Doctor by UNIT as a condition of his employment. It 
  is a four-seater with a collapsible roof. Thanks to the 
  Doctor’s tinkering, Bessie is surprisingly durable; 
  even when travelling at high speed, the driver 
  can brake to a complete halt without throwing the 
  occupants from the vehicle.
  Bessie has an Anti-Theft Force Field that activates 
  whenever an unauthorised user tries to use Bessie. 
  The initial Strength of the force field is 4; the victim 
  may resist with an opposed Strength roll. If the victim 
  fails, they are held until the forcefield is shut off; this 
  could be a matter of minutes or hours depending 
  on how long the driver has set it for. The victim may 
  make multiple attempts to escape, but each failed 
  attempt after the first causes Stun damage.
  Armour: 4  
  Hit Capacity: 10  
  Speed: 8
  Traits: Anti-Theft Force Field (Special), Fast (Major 
  – quadruples speed), Remote (Major), Transmit, 
  Restriction (Fast only when percolator is poured into 
  the gas tank), Restriction (Transmit is for remote 
  control only), Travel
  Story Points: 6
  The Whomobile
  The Whomobile is a hovercraft that the Doctor built 
  to replace Bessie (possibly after he’d been plucked to 
  Gallifrey for the Game of Rassilon) as his Earthbound 
  
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  mode of transportation. As with Bessie, the Doctor 
  left the Whomobile on Earth when he dedicated 
  himself to travelling through time and space again 
  and it was interred in the Black Archive.
  The Whomobile got its name after a UNIT Archivist 
  tried to explain to a visiting Member of Parliament 
  that it was “the Chief Scientific Advisor’s Flying 
  Automobile”. The flabbergasted MP responded with 
  “the Whomobile?” The archivists have since deduced 
  a number of the Whomobile’s Gadget Traits; there 
  are doubtless others.
  Armour: 6  
  Hit Capacity: 15  
  Speed: 12
  Traits: Environmental (Airtight), Flight (Major), 
  Remote (Major), Transmit, Restriction (Transmit is 
  for remote control only), Travel
  Story Points: 6
  Plot Seed:
  •	
  Bessie was once plucked from Earth and taken 
  to Gallifrey’s Death Zone, where creatures 
  from all over time and space are used as 
  pawns in the sinister ‘Game of Rassilon.’ At the 
  conclusion of that adventure, the Time Lords 
  returned Bessie to its proper time and place, 
  unaware that Bessie had a stowaway. Not only 
  is the stowaway dangerous, but they brought 
  something along with them from the Death Zone 
  that should never have left. The stowaway has 
  been biding their time in an English village and, 
  with the Time War, no Gallifreyan came looking 
  for them. Today, however, that changes. A group 
  of mercenaries (Judoon are the most likely, but 
  the Gamemaster may invent another) isolates 
  the village to seek out the stowaway and, more 
  importantly, the secret they took.
  The Gamemaster should determine who exactly 
  is the stowaway and the secret they have. It could 
  be a Black Archive gadget or one that belongs 
  within the Black Archive. Also, if Gallifrey was 
  sent to the far future and isn’t in the habit of 
  traveling in time at the moment (relatively 
  speaking), then who sent the mercenaries and 
  what do they want to do with the stolen gadget?
  drone tank (speciaL gadget)
  Sometimes derisively called ‘square Daleks’ by 
  cheeky UNIT personnel, Drone Tanks are mobile 
  weapons platforms that were built by the sentient 
  computer WOTAN in 1966. After their defeat by 
  the Doctor these ‘War Machines’ were taken into 
  government custody. Given the War Machines’ 
  futuristic-seeming circuitry and a closely-following 
  Cybermen invasion, government officials – fearing 
  that the War Machines may be alien – gave the War 
  Machines to UNIT.
  UNIT archivists discovered that the War Machines 
  were networked together and could be reprogrammed 
  to follow UNIT commands. Until the end of the second 
  millennium UNIT often deployed Drone Tanks when 
  dealing with aliens that had advanced weaponry or 
  superior armour. The Drone Tanks were very effective 
  and limited casualties, especially given their ability 
  to jam conventional firearms. They are controlled 
  via a computer console, although one operator can 
  effectively give orders to multiple Drone Tanks.
  With the turn of the millennium and leaps in robotics 
  technologies the Drone Tanks have largely been 
  replaced by aerial drones that can slip into more 
  places unseen and still pack a lot of firepower. Still, 
  whenever UNIT is called upon to make a frontal 
  assault against a hardened enemy, the Drone Tanks 
  can still make an impressive appearance.
  Armour: 10 
  Hit Capacity: 30 
  Speed: 5
  Traits: Armour (Major), Clumsy, Natural Weapon 
  (Crusher – 5/11/16 melee damage), Networked,  
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  Remote (Minor), Zap* (4/L/L or other ranged 
  weapon), Special – Weapon shutdown (Major - jams 
  bullets in conventional firearms), Travel (Minor), 
  Weakness (Major -magnetic fields)
  *Drone Tanks can carry different types of rifles or 
  missile systems; only the most current one, a laser, 
  is given here.
  Story Points: 7
  Plot Seed:
  •	
  While UNIT has had the Drone Tanks since about 
  1970, they were in government hands for a few 
  years. More to the point, some of the people who 
  were hypnotised into making the Drone Tanks for 
  WOTAN still remember some of the schematics. 
  Recently, someone has tapped into these sources 
  to reproduce the Drone Tanks as a networked 
  team of Aerial Drones. These Drones are now 
  being used by private corporations to protect 
  their assets in lieu of security guards. As more 
  and more Aerial Drones are deployed, strange 
  things are starting to happen. People are starting 
  to disappear and certain facilities unaffiliated 
  with the Aerial Drones are being attacked with 
  drone-like precision. Is someone controlling the 
  drones and, if so, what is their purpose?
  goLiath
  ‘Goliath’ is the UNIT designation for a powered suit 
  of armour that enables the pilot to sit inside the 
  torso and manipulate the limbs and weapon systems 
  through a combination of control panels and psychic 
  commands. Its design was reverse-engineered 
  from a Tibetan weapon of war that slipped through 
  a temporal rift during World War IV. Although 
  heavily damaged, the powered armour had enough 
  of it remaining that archivists were able to reverse-
  engineer much of its design. The resulting Goliath 
  is more cumbersome and slower than the one that 
  inspired it, but it is more easily piloted by 21st century 
  UNIT soldiers.
  While the Goliath was developed from a weapon of 
  war, UNIT commanders primarily use it for heavy 
  lifting and other manual labour, such as hauling 
  beams across construction sites or helping soldiers 
  traverse difficult terrain. The Goliath is still an 
  effective war machine – or, rather, a peace-keeping 
  machine – and there have been several weapons 
  developed for it; some lethal, others non-lethal, and 
  its intimidating size makes it an effective crowd-
  control vehicle.
  One interesting feature of the Goliath is its ability 
  to scramble signals. This makes it very dangerous 
  for enemies to target Goliaths, as the machine can 
  misdirect guided missiles to other targets. An enemy 
  firing a barrage of missiles at a Goliath may find 
  nearby buildings and allied vehicles in flames as the 
  Goliath, untouched, calmly continues forward.
  Armour: 10 
  Hit Capacity: 15 
  Speed: 2
  Traits: Attribute (Coordination 2, Strength 8), 
  Forcefield (Minor), Transmit (False Signals), Travel 
  (Flight, Underwater).
  Sample Weapons: Stun Baton 10 (5/10/15) or S 
  (S/S/S), Machine Gun 7 (3/7/10 – Armour-Piercing).
  Story Points: 12
  Plot Seed: 
  •	
  Goliath testing has gone so well that an entire 
  squadron has been built and more on the way. 
  UNIT’s high ups argue that Goliaths can be the 
  backbone of peacekeeping operations all over 
  the world as well as provide a strong first line 
  of defence against alien threats. Every nation is 
  eager to field their own Goliath teams. And then 
  someone hacks into the Goliath neural circuitry 
  and takes command, forcing the Goliaths to do its 
  bidding. The ‘alien invaders’ demand that Earth’s 
  armies lay down their weapons and accept their 
  new overlords or the Goliaths will march on the 
  capital cities of the world. But this is all a ruse. 
  There is no alien threat: someone on Earth has 
  found a way to take control of the Goliaths. It’s up 
  to the characters to discover the hacker’s plan 
  and prevent them from accomplishing their true 
  scheme before the world is set aflame.
  hover pLatforM (MaJor gadget)
  This device is a highly adaptable transport and 
  positioning system that UNIT dearly wishes it had more 
  of. The device itself is a flat metal board big enough for 
  a person to stand on. It can be extended (much like a 
  foldable table) to four times its size to give four people 
  space to stand on it. When fully collapsed the device 
  is not much larger or heavier than a skateboard and it 
  can easily be carried under the arm.
  In single person mode the Hover Platform uses 
  repulse-lift technology to float a foot above the 
  ground. Anyone standing on it can move it by shifting 
  their weight in the direction they want to go, riding 
  it much like a skateboard. The device generally 
  picks up speed relative to how weight is positioned, 
  allowing the user to throttle up or down as they 
  require. While the device is capable of a top speed of 
  nearly 90 mph, most users don’t feel safe travelling 
  much faster than 60mph. 
  
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  The board can also adjust its height if the pilot lifts 
  their foot or pushes it down. The Hover Platform is 
  capable of rising as high as 100 feet, and also adjusts 
  to maintain height over the landscape. 
  When ridden by more than one person, the device 
  can be a little more difficult to control, requiring all 
  but the pilot to remain stock still. Easier said than 
  done at top speed… 
  Armour: 0 
  Hit Capacity: 6 
  Speed: 8
  Traits: Flight (Minor), Travel
  Story Points: 2
  Plot Seed:
  •	
  A masked thief is using a Hover Platform to raid 
  banks and jewellery stores. The thief uses the 
  Platform as a getaway device, easily eluding 
  the police. Once it becomes clear this is not 
  terrestrial technology, UNIT are called in to see 
  if they can catch the criminal.
  An investigation determines the thief has mainly 
  been after a particular type of precious stone. 
  These stones have been found in the stores and 
  safe deposit boxes he hit. With a bit of detective 
  work the characters can narrow down a few 
  possible targets and wait for their thief to make 
  an appearance. But the problem is how to catch 
  him. If they have Hover Platforms of their own 
  it will be a mad chase across the city, powering 
  around buildings and flying across the streets. 
  If not the characters will have to track and box 
  in their target using bikes, cars and helicopters 
  to trap the thief in a combined effort. Once he 
  is caught, they can discover the identity of the 
  thief. Is he an alien or just a human who has 
  come across the technology? And what is it he 
  wants with the stones? Are they a power source, 
  a vital element needed for his technology or 
  even food?
  ibisian tunneLLer 
  (speciaL gadget trait)
  When Edgar Rice Burroughs wrote about a man 
  with a story to tell about a prehistoric world beneath 
  the Earth, virtually everyone wrote it off as fantasy. 
  Burroughs, however, wasn’t alone; fellow authors 
  Jules Verne and Sir Arthur Conan Doyle, amongst 
  others, also wrote about prehistoric lands, some 
  also preserved below the Earth. Doubtless these 
  and other stories were inspired by experiences or 
  records of the Silurians, who preserved their culture 
  in hibernation deep within the Earth.
  After the Battle of Canary Wharf, UNIT discovered an 
  interesting gadget in Torchwood One’s main hangar: a 
  giant burrowing machine that resembled something 
  straight out of Victorian science fiction. Outwardly, 
  the tunneller’s design makes it look like something 
  out of the late 19th or early 20th century or, more 
  accurately, like something out of the fevered mind of 
  a science fiction writer of that time.
  Inside, the aesthetic continues in the same vein, 
  with lots of brass and red velvet, but this is only skin 
  deep. Beneath the wood and brass panels lies a very 
  sophisticated and advanced technology that relies on 
  voice commands and holographic technology. 
  The tunneller is of Ibisian design, an ancient 
  race related to the Osirans that once had contact 
  with Earth, during the Silurian Age. An Ibisian 
  archaeologist, Jehuti, came to Earth at the turn of 
  the 20th century to make contact with the Silurians, 
  only to discover them gone. She crafted the tunneller 
  using materials she could find, and set off to tunnel 
  down to a Silurian colony. What happened next is not 
  recorded, but the tunneller was found half-buried in 
  the Sahara by the French Foreign Legion during the 
  First World War. 
  Armour: 10 
  Hit Capacity: 26 
  Speed: 2
  Traits: Burrowing, Environmental (underground), 
  Forcefield (Major), Travel.
  Story Points: 5
  Plot Seed:
  •	
  The Silurians aren’t the only creatures sleeping 
  beneath the Earth’s surface. During the initial 
  tests of the tunneller, archivists discovered that 
  there were special coordinates buried within the 
  tunneller’s computer – these coordinates led to 
  a place a few miles below the North Sea. UNIT 
  sent the tunneller to the spot to bore into the 
  floor, taking with it a diplomatic team in order to 
  meet with the expected Silurian colony.
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  Only there was no colony. Instead, the tunneller 
  leads them to a malevolent force that was best 
  left buried. This could be a Seaweed Creature 
  (see The Second Doctor Sourcebook) a Myrka 
  (see The Silurian Age), or any other creature 
  buried beneath the sea that’s not really interested 
  in chatting with diplomatic delegations.
  vortex bungee cord (Minor gadget)
  The original design for the Vortex Bungee Cord 
  was discovered in Paris in the charred remains of a 
  laboratory. This, along with the partially burnt notes 
  from its creator, Professor Kerensky, enabled UNIT 
  to recreate the original design, creating a small time 
  machine that could throw a person into the future 
  or the past, but only for two minutes. After that the 
  person would be snapped back to the current time, 
  much like a bungee cord (and, like a bungee cord, 
  the user experiences a blood rush and dizziness). It 
  is believed that many historical instances of ‘ghosts’ 
  were actually users of the Vortex Bungee Cord. 
  The Archivists soon discovered that the 2-minute 
  time limit was actually an arbitrary design limitation, 
  but attempts to override this limitation, resulted in 
  the attention of Reapers. Fortunately, the minimal 
  temporal damage caused by the longer jaunts 
  allowed the Reapers to ‘cauterise’ the temporal 
  ‘wound’ without destroying the planet, although 
  a few engineers, three UNIT facilities, and a small 
  island in the Pacific were all ‘eaten’ by the Reapers 
  before UNIT put a moratorium on trying to push this 
  particular limit.
  Savvy users of the Vortex Bungee Cord have 
  discovered that it is possible to leap into the past or 
  future and leave something behind – UNIT parlance 
  calls this a ‘message in a bottle.’ 
  Traits: Vortex, Restriction (2-minute limitation).
  Story Points: 1
  Plot Seeds: 
  •	
  A character keeps getting messages from their 
  future self to acquire and have certain things in 
  order to make future missions successful. While 
  the requests are odd and fun at first – many of 
  the items are mundane or must be interestingly 
  acquired – things start taking a turn for the 
  questionable. Some of the requests ask the 
  characters to commit crimes, including outright 
  treason, although the future self gives no details. 
  Should the character trust their future self or, if 
  not, find some way to ensure that this particular 
  future never happens, risking paradox?
  A UNIT agent keeps getting visits from their past 
  self, asking them to look into a particular time 
  and place. This UNIT agent has no recollection of 
  what happened during that period, likely due to a 
  mind wipe, but it is essential to the past self that 
  something be changed (as it turns out, 
  this is a case of wibbly-wobbly, 
  timey-wimey as changing the 
  past ensures that it never 
  happens!).
  
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  The Cabinet of Curiosities is the largest part of the 
  Black Archive and contains those alien artefacts 
  that have been sufficiently tested and deemed 
  suitable for loan to UNIT members. While technically 
  considered Gamma clearance, Gadgets from the 
  Cabinet of Curiosities are rarely given to standard 
  UNIT soldiers; they are usually reserved for those 
  with higher clearance levels. A typical UNIT agent 
  has Epsilon-level clearance, so this has become the 
  effective ‘baseline’ for handling Gadgets from the 
  Cabinet of Curiosities.
  Indeed, Gadgets from the Cabinet of Curiosities can 
  become routine equipment amongst particular UNIT 
  agents, especially if they are germane to their typical 
  operations. An operative, for example, might have a 
  Compression Field and Masterful Disguise at their 
  disposal, while a sentinel may have Artron Goggles 
  and a Cyber-vest as part of their standard equipment.
  As a general rule, the Gadgets found in this chapter 
  are available for characters to have on-hand as part 
  of their personal equipment. This requires them to 
  reduce their Story Point total by an amount equal 
  to the Gadget’s cost during character creation, as 
  described in the Doctor Who Roleplaying Game 
  Core Rulebook. As always, the Gamemaster has 
  the final say on whether any Gadget in this chapter 
  is available as standard equipment (and note, just 
  because the Gamemaster decides that a particular 
  Gadget cannot be bought as standard equipment 
  does not mean that the Gadget is unavailable – it 
  may only be available for particular missions and 
  therefore purchased as a temporary Gadget!).
  aLien detector (MaJor gadget)
  This small handheld device is actually a piece of 
  repurposed Dalek technology. It consists of a rather 
  plain bronze box with a readout screen on the top. A 
  handle has been added for the convenience of human 
  operators. 
  The system detects the DNA pattern in the user 
  and scans for any biological matter that does not 
  match. Several filters ensure it doesn’t detect every 
  fly and mouse that wanders by, but the gain can 
  be increased if that is what you are looking for. By 
  reducing the gain it only scans for life not native to 
  the user’s planet of origin, making it an excellent 
  detection device for alien activity.
  Originally this was a piece of standard Dalek 
  technology, allowing a Dalek to detect non-Dalek 
  life forms to be exterminated. While this device is 
  no longer a tool of war, at its heart it remains Dalek 
  technology; there is a very real danger that when 
  encountering Dalek technology it will attempt to 
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  connect and communicate with it. This might place 
  the user in the dubious position that their alien 
  detection device makes it easier for the Daleks to 
  detect them!
  Traits: Scan, Track (Minor).
  Story Points: 2
  Plot Seed: 
  •	
  Something is loose on the wilds of Exmoor and 
  the UNIT team are sent out to track it down. The 
  creature is indeed an alien, and a hostile one 
  at that. But armed with the Alien Detector the 
  characters have every expectation of finding 
  and trapping the creature. However, what they 
  don’t know is that the alien has a tracker of its 
  own, and has come to Earth to hunt any humans 
  sent to face it. It is crafting a plan of its own to 
  turn the tables and make the hunters into the 
  hunted.
  artron goggLes (Minor gadget)
  Actually an advanced human gadget from the 51st 
  century, Artron Goggles were designed to allow 
  Time Agents to pursue renegade time travellers. 
  The lenses are designed to work with wraparound 
  goggles, but a Black Archive archivist might be able 
  to modify them into sunglasses or amber-tinted 
  spectacles for more clandestine operations. 
  As any time traveller emits some level of dissonant 
  Artron energy, these lenses enable the wearer to 
  quickly identify those people who don’t belong within 
  a particular time. Artron Goggles can also be used to 
  detect objects from a different era as well, making 
  them useful for spotting time machines.
  Traits: Scan, Restriction (Artron radiation 
  only).
  Story Points: 1
  Plot Seeds:
  •	
  A ‘museum vandal’ is breaking into museums 
  and destroying priceless artefacts – or is he? As it 
  turns out, the vandal has acquired a set of Artron 
  Goggles and, as an artistic purist, is identifying 
  museum fakes and destroying them. UNIT agent 
  efforts to stop him are further complicated by a 
  villain who’d rather not have a scheme revealed; 
  he’s relying on a fake artefact to remain exactly 
  where it is. 
  •	
  A 51st century bounty hunter travels back in 
  time in search of temporal war criminals. The 
  bounty hunter is a self-appointed judge, jury and 
  executioner, using her Artron Goggles to identify 
  people out of time and remove them from the 
  timeline. Permanently. Unfortunately, there are 
  legitimate time travellers in the present as well 
  – perhaps including the characters themselves 
  – but the bounty hunter makes no distinction 
  between them and the ‘war criminals’ she hunts, 
  Mundane aLien curiosities
  It’s a bit of a fiction that the Black Archive only houses dangerous alien Gadgets; it is a 
  warehouse for all alien Gadgets, even cutting-edge Gadgets developed on Earth. That 
  means that any Gadget from the Doctor Who Roleplaying Game Core Rulebook or any 
  of its supplements might find its way here, no matter how disconnected from UNIT it is 
  via time or space. Temporal rifts, time travellers and even spacefarers might bring such 
  Gadgets with them.
  Although we haven’t reproduced any of the Gadgets from the Doctor Who Roleplaying Game 
  Core Rulebook or Defending the Earth: The UNIT Sourcebook (as if you are using this book then 
  it’s likely that you have access to those books as well!) they may still be found here, particularly 
  Captain Jack’s Vortex Manipulator or his Squareness Gun. And, while we have chosen to include 
  some of the more interesting Gadgets from other supplements, just because we haven’t included 
  a particular Gadget doesn’t mean that it can’t be found within the Black Archive as well!
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  leading to the deaths of several people caught 
  in the wrong place at, quite literally, the wrong 
  time. The characters must stop her killing spree 
  and return her to her native time – or perhaps 
  help her hunt her legitimate targets.
  other aLien sense gear
  Artron Goggles are merely one type of special 
  lenses that UNIT has available to them thanks 
  to both alien technology and the cutting edge 
  in which UNIT archivists operate. The Black 
  Archive contains a selection of spectacles, 
  goggles, monocles, earbuds, headphones, 
  nasal aids, and other gear that offer different 
  types of alien senses.
  All such gear are considered Minor Gadgets 
  and typically reflect the alien technologies that 
  created them. Zygon sonar gear, for example, 
  probably looks like organic ‘suckers’ covering 
  the ear, while Cybermen infra-red goggles 
  probably resembles Cybermen eyes.
  bLack box rig (speciaL gadget)
  UNIT agents operating on extremely critical missions 
  are often issued with a Black Box Rig to record their 
  thoughts, senses and movements in case they are 
  killed; the loss of their gathered information would 
  be a major setback for UNIT. While the name is 
  a tongue-in-cheek reference to the black boxes 
  found on aeroplanes, the Gadget is actually a small 
  cylindrical device easily attached to a belt or helmet 
  (much like a flashlight or action camera) and both 
  records and transmits information to UNIT’s secure 
  worldwide network. 
  Black Box Rigs are also used within the Black 
  Archive, as UNIT personnel can’t always rely on the 
  Memory Filters leaving what they need intact. Many 
  UNIT agents are assigned a Black Box Rig that is 
  not allowed to leave the Archive and records their 
  wearers’ activities. These gadgets also function 
  as ‘skill backups,’ as they contain the skills that 
  a particular UNIT member has in case a key bit is 
  erased. It is not unusual for a UNIT member to 
  request a skill upload for a particular project – such 
  skills are uploaded when needed and deleted when 
  the project is finished.
  Traits: Record, Scan, Skill, Transmit.
  Story Points: 7
  Plot Seeds: 
  •	
  UNIT has been watching Renewable Petrol for 
  some time, as the corporation’s claim to be able 
  to create petroleum is a potential revolution to 
  the world’s energy reserves. UNIT suspects 
  alien involvement and have sent in agents to 
  investigate, but when those agents disappeared 
  UNIT dispatched a recovery team to find them. 
  Unfortunately, the recovery effort was fruitless.
  Renewable Petrol is really a Nestene front, 
  acting as a nursery for new Consciousnesses. 
  The Nestene Consciousness have captured a 
  UNIT soldier and replaced him with an Auton 
  Duplicate, using the information gleaned from 
  the recovered Black Box Rig to hunt down the 
  surviving members of the recovery team and 
  destroy their Black Box Rigs. It would seem 
  that the recovery team inadvertently recorded 
  something 
  within 
  Renewable 
  Petrol 
  that 
  could lead to the destruction of the Nestene 
  Consciousness.
  •	
  A Silurian Triad has awakened and is plotting to 
  unleash a plague to wipe mankind from ‘their 
  world’ if their demands aren’t met. The Triad 
  has learned that previous attempts to use a 
  plague were thwarted by the Doctor when a 
  vaccine was discovered; while they have stolen 
  samples of the vaccine they are still unable to 
  determine how to overcome it. The Triad has 
  sent a human agent – probably unaware of her 
  true purpose – to infiltrate the Black Archive and 
  steal a Black Box Rig containing the very best 
  in bio-medical research. The characters have to 
  uncover this mole in their midst and find both 
  her true purpose, and her real masters.
  cat’s eyes (Minor gadget)
  UNIT agents assigned to nocturnal missions are 
  often fitted with these clever Gadgets. The Cat’s 
  Eyes are in truth a chemical treatment that alters 
  
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  their pupils and increases their night vision. The 
  process is a simple injection followed by a 5-minute 
  transformation of the pupils into cat-like slits. This 
  process also includes a slight but intense headache 
  similar to the ‘brain freeze’ that accompanies eating 
  ice cream too quickly. Cat’s Eyes last for 6 hours 
  without further injection, after which the ‘brain 
  freeze’ recurs and the user’s eyes return to normal.
  Early experimentation with Cat’s Eyes revealed that 
  repeated or prolonged use of the drug resulted in 
  the user being permanently adapted to see in the 
  dark. Some UNIT bases have established permanent 
  teams of UNIT soldiers who train and operate 
  exclusively for night operations. The UK team is 
  known as the ‘Morlock Team’ while the American 
  version is known as the ‘Vampire Brigade.’
  Traits: Alien Senses (Night Vision), Weakness 
  (Minor; Sunlight).
  Story Points: 1
  Plot Seeds: 
  •	
  Someone has acquired a sample of the Cat’s Eye 
  serum and is giving it to criminals, enabling them 
  to operate under the cover of darkness without 
  the need for electronic equipment. One such 
  criminal is using his Cat’s Eyes in conjunction 
  with an EMP emitter, shutting down electronic 
  surveillance so he can operate perfectly fine in 
  the complete darkness. 
  While this criminal previously had no truck 
  with either aliens or historic artefacts, he now 
  appears to be stealing both – could this be part 
  of his mysterious benefactor’s design?
  •	
  A UNIT taskforce is on the ground in a hostile 
  territory in the midst of a civil war, ostensibly 
  acting as humanitarians but really investigating 
  a crashed alien ship. Officially, UNIT is not 
  supposed to get involved in the internal affairs 
  of a nation unless there’s clear evidence of alien 
  involvement, but rebel forces are now gaining 
  the upper hand, most notably through nocturnal 
  operations. Someone has outfitted the rebel 
  fighters with Cat’s Eyes and, by gaining this 
  advantage, the assisted side has kept the war 
  from spilling into the crash site. 
  As it turns out, an independent mercenary team 
  hired by the assisted side has been outfitted with 
  Cat’s Eyes by Sontaran scouts, who need the war 
  to stay clear of the crashed ship, which belongs 
  to their Rutan enemies, so that they can secure 
  valuable strategic information inside. 
  chaMeLeon arMbands (MaJor gadget)
  Chameleon Armbands were appropriated during an 
  unnamed, genetically unstable, alien race’s attempt 
  to kidnap humans to act as image donors at Gatwick 
  Airport in 1965. Prior to the incorporation of Zygon 
  technology in UNIT, these armbands were the 
  most common means of disguise available to UNIT 
  field agents and are still employed when getting 
  a ‘donor’ into a Zygon replication chamber isn’t 
  feasible. Chameleon Armbands come in matched 
  sets, typically one black and one white. The wearer 
  of the black armband takes on the appearance of the 
  person wearing the matching white armband. 
  As the Chameleon Armbands require a psychic 
  connection between wearers, unwilling wearers 
  of the white armband are typically rendered 
  unconscious or securely restrained for the duration 
  that the UNIT agent needs the disguise. If a white 
  armband is removed while the matching black 
  armband is still being worn, then the black armband 
  wearer usually suffers a lethal shock. Because of 
  this, UNIT agents wearing chameleon armbands 
  act with a sense of urgency, not wishing to remain 
  disguised for long.
  Traits: Shapeshift (Special), Restriction (if the white 
  armband is removed from the mimicked victim then 
  the wearer gets a 4/L/L shock), Restriction (Single 
  Appearance (the wearer of the black armband can 
  only take on the appearance of the bearer of the 
  white armband).
  Story Points: 2
  Plot Seeds: 
  •	
  A criminal organisation is specialising in 
  kidnapping key personnel in a given location, 
  using their faces and mimicked biological 
  characteristics to carry out a crime. Captured 
  pawns are killed remotely before they can talk. 
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  The characters are tasked with tracking the 
  criminals back to the headquarters without 
  forcing their hand, as well as to find a way to jam 
  the signal, saving the wearer of a black armband 
  when the corresponding white armband is 
  removed.
  •	
  A few sets of Chameleon Armbands have fallen 
  into the hands of a group of young thrill-seekers 
  who incapacitate victims living a ‘privileged’ life, 
  becoming them for a few hours, enjoying the 
  benefits of fame and wealth for a while. Curiously, 
  there is something else that the thrill-seekers 
  are doing: their criminal adventures are also 
  having an effect on the time stream. Wherever 
  these Chameleon Armbands came from, they 
  are not of this time, and the more the thrill-
  seekers use them on the influential elite, the 
  more damage they are causing to the timeline. 
  Not only must the thrill-seekers be stopped, but 
  the characters must determine whether these 
  thrill-seekers are actively being encouraged for 
  a reason, one that impacts the future!
  coMpression fieLd (Minor gadget)
  This Raxacoricofallapatorian Gadget was scavenged 
  from 10 Downing Street after the Slitheen family were 
  destroyed during their attempt to turn the Earth into 
  molten scrap metal. The Compression Field enabled 
  the 8-foot-tall aliens to shrink down to human size in 
  order to inhabit their ‘skin suits’.
  What Black Archive archivists discovered, however, 
  is that when used on a human the Compression 
  Field could ‘shrink’ a human to be smaller than they 
  actually were; a great boon to disguise techniques 
  that often required that the disguiser and the disguise 
  be of roughly similar height and weight or smaller. 
  A corpulent human could appear thin, a tall female 
  could pass as a shorter male, and any adult could 
  shrink to child-size (thus far attempts at inverting the 
  Compression Field to allow for expansion has only 
  resulted in injuries – that particular experiment has 
  been put indefinitely on hold). The downside is that 
  the wearer looks ‘scrunched’ without a disguise.
  Thus, the Compression Field works well when 
  combined with Chameleon Armbands, Dermal 
  Symbiotes and Masterful Disguises. It also 
  increases the effectiveness of UNIT operators 
  – one rarely suspects a child to be working as 
  an espionage agent! The one disadvantage of the 
  Compression Field is the constant need for release 
  – those using a Compression Field suffer from 
  recurring flatulence. While this is usually dismissed 
  as rude behaviour, there are instances where 
  sudden unwanted ‘explosions’ could cause trouble 
  for the agent, especially for those in the know about 
  Compression Fields!
  The Compression Fields used by the Slitheen latched 
  onto the front of their necks. The UNIT version 
  attaches to the chest or back so that it can easily be 
  hidden under a shirt.
  Traits: 
  Compress 
  (Major), 
  Clumsy, 
  Eccentric 
  (flatulence), Restriction (can only reduce body mass; 
  looks weird without a disguise).
  Story Points: 1
  Plot Seed:
  •	
  What can be so dangerous about a group 
  of schoolchildren? While several groups of 
  schoolchildren, both domestic and foreign, 
  are touring the Tower of London, some of the 
  children aren’t who they seem. They are enemy 
  agents using compression fields to get close 
  to UNIT’s London headquarters and the Black 
  Archive. Once they’ve acquired what they came 
  for, they use their compression fields and other 
  disguises to smuggle the items out of the Tower. 
  Can a UNIT team ferret them 
  out without causing a public 
  relations nightmare?
  
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  data Leech (Minor gadget)
  These strange organisms are extremely useful but 
  many UNIT personnel avoid using them if they can. 
  They are quite small, slug-like creatures about 
  four inches in length. They have almost no exterior 
  features and are covered in disturbingly humanlike 
  rubbery skin. They can move, albeit at the same 
  speed as a lazy slug, but they constantly wriggle and 
  flex.
  Despite being organic, Data Leeches have the ability 
  to interface almost seamlessly with any technological 
  device. Simply placing them on a computer allows 
  them to connect to the system, without needing a 
  connection port. 
  Data Leeches survive by consuming data, and as 
  soon as they come into contact with any computer 
  they begin systematically absorbing its hard drive. 
  They don’t delete the data; rather, they copy it into 
  their stomachs wirelessly. Unfortunately, they can’t 
  pick and choose or erase data, so there is always the 
  risk that they may ‘overwrite’ something necessary.
  While Data Leeches lack sentience, they can 
  communicate, sharing data to feed each other. Their 
  communication is identical to most modern wireless 
  systems, allowing anyone with a computer to ‘hack 
  into’ the data the Data Leech has recently consumed.
  As it takes a very long time for consumed data to 
  be digested, and the Data Leech has a vast ‘storage 
  capacity’, they function as incredibly versatile 
  memory sticks. Their organic nature also processes 
  data at a far higher speed than most computer 
  systems.
  So, if you need to copy the entire contents of a 
  computer network in double-quick time, and can 
  deal with the ‘ick factor’ of using one, a Data Leech is 
  the best tool for data espionage.
  Traits: Scan, Store (Minor – Data), Revulsion, 
  Transmit, Restriction (tendency to overwrite data)
  Story Points: 1
  Plot Seed: 
  •	
  The UNIT agents must infiltrate a facility they 
  suspect is clandestinely involved with hostile 
  aliens. The infiltration goes well and they gather 
  a vast amount of data using their Data Leeches, 
  but during exfiltration their Data Leeches are 
  stolen. Turns out a couple of UNIT’s old enemies 
  have found out about the Black Archive and 
  are trying to find out what UNIT knows about 
  them. The characters will find themselves in 
  the middle of a clandestine war between several 
  factions, with the Data Leeches as the prize. 
  The irony is, there may be nothing on the Data 
  Leeches of any concern, but as time goes on, 
  each faction becomes more paranoid. While it is 
  going to be a difficult time for UNIT, the affair 
  will bring some old enemies out of the shadows 
  where they might be finally put down for good.
  derMaL syMbiote (Minor gadget)
  Affectionately known as ‘Face Huggers,’ Dermal 
  Symbiotes are quasi-living creatures that attach 
  to a person’s face and change their appearance. 
  Dermal Symbiotes were designed to aid in first 
  contact situations by allowing an alien to take on the 
  facial appearance of another creature of roughly the 
  same size and shape. Dermal Symbiotes can also be 
  used as a disguise by changing the appearance of a 
  creature to look like another creature of the same 
  type. This does not change any other aspect of the 
  creature’s body, including the hair, so characters 
  wearing this Gadget must rely on other methods of 
  disguise for the rest of their bodies.
  Dermal Symbiotes acquire this ability by analysing 
  humanoids around them and adapting to their 
  appearance. The Dermal Symbiote’s ‘skin’ also 
  adapts to feel like the creature it is imitating, 
  although in order to get this detail exact the symbiote 
  needs to touch a sample of the skin (kissing is the 
  most direct method). One great limitation of Dermal 
  Symbiotes is that they cannot exactly duplicate a 
  particular creature – a UNIT agent may disguise 
  herself to look like someone else, but she can’t, for 
  example, disguise herself as a particular celebrity or 
  security guard. 
  One benefit or drawback (depending upon one’s point 
  of view) of the Dermal Symbiote is that the psychic 
  impressions are taken at the moment the Gadget 
  is first worn – as the facial features are created on 
  the spot, a person wearing the Gadget, taking it off 
  somewhere else, and donning it again is going to 
  end up with two different-looking disguises. UNIT 
  operators are encouraged to keep the Gadget on for 
  as long as possible, lest they lose whatever advantage 
  they’ve gained while wearing their previous face.
  Traits: Shapeshift (Minor), Revulsion.
  Story Points: 1
  Plot Seed: 
  •	
  The Sycorax are building a base of operations in 
  a secluded area by pretending to be leaders of a 
  religious cult, their Dermal Symbiotes enabling 
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  them to maintain a human appearance. These 
  Sycorax are specifically recruiting minions in 
  order to infiltrate key positions in industry and 
  government to take the resources they need and 
  transport them back to their home planet.
  Efforts by the characters to stop them are 
  hindered by the fact that many of the cultists 
  aren’t guilty of anything more than subtle mind 
  manipulation and there are dozens of other 
  innocents on the campus at any given time. 
  The characters must find a way to – literally – 
  unmask the cult leaders and reveal them for 
  who they really are.
  •	
  A world leader is about to take the stage for a 
  grand speech of international importance. UNIT 
  believes that the assassin is equipped with a 
  Dermal Symbiote and knows how to take full 
  advantage of the Gadget. Can the characters 
  stop an assassin who continuously changes 
  her appearance, before she can carry out her 
  mission?
  drone fLy (speciaL gadget)
  Drone Flies resemble a small, silent version of the 
  common house fly. Each is silver black in colour and 
  has six limbs and a pair of thin translucent wings. 
  Upon closer inspection, however, they are clearly 
  mechanical in nature. These strange devices were 
  recovered from a long deserted planet and after a 
  year trying to hack into their systems, UNIT scientists 
  finally managed to connect them to a control system 
  and they have since proved extremely useful in 
  surveillance.
  Drone Flies possess an advanced but simple AI 
  system that allows them to track a particular 
  subject or survey a particular area. While they must 
  be given the correct commands, they can work 
  independently. Their AI is able to detect when their 
  subject has changed clothes, for instance, or to leave 
  their specified surveillance area when something 
  noteworthy happens there that needs to be followed.
  Each Drone Fly has a 360-degree camera and a 
  powerful microphone, allowing a remote user to look 
  around any room the Drone Fly enters and hear even 
  the smallest whisper. This video and audio can be 
  recorded and replayed as required. Drone Flies are 
  extremely difficult to detect, not only due to their size 
  but also due to their near silent operation. In addition 
  to their surveillance utility, UNIT has found some of 
  the Drone Flies are equipped with stingers and, in at 
  least one case, a small energy weapon. Currently they 
  have chosen not to activate either accessory as the 
  results have proved unpredictable. However, some 
  have been known to activate without command under 
  independent instruction from the Drone Fly’s AI.
  While these devices are useful, UNIT is unaware that 
  the Drone Flies were responsible for the destruction 
  of the planet they were discovered on. They have 
  the dormant ability to replicate and create killer 
  swarms. Their creators found a way to disable this 
  function before they abandoned their planet, but 
  if UNIT continues to delve into barely understood 
  programming they may inadvertently unlock it. 
  Traits: Scan, Transmit, Innocuous, Propulsion, Record, 
  Remote, Track, (some also have Stun or Zap).
  Story Points: 4
  
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  Plot Seed: 
  •	
  The characters must use a Drone Fly to monitor 
  a politician after he receives a death threat. But 
  the Drone Fly develops a fault and leaves its 
  position to follow a seemingly random person. 
  No matter how many times it is retasked, it 
  keeps going rogue and following random people. 
  Unfortunately, the people it is following are not 
  as random as it first seems. They are in fact 
  a Zygon agent who has been using different 
  forms to surveil the politician. The Drone Fly 
  has noticed this and is following the potential 
  threat. Will the characters realise the Drone 
  Fly is actually onto something before the Zygon 
  gets spooked? And can they stop the Zygon from 
  breaching the treaty?
  eMp eMitter (MaJor gadget)
  An adaptation of Sontaran technology, an EMP 
  Emitter is a small cricket ball-sized disc that, when 
  turned on, emits an EMP that inhibits the flow of 
  electricity within a 100-metre radius. Given that 
  this EMP disrupts Sontaran technology as well it is 
  thought to be a ‘last resort’ weapon against their 
  hated foes the Rutans, as it forces the Rutans back 
  into their original form, so that the Sontarans can 
  engage them with more conventional weaponry. 
  Similarly, EMP Emitters are generally employed by 
  UNIT sentinels in order to hinder or stop advanced 
  alien technology when their own weapons prove 
  ineffective. 
  Traits: Disable (all electronic devices in a 100-metre 
  radius).
  Story Points: 2
  Plot Seed: 
  •	
  It’s first contact gone horribly wrong. An alien 
  race decides that Earth may be ready for first 
  contact and cautiously sends an advance team 
  to investigate the possibility. As is typical for 
  overly cautious species, the aliens send a 
  cloaked vessel into an area where they believe 
  they can both land without being detected and 
  close enough to some of the most advanced 
  technologies Earth has to offer in case 
  Earthlings prove hostile; unfortunately, this 
  happens to be one of UNIT’s experimental 
  test sites as the latest iteration of the EMP 
  Emitter is tested, causing the alien ship to 
  crash! The characters must swing into action, 
  investigating the crash site and finding a way to 
  defuse the situation before the rest of the alien 
  fleet show up to find out who is responsible for 
  the destruction of their ship!
  environMentaL shieLd (MaJor gadget)
  This device consists of a wide belt that projects a 
  field around the user when activated. The belt is 
  made of metal links but is quite flexible and adjusts 
  to the wearer. Several circular emitters surround 
  the belt, making it quite heavy to wear. When active, 
  the field it projects creates a blue haze around 
  the user. The field isn’t particularly bright, but is 
  especially obvious in the dark. The Environmental 
  Shield is designed to protect the user from adverse 
  environmental conditions. The force field emitted by 
  the belt completely covers the user.
  While the field does not stop projectiles or physical 
  objects from passing through, it can filter the 
  effects of almost any environment. Temperature is 
  maintained at a comfortable level inside the field no 
  matter where the user is, although long spells inside 
  a volcano or in the Antarctic will quickly drain the 
  battery. Most pathogens, radiation and poisonous 
  gasses cannot pass through either, granting almost 
  immunity from disease and toxic atmosphere. 
  There is even a decent amount of air trapped in 
  the field, granting the user around half a minute of 
  breathable atmosphere underwater or in a vacuum. 
  This makes it not only a good quarantine outfit but a 
  reasonably reliable temporary space suit.
  Traits: Environmental (Major), Resilient, Restriction 
  (Limited battery life).
  Story Points: 2
  Plot Seed: 
  •	
  An Atlantis UNIT team is lost while exploring 
  the seemingly dormant but now active volcano 
  beneath the underwater ruins of the previous 
  Atlantis. The team was able to get out a distress 
  call but they are trapped within an active, erupting 
  volcano and their exploration submarine is 
  heavily damaged. With time being of the essence, 
  UNIT command sends in a UNIT team (hopefully 
  some are familiar with the frogman procedure) 
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  into the depths along with environmental shields 
  in the hope of them getting to and rescuing 
  the trapped scientists in time. Unfortunately, 
  this wasn’t entirely an accident, and the UNIT 
  team may find themselves fighting unexpected 
  adversaries while attempting a rescue mission. 
  And will the environmental shields be enough?
  Link stones (speciaL gadget)
  At first glance there appears to be nothing special 
  about these small pebbles. No two are quite the 
  same, but all of them are smooth round pebbles 
  that easily fit in the palm of the hand. They do have a 
  pretty bluish sheen to them, but nothing that makes 
  them appear supernatural. In fact, these stones are 
  semi-sentient living creatures. They are ubiquitous 
  on their home planet, but several alien races have 
  discovered their powers and taken them from their 
  homeworld. It is said the stones long for their home 
  and impart a sense of loss or homesickness in those 
  who carry them for too long.
  The main property of the stones is their connection 
  to one another. It is said they were once part of the 
  same great entity, and continue to share a connection 
  to each other. The stones work in pairs. When you 
  hold one in your hand, you can get a sense of what 
  the other stone is experiencing. So, if the other 
  stone is in someone else’s pocket as they walk down 
  the street, the ‘reader’ may hear the sounds of the 
  street and experience a feeling of movement, but see 
  nothing. If the stone is sitting on a desk they could 
  see the office and might hear any conversations in 
  that room in the same way. 
  The stones do not grant any special abilities. So, 
  whispered conversations might prove inaudible and 
  if the stone is in the dark, the ‘reader’ won’t be able 
  to see much. But otherwise the effect is as if you are 
  standing where the stone is. There is an additional 
  effect if two people each hold one of the stones. In 
  this case they allow telepathic contact between the 
  two people. It does not allow either party to read 
  the other’s mind, although it may form a link for any 
  mental attacks one party might have.
  Traits: Scan, Transmit, Resilient (Major), Track 
  Minor), Restriction (only work in pairs).
  Story Points: 4
  Plot Seed: 
  •	
  Someone has stolen a Link Stone, but they 
  appear unaware of its properties. They have 
  placed it in a pocket as they made their escape. 
  The characters need to track down the thief, and 
  they can do so with the corresponding stone. 
  But they will have to gain clues from what they 
  can hear and feel from the other stone. Is that 
  noise the thief passing a building site? Can they 
  hear traffic? What did they say about a particular 
  street? If the characters can figure out the puzzle 
  they can find the thief and reclaim the stone. But 
  could it all be part of the thief’s plan? Are the 
  characters being led into a trap, and is the thief 
  really after them?
  Living MetaL (speciaL gadget)
  Just as there are many lifeforms that blur the 
  line between inorganic and organic materials, 
  living metal is an example of a normally inorganic 
  material that has acquired living properties. Many 
  alien civilisations, including the Time Lords, have 
  developed types of living metal (the Validium used to 
  create the Nemesis statue – see The Silver Nemesis 
  in The Seventh Doctor Sourcebook – is one such 
  type, which may or may not be the same type of 
  living metal that Time Lord engineers use to make 
  TARDISes). On Earth, living metal was the discovery 
  of Professor Jeremiah P Kettlewell, who used it in 
  the creation of his revolutionary K-1 robot (the term 
  ‘discovery’ is important; as Kettlewell didn’t claim to 
  ‘invent’ it, so UNIT assumes that he must have found 
  some left behind by an alien species. There are no 
  known natural deposits of living metal on Earth, nor 
  has any human scientist claimed to have invented it). 
  
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  Living metal acts like an organism – it is less a single 
  metal than a colony of natural ‘nanobots’ that can be 
  programmed or taught. Given time, a living metal 
  object may even start to think for itself. Living metal 
  can also grow or shrink at will, keeping its structural 
  integrity intact as it does so.
  Traits: Armour (Major), Fast Healing (Major), 
  Shapeshift (Special – can also grow)
  Story Points: 8
  Plot Seed:
  •	
  Unbeknownst to those working around it, the 
  Living Metal continually scanned the brainwaves 
  of passing UNIT agents until it gained enough 
  of a rudimentary intelligence to move around. 
  Having been programmed for disguise, it began 
  to assume the appearance of various personnel 
  while it searched for a way to escape. Eventually, 
  it found one – it took several weapons from 
  the Armoury and as many other Black Archive 
  Gadgets as it could carry and escaped in a vehicle 
  from the Motor Pool. The Living Metal statue is 
  now on the run. It simply wants to explore life 
  and be left alone. Unfortunately, there are too 
  many corporations and governments that would 
  like to get their hands on the living metal and the 
  technologies it stole. A UNIT team not only needs 
  to track down the living metal and convince it to 
  come ‘home,’ but also reclaim all of the Black 
  Archive Gadgets that it has let out into the wild.
  Magnetic gLue (MaJor gadget)
  This strangely metallic form of adhesive only comes 
  in small pots, but it is extremely powerful and can 
  often be reused, if you can get it back in the pot. It 
  isn’t sticky to the touch, but is extremely viscous and 
  can be applied to a vertical surface without dripping 
  down. The substance is non-toxic – although it really 
  shouldn’t be ingested – and feels slightly slimy to the 
  touch. It also has electrostatic properties, making it 
  seem to vibrate at an almost undetectable level. This 
  paste is actually a powerful form of electromagnetic 
  bonding agent. When a small charge is passed 
  through it, the glue’s atomic structure changes 
  and causes it to merge a little with anything it is in 
  contact with, effectively creating a powerful weld 
  between any two surfaces, even organic ones. If 
  another charge is passed through the glue, it returns 
  to its original state, releasing its hold in an instant. 
  Any bonded items are released without so much as 
  a scratch.
  Traits: Weld (Major).
  Story Points: 2
  Plot Seed: 
  •	
  A UNIT team is assigned to escort an ambassador 
  to a very important meeting via jumbo jet. Once 
  in the air, however, it turns out that there are 
  mercenaries aboard the plane who hold the 
  ambassador hostage until their demands are 
  met. They don’t use weapons – they don’t need to 
  – as their leader announces that the critical parts 
  of the jet are being held together by magnetic 
  glue. One quick broadcast and the plane simply 
  falls apart. Not only does the UNIT team need to 
  neutralise the mercenaries without having them 
  press the button, but they also need to worry 
  about anyone with a remote transmitter. Also, it 
  seems rather convenient that the mercenaries 
  were able to rig a plane with a substance from 
  the Black Archive. Was this an inside job? And, 
  if so, why?
  skeLeton key (Minor gadget)
  An adaptation of Nestene technology, the Skeleton 
  Key can unlock any mundane lock. The key resembles 
  a small knob of elastic plastic. When pressed against 
  a keyhole, the elastic material stretches and reforms 
  itself into a key that fits the lock perfectly. 
  The Skeleton Key does have its limitations. It can 
  only work on standard locks that require keys to open 
  them: combination locks, electronic locks, or other 
  secured locks are unaffected. 
  Traits: Open, Restriction (mundane locks only).
  Story Points: 1
  Plot Seed: 
  •	
  A ‘temporal burglar’ is using a skeleton key 
  and a vortex manipulator to pull off perfect 
  crimes, leaving no traces of the burglaries and 
  pawning the goods in the future. Unfortunately, 
  the burglar’s trail threatened to catch up with 
  her. That’s when she hit on the idea of stealing 
  valuables and then taking them back in time 
  to pawn. Unfortunately, temporal paradoxes 
  formed as wealthy patrons began unwittingly 
  buying their own jewellery. Other temporal 
  fallout also emerged, as people and systems 
  that made money from the mining, crafting, 
  and selling of the items that were now cut off 
  were negatively impacted. With each pawn, the 
  temporal burglar amplified the temporal ripples 
  and, eventually, the timeline began to shred.
  In the present, and thanks to the Paradox 
  Room, the Black Archive receives warnings 
  that pieces of the timeline are disappearing. 
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  Evidence suggests that someone is removing 
  people, places, and, in some cases, entire 
  events and landmasses, from the timeline. 
  Further complicating these matters is that the 
  ‘cauterisations’ are taking place at different 
  times in history.
  A UNIT team is sent back in time with Paradox 
  watches in order to find out who is causing the 
  damage and resetting history to lock out the 
  Reapers. 
  superphone (Minor gadget)
  When the Doctor left his regular duties at UNIT he left 
  a space-time telegraph with Brigadier Lethbridge-
  Stewart so that UNIT could contact him if they ever 
  needed help. The telegraph works both ways – the 
  Doctor can also call UNIT. As the Doctor was rather 
  annoyed at being rung up the first time it was used 
  UNIT quickly got in the habit of solving their own 
  problems, leaving the space-time telegraph largely 
  abandoned in the Black Archive. 
  Over the years UNIT has also managed to acquire 
  superphones, which are a variant of the space-
  time telegraph. Rather than connect present UNIT 
  to the relative-present TARDIS via the vortex, these 
  superphones enable the user to contact anyone from 
  their relative presents, making it a handy tool when 
  someone accidentally falls through the time-space 
  vortex. 
  All superphones are gifts from the Doctor, making 
  them very rare. On occasion the Curator has 
  managed to acquire one when needed, but they are 
  never found with other alien threats.
  Traits: Transmit, Vortex, Restriction (connects with 
  relative-present only)
  Story Points: 1
  Plot Seed:
  •	
  While studying a superphone, an archivist gets a 
  call from the phone’s owner warning of a surprise 
  alien attack. A UNIT team is gathered to combat 
  the threat, but find no aliens. Even stranger, the 
  UNIT agent who made the call doesn’t remember 
  making it. The archivist believes that she must’ve 
  damaged the superphone and ‘knocked it off 
  the track,’ meaning that the phone call must’ve 
  come from the near future. And then another 
  call is made. The UNIT agent on the other side 
  is wondering why UNIT isn’t using the Black 
  Archive against these aliens, which are laying 
  waste to military forces across the planet. When 
  asked about the time, the agent gives it – she’s 
  in the same relative time!
  It becomes increasingly clear that the Superphone 
  is somehow reaching across dimensions. The 
  UNIT agent is on a parallel Earth that is under 
  alien attack. It’s also soon clear that this parallel 
  Earth is very similar to the prime one, meaning 
  that, while perhaps delayed, the alien invasion 
  
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  over there is likely about to happen here. Can the 
  UNIT team prevent it on their own world? And 
  why wasn’t the Black Archive employed in the 
  parallel universe? Will that also happen here?
  supreMe daLek heLMet 
  (speciaL gadget)
  Often misidentified as a ‘Supreme Dalek Head’ (this 
  object is from the top of the Dalek casing, not the 
  creature itself), the dark red helmet was taken from 
  a Supreme Dalek. As such, the Skarosian computers 
  inside contain a plethora of information about many 
  creatures and objects throughout the galaxy (and, 
  in some cases, time and space), as well as in-depth 
  Dalek battleplans. It is both universal reference 
  library and crystal ball.
  When in use, the Supreme Dalek Helmet is attached 
  to a terminal with Universal Translator (see below) 
  software installed. This provides the user with a way 
  to communicate with the Skarosian computer and 
  receive intelligible answers. Unfortunately, such 
  information is seen through a Dalek’s lens and is 
  woefully incomplete, as the Daleks care little for art 
  and culture (or, at least not their own). 
  The software interface also has glitches, so this 
  sometimes hinders the accuracy of the information 
  as well: one search for ‘Movellans’ (a robotic race 
  with which the Daleks had been at war for centuries) 
  erroneously identified them as a Dalek slave race!
  One risk that any user of a Supreme Dalek Helmet 
  takes is that, when operational, the Supreme Dalek 
  Helmet transmits its location to any Daleks nearby. 
  All attempts to shut this off have failed, but UNIT 
  is often willing to risk a Dalek Scout force or even 
  a full invasion if it deems the information gained to 
  outweigh it, as the Daleks have surprisingly complete 
  records of the military capabilities and weaknesses 
  of many alien species, including ways to exploit them.
  Unfortunately, just because a Dalek force doesn’t 
  show up when the Supreme Dalek Helmet is used 
  doesn’t mean that the Daleks didn’t heed the call: it 
  may take years, decades, or even centuries for them 
  to arrive!
  Traits: Skill (Science 8, Survival 4, Technology 8) 
  Restriction (skills seen through Dalek lens), Homing 
  Beacon (Major)
  Story Points: 14
  Plot Seed: 
  •	
  A former member of Torchwood is extremely 
  paranoid that Dalek Duplicates are going to take 
  over the world (perhaps not entirely unjustified 
  given that the Daleks did conquer the Earth and 
  drag it across the galaxy only a few years ago). 
  This Torchwood member is not only looking to 
  eliminate the Dalek Duplicates that existed 
  back in the 1980s, but also new ones that he’s 
  certain the Daleks created while conquering 
  the world. Without an official agency behind 
  him anymore, the former Torchwood agent has 
  pooled resources to create a new organisation, 
  the Plumbers. 
  The Plumbers are funding mercenaries to kill 
  known Dalek Duplicates. In addition, the former 
  Torchwood agent knows that the Black Archive 
  contains a Supreme Dalek Helmet, which is 
  likely to house the identities of all the Dalek 
  Duplicates on Earth. All he needs to do is get 
  his hands on it… Of course, this poses another 
  problem. If the Plumbers acquire the Supreme 
  Dalek helmet then they are likely to keep it on 
  for long periods of time, which is only going to 
  attract more Dalek attention…
  toy soLdiers 
  Created from various bits of alien technology and the 
  most advanced cybernetics that UNIT Archivists can 
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  muster, the Toy Soldiers are an elite team of UNIT 
  robots that are only about 9.5 cm tall. They resemble 
  action figures, which enables them to more easily 
  disguise themselves as actual toys. Their small size 
  enables them to infiltrate places where UNIT agents 
  can’t go – most security systems aren’t designed to 
  detect such small intruders.
  At their core, the toy soldiers are animated Auton 
  plastic, although they are no longer able to change 
  their shape. Their ‘brains’ are micro-computers that 
  enable them to take orders and carry them out, as 
  well as ‘think’ on their own in furtherance of their 
  orders. More than one government official has 
  smirked that the toy soldiers are about as intelligent 
  as the average human soldier, to the annoyance of 
  any UNIT soldiers present. 
  Toy Soldiers do not have a Story Point cost as they 
  are effectively supporting characters that operate 
  on their own; they do, however, consider the UNIT 
  personnel to whom they are assigned to be their 
  superiors. The Black Archive usually designates one 
  member of a UNIT team to be the ‘Commander;’ 
  this keeps the Toy Soldiers from getting confused by 
  conflicting orders.
  Toy Soldiers come in various appearances; the ‘core 
  team’ was jokingly modelled on legendary personnel 
  from the early UNIT days. The leader of the Toy 
  Soldiers is ‘Gordie’ (modelled on Brigadier Alistair 
  Gordon Lethbridge-Stuart) and other core members 
  include Shaw (modelled on Liz Shaw), Bennie 
  (modelled on Warrant Officer Benton), Jo (modelled 
  on Jo Grant), and Harry (modelled on Harry Sullivan).
  Toy Soldiers are usually equipped with whatever they 
  need for their mission. These are usually miniature 
  versions of standard UNIT equipment; occasionally 
  the Toy Soldiers are given scale model vehicles, 
  weapons, or other miniaturised equipment as the 
  mission warrants. 
  Plot Seed:
  •	
  The Toy Soldier programme has been very 
  successful; so successful in fact that an Archivist 
  has decided to create new models from living 
  metal rather than Auton plastic. Initial tests were 
  promising, as the ‘Metal Soldiers’ proved even 
  more cunning than the Autons. On missions, the 
  Metal Soldiers worked well as a team, although 
  mixing them with the Toy Soldiers proved 
  problematic – a professional rivalry developed. 
  Unbeknownst to the Archivists, the Metal 
  Soldiers have spawned duplicates of themselves 
  that escaped UNIT surveillance. These Metal 
  Soldiers, like the K-1 Robot from which they 
  toy soLdier
  skiLLs 
  Athletics 2, Fighting 4, Marksman 4, Subterfuge 3, 
  Technology 3, Transport 3.
  traits
  Robot
  Armour (Minor): Its tough plastic outer shell 
  protects it from a lot of damage. Damage is 
  reduced by 5.
  Enslaved: Toy Soldiers follow UNIT orders to 
  the letter; it doesn’t even occur to them to act 
  independently.
  Immunity (Major Good): Toy Soldiers cannot 
  be mind-controlled except by the Nestene 
  Consciousness.
  Natural Weaponry: Toy soldiers have bladed 
  weapons (usually tiny knives) that add +2 damage 
  and an assortment of ranged weaponry.
  Networked (Minor): The Toy Soldiers are 
  networked with each other.
  Tiny (Major Bad): To soldiers are only about 6 
  inches in height. They take a -4 to their Strength 
  and a -2 to their Speed. On the other hand, their 
  small size sometimes works to their advantage 
  and they are at -4 to be hit or -8 to be seen 
  (making them especially sneaky!).
  tech LeveL: 5 
  story points: 1-2
  aWareness
  2
  presence
  1
  coordination
  3
  resoLve
  2
  ingenuity
  1
  strength
  1
  
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  were developed, can grow, attaining human size 
  (fortunately they still look like metal people). 
  These human-sized Metal Soldiers are being 
  controlled by some outside force for nefarious 
  purposes. Not only do the UNIT agents need to 
  stop these Metal Soldiers and their mysterious 
  leader, but also the diminutive ones inside 
  the Black Archive – perhaps they’ll need the 
  assistance of the Toy Soldiers to succeed!
  transdiMensionaL box (MaJor gadget)
  This piece of Time Lord technology is a simple box 
  about two and a half feet long on each side. It is made 
  of bronze and each face is carved with Gallifreyan 
  script. It has no outside catches, making it unclear 
  which side is the right way up. However, if the 
  uppermost face is tapped quickly twice, it will open 
  up like a trapdoor.
  As you might imagine, being Time Lord technology, 
  the box is a lot bigger on the inside. In fact, it is about 
  as large inside as a moderately sized stately home. 
  It makes a great storage device, being able to hold 
  anything that can pass through the opening.
  The inside is lit by a gentle glow and contains layers 
  and layers of shelving systems for goods of all sizes 
  and shapes. A person can fit through the opening, 
  where they will find a set of steps leading down into 
  the box. Any objects removed from the box will have 
  to be carried out, but a rope or block and tackle might 
  be lowered in for anything heavy.
  Inside the box, gravity is always relative to the 
  opening. So flipping the box upside down will mean 
  nothing falls out until it is passed through the 
  opening. If the box is closed the ‘lid’ remains relative. 
  So whichever side is uppermost becomes the lid no 
  matter how many times it is flipped. This also means 
  that no matter how the box is moved around, the 
  contents always remain upright; and shaking the box 
  fails to rattle or dislodge them.
  While it is usually required that someone enter the 
  box to get what they want, a series of shelves line 
  the inside just under the opening. So, several small 
  items can be places easily to hand just by reaching 
  inside.
  The weight of the box depends on what it contains. 
  While it does offset the weight of the contents 
  somewhat, it doesn’t do so entirely. So the box is 
  generally about a hundred times lighter than its total 
  contents. This might still make it very heavy. Should 
  the box be filled with sand it would still weigh several 
  tonnes? Enough to make it an almost immovable 
  object, although pity the poor person tasked with 
  digging all that sand out again!
  Traits: Bigger on the Inside (Major)
  Story Points: 2
  Plot Seed: 
  •	
  Someone is inside the box. Given the number of 
  useful things inside it, it is difficult to know if the 
  intruder is simply hiding or looking for something. 
  A Black Archive team is sent inside to track 
  them down before they can do any damage. But 
  finding them among the labyrinth of shelves is 
  going to prove tricky. While there may be several 
  useful items to help the characters, the intruder 
  might make use of some of the more dangerous 
  ones themselves. To make matters worse, the 
  intruder has friends on the outside. They steal 
  the box while the characters are inside. So, when 
  they leave the box, the characters may find they 
  are in more trouble than they expected.
  transLation staff (Minor gadget)
  There are several systems for translating alien 
  languages, but very few are good at coping with 
  languages they haven’t encountered. This small 
  device is both portable and highly effective, even if it 
  has a slight kink that can prove problematic.
  The device itself is a five-foot long staff made of 
  silvery grey metal topped with a blue gemstone. 
  When active, the gemstone glows in response to 
  what it hears, in a similar manner to a data light on 
  a wireless device. 
  The system listens to the languages being spoken in 
  its vicinity and a female voice then relays a translation 
  to whoever is holding the staff. This voice is quiet and 
  gentle, but still easily heard by the wielder and those 
  standing next to them. When the wielder responds, a 
  commanding male voice issues from the staff, easily 
  heard by anyone in the vicinity.
  The staff has an exceptionally clever program and 
  is able to discern who it should translate and who 
  it should ignore. It knows when its wielder would 
  rather not be translated even if they are holding 
  the staff. Most UNIT scientists believe the staff is 
  actually slightly psychic and functions by translating 
  brain waves rather than words. Whatever the case, it 
  works just as well on languages it has never heard 
  as those it has used many times. There is a problem, 
  however. The staff was designed by quite a warlike 
  alien race to use when negotiating for surrender with 
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  their vanquished enemies. So it tends to take quite 
  an aggressive tone. In fact, it comes across as quite 
  threatening and tends to embellish a little, especially 
  where there is antipathy.  So a statement like “We 
  are pleased to make your acquaintance,” might be 
  translated as “you have been deemed worthy for us 
  to speak to.” If the other party are actually disliked by 
  the wielder it will add a few flourishes like translating 
  “I’m very happy to be here,” into “I am pleased to 
  have arrived so I may conquer your puny planet.” 
  So, all in all, the device is extremely useful. But 
  caution is advised when using it to negotiate in a 
  tense situation.
  Traits: Scan, Skill (Language), Restriction 
  (Aggressive).
  Story Points: 1
  Plot Seed: 
  •	
  A group of alien dignitaries comes to UNIT to 
  negotiate a minor trade agreement with Earth. 
  They carry a Translation Staff but are unaware 
  at how aggressive they are made to sound. UNIT 
  diplomats are left confused by the demands of 
  these smiling and gentle people. When UNIT 
  begins to take a few precautions, believing 
  relations are going sour, the aliens become more 
  aggressive and angry. Unaware of the way they 
  have been coming across, they take exception to 
  UNIT’s unprovoked and aggressive stance. Can 
  the characters work out what is going on before 
  shots start being fired?
  universaL identification card 
  (Minor gadget)
  This Gadget is not really ‘alien’ at all; it was taken 
  from a human time traveller from the future and is 
  very close to being reverse-engineered in the present 
  due to its near-compatibility with early 21st century 
  technology. UNIT agent Martha Jones described it as 
  “Prototypical Psychic Paper” – leading some to dub it 
  a “Triple P Card” – but it’s really only comparable in 
  form rather than function.
  Unlike Psychic Paper, which translates images from 
  a target’s mind in order to create an acceptable 
  identification, the universal identification card can 
  take a photograph of a real identification card and 
  reformat it with pre-loaded specifications. Thus, a 
  UNIT agent with an undercover identification could 
  take a photo of a security pass and the Universal 
  Identification Card will reshape itself into a matching 
  pass, complete with a photo of the UNIT agent and 
  the undercover identity printed on it. 
  Traits: Face in the Crowd, Restriction (only provides 
  an alternate identity in the same shape needed)
  Story Points: 1
  Plot Seed: 
  •	
  Recently while working on the latest version of a 
  Triple P card, an Archivist discovered something 
  odd. According to her, previous experiments 
  should have resulted in perfect copies of the 
  Triple P card but it appears that the reports of 
  the experiments have been altered to suggest 
  that certain technological issues have yet to be 
  overcome – according the Archivist that is simply 
  not the case, as she amply demonstrates by 
  perfectly reproducing a Triple P card. The only 
  explanation is that someone within UNIT, and 
  likely with influence over the Black Archive, 
  has secreted away the solution for some 
  nefarious purpose. 
  Unfortunately, every previous Archivist 
  that has worked on the Triple P project has 
  been memory wiped and a quick perusal 
  of the Memory Archive has uncovered 
  another problem – all recorded memories 
  of the Archivists working with the Triple-P 
  project have been altered or removed!
  So the question remains: who stole the 
  finished research on the Triple-P project and 
  why? Has the plan already been achieved and, if 
  so, can the UNIT agents fix the problem? Or 
  is the discovery recent enough that the 
  plan is still being acted on? 
  Or is it possible that the 
  Archivist who made this 
  ‘discovery’ 
  is 
  actually 
  leading the UNIT agents 
  on a wild goose chase 
  because she is the one 
  that actually cracked 
  the 
  code 
  and 
  is 
  putting her own plan 
  into motion – as UNIT 
  doesn’t risk erasing 
  her memory until the 
  matter is resolved – 
  while the UNIT agents 
  hunt ghosts that don’t 
  exist?
  
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  ‘I took that blood sample from an adult male patient. 
  Now you tell me it’s not human blood. I don’t know if 
  that makes me a doctor or a vet, but it’s still my job 
  to look after him.’
  UNIT missions often involve an element of danger 
  and this is increased tenfold for Black Archive 
  operations. In addition, Black Archive teams 
  occasionally find themselves victims of strange 
  Gadgets with even stranger effects. This is 
  sometimes beyond the scope of modern medicine, 
  which means it falls to UNIT medical teams to treat 
  them. Such teams learn their techniques from the 
  Black Archive’s medical unit.
  The Black Archive’s medical unit is staffed by UNIT’s 
  best and brightest. Most are experts in exobiology, 
  given the moniker ‘X-Docs’, although a fair number 
  are cyberneticists and parapsychologists as well. 
  Their continuing mission is to study alien Gadgets 
  and their effects on the human body, whether it be 
  to heal or enhance human biology. They are also 
  trained to identify harmful effects, although further 
  development is handed over to other departments 
  within the Black Archive. In addition to research 
  and development, the Hospital also acts as… well, 
  a hospital. The X-Docs are trained to diagnose and 
  treat a vast array of ailments and injuries from the 
  mundane to the truly fantastic. They are strong 
  adherents to the Hippocratic Oath and successfully 
  treating a patient always overrules keeping the 
  patient in danger to learn something new about the 
  alien effects.
  The Hospital is also home to alien creatures, both 
  living and dead. Alien corpses are studied, dissected, 
  and, occasionally, experimented upon to further 
  UNIT’s knowledge of such creatures. Living aliens 
  are essentially UNIT prisoners that are held here 
  for much the same reasons: how humanely they are 
  treated depends on their status and the potential 
  dangers they pose. This section of the Hospital, 
  known as ‘the Menagerie,’ is amongst the most 
  controversial parts of the Black Archive.
  C the troubLe With 
  MeMory Wipes
  The Black Archive’s security causes one big problem 
  that every Gamemaster and player is going to have 
  to wrestle with: how to maintain campaign continuity 
  when player characters are constantly forgetting 
  things? Or worse, how does the group maintain some 
  semblance of cohesion without every game session 
  devolving into farce? 
  Given that Kate Stewart told Clara that a UNIT 
  soldier who believed he was on his first day on the 
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  job had actually been working for the Black Archive 
  for ten years, these mind wipes are very deep. It’s 
  likely that the soldier, Atkins, had other memories 
  implanted in its place – probably uneventful guard 
  duty. It’s also likely that the same would be done to 
  the characters, especially those who only interact 
  with the Black Archive intermittently.
  The risk here is what happens when the implanted 
  memories conflict with actual evidence. How does 
  Atkins cope when he visits a UNIT facility where 
  he believes he’s worked for years only to discover 
  that no one knows him and his personal locker is 
  gone? While having something similar happen to a 
  character can make for a fun plot point in a single 
  adventure, having it happen too often can become 
  tedious.
  In order for a UNIT agent group to maintain some level 
  of cohesion, there needs to be some level of memory 
  retention coupled with the knowledge that UNIT 
  will need to routinely wipe their memories. Thus, 
  the characters will likely be told that they’ve been 
  selected for a Black Ops team and that their work 
  involves dealing with alien gadgets. UNIT security 
  protocols require that their minds be routinely 
  purged for security purposes, but the characters are 
  allowed to remember this initiation. Thus, when they 
  forget things, they aren’t blindsided by it.
  UNIT agents are trained to recognise and deal 
  with such ‘blind spots’ in their memory. Unlike 
  regular visitors, who have their memories deleted 
  with nothing added in their place or regular UNIT 
  personnel, who likely have false memories implanted 
  to fill the rather large gaps in memory, UNIT agents 
  simply accept as normal things like not being able to 
  recall most of last Wednesday or what they did for 
  two weeks towards the end of summer.
  This is not as strange as it may seem at first. People 
  already have a selective memory; it can be a chore, 
  for example, to try and recall, with clarity, what one 
  had every day for lunch over the last two weeks, 
  much less since the beginning of the year. Most 
  people simply presume that they had lunch every day 
  and that is enough. 
  Similarly, a UNIT agent assumes that they’ve been 
  on missions and the fact that they can’t remember 
  them doesn’t bother them in the least. For those 
  that need a bit more convincing, there is the Memory 
  Implanter.
  autoMated MeMory fiLter (speciaL gadget)
  This gadget edits a person’s mind to cause them to forget certain 
  events. Usually this is a particular stretch of time – such as 
  being in the Black Archive – but it can be used to edit particular 
  experiences as well. An Eta clearance UNIT member might 
  be allowed to retain their memories of being within the Black 
  Archive but have their experiences within the Enigma Vault 
  removed. Unlike an Engram Eraser, an Automated Memory 
  Filter can also be used to stun a target. In some cases, the 
  removed memories are left unfilled; higher-ranking members 
  of UNIT expect their minds to be filtered from time to time. 
  Lower-ranking members usually have their erased memories 
  replaced with others – see the Memory Implanter Gadget for 
  more details.
  Traits: Delete, Hypnosis (Major), Psychic, Restriction (delete function works only on memories), Zap 
  (Major, multiple targets, S/S/S).
  Story Points: 6
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  MeMory iMpLanter 
  From the beginning of UNIT’s experiments with 
  mind-wiping technology, X-Docs understood 
  that missing memories were going to be a 
  problem. Fortunately, Professor Bracewell had 
  some experience with implanted memories and 
  locked within his computer brain were some of 
  the secrets on how to create new memories.
  Early on, X-Docs discovered that the key was 
  not to create false memories as much as to 
  make the subject believe that they had certain 
  memories and allow the subject’s own mind 
  to fill in the details. This could be enhanced 
  with flashing images of scenes or people that 
  the subject is supposed to ‘remember’ and the 
  mind does the rest. In essence, the Memory 
  Implanter is nothing more than an advanced 
  form of hypnosis.
  The Memory Implanter is a lounge chair to 
  which medical scanners and instruments are 
  attached. Not only does this make it convenient 
  to ‘feed’ false information to the victim, but 
  the lounge chair is also designed to look 
  like a typical hospital bed, meaning that the 
  victim can be rolled into an innocuous area for 
  recovery and be fed a story about receiving a 
  ‘bump on the head’ or other convenient excuse.
  Traits: Hypnosis (Major)
  Story Points: 2
  C cLeansing arch
  Every hospital in a Black Archive section has a 
  cleansing arch installed at its entrance. This thick 
  doorway is similar in design to an airport metal 
  detector, placed at the entrance to the Hospital’s 
  operating theatre. 
  The device projects a small force field inside it that is 
  designed to destroy bacteria and viruses on anyone 
  who passes through. It works both ways to ensure 
  the operating theatre remains sterile, and to make 
  sure no harmful pathogens escape.
  The field is designed to burn off any bacteria it 
  detects, including – or perhaps especially – types it 
  is unfamiliar with. However, certain alien bugs can 
  somehow evade detection – such ‘superbugs’ are 
  an all too real risk for UNIT personnel within the 
  Hospital.
  C hospitaL gadgets 
  and story points
  Some hospital Gadgets work a little differently than 
  other Black Archive Gadgets in terms of Story Points 
  as many of the Gadgets in this chapter don’t come 
  into play unless a particular UNIT agent requested 
  a surgical procedure or is in dire need of medical 
  assistance – they aren’t simply taken into the field. 
  There are generally four types of hospital Gadgets: 
  field medicine, upgrades, temporary procedures, 
  and emergency care.
  Each of the four types of hospital Gadget is briefly 
  described here, followed by a listing of hospital 
  Gadgets organised by type. Note that in some cases 
  a particular Gadget may fit in multiple categories 
  – Cyber-attachments, for example, are generally 
  considered upgrades but could also be emergency 
  care. In such cases the Gadget is listed in the 
  category for which it is most commonly associated.
  fieLd Medicine
  Field medicine Gadgets are medical supplies that 
  an X-Doc or other UNIT Agent may take along with 
  them during an adventure in case the need arises 
  to use them. If the field medicine is given to every 
  member of a UNIT team as part of the outfitting of 
  a mission, then they cost no Story Points; otherwise 
  a UNIT agent bringing a field medicine gadget on an 
  adventure must pay the Story Point cost.
  upgrades
  Upgrades are medical Gadgets that a UNIT agent has 
  made a permanent part of their body. This may be the 
  result of emergency care or simply the agent’s desire 
  to be something ‘better.’ As these upgrades are 
  permanent and aren’t necessarily tied to a specific 
  adventure, the UNIT agent must pay the Story Point 
  cost to acquire them.
  
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  teMporary procedures
  Temporary procedure Gadgets are those performed 
  on a character in order to enable them to successfully 
  participate in a given mission. A UNIT team working 
  in Atlantis, for example, may be required to undergo 
  the Frogman procedure in order to investigate an 
  alien wreck on the Atlantic Ocean floor. Usually, 
  temporary procedures don’t require a Story Point 
  expenditure if they are imposed by the Gamemaster – 
  conversely, if the adventure was designed so that the 
  UNIT agents didn’t have to undergo the procedure 
  but one of the agents opted to undergo the procedure 
  on her own, then she would need to pay the Story 
  Point cost.
  eMergency care
  Most of the Gadgets within the Black Archive fall 
  under the category of emergency care; they are 
  employed when necessary. Most of these Gadgets 
  are alien in origin and largely untested; in addition to 
  any task rolls necessary to use a device the patient 
  must also roll a Drama Die (see the optional rule in 
  the Doctor Who Roleplaying Game Core Rulebook) 
  and compare the result with the Compatibility table 
  at the bottom of the page.
  As emergency care is just that – an emergency – any 
  UNIT agent in need of such services must pay the 
  Story Point cost in addition to any other Story Point 
  total that the Gamemaster feels is necessary to get 
  the patient to the treatment. Having a UNIT agent in 
  dire need of emergency care in the heart of London 
  is much easier to get to the Black Archive than one 
  who is injured while trapped inside a Dalek saucer! 
  C fieLd Medicine
  Jones bar (Minor gadget)
  Named after Professor Clifford Jones, who pioneered 
  alternative food sources to combat world hunger, 
  the Jones Bar is a natural alchemy of wholesome, 
  sustainable ingredients that packs enough energy 
  to keep a character feeling full for an entire day. In 
  addition, eating a Jones Bar restores one point of 
  injury.
  Traits: Special (heals 1 point of injury)
  Story Points: 1
  Mind cLoud (Minor gadget)
  Early UNIT operations revealed a frightening number 
  of hostile aliens capable of mind control. To combat 
  this, UNIT engineers created a cranial cap that made 
  the wearer resistant to hypnotic attacks. This cap 
  was quickly incorporated into UNIT helmets. With the 
  increase in espionage operations a subtler method 
  was necessary. Archivists managed to shrink the 
  device to the size of a small disc (roughly the size 
  of a button battery) that could be implanted in the 
  skull. This leaves only a small bump on the wearer’s 
  forehead easily covered by a fringe or hat. While 
  the Mind Cloud is an effective tool in combating 
  hypnotism and other types of psychic control, it 
  coMpatibiLity tabLe
  resuLt
  effect
  Fantastic
  The Gadget either works twice as well, or the gadget works normally but also grants the 
  patient a Minor Good Trait (Gamemaster’s choice).
  Good
  The Gadget works as intended.
  Success
  The Gadget works as intended, but imposes a Minor Bad Trait on the patient.
  Failure 
  The Gadget doesn’t work and does 4 levels of damage to the patient.
  Bad 
  The Gadget does 4 levels of damage and imposes a Minor Bad Trait on the patient.
  Disastrous
  The Gadget is lethal to the patient.
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  does have one large drawback – it gives the wearer 
  a continual background headache. All tests using 
  Ingenuity incur a -2 penalty while the Gadget is 
  active. Newer models of the Mind Cloud enable the 
  wearer to turn it on and off with a gentle touch, but 
  this makes the wearer vulnerable whenever the 
  Gadget isn’t on.
  Traits: Immunity (Mind Control), Attribute (-2 to 
  Ingenuity)
  Story Points: 1
  nursing suppLies (MaJor gadget) 
  Over the decades UNIT has collected several 
  examples of alien (and past and future) medicines. 
  While not all of these were compatible with human 
  biology, some medicines have proven useful enough. 
  Such examples are often collected together with 
  normal medical supplies to provide at least a minor 
  benefit to UNIT agents in need of healing. 
  Traits: Skill (Medicine 4), Restriction (User must 
  have Medicine 2 or better). 
  Story Points: 2
  oxygen cheWing guM (Minor gadget)
  Oxygen chewing gum was created by the Dominators 
  in order to help them conquer other worlds. When 
  chewed, the gum releases oxygen and absorbs 
  carbon dioxide, enabling the character to walk 
  around without the need to breathe. As a beneficial 
  side effect this also keeps the character from 
  inhaling toxins. Unfortunately, the Dominators aren’t 
  known for their sense of aesthetics, and the oxygen 
  chewing gum tastes terrible. UNIT X-Docs have tried 
  to flavour it, but such efforts only last for about half 
  an hour after which the terrible taste returns. Oxygen 
  chewing gum is popular amongst UNIT agents in 
  Atlantis and Satellite W1.
  Traits: Environmental (Minor, doesn’t need to 
  breathe)
  Story Points: 1
  quarantine fieLd generator 
  (MaJor gadget)
  Many alien races have made use of ‘quarantine 
  fields,’ or forcefields that are specifically designed 
  to keep molecules from getting to a character or to 
  keep an infected character from spreading disease 
  – this is why the Hospital has a Cleansing Arch. The 
  downside to quarantine fields is that they prevent 
  air from flowing through them as well, meaning that 
  without an air supply a quarantine field can quickly 
  become a suffocation field (use rules for drowning). 
  UNIT agents typically carry quarantine field 
  generators whenever they believe that they’re 
  dealing with an infectious threat. A quarantine 
  field generator is usually built into a van or other 
  conveyance that has solid sides, although it’s 
  possible to set up a self-contained quarantine field 
  with extra equipment. Unlike normal forcefields, 
  characters can freely move in and out of quarantine 
  fields (the fields do have a slight resistance to keep 
  bugs and small creatures out of them), providing 
  they don’t mind risking infection!
  Traits: Special (prevents exposure and 
  infection)
  Story Points: 2
  skin bandage (MaJor gadget)
  Skin bandages are of Krillitane origin; they 
  graft themselves onto a wound and form 
  a new skin over them, effectively granting 
  instant healing. Thanks to the nature of 
  the Krillitane skin bandages work on 
  almost any species, Earth or alien. When 
  slapped onto a wound, the character may 
  make a Medicine roll to heal injuries, 
  substituting the skin bandage’s Medicine 
  skill for their own. It is possible to receive 
  regular medical attention in addition to a 
  skin bandage.
  Traits: Skill (Medicine 3)
  Story Points: 2
  thaLLiciLin (Minor gadget)
  From Cybermen to Daleks, nanotechnology 
  has offered a means to ‘infect’ victims and 
  either bring them under control or transform 
  them into horrific creatures themselves. 
  To defend themselves, some creatures 
  developed a means to protect against such 
  attacks. The Thals, kin and enemies of the 
  Daleks, were amongst the first to do so.
  Thallicilin is a solution filled with nanites 
  that are programmed to destroy other 
  nanites. They are also usually pre-
  programmed to understand the victim’s 
  genetic and biological structure so 
  that if they come across alterations 
  to the original they can repair it. 
  Unfortunately, this has sometimes 
  caused problems if a ‘generic’ 
  
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  Thallicilin is used, causing cyborgs to reject implants 
  or Cassies to lose their powers. Fortunately, with 
  time and effort it’s possible to reverse these changes.
  Traits: Delete, Restriction (nanites only), Special 
  – Harmful (deletes any traits that is not part of 
  the common biological heritage of the recipient’s 
  species).
  Story Points: 1
  WideaWake pLug (MaJor gadget)
  The Wideawake Plug is a small disc-sized gadget 
  developed by X-Docs from a variety of alien medical 
  supplies. The plug needs to be in contact with the 
  skull and, when it senses that the character is about 
  to lose consciousness, sends a small electrical 
  charge to the brain to keep the character awake. 
  UNIT soldiers employing these gadgets tend to 
  attach them to the insides of their berets or helmets; 
  UNIT operatives often incorporate them into their 
  head jewelry.
  Traits: Immunity (Stun attacks)
  Story Points: 2
  C upgrades
  cybernetics (speciaL gadget)
  A controversial but fruitful series of Hospital projects 
  involves the adaptation of Cyber-technology for 
  human use. The Cybermen were once human and 
  thus their technology is inherently compatible with 
  ours. This has enabled some UNIT agents to recover 
  from injuries ‘better than before,’ although some 
  fear that this is the first step towards humanity 
  moving down the same path as the Cybermen. Given 
  the current imperfection with cloning technology, 
  injured UNIT members often opt for Cybernetics in 
  lieu of biological replacements.
  Contrary to popular belief, it’s actually quite rare for a 
  character to have a single Cybernetic replacement as 
  such a Gadget usually needs to be balanced by other 
  Gadgets in other parts of the body. A Cybernetic arm 
  may have the ability to lift a motor vehicle, but the rest 
  of the character’s body wouldn’t be able to support the 
  weight without an exoskeleton or reinforced muscular/
  skeletal structure throughout the body. Thus, rather 
  than provide a list of particular Cybernetics, what is 
  offered here is a menu of traits that such cybernetics 
  provide, leaving it up to the Gamemaster to determine 
  exactly how the Cybernetics supporting those traits 
  looks on the character’s body.
  The first time a character takes a Cybernetic gadget 
  they must also take the Cyborg trait. In addition, 
  Cybernetic gadgets grant their ‘wearer’ with one or 
  more of these traits:
  Alien Appearance: The Cybernetics make the 
  character noticeably less human. This could be 
  anything from the cybernetics making the character 
  appear less human (a Cybernetic arm probably 
  wouldn’t necessitate this trait, but half a Cyberman 
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  head would) to severe injuries that necessitated the 
  Cybernetics in the first place (a badly burned face). 
  Armour: The character has enough Cybernetics 
  grafted on that they are effectively armoured; they 
  also have the Alien Appearance trait. Depending on 
  the Cyberman model, this could either be a Minor or 
  Major trait.
  Attribute Increase: The Cybernetics effectively 
  increase the character’s physical attributes through 
  the Upgrade Gadget trait. Attributes can be increased 
  beyond the host’s maximum – the maximum attribute 
  level that a Cyber-limb can grant is limited by the level 
  that the original Cyberman had (so if the character 
  has Cybernetics from a Cyberman as detailed in the 
  Doctor Who Roleplaying Game Core Rulebook, then 
  their maximum Strength would be 7).
  Control (Major Good): The host can interface with 
  and control other machines.
  Damage Increase: On their own, Cyber-hands 
  and even Cyber-arms can’t grant the full benefit 
  of Strength as the rest of the biological body can’t 
  support it. They can, however, crush and punch 
  objects at full Strength. For every 2 Attribute points 
  of extra damage, this trait costs 1 point. Damage 
  increases are subject to the same Attribute level 
  restrictions as the Attribute Increase trait above. 
  Environmental (Major Good): A character with these 
  Cybernetic parts can survive underwater or in the 
  vacuum of space. 
  Fear Factor (1-3): Within the last half decade, the 
  Cybermen have invaded Earth at least five times and 
  probably more; their appearance immediately elicits 
  frightful responses. Depending on how much the 
  host resembles an actual Cyberman, they may have 
  up to 3 levels of this trait.
  Flight (Major): More recent models of Cybermen 
  have the ability to fly. A character such Cybernetic 
  components can fly as well.
  Hypnosis (Major): Some early variants of Cybermen 
  had the ability to hypnotise people. Once the host has 
  hypnotised a victim, they can silently send messages 
  and orders to them. A host with this Cyber-part likely 
  has the Alien Appearance trait too, as it requires 
  replacing the top of the head. 
  Natural Weapon – Electric Grip (Minor Good): An 
  electric shock can be delivered through a Cyber-
  hand, adding +2 to Strength damage.
  Natural Weapon – Particle Blaster: A Cyber-
  arm or Cyber-head (depending on the Cyberman 
  model) could contain a ranged weapon. These are 
  uncommon because they require a great deal of 
  power that individual Cybernetics generally don’t 
  have, so this trait is normally paired with the Limited 
  Use or One Shot Bad Gadget Traits. Weapons that 
  inflict less than 4/L/L have no cost.
  Resilient: Cybernetic limbs are typically considered 
  part of a Cyborg’s body and aren’t separately targeted. 
  At the Gamemaster’s discretion, a character that 
  only has minor Cybernetic modifications may enable 
  them to be targeted separately; such Cybernetics 
  would benefit from this trait.
  Scan: Cyber-senses can increase a character’s own 
  senses as well as glean even more information about 
  things observed through use of the Scan Gadget 
  Trait.
  Slow (Minor Bad): Cybermen are bulky and slow. If a 
  host has extensive Attribute Increases, the Armour 
  or the Environmental traits, then they likely have this 
  trait too.
  Transmit: A person with these Cybernetics usually 
  has the Alien Appearance as the ‘handlebars’ need to 
  be attached to their head. The host can communicate 
  with anyone that can receive transmissions.
  Weakness (Minor/Major Bad) – Gold: Mondasian 
  models had a Minor weakness to gold, as it clogged 
  their respiratory systems. If the host’s Cybernetic 
  parts include the Environmental trait, the host will 
  likely have this trait too. 
  
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  Weakness (Major Bad) – Radiation: The Mondasian 
  Cybermen that invaded Earth in 1986 couldn’t 
  tolerate radiation. Hosts with Cybernetics taken from 
  such Cybermen may have this trait, in which case 
  they take 4 levels of damage, ignoring any armour, 
  for every round that they are exposed to radiation.
  Plot Seed: 
  •	
  An undetected piece of Cyberman software 
  activates the Cybernetic components worn 
  by various UNIT personnel, networking them 
  together as part of a plot to convert humanity 
  into Cybermen. They begin to construct their own 
  Cyber-conversion chambers and quietly build an 
  army; they may need technical assistance to do 
  so, so the Black Archive may be tipped off when 
  prominent engineers, possibly even one of their 
  Archivists, goes missing.
  six biLLion pound agents
  The numerous Cybermen invasions of Earth, 
  both from space and parallel dimensions, 
  has left an extraordinary amount of Cyber-
  technology lying around the world. Given its 
  compatibility it’s only a matter of time before 
  – if they haven’t already – various nations adapt 
  the technology to their own use. More and 
  more espionage agents could be enhanced with 
  cybernetic parts, and the rich and powerful can 
  afford replacements or even ‘upgrades.’
  UNIT is at the forefront of this. While they 
  know the dangers of using Cyber-technology, 
  continuous testing has weeded out the 
  remnants of Cyber-programming in the limbs 
  and other parts enabling them to be safely 
  used by agents. UNIT may even create a 
  team of such agents as they would be a more 
  resilient strike force against alien threats. 
  Such a strike force can be easily created 
  by using the Cyborg trait and adding a few 
  Cybernetics to a UNIT member. Of course, 
  such agents could also be found amongst 
  other 
  governments 
  and 
  corporations, 
  defending their interests which may not 
  always align with UNIT. Given the resiliency 
  of Cybernetics it’s also possible that there 
  may be ex-agents of defunct organisations 
  such as the Soviet KGB or Torchwood at large, 
  pursuing whatever agenda they wish or simply 
  offering their services to the highest bidder. 
  Such agents make excellent and surprising 
  rivals or enemies of a Black Archive team.
  skiLL-Jack (speciaL gadget)
  ‘Skill-Jack’ originated as a verb, in the sense of 
  ‘skill-jacking,’ which meant to take the skills of one 
  person and transplant them to another. Skill-Jacks 
  are psychic Gadgets developed in parallel with the 
  Cassandra Programme (see pg. 10). An agent with a 
  desired skill has a Cassie help them remember their 
  training as an Automated Memory Filter records 
  those memories. The memories are then sifted and 
  distilled in such a way that downloading them into 
  another agent grants them the use of that skill at the 
  same level as the person from which it was taken.
  Skill-Jacks do have one major setback: it is often 
  difficult to get a completely ‘clean’ knowledge of 
  learning a skill. Residual experiences or memories 
  from the original donor may occasionally be 
  transplanted into the agent.
  Traits: Skill, Glitch (occasional flashes of bad 
  memory)
  Story Points: 1-3 (1 skill point grants a 2 in the 
  desired skill; each additional skill level (up to 5) 
  costs 1 Story Point)
  Plot Seed: 
  •	
  UNIT operators who have been given Skill-Jacks 
  suddenly forget the implanted knowledge while 
  out in the field. Further investigation leads to the 
  revelation that such agents disappeared for brief 
  periods with no recollection of what happened 
  save that they no longer have the Skill-Jack 
  implants. This has caused complications for 
  several UNIT missions. As it turns out, someone 
  is seeding information into Skill-Jacks so that 
  a secret organisation can steal the memories 
  and gain the coded information. Of course, that 
  means that someone else on Earth has access to 
  this technology. Who is it and what do they want?
  C teMporary procedures
  frogMan procedure (Minor gadget)
  The discovery of surgically altered Fish People in 
  the Atlantic Ocean created by the mad scientist 
  Professor Zaroff and UNIT’s X-Doctors’ attempts to 
  return them to normal has resulted in a treatment 
  that can turn UNIT agents into amphibians, and vice 
  versa. This process takes a full day to transform 
  the patient into an amphibian, during which time 
  they develop large eyes, gills, scales, webbed 
  fingers and toes, and fins. It also takes a full day to 
  transform back. While this process grants the UNIT 
  agent certain tactical advantages it comes with 
  fundamental disadvantages: the transformed agent 
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  no longer looks human and cannot speak normally. 
  They are able to communicate through the water with 
  vibrations that another Fish Person – or a surface-
  dweller with the right equipment – can detect and 
  understand.
  Traits: Alien Appearance, Alien Senses (underwater 
  vibrations), Environmental (Underwater), Presence -1
  Story Points: 1
  Plot Seed: 
  •	
  After initial tests with the Frogman Procedure 
  proved 
  fruitful, 
  UNIT 
  began 
  employing 
  transformed agents for more and more missions 
  around the world. Recently, however, UNIT has 
  had a number of Frogmen disappear. A few 
  X-Docs believe that the Frogmen may have 
  ‘gone native’ in their new environment, but UNIT 
  command isn’t so sure – they believe that the 
  rogue Frogmen may be part of a conspiracy. The 
  characters are sent to investigate, which likely 
  requires conversion into Frogmen themselves!
  kriLLitane oiL (speciaL gadget)
  Krillitane oil is one of the oddest, and most useful, 
  substances in the universe. It’s odd because despite 
  being originally produced by the Krillitane it’s now 
  toxic to their massively changed forms. It’s useful 
  because, without it, the Krillitane could never have 
  begun to shift form. The oil is a synaptic and genetic 
  accelerator that, when secreted (or ingested) in 
  sufficient quantities, allows the Krillitane to add the 
  genetic structure and properties of another race to 
  their own.
  This process also applies to non-Krillitane species 
  but often manifests in different ways. In humans, 
  Krillitane oil is a huge intelligence booster. Ingesting 
  a small amount of oil (say, just enough to fry some 
  really good chips) over two weeks is enough to raise 
  a human’s IQ by 20 points, with that amount doubling 
  each successive week. In game terms, anyone 
  ingesting Krillitane oil for more than a week gains 
  +1 Ingenuity, +2 Knowledge and the Networked Trait. 
  If they ingest Krillitane oil for a month, they gain 
  another +1 Ingenuity, +2 Knowledge as well as +1 
  Medicine, +1 Science and +2 Technology. So long as 
  they continue to ingest Krillitane oil, they maintain 
  these heightened attributes and skills. Once they’ve 
  stopped ingesting the oil, the effects wear off very 
  quickly. Inside 24 hours, they will be back to their 
  normal levels.
  Traits: Attribute (+1 Ingenuity), Skill (Knowledge 
  2), Networked. Attribute (+1 Ingenuity, must have 
  ingested for 1 month), Skill (Knowledge 2, Medicine 
  1, Science 1, Technology 2; must have ingested for 1 
  month)
  Story Points: 3, 5 for month-long treatment
  Note: This only works for humans. It’s up to the 
  Gamemaster what Krillitane oil does for Zygons or 
  other alien species.
  Plot Seed:
  •	
  Several Zygons that have been assimilated 
  into Earth’s society are turning up dead. There 
  is no known connection between the victims; 
  they are drawn from all parts of society. The 
  only thing that they seem to have in common 
  is their location; London’s East End. The truth 
  is that a group of humans, traumatised by the 
  knowledge of Zygons amongst us (possibly 
  residual memories from a former Zygon 
  revolution or simply a conspiracy theorist finding 
  a conspiracy), has gotten a hold of Krillitane oil. 
  Whenever they suspect someone of being a 
  Zygon they surreptitiously meet the Zygon in a 
  pub and buy them a drink, which they’ve mixed 
  with Krillitane oil. Once the Zygon has tasted 
  it and the humans realise that the Zygon isn’t 
  networked with them, they assault and kill the 
  Zygon at the earliest opportunity.
  
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  There is, of course, one flaw with this method 
  and that’s that the murderers’ plan works the 
  same no matter what alien race is masquerading 
  as human – the murderers probably aren’t 
  ready for the hornet’s nest they are kicking! 
  Alternatively, the Krillitane oil can react in a 
  strange or deadly way to Zygons, making the 
  discovery and the killing one and the same or, in 
  the case of another alien, enhance them in ways 
  that the murderers daren’t dream!
  C eMergency care
  brain WorMs (speciaL ‘gadget’)
  This species of parasitic worm has become one of 
  the most effective treatments for brain damage, 
  as long as the patient isn’t too squeamish. In the 
  wild, these worms burrow into the skull of animals 
  and lodge themselves in the brain. There they 
  photosynthesise brain energy in a similar way a plant 
  photosynthesises energy sunlight.
  While this might not seem very useful, it is the way 
  the worm does this that has proved important. Upon 
  burrowing into the skull it merges seamlessly – 
  and harmlessly – with the host’s brain. The worm 
  is essentially made up of brain cells, and once it 
  connects to the host it allows electrical energy from 
  the brain to pass through it. In this way it feeds on the 
  energy flowing along it, but it does not interrupt the 
  flow of electricity so as not to endanger the host. As 
  it feeds it grows, until it spawns offspring that chew 
  their way out of a soft part of the skull (often the ear) 
  to leave and seek a new host.
  What makes this rather gruesome creature useful 
  to medical science is its ability to replace damaged 
  brain tissue. If it merges with a damaged area of 
  the brain it effectively rebuilds it. Some hosts who 
  have previously suffered incredible mental trauma 
  through brain damage have been known to make a 
  full recovery. Obviously, few people like the idea of a 
  parasitical worm in their head, but studies have proved 
  it is possible to use Brain Worm tissue as a transplant 
  for damage brain matter. The problem is that a living 
  worm is much better at integrating with a host.
  Traits: Fast Healing (Special), Restriction (Presence 
  and Ingenuity damage only).
  Story Points: 5
  Plot Seed:
  •	
  A Brain Worm is used to treat a UNIT soldier who 
  has suffered extensive neurological damage. 
  The X-Docs are unsure if it is the right path, 
  but his injuries were severe enough to leave 
  him in a vegetative state. Within hours of the 
  treatment he is conscious and responding to his 
  colleagues; within days he is talking and walking 
  again. It’s a medical miracle!
  Unfortunately, the treatment is not without its 
  side effects. Several people report him acting 
  strangely. His wife, after an initial excitement 
  at the results is becoming worried and even a 
  little frightened of her husband. Even worse, 
  seemingly coinciding with his release from 
  hospital, a string of gruesome killings begins, 
  the victims all missing their brains. What’s really 
  going on with the soldier and his Brain Worm?
  cerebraL upLoad (Minor gadget)
  Also known as ‘ghosting,’ this Gadget enables 
  the user to completely upload the memories of 
  an individual. Originally, housing even a single 
  intelligence required an entire room, but recent 
  advances in micro and nanotechnology have enabled 
  X-Docs to house several minds within a single large 
  cabinet computer known simply as ‘the Memory 
  Bank.’ The person whose mind is being copied 
  simply slips on a special helmet and relaxes as the 
  device copies the brain, a process that takes 4 hours. 
  Cerebral uploads are regularly made for important 
  people within UNIT (and sometimes other notables) 
  as they are deemed too valuable to lose all of their 
  knowledge in case of lethal injury or death. They 
  are also offered when particularly valuable UNIT 
  members are going on difficult missions. In any 
  case, a cerebral upload is only as current as the time 
  in which it was made. A UNIT agent who is given a 
  cerebral upload and dies on a mission two days later 
  will be missing two days in the Memory Bank.
  There are two problems with cerebral uploads. The 
  first is that while the Gadget completely records 
  memories, feelings and personality can’t be fully 
  copied – the Gadget needs a biological component 
  (computers can’t ‘feel’ like a biological creature can 
  without considerable advanced engineering, which is 
  beyond the scope of UNIT Archivists).
  The second is that not everyone wants all of their 
  memories recorded and may resist the cerebral 
  upload. Unfortunately, given the brain’s complex 
  process of where it stores information, an attempt 
  at keeping the cerebral upload from recording 
  an embarrassing experience may also cause the 
  cerebral upload to lose valuable memories on 
  unrelated matters. The cerebral upload runs the 
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  risk of bringing to light any memories that the user 
  may have forgotten or repressed, which could cause 
  complications should they awaken and remember 
  those memories!
  Traits: Record, Restriction (only restores memories, 
  not emotions).
  Story Points: 1
  Plot Seed:
  •	
  Years ago, a new recruit was secretly a sleeper 
  agent for another secret organisation that 
  wanted eyes and ears within UNIT. This secret 
  organisation had access to its own memory 
  machines and the recruit wasn’t even aware 
  of their status as a double agent. This agent is 
  now a well-respected member of UNIT and as 
  a matter of routine has their memory recorded 
  and filtered by the Cerebral Upload and the 
  Memory Filters. But when the agent is injured in 
  an accident, the Cerebral Upload restores their 
  original memories, inadvertently wakening the 
  sleeper agent, who commences their original 
  mission from deep inside UNIT. The characters 
  must figure out what has happened and stop the 
  sleeper agent before all of the Black Archive’s 
  secrets are stolen.
  •	
  Every once in a while, there is a glitch with the 
  Cerebral Upload. The Cerebral Upload not only 
  restores a character’s memories, but it also 
  uploads the memories of a recently deceased 
  agent too. The character’s consciousness will 
  have to struggle with that of the dead agent who 
  wants revenge for their death, even if it means 
  hijacking the character’s body!
  cLoning chaMber (Minor gadget)
  The Cloning Chamber is an adaptation of existing 
  Sontaran technology: it creates a perfect clone of 
  another person. For all intents and purposes this 
  clone becomes an exact duplicate: its attributes, 
  traits and skills are the same, but it is utterly loyal 
  to UNIT (gaining the Enslaved trait) and is psychically 
  linked to the original (gaining the Dependency trait). 
  The original needs to be in hibernation and linked 
  to the cloning chamber in order for the clone to be 
  active. This effectively means that there can only be 
  one clone at any given time. Should the original ever 
  be disconnected from the Cloning Chamber then the 
  clone withers and dies within minutes.
  Due to the limitations, X-Docs primarily use the 
  cloning chamber to ‘heal’ permanent injuries or 
  rescue mortally wounded characters by creating 
  a clone and harvesting it for spare parts – cloned 
  body parts can survive its ‘death’ so long as they are 
  attached to the original. Unfortunately, the cloned 
  part still eventually dies – the process takes a few 
  weeks, requiring constant replenishment. The clone 
  is usually placed in a vegetative state when it is 
  created for this purpose. 
  
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  Obviously, this raises a lot of ethical questions and 
  X-Docs need orders from a UNIT commander to 
  create a clone for harvesting – this is supposed to 
  be done only in extreme cases. Currently, X-Docs are 
  hoping to convince Geneva that this technology can 
  help Failed Cybermen regain their original forms.
  There is a growing consensus amongst X-Docs that 
  it might not be a bad idea to allow the clones to know 
  exactly what they are and that their time is limited; 
  these ‘Flesh Puppets’ could then be employed to 
  undertake dangerous tasks. Thus far Geneva has 
  rejected the creation of what is essentially a ‘slave 
  species,’ but there are some within UNIT command 
  who see the potential.
  Occasionally, a clone is able to break its limitations 
  and act on its own. This usually leads to madness, as 
  the clone realises that it is only alive so long as the 
  original is in hibernation so it indulges in whatever 
  it can before its inevitable death. While dealing with 
  the clone itself usually isn’t a big issue – just cut the 
  cord – UNIT agents may be called in to deal with any 
  complications and retrieve the body.
  Traits: Replication, Restriction (only copies 
  original), Restriction (dies within minutes of 
  original’s removal).
  Story Points: 1
  Plot Seed:
  •	
  Somehow a clone has managed to escape the 
  Black Archive. Its original is in the Black Archive 
  hospital due to a botched mission gone wrong 
  and without the clone the original could die, 
  which has necessitated the growing of a new 
  clone. In the meantime, the original clone is 
  made redundant and a UNIT team is dispatched 
  to find and eliminate it. What the UNIT team 
  doesn’t know is that the Original discovered 
  something they shouldn’t – a conspiracy within 
  UNIT – and the rogue element tried to have the 
  Original eliminated. The creation of the clone 
  was not the rogue element’s idea – they want the 
  Original dead – so the rogue element arranged 
  for the clone’s escape while putting another plan 
  into action to kill the Original before the second 
  clone can be utilised.
  Given that the escaped clone was made at 
  the time of the Original’s admittance into the 
  Hospital, it has all of the Original’s memories 
  intact – it may even be seeking retribution on its 
  own. Can the UNIT team get everything sorted in 
  time, or will they find themselves caught in the 
  crosshairs of the conspiracy?
  hibernation chaMber (MaJor gadget)
  As part of early interstellar expeditions, many space-
  faring species created Hibernation Chambers so that 
  their crews could survive long voyages. The Silurians 
  too created Hibernation Chambers to wait out the 
  destruction of the Earth, oversleeping by millions of 
  years. UNIT has salvaged at least a couple of these, 
  creating a chamber that can put a person in perfect 
  suspended animation – their bodies still age, but at 
  a fractionally minute rate (it would take thousands 
  of years before the person looked noticeably older).
  The Hospital uses the Hibernation Chamber for 
  patients with incurable diseases or tenacious 
  viruses that could take over a person long before a 
  cure could be administered. It is also used to hold 
  prisoners who would otherwise be difficult to contain 
  in a prison cell.
  Traits: Immortal (Major), Scan, Bulky, Slow.
  Story Points: 2
  Plot Seed: 
  •	
  A UNIT soldier entered hibernation some two 
  decades ago to forestall the onset of an alien 
  virus; recently a cure has been discovered 
  and the soldier revived and cured! The soldier 
  attempted to return to their old life, but their wife 
  had remarried in the meantime. The wife’s new 
  husband has now disappeared. Is this a case of 
  revenge, or is something else afoot?
  phasing circLet (Minor gadget)
  This thick metal ring has proved a boon to surgery. 
  It is placed on the patient’s bare skin and, when 
  activated, lights up with a blue glow. The ring has 
  layered sides to allow it to be adjusted from 10cm in 
  diameter to nearly a metre. Once activated it allows a 
  surgeon to push their hand inside the patient without 
  breaking the skin or muscle at all. It allows a form of 
  technological ‘psychic surgery’. 
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  The problem is that the surgeon can’t really see 
  what they are doing unless they are also using 
  some advanced imaging technology. However, some 
  work can be done by feel: checking the position of 
  an unborn child for instance, or removing a bullet.
  While the circlet doesn’t anaesthetise the area or the 
  subject, its field does create an antiseptic barrier, 
  reducing the chance of infection from the operation. 
  With no need to cut the patient open, the operation 
  causes less shock and damage, as well as making 
  healing and recovery times much faster.
  Traits: Fast Healing (Major), Restriction – wielder 
  must make successful Medicine roll on patient in 
  order for trait to apply).
  Story Points: 1
  Plot Seed:
  •	
  Phasing Circlets aren’t just useful for medicine 
  – they are a convenient tool for criminals as 
  well. In addition to making safe-cracking child’s 
  play (so long as valuable items are within arm’s 
  reach), a phasing circlet could make for a very 
  effective assassin! A UNIT team is tasked with 
  investigating a string of impossible crimes 
  that are being committed by a criminal with a 
  phasing circlet.
  re-prograMMing Machine 
  (Minor gadget)
  When Professor Bracewell joined UNIT he made a 
  frightening revelation – there were several Dalek 
  Duplicates and Puppets hidden throughout the world, 
  many in influential positions. When he revealed this 
  to Torchwood, his employers had a ‘fix with prejudice’ 
  policy and simply eliminated those whom Bracewell 
  had identified.
  Once Bracewell discovered this he went silent. 
  Torchwood, of course, didn’t believe that he’d given 
  them every name, but there was no way that they 
  could force him to reveal more. Once Bracewell 
  joined UNIT, he offered to help them find the Puppets 
  on condition that he be afforded an opportunity to 
  de-programme them. They were, after all, much like 
  him and, if de-programmed, might continue to live 
  out their lives blissfully unaware. 
  Bracewell’s 
  Re-Programming 
  Machine 
  works 
  not only on Dalek Duplicates (and Dalek Puppets) 
  but anyone who is suffering from the effects of 
  hypnotism. 
  Traits: Hypnosis (Major), Restriction (only 
  eliminates effects of hypnotism).
  Story Points: 1
  Plot Seed:
  •	
  Professor 
  Bracewell’s 
  machine 
  works 
  to 
  eliminate any form of hypnosis; this can include 
  the Memory Implanter! If the ‘de-programmer’ 
  isn’t careful, a patient could remember 
  something that UNIT would rather have been 
  left been buried, especially if the patient had 
  made several trips into the Black Archive. How 
  this information impacts the patient and UNIT 
  generally could have huge implications!
  C the Menagerie
  The Menagerie is a collection of aliens kept either 
  imprisoned in Black Archive quarters, in suspended 
  animation, or ‘on ice’ after their death. They are kept 
  in the Hospital for medical research. Unfortunately, 
  not all of them are completely harmless, and it is 
  not uncommon for careless X-Docs to contend with 
  aliens on the loose!
  Amongst the alien corpses stored here are several 
  partially converted Cybermen of various types, an Ice 
  Warrior, a Raxacoricofallapatorian, several Silurians, 
  and a Zygon (currently the subject of ethical debate 
  now that Zygons have been integrated into Earth 
  society). One such alien, known only as John Smith, 
  is considered so dangerous that he was moved to the 
  Enigma Vault (see pg. 136).
  There are also a few aliens that are not on ice but 
  nevertheless still reside in the Black Archive, 
  either for their own benefit – observing and refining 
  experimental techniques on them – or because they 
  are considered too dangerous to release. Some of 
  them are detailed here, but there are others; feel free 
  to inter creatures from any Doctor Who sourcebook. 
  
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  As examples, Snowcap has a Krynoid (Fourth Doctor 
  Sourcebook) kept in a special reinforced greenhouse 
  away from the base and Atlantis keeps a Seaweed 
  Creature (Second Doctor Sourcebook) in a tank 
  where a particular screaming pitch is played in a 
  continuous loop to keep it docile.
  eve and teva, daLek Mutant and cLone
  Known as Project Jekyll and Hyde, these two 
  specimens are amongst the Black Archive’s most 
  closely guarded secrets. Having managed to capture 
  a living Dalek mutant, X-Docs within the Black 
  Archive wondered whether they could ‘restore’ the 
  Dalek’s original form through cloning technology. 
  This was not an easy process, considering that 
  the Dalek was not the first of its kind (so restoring 
  it to its original form would be like trying to clone 
  an Australopithecus from a modern human), but 
  after much trial and error the X-Docs involved 
  with the project believed that they had succeeded. 
  Unfortunately, that was only their first challenge.
  The first test subject still contained all of her Dalek 
  conditioning and hated herself for being different 
  – she killed herself at the earliest opportunity and 
  Daleks know a surprising number of ways to kill the 
  humanoid form! It took several attempts at brain-
  rewiring to countermand the Dalek conditioning 
  – just when the X-Docs thought they’d succeeded, 
  some remnant of the ‘Dalek Factor’ would surface 
  and drive the clone mad, often attacking the nearest 
  UNIT agents before killing themselves. Finally, the 
  X-Docs managed to create a relatively stable clone, 
  which they named ‘Teva.’ Thus far, Teva hasn’t tried 
  to kill herself or anyone else.
  By all outward appearances Teva is a normal young 
  Kaled (human to Earthling eyes) woman. She speaks 
  and acts like a child, although that is changing as she 
  is slowly being educated and tested. She knows that 
  she is different to other humans but feels a strange 
  affinity towards them. One interesting quirk is that 
  Teva is quick to find and point out any faults – physical, 
  mental, or social – that she perceives in others. Some 
  X-Docs think that this may be some fragment of the 
  Dalek Factor’s loathing of imperfections, but thus far 
  it hasn’t manifested any more strongly than that. 
  There is another secret to Teva – as she was created 
  from Sontaran cloning technology the X-Docs had 
  to keep the original, a Dalek mutant they’ve dubbed 
  ‘Eve,’ alive. Eve is kept in cryogenic storage, as 
  X-Docs fear that she or Teva may try to harm each 
  other should they discover the other’s existence.
  teva
  skiLLs 
  Athletics 2, Convince 4, Fighting 4, Knowledge 2, 
  Marksman 3, Medicine 1, Science 3, Survival 4, 
  Technology 4.
  traits
  Arrogant (Minor Good): +2 bonus to resist fear 
  and hopelessness; -1 to social interactions with 
  those considered ‘inferior.’
  Attractive (Minor Good): +2 bonus to any rolls that 
  involve the character’s looks.
  Dark Secret (Major Bad): In spite of her dramatic 
  change Teva is still a ‘Dalek’ and most people on 
  Earth wouldn’t care about the differences; they’d 
  attack her on sight if they knew what she was.
  Empathic (Minor Good): +2 bonus on rolls to 
  ‘read’ another person. 
  Eccentric (Minor Bad): Teva has a tendency to 
  point out other peoples’ flaws.
  Technically Adept (Minor Good): +2 to any 
  Technology roll to fix a broken or faulty device.
  tech LeveL: 5 
  story points: 4
  aWareness
  3
  presence
  4
  coordination
  3
  resoLve
  4
  ingenuity
  4
  strength
  4
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  ticktock, taMe tocLafane
  In one of the greatest ironies of the Black Archive, a 
  creature that was brought to the past via a Paradox 
  Machine to destroy the present is now unwittingly 
  powering a new Paradox Machine – the Paradox 
  Room – that is designed to protect the present – and, 
  by extension, the future. 
  Toclafane are much like small Daleks, in a way. They 
  are small floating silver spheres that contain the 
  brain and central nervous system of a living being. 
  The Toclafane can fly in atmosphere and out into 
  space. While they can’t travel interstellar distances, 
  they move very fast indeed. 
  The sphere is armed with an energy weapon and 
  several knives that can be deployed at will to slice 
  and dice. The sphere’s armour is extremely strong, 
  rendering them immune to gunfire and most 
  weapons. However, a large jolt of electricity at a 
  specific voltage can disable one. It is not the amount 
  of voltage but the particular frequency of the current 
  that does the damage. So, anyone planning to collect 
  a sphere needs not only a large power supply but 
  also the correct data to make it effective.
  The Toclafane interred in the Black Archive has had 
  its weapons systems removed. It floats beneath the 
  Paradox Room, eagerly devouring any entertainments 
  and sustenance provided to it, much like a child would. 
  Unlike other prisoners, incarceration is a significant 
  improvement over the end of the universe. In spite 
  of its reputation as a killer, the Toclafane eagerly 
  chats with anyone who will talk to it; it is interested 
  in every topic although it approaches them with the 
  enthusiasm and limited comprehension of an excited 
  child. Due to its excited nature and the fact that it is 
  helping preserve the timeline, this Toclafane has been 
  dubbed ‘Ticktock’ by UNIT agents.
  yvonne hartMan
  Prior to the Battle of Canary Wharf, Yvonne Hartman 
  was the head of Torchwood. She was brilliant, driven, 
  and completely secure in the knowledge that she 
  was doing the right thing. She knew that the world 
  needed to be defended and she was going to be the 
  one to do it. Until the Cybermen invaded.
  Like many of the Torchwood agents caught by 
  the Cybermen in Torchwood Tower, Yvonne was 
  converted into a Cyberman. She managed to resist 
  her Cyber-programming, however, and prevented 
  the Cybermen from gaining access to the operations 
  centre to buy enough time for the Doctor to reverse 
  the rift into the Void and suck the Cybermen and the 
  Daleks into it. Presumably, Yvonne should have been 
  sucked in as well.
  ticktock
  skiLLs 
  Athletics 6, Fighting 4, Marksman 2.
  traits
  Alien Appearance 
  Armour (Major): The Toclafane’s sphere is 
  incredibly tough to break, reducing damage by 10. 
  Only after it has been disabled can the sphere be 
  opened. 
  Cyborg
  Environmental: The Toclafane can survive in 
  space and underwater. 
  Flight: The Toclafane are fast and nimble. When in 
  the open, they have a Speed of 18. 
  Natural Weapons – Blades: The Toclafane 
  spheres can deploy multiple blades (that do 
  Strength +2 damage). 
  Natural Weapons – Pulse Weapon: The Toclafane 
  can fire a Pulse Weapon that does (2/5/7) damage. 
  Weakness: There is a precise electrical current 
  (58.5 kilo-ampere transferred charge of 510 
  megajoules) that will disable a sphere. It is not 
  common, except in lightning strikes or in specially 
  manufactured weapons. If hit, the sphere is 
  completely disabled, though the occupant is not 
  killed.
  tech LeveL: 7 
  story points: 2
  aWareness
  4
  presence
  2
  coordination
  6
  resoLve
  2
  ingenuity
  2
  strength
  2
  
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  Only she didn’t. Whether it was through force of will 
  or her humanity (or simply a collapsed bit of wall) 
  grounding her on her home world, Yvonne resisted 
  being sucked into the Void until the Doctor could shut 
  down the portal. Her cybernetic parts were terribly 
  damaged and much of it was missing – UNIT search 
  teams almost discarded her as dead wreckage – but 
  Yvonne survived. Once they discovered she was alive 
  UNIT took her to the Black Archive.
  Professor Bracewell was put in charge of her 
  rehabilitation. Using what he knew of his own Dalek 
  technology combined with Cybermen technology 
  (he noted that they were surprisingly compatible), 
  Bracewell built an android body for her that 
  resembled her original human form. While Yvonne 
  appreciated getting some semblance of her humanity 
  back, she also realises that she is now a prisoner.
  Yvonne believes that Bracewell is enjoying the 
  reversal of fortune, although Bracewell insists 
  otherwise – he is happy to have a kindred spirit, even 
  one that hadn’t exactly been a friend to him prior to 
  her conversion. He insists that Yvonne is locked up 
  only because they aren’t yet certain if her Cyber-
  programming is infectious or whether she may revert 
  back to being one of them. UNIT is also concerned 
  about her unwavering loyalty to Torchwood – 
  she’s made several references to UNIT ‘stealing’ 
  Torchwood’s secrets. UNIT does come to her when 
  they have questions about Torchwood, appealing to 
  her devotion to the Crown, if not the organisation.
  yvonne hartMan
  aWareness
  4
  presence
  5
  coordination
  2
  resoLve
  4
  ingenuity
  4
  strength
  5
  skiLLs 
  Athletics 2, Convince 5, Fighting 3, Knowledge 
  (Aliens 5) 3, Marksman 2, Medicine 2, Science 1, 
  Subterfuge 4, Survival 2, Technology 4.
  traits
  Brave (Minor Good): +2 bonus to any Resolve roll 
  when she needs to show courage.
  Cyborg: While Yvonne is technically a cyborg, the 
  conversion process has effectively made her into a 
  robot. 
  Indomitable (Major Good): +4 bonus to any rolls to 
  resist psychic control.
  Obsession (Major Good): Yvonne remains utterly 
  loyal and devoted to Torchwood and preserving the 
  British Empire, even though neither (arguably) still 
  exists.
  Psychic Training (Minor Good): +2 bonus to 
  Resolve rolls when trying to resist psychic attack or 
  deception.
  By the Book: Yvonne must be convinced to act 
  against procedure.
  Slow: Yvonne moves like a Cyberman. Her Speed is 
  halved. 
  Weakness (Minor) – Magnetism: Strong magnetic 
  forces can paralyse Yvonne. She must make a 
  Resolve + Strength roll (Difficulty 18) when exposed 
  to strong magnetic force.
  tech LeveL: 5 
  story points: 5
  hospitaL
  
  OMegA
         lOcker
     
  
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  ‘…if you had created a virus in your laboratory, 
  something contagious and infectious that killed on 
  contact, a virus that would destroy all other forms 
  of life, would you allow its use?’
  There are some things for which the only sensible 
  option is to lock them up and throw away the key. 
  Such items are so dangerous or corrupting their 
  mere presence might tear holes in reality or shatter 
  worlds. This chapter details those items that are 
  deemed too dangerous to ever be let out into the 
  world. 
  The Omega Locker is a myth even to high-ranking 
  members of UNIT staff. Plenty of well-placed officers 
  dismiss rumours of its existence with a casual 
  “if it existed, I’d know about it.” (The Doctor once 
  remarked on its similarity to the Omega Arsenal 
  on Gallifrey. When this got back to the Curator, he 
  merely smiled and said “yes, curious”.) They would 
  be very surprised to learn their clearance is not 
  high enough. If the world ever found out about the 
  existence of the Omega Locker than there would 
  likely be outrage. 
  a Word of caution
  The Omega Locker is a dangerous place, not just for 
  what it contains but for the decisions its existence 
  forces UNIT to make. Balanced against the safety 
  of the entire planet, concepts like ‘due process’, 
  ‘innocent until proven guilty’ and ‘human rights’ 
  sometimes fall by the wayside. Each item here is 
  not just a danger to public safety, but another chip 
  to wear away the morality of UNIT and its personnel. 
  All the Omega Locker contains are tough decisions, 
  wrapped in a kernel of death and destruction. Once 
  you open the door, you will not like what you find 
  there, or inside yourself. 
  It should go without saying that you should be 
  careful what you do with devices of this power. If 
  the characters fail to stop a villain using one, the 
  consequences will be extreme. Putting them in the 
  hands of the players’ characters can often be just as 
  dangerous. Even the Doctor was frightened of the 
  incredible power of the Moment, and rightly so. 
  When creating devices of this power, they must 
  always serve the story. Don’t use a D-Mat Gun 
  where a rifle will do. Consider very carefully what 
  such a powerful device will do to the game if it is 
  used, and how its use might be abused. Players can 
  be fiendishly inventive as much as they can make 
  dreadful mistakes. An item you put into the story 
  to help the players defeat the bad guy might get 
  adapted to make them the rulers of the universe, 
  immortal or ensure every planet has jelly baby trees. 
  oMega Locker
  oMega Locker
  
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  As always, what you introduce into a campaign will 
  almost always end up in the hands of your players’ 
  characters, and they will use it as often as they can 
  get away with.
  Such powerful items should appear sparingly or 
  they become every-day and ordinary. Your players 
  should never be moaning that they are facing “yet 
  another planet destroying weapon”. Once you bring 
  in a device of this magnitude, it is hard to top. If the 
  adventure deals with a planet killer, what next? A 
  galaxy destroyer? Then a universe destroyer, and 
  afterwards a reality destroyer? These are for the end 
  of series climax, not as a monster of the week. After 
  putting one in a campaign, the next adventure must 
  reset the mood to something slower and calmer so 
  you can build up to another big finish. 
  It is also important to note that not every world 
  ending device needs to be impressive looking. Your 
  ultimate weapon might be a vast spacecraft covered 
  in weapons that blot out the sun. But it might just 
  as easily be a simple box with a big red button. The 
  form should suit the function, and quite often these 
  devices are made to look innocuous to make them 
  easier to hide.
  So, in short, treat these items with care. Opening 
  the Omega Locker is not to be done lightly, and the 
  effects of releasing just one of these devices, will 
  have consequences that will last for years to come.
  C requisitioning an 
  oMega gadget
  Gadgets contained within the Omega Locker are 
  largely dei ex machina, weapons that are only used 
  as a last resort when all other options have been 
  exhausted. Given the potential for collateral damage, 
  UNIT commanders only reluctantly employ them 
  and even then only after much heated debate. No 
  character should be able to just waltz into the Black 
  Archive, plunk down a few Story Points, and walk 
  out with one of these potent Gadgets – they are only 
  available when you believe that the adventure calls 
  for them or, better yet, as Gadgets needing retrieval 
  out of the hands of nefarious villains who plan to 
  employ them.
  Thus, there are no difficulty numbers for whether a 
  UNIT agent can requisition a gadget from the Omega 
  Locker. If employed at all, an Omega Weapon is 
  requisitioned by the ranking UNIT commander (who 
  given the memory wipes within the Black Archive, is 
  likely to be the only UNIT agent who knows that the 
  Omega Locker exists). 
  However, given that a Doctor Who Roleplaying 
  Game adventure is ultimately in the hands of the 
  players, they still ‘activate’ the option to use an 
  Omega Weapon by paying the story point cost. 
  Regardless of their actual cost, all Omega Gadgets 
  are considered ‘special’ Gadgets.
  
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  Whether the UNIT agents actually employ the Omega 
  Gadget depends on the needs of the adventure. The 
  agents may be called upon to pilot a K-X robot or 
  take the canister containing the Movellan virus 
  inside a Dalek Saucer in order to ensure that no 
  humans nearby are harmed. On the other hand, a 
  squadron of UNIT jets may simply drop Dalekanium 
  bombs on the marching forces of a heavily armed 
  adversary without pressing the characters to pilot 
  the planes.
  C oMega gadget traits
  While often not as destructive as the pocalyptic 
  weapons of the Time War, Omega Locker Gadgets 
  do often pack a punch that far outstrips anything 
  even other Black Archive Gadgets are capable of 
  doing. The apocalyptic traits listed here are applied 
  to Gadgets housed in the Omega Locker. It’s certainly 
  possible that there are more and that Time War 
  weapons may have found their way to Earth – see the 
  Time Traveller’s Companion for details.
  Not all Gadgets in the Omega Locker have Apocalyptic 
  Traits (or, in the case of the Weeping Angels, are 
  Gadgets at all!). Similarly, while certainly better 
  studied than Gadgets within the Enigma Vault, 
  Omega Gadgets aren’t completely understood nor 
  are the ramifications of using them fully known. You 
  may tailor any vague effects as suits your needs, 
  or add any new effects, good or bad, as you desire. 
  It’s entirely possible that an Omega Gadget actually 
  has other traits that manifest when UNIT decides 
  to use them. This could affect their Story Point 
  total, and the Gamemaster could make much out of 
  having the UNIT agents have to contain or mitigate 
  unanticipated fallout from using an Omega gadget. 
  It’s for Gadgets like these that the Black Archive 
  was created, so the impact of their use can never be 
  truly overstated!
  area effect 
  (MaJor good gadget trait)
  Some Gadgets can affect an entire area. This could 
  be as small as a room or cover an entire planet!
  Effect: For 2 points, the gadget affects a 3D6 metre 
  radius. For every 2 points thereafter, the radius 
  increases by a factor of 10.
  Note: Some traits, such as Unstoppable Force, 
  already have this trait built in. In other cases, this 
  trait can make even an area-affecting trait more 
  powerful. The Gamemaster is the final judge as to 
  whether this trait may apply.
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  insidious (MaJor good gadget trait)
  The weapon is adept at infiltrating from within a 
  specific dimension, from computer networks to 
  life-forms to weird stuff like shadows or light, the 
  weapon can insert itself at will and try to take control 
  from within. N-Forms were the primary example of 
  this sort of weapon in the Time War.
  Effect: The weapon has an affinity for infiltrating and 
  taking control of one type of ‘system.’ this works as 
  the Hypnosis (Special) Trait except that there is no 
  defence against it outside of the target expending 
  1 Story Point to avoid the effects for the rest of the 
  scene. They will have to pay this cost for every scene 
  in which they remain in the area of control.
  The weapon can possess and control more than one 
  target at a time by expending Story Points. The use of 
  1 Story Point allows the weapon to control up to 3D6 
  targets of the appropriate type within line of sight. 
  The expenditure of 3 Story Points allows it to control 
  3D6x10 targets within a mile. Expending 6 Story 
  Points allows it to control every appropriate target 
  within a 3D6x10 miles. 
  A massive 12 Story Point expenditure allows the 
  weapon to control every appropriate target within 
  an area the size of England. Story Points may come 
  from the Gadget itself or from the person or persons 
  using it.
  unstoppabLe force 
  (MaJor good gadget trait)
  The weapon emits a damaging force that cannot 
  be countered by any known defence, due to its 
  transdimensional, temporal and/or unstoppable 
  destructive power. What it hits, it destroys...
  Effect: By expending 1 Story Point, the weapon 
  delivers an ‘L’ result that instantly destroys any target 
  within a 3D6 metre radius, regardless of Attribute 
  Levels, Hit Capacity, or Traits of any kind. It can 
  expand the radius of the blast by a factor of 10 for 
  every 2 additional Story Points spent, so for 7 Story 
  Points (1 + 6 additional) the weapon could completely 
  obliterate everything within a 18 kilometre radius, 
  and for 13 Story Points, could wipe out everything 
  within 18,000 kilometres, easily taking out a planet 
  the size of Earth!
  Story Points used for an Unstoppable Force may 
  come from the Gadget itself or from the person or 
  persons using it.
  reskinning oMega gadgets
  We’ve taken care to ensure that each Gadget 
  in the Omega Locker is distinct from the 
  others; in cases where two Gadgets would 
  have essentially the same effect (several alien 
  species have weapons of mass destruction 
  which are nothing more than very big bombs) 
  we’ve only chosen one to represent them. 
  You can always ‘reskin’ an Omega Gadget to 
  better reflect the experiences of the player 
  characters or the needs of your campaign.
  For example, the DNX entry notes DNX’s 
  similarity to the Movellan virus. In your 
  campaign it’s possible that the UNIT agents 
  have to stop the Movellans or their agents 
  from using the virus on Earth (possibly to wipe 
  out embedded Dalek puppets). In this case, 
  simply use the DNX statistics to double for the 
  Movellan virus.
  
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  C oMega inventory
  canceLLation
  This nanovirus is as insidious as it is deadly. 
  Thankfully, UNIT only has a small amount of this 
  virus, but still enough to easily wipe out all life on 
  the planet. As a nanovirus, it is made up of millions 
  of small robots, designed to replicate and spread. 
  Anyone infected can spread the nanovirus though 
  bodily fluids like sweat and saliva, so it can be 
  passed on by sneezing or close contact with the 
  infected. Luckily, the nanobots cannot be absorbed 
  through skin, but will travel across the body until 
  they find an opening like the mouth or the nose.
  Once inside the body, the nanobots in the virus do 
  nothing but replicate. This can make the subject a 
  little hungrier than usual, as some of what they eat is 
  used by the nanobots. But few people notice they’ve 
  got a bit more peckish. There are no other symptoms 
  except for the occasional sneeze, something most 
  people put down to pollution or mild hayfever. The 
  nanovirus continues to create new nanobots and 
  spread them as far as possible. Occasional sneezing 
  is usually enough to maintain a consistent level of 
  nanobots in the subject’s system. 
  The nanobots remain mostly dormant until they 
  receive a signal from a controller. The signal is 
  simply a wireless transmission that is easily carried 
  on radio waves or any other data system. The number 
  of people affected by the signal depends on how it 
  is delivered. A radio signal will only target those in 
  range of a transmitter, for instance. 
  Upon receiving the activation signal the nanobots 
  spring into action and tear apart the infected person’s 
  body. They attack all the major organs, essentially 
  dissolving the subject from within in a matter of 
  minutes. The more nanobots in the subject’s system, 
  the quicker they are consumed. Unlike most viruses, 
  this one is not interested in spreading at this point, 
  as it has already had time to do that. If someone is 
  infected with Cancellation and left long enough, they 
  might infect a whole planet. That population can then 
  be wiped out at the touch of a button.
  There is very little that can be done once the trigger 
  signal is broadcast, apart from blocking the signal. 
  However, the nanobots are large enough to be 
  detected with a blood test or similar. Washing an 
  EMP over an infected person will often destroy 
  the nanobots, but it may cause heart failure in the 
  subject, and activate any remaining nanobots.
  Traits: Insidious, Networked (Minor), Remote 
  (Major), Zap (4/L/L), Restriction (Zap only works on 
  those infected by the Insidious trait)
  Story Points: 5
  Effects: A character must spend a Story Point to avoid 
  infection. , or chose to be infected and thereby gain 
  a Story Point. If the virus is activated the character 
  suffers 3 points of damage, applied to Strength, 
  Coordination and Resolve, every minute until they 
  are dead. Characters might also spend Story Points 
  to protect themselves from the signal. 
  Plot Seeds:
  •	
  The characters discover an entire planet has 
  been infected with Cancellation. Who can 
  they tell without causing mass panic? More 
  importantly, who has the kill switch and when 
  do they intend to use it? Can the characters 
  start a clandestine plan of neutralising the 
  disease without tipping off the killer or causing 
  a panic? How can they track down the villain 
  who can kill the entire population at the touch 
  of a button?
  daLekaniuM boMb
  Dalekanium is an advanced metal alloy developed by 
  the Daleks. It is used in almost all of their technology, 
  especially in their armoured casings. Dalekanium is 
  both easily manipulated but also incredibly strong. 
  It is one of the reasons Daleks are so difficult to 
  damage as Dalekanium makes their casings bullet 
  proof and highly resistant to most forms of damage. 
  Its properties make it very useful in electronics as 
  well, and Dalekanium wires are also commonplace 
  in Dalek technology.
  Bombs using Dalekanium were originally developed 
  during the Dalek civil war. The technology proved 
  particularly enduring to humans trying to resist this 
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  terrible foe for one simple reason: the bombs are 
  capable of penetrating a Dalek’s casing.
  The metal itself doesn’t have specifically explosive 
  capabilities, but the fragments of Dalekanium in the 
  explosive mixture enhance the explosive capability. 
  These fragments, when scattered by the force of 
  the explosion, have incredible armour piercing 
  capabilities. They tear through flak jackets, pass 
  concrete walls like butter, and can even penetrate a 
  Dalek’s casing. This has made them extremely useful 
  weapons among rebel forces in places of Dalek 
  control. While they are not easy to manufacture, 
  they are also not especially complicated as long 
  as you can get hold of some Dalekanium. Luckily, 
  wherever the Daleks are, there is Dalekanium, and 
  usually in places easier to get hold of than the Daleks 
  themselves.
  Traits: Unstoppable Force
  Story Points: 2
  Effects: Dalekanium bombs explode with much the 
  same power as the equivalent C4 charge. However, 
  they ignore all armour. Anyone in the area of effect 
  takes full damage, regardless of armour or cover. 
  Plot Seed:
  •	
  A Dalek attack force has been detected heading 
  towards a colony or outpost. This is only an 
  exploratory force, but it will be more than enough 
  to overrun the colony. Luckily, the defenders 
  know how to make Dalekanium bombs, but they 
  have no Dalekanium. The characters must find 
  a source of the rare metal, but this likely means 
  infiltrating another Dalek base and stealing 
  what they can. They will need to be careful, for 
  if this plan goes wrong, there may be two Dalek 
  forces on the way…
  dnx
  In the middle of the 20th century there were 
  increasing concerns amongst academic circles that 
  the world’s population was growing too large for the 
  Earth to support it. This fuelled the environmental 
  movement and research into solving this problem. 
  One of the fruits of such research was DNX, a potent 
  insecticide that was cheaper and more powerful 
  than DDT. Unfortunately, in large enough doses it 
  is lethal to all forms of life. A miniaturised Doctor 
  and his companions exposed the danger before it 
  was too late. Torchwood scientists enhanced the 
  pesticide’s effectiveness as a biological weapon 
  dubbed ‘DNX’ for its lethality. UNIT acquired it after 
  the Battle of Canary Wharf and determined that DNX 
  was likely derived from the Silurian Plague. Time 
  travellers to the Black Archive have also noted many 
  similarities between DNX and the Movellan virus that 
  almost wiped out the Daleks.
  Traits: Unstoppable Force, Restriction (living 
  creatures only; does not affect characters utilising 
  gas masks or air filters)
  Story Points: 1
  Effects: The damage from DNX varies depending 
  on the duration of exposure and the concentration. 
  It builds up in the fatty tissues of the creatures 
  exposed to it, so a human who is repeatedly exposed 
  to a small amount over a long period of time can be 
  affected. It takes a dose approximately 100 times as 
  strong as a standard dilution to poison a human. DNX 
  can be inhaled or absorbed by the skin. A character 
  poisoned by DNX suffers 1 point of damage to 
  Strength, Ingenuity or Awareness every 2-12 minutes 
  until death (roll two dice to determine the interval 
  between damage).
  Plot Seed:
  •	
  The characters are sent to investigate a possible 
  use of DNX in a country wracked by civil war, as 
  satellite imagery recorded a blight that spread 
  over a region in the disputed area. Unfortunately, 
  UNIT’s presence is unwanted, given that both 
  sides accuse it of causing catastrophic damage 
  that has killed hundreds of people. When the 
  characters manage to inspect the site, they 
  discover that the images are true; the entire 
  area is devoid of vegetation and several ‘ghost 
  towns’ sit within it. 
  •	
  The characters discover something else: the 
  water supplies in the infected region have been 
  contaminated with DNX, and it’s threatening 
  to enter a larger water coarse. But the Black 
  
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  Archive’s inventory shows that all of its DNX 
  stores are present, so where did this new strain 
  come from? Did Torchwood have a stash of it 
  hidden somewhere? Does someone have the 
  formula? Or has someone else concocted a 
  remarkably similar chemical? Whatever the 
  case, the characters will have to contain its 
  spread and discover who is behind its use, 
  and put a stop to it before a world-wide crisis 
  emerges.
  euphoria proJector
  This device is the size of a large circular dining table, 
  covered in dials and controls. It is heavy and takes 
  about four men to lift. The controls are reasonably 
  simple, allowing the operator to set the range and fire, 
  with a readout detailing the status of the device. As the 
  device projects an effect it is common for operators 
  to install it in an area and set a timer to engage the 
  device later so they are not caught in the field.
  When activated, the Projector sends out waves of 
  electromagnetic energy in every direction covering 
  an area the size of a large city. This wave activates 
  certain areas in the brains of most sentient species, 
  those controlling joy and euphoria, granting an 
  overpowering sense of peace and well-being to those 
  caught in the area of effect. While this might sound 
  rather nice, the effects are actually very damaging. 
  People stop what they are doing and simply sit 
  or lie down where they are and do nothing but 
  enjoy the sensation. They stop working, defending 
  themselves or even eating and drinking. If they were 
  in a building that was on fire they would not rouse 
  themselves to leave.
  Unfortunately, turning off the device once it is active 
  can be just as dangerous. Deprived of this sense 
  of ultimate peace, the affected people become 
  filled with a sense of loss. For some this leads to 
  suicidal thoughts, but most become enraged in their 
  desperation to experience the feeling once more. 
  When half a city becomes suicidal and the other half 
  becomes homicidal, the results can be devastating.
  If the device is turned on again, calm returns. It is 
  possible to modify the device to emit a reduced effect 
  that can be used to wean the subjects off it, but this is 
  made more difficult as the device offers no protection 
  to its operators. With details of the original device’s 
  wavelength or frequency, a counter field might 
  be created – UNIT gadgeteers have experimented 
  with such a device, but it is too haphazard to be 
  considered viable.Perhaps the most worrying effect 
  of this device is that no one who is affected by it is ever 
  truly the same. To have experienced absolute peace 
  and joy and then have it taken away is wrenching to 
  the most resolute soul. Some have been known to 
  seek out these devices again so they can turn them 
  on and quietly lie down to die next to them.
  Traits: Area Effect (Special – 6 points), Stun
  Story Points: 7
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  Effects: Anyone in the area of effect of the device 
  can try to resist its effect with an Ingenuity + Resolve 
  roll (Difficulty 25) every ten minutes. If they fail, 
  they slump to the floor unable to take any further 
  actions. If they are under the effect and it stops then 
  they must roll again. If they fail they may choose to 
  become either suicidal or homicidal, the degree of 
  which being dependant on their degree of failure.
  Plot Seed:
  •	
  A city has succumbed to the effects of a Euphoria 
  Projector, but it has since shut down and left the 
  city in chaos. The characters are tasked with 
  locating and turning on the machine again, as 
  well as assisting UNIT in creating a counter-
  projector to help those affected by it. While UNIT 
  can determine the rough location of the device 
  (the centre of the effect) the characters still have 
  to locate its hiding place. With the city in chaos 
  they may have to fight their way there. They will 
  see plenty of people looking to end their lives, 
  and have to decide if they can save them. They 
  will also be under constant attack from manic 
  victims, but is it right to harm any of them when 
  they can all be potentially saved?
  iMMortaLity gate
  This item has caused more heated debate about its 
  use than any other piece of technology claimed by 
  UNIT.  Weeks have been lost to arguments about 
  whether this device can be put to operational use, and 
  several people have resigned over that very question. 
  But this is not a weapon of horror or destruction; in 
  fact it is a medical device capable of healing whole 
  planets. 
  Some time ago a Vinvocci spacecraft carrying the 
  Immortality Gate crashed into Earth. The crew 
  didn’t survive and Torchwood claimed the ship for 
  themselves. When Torchwood fell, some of their 
  stored devices found their way into private hands. 
  The Immortality Gate was one such item, ending 
  up in the hands of wealthy industrialist Joshua 
  Naismith. He assembled a scientific team to get the 
  device operational, believing it might be capable of 
  making his daughter Abigail immortal.
  Unbeknownst to Naismith, two Vinvocci had 
  infiltrated his team. They intended to reclaim the 
  device. When used properly the Immortality Gate can 
  take a genetic template from a particular species, 
  and use that information to heal it. But the effect 
  does not just work on an individual; it heals every 
  member of that species on the entire planet. With the 
  Immortality Gate in UNIT hands it might be activated 
  to heal every disease or injury suffered by any human 
  being on Earth.
  Unfortunately, before the Vinvocci could reclaim the 
  device, Naismith recruited the Master to help repair 
  it. He recognised not only what the device was but 
  how it could be adapted for his ends. He used it to 
  
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  transfer his genetic template onto every human on 
  Earth. He turned every man, woman and child into 
  a copy of himself, turning the human race into the 
  Master race.
  Luckily, the Doctor and the Time Lords defeated 
  the Master’s plan and the Immortality Gate was 
  damaged once more. UNIT took the remains to the 
  Black Archive for safe keeping and they have been 
  arguing about what to do with it ever since.
  What divides UNIT is that this device could be used to 
  cure all of humanity, or to end it. Does the incredible 
  benefit outweigh the terrible risks? If the device was 
  used, would a burst once a month be enough? Would 
  there be anger if it was not used every day, or every 
  hour? If the world medical services were made 
  redundant, what would happen if the device failed 
  and they were needed again? No question about 
  the Immortality Gate has less than world changing 
  ramifications. So it remains under lock and key, 
  for now. Currently, the Immortality Gate can only 
  heal one person at a time, but UNIT Archivists are 
  working on increasing the range the way the Master 
  had. 
  Traits: Fast Healing (Special), Bulky (Minor)
  Story Points: 5
  Plot Seed:
  •	
  Someone has stolen a key component from the 
  Immortality Gate. The part is designed to adjust 
  and resequence DNA, and is not dangerous in its 
  own right unless the thief can find a way to power 
  it. While it needs a proper genetic pattern from 
  the Gate’s scanners to change anyone, if it can 
  be activated it might reduce a person to sludge. 
  The characters must retrieve the component 
  before the thief can work out how to turn it on!
  k-x ‘kix’ robot
  The K-X Robot – or simply ‘Kix’ - is the latest attempt 
  by UNIT to create a defence robot from Professor 
  Kettlewell’s designs using living metal. UNIT 
  archivists managed to stabilise the living metal 
  so that it retains its general shape, but can ‘heal’ 
  itself like a living organism and think autonomously. 
  Each robot in the K-X series is about 40 feet tall 
  and carries a variety of weaponry designed to be 
  effective against known alien threats. They are also 
  capable of flight.
  Currently there are five K-X Robots – or a ‘wing’ – 
  housed within the Omega Locker. UNIT keeps them 
  under wraps for three reasons. First, the K-X Robot, 
  like its predecessors, forms a sentience over time 
  and may decide to act in its own interests, including 
  overriding their code of conduct. 
  During a test on the K-5 series Archivists tried 
  to put human pilots inside the robots. When the 
  robots rebelled, they simply expelled the pilots; in a 
  couple of unfortunate cases they killed the pilots by 
  reshaping the cockpit in their robotic torsos. 
  Second, there have been recorded instances during 
  the K-series testing of severed parts becoming 
  independent robots themselves, adapting and 
  reshaping themselves accordingly (which is one of 
  the reasons why Archivists have worked so hard to 
  stabilise the K-X’s form – a wayward arm is less 
  likely to cause many problems than one that can 
  suddenly sprout legs). Third, and most troubling to 
  Archivists, the K-series has grown resistant to the 
  metal-dissolving virus, leaving UNIT with no easy 
  way to dispose of rogue robots (all attempts thus 
  far to change the virus formula simply rendered it 
  inert).
  Given the issues with K-series sentience and virus 
  resistance, UNIT Archivists have felt it best to place 
  human pilots within the robots now that they’ve 
  stabilised the K-X’s form – there’s no risk of the 
  robot reshaping itself to reject the pilot. Each K-X is 
  also fitted with a self-destruct mechanism – should 
  the pilot feel that their K-X is refusing orders, then 
  they may destroy the robot as a precaution (there is 
  an ejection switch built inside each robot as well – a 
  pilot may quickly leap out of the robot and, if in the 
  air, engage a parachute). 
  Note that, while there is a pilot, the K-X is still self-
  operating – it merely carries out its pilot’s orders. 
  This means that a pilot needs no real training 
  beyond how to push the self-destruct and ejection 
  buttons.
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  Plot Seed:
  •	
  While on a mission against an alien threat 
  the K-X squadron performs admirably. Upon 
  returning to the motor pool, the Kixs were 
  repaired by Archivists and powered down. The 
  damage report showed lots of scoring and 
  damage from alien weaponry, but there was also 
  some damage to a particular K-X that had no 
  known cause – it’s like the metal just dripped off!
  What actually happened was that the K-X 
  gave ‘birth’ to several large droplets of living 
  metal with sentient circuitry. Currently, these 
  ‘K-bits’ are attaching themselves to vehicles 
  and other machinery and shaping them into 
  robotic designs. They also begin raiding research 
  laboratories to add cutting edge weaponry and 
  other technologies to their new forms.
  Once this is accomplished, the K-bits intend to 
  storm the Black Archive and free the rest of their 
  ‘family’ from incarceration. A UNIT team gets 
  involved when vehicles start acting strangely 
  and experimental equipment is disappearing.
  Messiah’s diadeM
  This silver circlet is clearly valuable to any who 
  behold it. It is delicately constructed in elegantly 
  worked silver in a skilled knot-work pattern. Several 
  precious stones decorate the diadem where the 
  strands of silver cross. The circlet is not a complete 
  circle, being open on one side, so it will fit on any size 
  of head.
  The effects of the Diadem become apparent the 
  moment someone puts it on. Anyone who sees 
  someone wearing the Diadem will fall in love (but 
  not always lust) with the wearer for as long as they 
  wear it. The effect is both powerful and immediate. 
  Even if the observer is aware the effect is induced, 
  they will still feel the same. Just as if they had fallen 
  for someone they know is wrong, they still find 
  themselves powerless against the feeling. They must 
  do all they can to please the object of their affections.
  Those who see the wearer falls in love with them. 
  The Gamemaster might permit the characters an 
  Ingenuity + Resolve roll (Difficulty 25) to resist the 
  effect each time they see the wearer. The effect only 
  breaks when the wearer removes the Diadem.
  The effect is so powerful that it even works when a 
  subject sees the wearer on television, although static 
  pictures do not transmit the effect. The Diadem very 
  quickly allows the wearer to take control of nations 
  and even whole planets. Once they have a public 
  stage and the ability to protect their image across the 
  planet there are few people they cannot reach.
  While the wearer’s followers are not always fanatical, 
  their love can sometimes be problematic; essentially 
  they prioritise the wearer’s feelings, needs and 
  protection far above their own. While they would 
  happily take a bullet for the object of their devotion, 
  they might also lock them in a room to keep them 
  safe from any danger. This is often how most wearers 
  come to an end. Their followers often take such ‘good 
  care’ of them they become prisoners of those who 
  love them just too much.
  It is unclear who developed the diadem as it has no 
  apparent power source or controls. Whatever means 
  was used to craft it is lost to ancient history, its 
  creators forgotten. 
  k-x ‘kix’ robot
  skiLLs 
  Fighting 3, Marksman 3, Technology 3, 
  Transport 3.
  traits
  Robot
  Code of Conduct (Minor): The Kix is 
  programmed with a prime directive not to harm 
  humans.
  Flight: The Kix can fly when in fighter jet mode. 
  It has a speed of 26.
  Huge (Major): The Kix is about the size of a 
  fighter jet or bomber.
  Immunity (Special): The Kix is immune to 
  bullets and most conventional weapons.
  Natural Weapons (Special): The Kix’s hands do 
  +2 Strength crushing damage. In addition, the 
  Kix is often outfitted with an array of ranged 
  weapons, including bombs and missiles.
  Shapeshift (Minor): The Kix can reconfigure 
  itself into a fighter jet.
  Enslaved (Major): The Kix must obey UNIT and 
  suffers a -2 penalty on any rolls when trying to 
  resist.
  story points: 8
  aWareness
  3
  presence
  2
  coordination
  3
  resoLve
  4
  ingenuity
  2
  strength
  12
  
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  Traits: Area Effect (entire world), Restriction (sight 
  or broadcast only), Hypnosis (Special), Restriction 
  (emotion control, not mind control)
  Story Points: 3
  Plot Seed:
  •	
  An alien ambassador arrives at a UNIT base 
  wearing the Messiah’s Diadem and begins to 
  charm everyone around him. Only the characters 
  seem immune, but it will not be long before they 
  fall victim too. In the meantime, can they get the 
  Diadem away from the alien before his forces 
  complete their quiet invasion? More importantly, 
  can they stop him making a television broadcast 
  to the world and bringing more under his thrall? 
  Worse yet, they will need to do all this without 
  hurting their former colleagues who are now 
  under the spell of the Diadem.
  MetebeLian crystaL baLL
  This potent Gadget is superficially of human 
  manufacture, although its origins are alien. It looks 
  like a typical psychic’s crystal ball except that it is 
  carved from a single blue crystal harvested from the 
  planet Metebelis III. It has the power to connect the 
  mind of the user with that of another, except that 
  it can also reach across time, enabling the user to 
  ask questions of those long dead or even those who 
  aren’t yet born. For centuries it was used by ‘fortune-
  tellers’ who were believed to be able to commune 
  with the spirits of the dead, when in fact they simply 
  communicated back in time with the still-living.
  While superficially a means to replicate the effects 
  of precognition and psychometry, the Metibelian 
  Crystal Ball is much more powerful and dangerous. 
  The user actually communicates with the person 
  being contacted, which may require social rolls and 
  enables the contacted person to see the user in their 
  mind’s eye (as this is a reflection of the crystal ball 
  it’s standard UNIT protocol to cover one’s face when 
  using this). This means that communication is two-
  way and could impact the timeline. Also, prolonged 
  use (more than a minute or two) risks the person 
  being contacted having their mind absorbed into 
  the crystal. Not only does this seriously impact the 
  timeline, but the trapped mind constantly looks for 
  a way out, usually by possessing a user or another 
  contacted person. 
  In spite of its great power the crystal ball has some 
  limitations. First, the ball must be used in a place 
  where the person being contacted has had (or will 
  have) substantial interaction with. This is usually a 
  home, but it could also be a place of work, favourite 
  recreational spot, or a place with great emotional 
  significance (the tree where they first kissed their 
  true love, a stage where they received a significant 
  award, their own grave). The stronger the tie the 
  more easily the connection is made.
  Traits: Psychic, Vortex (Special), Restriction 
  (communication only)
  Story Points: 9
  Plot Seed:
  •	
  In addition to trapping minds that want to be 
  free, another problem with the Metebelian 
  Crystal Ball is that its use opens a window into 
  the vortex, enabling other aliens and creatures 
  to ‘home in’ and invade the present. This is 
  especially likely if a trapped spirit makes contact 
  with the aliens and guides them to the crystal. 
  In this case, a UNIT agent happens to be using 
  the Metebelian Crystal Ball when they receive 
  a desperate cry for help from someone using 
  the same Gadget in the future. The Cybermen 
  have invaded and the user is seeking help from 
  the past. Unfortunately, the pleading person is 
  actually in league with the Cybermen; they are 
  simply keeping the vortex open long enough 
  for a Cyberman patrol to leap back in time and 
  start the invasion early, as they were losing in 
  the future.
  As an extra twist, the UNIT agent who was 
  contacted may not have been the intended 
  target but inadvertently ‘tapped into’ the 
  communication, which is actually with someone 
  from an earlier timeline. The Cybermen invasion 
  is going to take place in the past; is there anything 
  that the UNIT agents can do in the present before 
  the world transforms into a Cyber-Earth? (This 
  is a good way to get the Paradox Room involved!).
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  Miniscope (speciaL gadget)
  Part of the Miniscope’s mystique is that no one is 
  quite sure how it came into UNIT’s possession in 
  the first place. The general assumption is that the 
  Curator discovered it, but whenever asked about it 
  he acts coy.
  A Miniscope combines a Time Loop Generator and 
  a Compression Field. The device shrinks its victims, 
  reducing them to a fraction of their full size and then 
  forcing them to relive the same series of events over 
  and over for the entertainment of external observers. 
  When obtained, the Miniscope acquired by the Black 
  Archive contained three groups of humans from 
  various time periods; releasing them sent them back 
  to their original times and places.
  Traits: Compress (Major), Forcefield (Major), 
  Hypnosis (Special), Scan, Vortex, Restriction (+3 
  difficulty to use, massive power requirements, 
  exterior control only).
  Story Points: 6
  Plot Seed: 
  •	
  The characters are aboard a luxury vessel with 
  no idea how or why they are there; nor do they 
  remember who they are. To those aboard the 
  vessel the characters are simply travellers from 
  a previous port – interestingly, the characters 
  do have identification and tickets. As far as the 
  universe knows, they are supposed to be on this 
  vessel. And then the hauntings come – strange 
  apparitions and messages that disappear almost 
  as quickly as they are written. To top everything 
  else off, aliens attack and destroy the vessel.
  As it turns out, the UNIT agents were sent into the 
  Miniscope to retrieve information from a notable 
  who is aboard. Unfortunately, the vessel’s fate 
  (and the unrecorded alien attack) is a fixed point 
  in time – if the vessel, crew, and passengers 
  were restored it would cause damaging ripples 
  throughout time and space! Thus, the UNIT 
  agents had to go into the Miniscope to get the 
  information. This particular Miniscope, however, 
  has a failsafe – anyone entering a compartment 
  is ‘retranslated’ into that environment. The UNIT 
  agents arrived with amnesia, stumbling about on 
  the last day of the vessel’s ill-fated cruise. The 
  apparitions are the UNIT Archivists attempting 
  to override the safety protocols and remind them 
  of their mission and show them the way out. The 
  aliens have always been a part of the vessel’s 
  destruction.
  Once the characters figure out why they are 
  there and what their mission is, there is still the 
  trouble of finding their notable – who may not 
  want to be found – and getting the information 
  from her before she is killed. If they make a 
  mistake, at the very least they know that they 
  can do this all over again – of course, they’ll have 
  to figure out who they are all over again first. 
  And exactly why are aliens attacking at all? What 
  secrets are locked within the vessel?
  osMic proJector (speciaL gadget)
  While sifting through the ruins of technology from 
  the failed Sontaran Invasion, UNIT came across 
  information on a primitive version of Time Tunnel 
  technology, the Osmic Projector. The Osmic Projector 
  opens up a small quantum tunnel through the Vortex 
  and then draws the user through it to their desired 
  destination in time and space. The corridor remains 
  open for a very brief period of time allowing the user 
  to return to their point of departure. Osmic Projectors 
  are often the first manifestation of temporal travel 
  technology and are the first step towards the creation 
  of true Time Corridor technology.
  Use of an Osmic Projector leaves a dense trail of 
  delta particles that can be easily detected by anyone 
  who knows what to look for. This makes them difficult 
  to use for clandestine missions targeting more 
  advanced species. It also leaves a residual image in 
  the destination time zone that can be detected with 
  certain frequencies of light. This image takes some 
  time to fade and can lead to reports of ghosts, spirits 
  and other non-existent ephemera that are popular in 
  superstitious cultures.
  One can use the Osmic Projector to bring material 
  back to one’s origin point, but this is limited to 
  something roughly the size of a computer bank. 
  Anything larger and the quantum tunnel becomes 
  extremely unstable and may well collapse unless the 
  
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  trip is extremely short. It is also limited in power and 
  range, reaching only a millennia or so through time 
  (2D6x100 years) and a few parsecs in space (1D6 
  parsecs) depending on local fluctuations in the fabric 
  of space-time.
  UNIT has reverse-engineered the Osmic Projector in 
  the hopes of creating a more stable time machine. 
  Given the inherent dangers in even limited time 
  travel, the Osmic Projector is kept in the Omega 
  Locker, only to be used when dire circumstances 
  warrant a change.
  Traits: Scan, Transmit, Vortex, Restriction (Limited 
  Capacity, Limited Range, Limited Time)
  Story Points: 8
  Plot Seed:
  •	
  An Archivist doing a routine inspection of the 
  Osmic Projector made a disturbing discovery; 
  the Osmic Projector has recently been used! 
  Unfortunately, the Black Archives have no 
  records of the Gadget being used, nor are there 
  any UNIT reports that authorised its use. The only 
  thing that the Archivist has been able to glean by 
  scanning delta particles is approximately where 
  and when the Osmic Projector transported 
  someone and/or something. A UNIT team is 
  chosen to be sent back by the Osmic Projector 
  to determine why the Gadget was used. This is a 
  quick mission – the team only has a few minutes 
  each time before they have to return, although 
  they can go back if necessary. Can they uncover 
  the plan before it becomes an accepted part of 
  history? And do they even want to change it?
  Weeping angeLs
  UNIT houses four Weeping Angels that were taken 
  from Wester Drumlins and carefully transported to 
  the Black Archive. All four of these Angels face each 
  other, keeping them in an immovable state. Should 
  UNIT wish to use the Weeping Angels as a weapon they 
  simply drop a victim into their embrace. As long as the 
  victim is blindfolded, the Angels attack, consuming 
  the victim and sending them back in time. Some UNIT 
  scientists have mooted using these Weeping Angels as 
  a crude – and unpredictable – method of time travel; 
  others whisper that the Angels have been deliberately 
  used to ‘disappear’ an undesirable.
  Plot Seed:
  •	
  The plot seed for the Weeping Angels is 
  rather obvious; once they’ve been unleashed 
  to eliminate enemies they’ll require re-
  containment themselves. The Weeping Angels 
  may leave several victims in their wake before 
  a UNIT team can get them to look at each other 
  once more. Similarly, the Weeping Angels’ eating 
  habits only throw their victims back in time. 
  This can be very dangerous as the victims have 
  knowledge of the future and may try to ‘cheat it.’ 
  A UNIT team may need to be sent back in time, 
  possibly through the use of the Osmic Projector, 
  to ensure that the Weeping Angels’ victims don’t 
  disrupt the time stream.
  oMega Locker
  
  enigMA
         vAult
     
  
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  ‘…the alien weapons are in the vault.’
  ‘Broken, broken, hairdryer.’ 
  Some parts of the Black Archive contain Gadgets 
  of darkness and horror, others useful Gadgets that 
  have saved countless lives. But not everything in 
  its care has been codified and understood. Some 
  Gadgets defy understanding and only offer confusing 
  results in experimentation. These ‘Enigma Gadgets’ 
  remain a mystery, even to the best minds UNIT can 
  find. Clearly too useful to throw away, and potentially 
  too dangerous to try and destroy, the Enigma Vault is 
  the only place to store these strange creations. 
  In some cases, the Gadgets are simply incomplete, 
  some lack a control code, others are just so strange 
  their mode of operation is too arcane to understand. 
  Some might destroy planets, others might bring 
  the dead to life, and many are hair dryers. UNIT is 
  aware that not all of these Gadgets are potentially 
  miraculous, but not knowing what something does 
  is the best reason not to use it. You don’t want to find 
  out you are facing down a Dalek attack force with 
  a toaster. The Doctor might make a habit of such 
  things, but UNIT takes a rather dim view of that sort 
  of behaviour.
  In this final section of the book, we catalogue a few 
  examples of what is held in the Enigma Vault. But 
  we present them in a slightly different way. We will 
  leave you as much in the dark as UNIT is. Instead of 
  giving you all the details, we’ll just tell you what UNIT 
  knows. It is up to the characters to think of new ways 
  to experiment with these Gadgets, and you to decide 
  what happens when they do.
  When you introduce such a Gadget, it is an 
  opportunity to have fun with it. You should listen to 
  what the players discuss, and then steal, adapt or 
  even corrupt the ideas they come up with. An Enigma 
  Gadget is something for you to discover as much as 
  the players. Don’t try to understand it all at once. 
  Create new effects in response to the characters’ 
  experimentation. 
  It may help to start by giving the Gadget a theme, 
  such as ‘travel’ or ‘weapon’. In fact, assigning it a 
  Gadget Trait will prove a big help. But don’t let this 
  limit you; it may have plenty of other abilities yet to 
  be discovered. 
  These Gadgets should be Gadgets of mystery and 
  intrigue, so let the mystery take its time. Let the 
  machine be a little unreliable, because who knows 
  if it is the arrangement of levers or the position of 
  the stars that really activated it. If the characters 
  start to take it for granted, make it do something 
  new and unexpected. Eventually its purpose will 
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  become clear, and it can take its place among the 
  usual stores of the Black Archive. But until then, who 
  knows what it might do?
  the box
  This large metal box has much the same dimensions 
  as a large wardrobe. It stands around six feet high, 
  five feet wide and three feet thick. It is made of a 
  silver metal that feels warm to the touch but has 
  no other features. The widest face, where you might 
  expect a door, is simply a black void. Light doesn’t 
  penetrate this void, but it is possible to step into the 
  box by walking into the darkness. 
  However, anyone walking in finds themselves 
  walking out next to themselves at the same time. So, 
  if you lean into the box you find your head poking out 
  enough to see the rest of you leaning in. This appears 
  to make it impossible to get inside the box itself and 
  the outside has proved impervious to any drill.
  Current Speculation: UNIT has plenty of thoughts 
  about this Gadget. The shape has led some to 
  suggest it is some form of TARDIS, the black void 
  simply a defence to ensure no one without a key can 
  access it. But this has made others believe it not to 
  be an advanced TARDIS so much as a broken one. If 
  it is in the process of breaking down, it might start 
  bending reality in its presence… 
  daLek casing
  At first glance, it is obvious what this Gadget is. The 
  design is clearly Dalek and closely resembles the 
  standard casing for these metal monstrosities. But 
  it is not quite as simple as that. It matches no known 
  Dalek casing types. It also appears to open at the 
  base, turning its panels into either claws or spider 
  legs. Luckily there is no Mutant inside, but many of 
  the usual life support systems for a Mutant appear 
  to be different. Some UNIT scientists believe that a 
  Dalek mutant could not actually survive inside it.
  Current Speculation: Most UNIT scientists agree 
  that this is a casing for a Dalek, but the nature of the 
  casing causes some disagreement. It could be an 
  experimental prototype, but if that is the case what 
  went wrong with it? 
  The adapted Mutant chamber has led others to 
  conclude it is a casing from a renegade faction of 
  Daleks, much as the one that had been hunted on 
  Earth by the ‘pure’ Imperial faction in London, 1963 
  (as noted in Army Group Captain ‘Chunky’ Gilmore’s 
  report).
  It is also possible that the device doesn’t need a 
  Mutant at all. Instead this may be a Dalek servitor 
  robot, in which case it might activate at any time 
  as it seems to have some remaining power. A more 
  terrifying conclusion is that the mutant chamber is 
  not for a Dalek Mutant, but instead is designed for 
  another mutated race, perhaps even humans, to 
  power a new army of Daleks.
  disappearing braceLets
  These bracelets are a matched pair. Each is a plain 
  bronze circle that slides over the hand like a bangle. 
  Both are thin and neither has much weight to them. 
  If one person puts one on, nothing happens. But if 
  two people put them on, they both disappear. 
  Where they go appears to be entirely random. Reports 
  from the experience include visits to alien worlds as 
  well as the appearance that time has stopped where 
  they were standing. Some believe they were invisible 
  and others say they have felt the thoughts or feelings 
  of their partner. Interestingly, both partners usually 
  report the same experience, but never see each 
  other during it. If one party removes their bracelet 
  the effect ends and they both find themselves back 
  where they started.
  
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  Current Speculation: There are many theories about 
  these bracelets, mostly involving travel of some form. 
  Some Archivists think the users are transported to 
  other places. But some theories believe the users 
  are simply ‘out of phase’ with their environment. 
  There is a suggestion that the users don’t actually 
  go anywhere and simply believe they have travelled, 
  as none have been able to bring anything back with 
  them to prove their journey.
  There is also a lot of conversation about what factors 
  decide the destination for the experience. Some 
  think it is determined by the hopes of the users, or 
  the current alignment of nearby planets. Some even 
  think that the pairing is what decides the destination, 
  but they have been unable to properly prove it.
  There appears to be no limit to the duration that 
  the bracelets will work. The longest they have been 
  used for is a few hours. But both users in this case 
  reported feeling rather ‘distant’ for several days after 
  returning, almost as if they left a piece of themselves 
  behind.
  the ever road
  This painting depicts a long road in a desert 
  landscape. It shows a view down the road, as if the 
  observer was about to walk along it. The road only 
  appears to lead deep into the desert and into the 
  horizon. The landscape itself is sparse, reminiscent 
  of the more remote places of the American frontier. 
  Some observers have noted the landscape seems to 
  take on subtle changes now and again. Sometimes 
  a cactus or an animal appears in the scene, at other 
  times the sun is in a different place. But the road 
  itself is long and unchanging, stretching off into the 
  depths of the canvas, seemingly forever.
  The painting itself is on a large canvas, measuring 
  some 2 feet high and nearly 4 feet wide. It appears to 
  have been made with oil paint and the brush strokes 
  are visible on closer inspection. In all respects it 
  appears to be a perfectly normal painting.
  But if you stare at the painting for long enough, 
  you feel yourself start to walk along the road into 
  the painting. As far as anyone else can see, you 
  are simply staring at the painting, looking rather 
  engrossed. But those affected report that the road 
  seems to take them somewhere they know. They have 
  talked of finding themselves at home and listening 
  to conversations that took place. They can describe 
  these perfectly accurately, even though they were 
  not physically there.
  Current Speculation: Most people believe this 
  painting allows the viewer to ‘astral project’ to a 
  place they know well. Their mind travels to the 
  place they see and they observe the events going on 
  there. However, not everything bears this out. Some 
  observers have visited places they have never been 
  before, so how they target their destination is as yet 
  unknown. In other cases, they have noticed subtle 
  but telling differences between their visions and 
  reality, such as conversations being the same but the 
  people looking different. This has led to speculation 
  that this not astral projection, but a way of scrying 
  into an alternate timeline.
  More concerning is that some observers have 
  reported that some people in their vision appear 
  to notice them. These figures are always reported 
  as being slightly strange and having a malignant 
  attitude, although they have, as yet, not made 
  contact. A few observers have detailed a visit to a 
  strange house where all the windows show only deep 
  darkness and screams can be heard from behind 
  many of the doors. Those who have experienced this 
  nervously suggest they believe they have visited Hell, 
  and some have been known to vividly dream about it 
  afterwards.
  excaLibur
  This weapon was taken from Arthur’s spaceship 
  at the bottom of Lake Vortigern by the Doctor’s 
  companion Ace and handed over to UNIT. In addition 
  to being a sword, it also appears to be a crucial 
  circuit in powering the spaceship and perhaps other 
  functions, such as opening portals into the vortex. It, 
  along with similar swords taken from Morgaine and 
  her forces, are kept locked away in the Enigma Vault 
  so as to not tempt Morgaine to use them.
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  Current Speculation: Excalibur and its sister 
  weapons are well-established as weapons of war, 
  granting a Strength +2 damage (or +4 if used two-
  handed) to melee attacks. The swords likely have 
  other powers, but currently Archivists are forbidden 
  from testing them.
  John sMith
  This prisoner is held in a suspended animation 
  capsule, because even talking to him has proved 
  dangerous. He was found in the remains of a time 
  machine that crashed into the Earth several years 
  ago. While Smith proved to be human, his time 
  machine appeared to be of Gallifreyan origin. 
  Initially, Smith appeared to cooperate with UNIT 
  and they in turn did their best to help him find a way 
  home. However, his time craft was beyond repair. In 
  fact, it was so badly damaged it had to be sealed away 
  before it started tearing holes in time and space.
  It was around this point Smith begun to act against 
  UNIT. Taking advantage of the trust placed in him, 
  he accessed a nuclear weapon and was narrowly 
  stopped from using the device to destroy a strange 
  selection of technology he had gathered. After this 
  he became UNIT’s prisoner.
  Even locked away, Smith was still dangerous. He 
  refused to disclose what he was doing. He began 
  spouting strange prophecies, gleefully foretelling of 
  several global disasters that UNIT proved powerless 
  to avert. In fact, it seemed their involvement played 
  into Smith’s hands and only made some of the 
  disasters worse. After this it was decided to place 
  him in suspended animation until they could figure 
  out what to do with him.
  While he is safely locked away, his true purpose 
  remains unclear. His last warning was that he 
  knew of plenty more disasters to come. Many UNIT 
  commanders have wondered whether awakening 
  him would save lives, or lead to even greater disaster.
  Current Speculation: The Curator has a great 
  deal of interest in John Smith and occasionally 
  ‘defrosts’ him to engage in private conversation. If 
  the Curator knows who John Smith is then he has 
  never admitted it. In fact, the secrecy regarding the 
  Curator’s communications with John Smith are so 
  great that every mention of John Smith within the 
  Black Archive has been completely scrubbed by the 
  Automated Memory Filter and every memory taken 
  is permanently erased rather than stored. The only 
  clue as to the power of John Smith is a dire warning 
  from the Curator not to release him from suspended 
  animation for any reason, even if the world is about 
  to end.
  the neverMore
  This item has been classified as a weapon in the Black 
  Archive, but she is actually another alien prisoner. It 
  is believed she is the vanguard of an alien invasion, 
  but so far her reinforcements have not appeared. 
  The Nevermore appears to be an unassuming young 
  woman with short dark hair and a grey complexion. 
  She is of average height and build, but with a taut 
  and athletic build. While she is not especially strong, 
  she is extremely fast and agile. She is also highly 
  resistant to damage, shrugging off most bullet 
  wounds easily. She is either unable or unwilling to 
  say anything to UNIT interrogators as she has not 
  spoken a word since her capture. 
  Even with her silence, her mission is clear. The skin 
  of her palms is covered with tiny needles, and she 
  uses these to infect anyone she can get close to with 
  a particular virus. The virus is especially virulent and 
  the mere brush of her finger across bare skin will 
  cause an infection. 
  The infection takes a while to take hold, but once it 
  does its effects are devastating. It attacks the central 
  nervous system and destroys all the brain’s higher 
  functions, but also makes them stronger, faster and 
  more resilient. Subjects become highly aggressive 
  and dedicated to spreading the virus. But, lacking 
  the Nevermore’s needles, they attempt to spread the 
  contagion by biting anyone they come across. 
  A single bite is all it takes to spread the virus. As the 
  disease spreads exponentially, it does not take long 
  for whole cities to fall to anarchy if not contained in 
  time. It is unclear if the Nevermore’s goal is simply 
  to spread confusion or if she has an even more 
  dangerous goal.
  Current Speculation: The most obvious conclusion 
  is that the Nevermore is some sort of vampire, or 
  more specifically one of the alien species – like the 
  Saturnynians – who’ve inspired vampire folklore 
  throughout history. This one is of particular concern 
  to the Curator, who believes the prisoner to be one of 
  the Great Ones, whatever that means.
  screaMing baLL
  This Gadget is about the size of a football and built 
  from hexagonal pieces. Each section is made out 
  
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  of a different type of material. Some are soft, some 
  metallic, others furry, and others still jagged and 
  rough. When the panels are touched, some light 
  up. With the right sequence the ball issues a most 
  startling series of noises. There are loud screams 
  and echoing calls that sound like a creature in pain, 
  while some of the noises are quite soothing. 
  While it appears quite malleable the ball is 
  remarkably difficult to break. It takes no damage 
  from being dropped or hit, and it displayed little sign 
  of damage after it was shot by a pistol. 
  Despite the strangeness of the sounds it makes, 
  the ball has proven remarkably intriguing to anyone 
  who comes into contact with it. There is a strange 
  soothing feeling emanating from it. It has led some 
  operatives to be seen holding it, even cuddling it, and 
  becoming angered when it is taken away.
  The most disturbing thing about the ball is that 
  several of the hexagonal pieces are uniform, unlike 
  the others which are all unique. These uniform ones 
  have a dull grey texture that is soft to the touch. 
  Unfortunately, when one of the Archivists touched 
  it with his bare finger, he was instantly vaporised 
  and the patch he touched formed human skin. Some 
  archivists have reported that the screaming now 
  includes the unfortunate Archivist amongst them.
  Current Speculation: Most Archivists believe that the 
  Screaming Ball is some sort of scanner which takes 
  samples from the local populations and ‘archives’ 
  them for information. They believe that, when a 
  hexagon is touched by an alien that knows how to use 
  it, information regarding the creature, its strengths 
  and weaknesses, perhaps even its thoughts, become 
  known. It is possible that the screaming is in some 
  way related to a psychic interface, but it obviously 
  wasn’t intended for a human mind. 
  UNIT command’s biggest worry is what happens 
  when the final uniform hexagons on the Screaming 
  Ball are converted and whether they should hasten 
  the process or hold it off for as long as possible.
  the stone chair
  This ancient Gadget was found in an archaeological 
  dig in Scotland, in the remains of what was thought 
  to be a Celtic burial cairn. It is a solid chair made 
  from grey stone, in a very simple and basic design. 
  However, it is carved with several strange markings 
  that bear little resemblance to any known Celtic form 
  of writing, or any symbols found in the cairn.
  Those who sit in the chair begin to exhibit odd 
  abilities soon after. Some have become stronger 
  or more agile; others have gained more advanced 
  abilities like telepathy or telekinesis. 
  While this might seem of great benefit, there is also 
  a catch. All the subjects have begun to follow what 
  they can only describe as “the Mission” although 
  they are both unable and unwilling to explain the 
  nature of this mission. While their abilities seem 
  linked to what they are expected to do, even a study 
  of their actions has failed to find a clear purpose. 
  As the subjects attempt to carry out the mission 
  covertly, it is unknown if the chair’s effects arise 
  gradually or they are complicit from the moment 
  they sit there.
  Current Speculation: While the chair is ancient, 
  its technology is far from primitive, although scans 
  have revealed nothing but stone in its construction. 
  Nanites are the current theory for its enhancements, 
  and some have come to believe it has a connection 
  to Cyber-technology. Some of the symbols appear 
  related to Silurian writing, although the technology 
  itself is not typical of that race.
  But it is the nature of ‘the Mission’ that is the most 
  curious. While some subjects sought to commit 
  atrocities or attempted to hurt the innocent, others 
  have actually saved lives. Many of the subjects have 
  had to be killed to be stopped, but some have been 
  captured. They report the effects fading after the 
  enigMa vauLt
  
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  opportunity for fulfilling their part of the mission has 
  passed. But it is very hard to know if they are still 
  under the effect and simply biding their time.
  Whispering stone
  There is very little to distinguish this rather plain 
  piece of stone upon first inspection. Its colour is 
  a little strange, an orangey yellow that makes it 
  appear to be some sort of compressed sand that 
  has been baked in a kiln. The stone is about twice 
  the size of a fist and surprisingly heavy for its size. 
  But it is easily lifted by a single person. It has two 
  flat sides that have been worn or machined to a 
  smooth right-angled finish, but the rest of the stone 
  is rough and broken. This has led many to suggest 
  it is a piece of a broken building, most likely the 
  corner of a structure.
  The main effect of the stone is somewhat unsettling. 
  When held in a bare hand, the bearer begins to hear 
  voices. The voices never get louder than a whisper, 
  forcing the bearer to strain to really listen to them. 
  It takes a long time and a lot of practice to make out 
  what the voices are saying. Opinion remains divided 
  as to whether they are talking directly to the bearer 
  of the stone, or are simple being overheard. A few 
  useful phrases might eventually be overheard, and in 
  most cases they are warnings, but the words remain 
  cryptic. Some have proven useful, others gibberish, 
  but quite a few have been understood in hindsight 
  after a particular event made their warning clear.
  Current Speculation: Very little about the stone is 
  understood. Some believe it is a rock from Gallifrey, 
  fallen from the Time War and full of dangerous 
  potential. Others think it is part of a building that 
  suffered a disaster so terrible the moment was 
  burned into the rock itself. There is even talk of it 
  being a fragment of a Weeping Angel. 
  Who and what the voices are is equally divisive. Some 
  people believe they are simply an echo of some event, 
  such as a crowd shouting during a disaster. Some 
  think that the souls of several people are trapped 
  here crying out for release. 
  There are those who believe it is a piece of something 
  from far away that has remained linked to the place it 
  has been broken from and that the voices are simply 
  the sounds of what passes the hole it left. 
  One thing that is clear is that most people who listen 
  to the stone for too long begin to lose their minds, 
  and start to gabble constantly. This has led some to 
  conclude the voices are the remains of all of those 
  who have listened to the stone for too long.
  
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  index
  A
  Adamantine Blades 
  66
  Advanced Operations Manual 
  6
  (Black Archive) Adventures 
  39
  (Mundane) Alien Curiosities 
  90
  Alien Detector 
  89
  Alien Invaders 
  43
  Alien Residents 
  44
  (Other) Alien Sense Gear 
  91
  Aliens of UNIT 
  7
  Ammunition 
  64
  Ancient Places 
  42
  Anti-Plastic 
  67
  Antigravity Bike 
  83
  Archivist 
  18
  Areas of Expertise 
  14
   
  Convince: Acting 
  14
   
  Convince: Bureaucracy 
  14
   
  Convince: Crowd Control 
  15
   
  Convince: High Society 
  15
   
  Convince: Media 
  15
   
  Convince: Negotiation 
  15
   
  Convince: Questioning 
  15
   
  Convince: Streetwise 
  16
   
  Knowledge: Research 
  16
   
  Marksman: Spray Weapons 
  16
   
  Medicine: Cold Read 
  16
   
  Medicine: Criminology 
  16
   
  Medicine: Cybernetics 
  16
   
  Science: Alien Biology 
  16
   
  Science: Bio-Engineering 
  16
   
  Subterfuge: Conceal 
  16
   
  Science: Cryptography 
  16
   
  Science: Forensics 
  16
   
  Subterfuge: Shadowing 
  17
   
  Survival: Navigation 
  17
   
  Survival: Field Tactics 
  17
   
  Transport: Teleporter 
  17
  Armour-Piercing Rounds 
  64
  Armoury 
  38, 62
  Artron Goggles 
  90
  Athenaeum 
  38, 48
  Atlantis 
  33
  (The) Auctioneers 
  46
  Automated Memory Filter 
  106
  Auton Rounds 
  64
  Auton Sheath 
  65
  Auton Weaponry 
  67
  B
  The Bare Minimum 
  60
  Bessie 
  83
  (The) Black Archive 
  29
  Black Box Rig 
  91
  (The) Black Market 
  46
  Bombay Turtle 
  78
  Borrowing Gadgets
  from the Black Archive 
  51
  (The) Box 
  137
  (Professor Edwin) Bracewell 
  21
  Bracewell Aircraft 
  79
  Bracewell Jet Fighter 
  80
  Bracewell Mobile HQ 
  80
  Bracewell Spitfire 
  80
  Brain Worms 
  114
  Building the Black Archive with 
  UNIT Base Rules 
  37
  (Finding) Buried Treasure 
  42
  (Dilapidated Number 200) Bus 
  80
  C
  Cabinet of Curiosities 
  89
  Cancellation 
  126
  Caseless Rounds 
  65
  (The) Cassandra Programme 
  10
  Catalogue of Weapons 
  66
  Cat’s Eyes 
  91
  Cerebral Upload 
  114
  Chameleon Armbands 
  92
  Chameleon Miniaturisation Device 
  68
  Cleansing Arch 
  107
  Clearance 
  31
  Cloning Chamber 
  115
  Collectors 
  44
  Compatibility Table 
  108
  Compression Field 
  93
  Confusion Grenade 
  68
  Conspiracy Theorists 
  44
  Corporations 
  45
  Crashed Spacecraft 
  42
  Cutters 
  62
  Cyber-Armour 
  65
  Cybergun 
  63
  Cybernetics 
  110
  D
  Dalek Casing 
  137
  Dalek Tommy Gun 
  63
  Dalekanium Bomb 
  126
  Data Leech 
  94
  Deployment 
  40
  Dermal Symbiote 
  94
  Dimensional Shifter 
  81
  Dimensional Transporter 
  82
  Disappearing Bracelets 
  137
  Disintegrator Gun 
  63
  DNX 
  127
  (The) Doctor’s Cars 
  83
  Drone Fl y 
  95
  Drone Tank 
  84
  E
  Emergency Care 
  108, 114
  EMP Bomb 
  69
  EMP Emitter 
  96
  Energy Sword 
  62
  Enigma Vault 
  39, 136
  Environmental Shield 
  96
  Euphoria Projector 
  128
  Eve and Teva, Dalek Mutant and Clone 118
  (The) Ever Road 
  138
  Excalibur 
  138
  Experimentation 
  40
  F
  Failed Cybermen 
  7
  Failed Cyberman Race Package 
  8
  Fanatical Organisations 
  45
  Field Medicine 
  107, 108
  Firefly Grenade 
  70
  Fish People 
  8
  Fish People Race Package 
  8
  Frogman Procedure 
  112
  G
  (Damaging) Gadgets 
  52
  (Fantastic) Gadgets 
  52
  (New) Gadgets 
  52
  (Denise) Gamble 
  24
  Gateway of India 
  33
  Gold-tipped Rounds 
  65
  Goliath 
  85
  Governments 
  45
  Greenhouses 
  39
  H
  (Yvonne) Hartman 
  119
  Hibernation Chamber 
  116
  High-Explosive Rounds 
  65
  index
  
  the bLack archive
  D
  143 E
  History of the Black Archive 
  29
  Hospital 
  38, 105
  Hospital Gadgets and Story Points 
  107
  Hover Platform 
  85
  Hypnotic Gun 
  70
  I
  Ibisian Tunneller 
  86
  Ice Grenade 
  71
  Identification 
  39
  Immortality Gate 
  129
  International Space Control 
  36
  Introduction 
  4
  J
  Jac  
  24
  Jones Bar 
  108
  K
  Krillitane Oil 
  113
  K-X ‘Kix’ Robot 
  130
  L
  Laboratories 
  39
  Layout 
  37
  Lightning Sword 
  71
  Link Stones 
  97
  Living Metal 
  97
  (Other Black Archive) Locations 
  32
  LogiCon Characters 
  34
  Loyalty Gun 
  72
  M
  Magic in a Scientific Universe 
  27
  Magnetic Gl ue 
  98
  Martian Armour 
  66
  McGillop 
  22
  Melee Weapons 
  62
  (The) Memory Archive 
  49
  Memory Eraser 
  73
  Memory Implanter 
  107
  (The) Menagerie 
  117
  Messiah’s Diadem 
  131
  Metal-Dissolving Virus 
  73
  Metebelian Crystal Ball 
  132
  Mind Cloud 
  108
  Miniscope 
  133
  Morgaine of the Fay 
  26
  Motor Pool 
  38, 78
  Mysterious Effects 
  43
  N
  (The) Nevermore 
  139
  Nimuen Armour 
  66
  Nullification 
  40
  Nursing Supplies 
  109
  O
  (Reskinning) Omega Gadgets 
  125
  Omega Inventory 
  126
  Omega Locker 
  39, 122
  Operative 
  18
  (Petronella) Osgood 
  20
  Osmic Projector 
  133
  Oxygen Chewing Gum 
  109
  P
  Palace of Nations 
  33
  (The) Paradox Room 
  50
  Paradox Wristband 
  50
  Personal Protection 
  65
  (Notable Black Archive) Personnel 
  19
  Peter and Paul Fortress 
  34
  Pharos 
  34
  Phasing Circlet 
  116
  Plasma Blade 
  74
  Plaza de Armas 
  34
  Plunder from Failed Invasions 
  42
  Pressure Spray Gun 
  74
  Q
  Quarantine Field Generator 
  109
  Quarters 
  38
  R
  Ranged Weapons 
  62
  Recruiting the Team 
  6
  Reflective Shield 
  75
  Re-Programm ing Machine 
  117
  (Black Archive) Requisition Modifiers 52
  Requisitioning an Omega Gadget 
  123
  Researching in the Black Archive 
  48
  Retrieval 
  40
  (The Black Archive’s) Rivals 
  43
  S
  Screaming Ball 
  139
  Security 
  41
  Security Checkpoints 
  38
  (UNIT) Security Clearances 
  31
  Security Measures 
  30
  Shanghai World Financial Center 
  35
  (Elizabeth) Shaw 
  22
  Shield Grenade 
  75
  (The) Shredder 
  66
  (The) Silurian Age: Dinosaurs 
  and Spaceships 
  79
  Silurian Gun 
  63
  Silver Bullets 
  65
  Six Billion Pound Agents 
  112
  Skeleton Key 
  98
  Skill-Jack 
  112
  Skin Bandage 
  109
  (John) Smith 
  139
  Snare Whip 
  62
  Snowcap 
  35
  Sontaran Pistol 
  63
  (Lady Christina de) Souza 
  25
  Space Station W1 
  36
  ‘Spectrum’ Classification 
  49
  (Kate) Stewart 
  19
  (The) Stone Chair 
  140
  Stun Baton 
  62
  Superphone 
  99
  Supreme Dalek Helmet 
  100
  Swiss Army Pistol 
  63
  Sycorax Energy Whip 
  62
  T
  T-Mat Platform 
  38
  Teflon Anti-Dalek Shells 
  65
  Temporary Procedures 
  108, 112
  Testing Ranges and Training Grounds 39
  Teva 
  118
  Thallicilin 
  109
  Thermite Rounds 
  65
  Ticktock, Tame Toclafane 
  119
  Time Bomb 
  76
  Torch 
  64
  (The) Tower of London 
  30
  Toy Soldiers 
  100
  Tracer Rounds 
  65
  (Bad) Traits 
  12
   
  Cyber-Hysteria 
  12
   
  Doppelganger 
  13
   
  Fragments 
  13
   
  Logical 
  13
   
  Temporal Castaway 
  14
  (Bad Gadget) Traits 
  58
   
  Ablative 
  58
   
  Draining 
  58
   
  Extra Fingers 
  58
   
  Fragile 
  58
   
  Glitch 
  58
   
  Harmful 
  58
   
  Homing Beacon 
  59
   
  Hungry 
  59
   
  Immobilise 
  59
   
  Inaccurate 
  59
  
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  index
   
  Jury-Rigged 
  59
   
  Limited Use 
  59
   
  Recharge 
  59
   
  Revulsion 
  60
   
  Shield 
  60
   
  Transformation 
  60
   
  Unfamiliar Interface 
  60
   
  Unreliable 
  60
   
  Unstable 
  60
  (Good) Traits 
  10
   
  Code Breaker 
  10
   
  Crack Shot 
  10
   
  Detect Truth 
  10
   
  Failed Mind Wipe 
  11
   
  Healer 
  11
   
  Jack of all Trades 
  11
   
  Linguist 
  11
   
  Menacing 
  11
   
  Mental Calculator 
  11
   
  Sleuth 
  12
   
  Tech Sensitive 
  12
  (Good Gadget) Traits 
  53
   
  Armour-Piercing 
  53
   
  Attribute 
  53
   
  Burrowing 
  53
   
  Control 
  53
   
  Convert 
  53
   
  Fast 
  54
   
  Inhibit 
  54
   
  Invisible 
  54
   
  Isomorphic Controls 
  55
   
  Push/Pull 
  55
   
  Record 
  55
   
  Reflective 
  55
   
  Remote 
  56
   
  Resilient 
  56
   
  Self-Repairing 
  56
   
  Stun 
  56
   
  Time Loop 
  56
   
  Transmute 
  57
   
  Travel 
  57
   
  Wicked 
  57
  (New) Traits 
  10
  (Omega Gadget) Traits 
  124
   
  Area Effect 
  124
   
  Insidious 
  125
   
  Unstoppable Force 
  125
  (Special) Traits 
  14
   
  Expert 
  14
   
  Psychometry 
  14
  Transdimensional Box 
  102
  Translation Staff 
  102
  (The) Travel Mat 
  32
  (The) Trouble with Memory Wipes 
  105
  (The) Trouble with Zygons 
  49
  U
  UNIT Archetypes 
  17
  Universal Identification Card 
  103
  Upgrades 
  107, 110
  V
  Vehicles as Gadgets 
  78
  Vortex Bungee Cord 
  87
  W
  (Colonel) Walsh 
  23
  Web Gun 
  64
  Warehouse 
  39
  Washington Monument 
  36
  Weeping Angels 
  134
  What is my Wheelman doing on a
  Security Mission? 
  41
  Wheelman 
  18
  When does Damage cost 
  Gadget Traits? 
  57
  Whispering Stone 
  141
  Wideawake Plug 
  110
  (The) Whomobile 
  83
  (A) Word of Caution 
  122
  X
  X- Doc 
  19
  Xenobiologist 
  19
  Z
  Zap Guns, Energy Swords
  and Gold Bullets 
  62
  Zygon Needler 
  64
  Zygon Race Package 
  9
  Zygon Stinger 
  62
  Zygons 
  8
  
SOURCE: textdata/thevault/Doctor Who/AITAS Collection/4 Other Sourcebooks/The Black Archive.pdf