TEXT: THE TENTH DOCTOR SOURCEBOOK
  
  B  CREDITS
  LINE DEVELOPER: Andrew Kenrick
  WRITING:  Alasdair Stuart, with Walt Ciechanowski and 
  Andrew Kenrick.
  ADDITIONAL WRITING:  Will Brooks, David F. Chapman, 
  Alex Guttridge, Jason “Jay” Libby, Andrew Peregrine 
  and James Whittington.
  EDITING: Andrew Kenrick
  COVER: Paul Bourne
  GRAPHIC DESIGN AND LAYOUT: Paul Bourne
  CREATIVE DIRECTOR: Jon Hodgson
  ART DIRECTOR: Jon Hodgson
  PUBLISHER: Dominic McDowall
  SPECIAL THANKS: Ross McGlinchey and the BBC team 
  for all their help.
  ” My Tenth was Told Not to Blink.”
  The Tenth Doctor Sourcebook is published by 
  Cubicle 7 Entertainment Ltd (UK reg. no.6036414).
  Find out more about us and our games 
  at www.cubicle7.co.uk
  © Cubicle 7 Entertainment Ltd. 2015
  BBC, DOCTOR WHO (word marks, logos and devices), 
  TARDIS, DALEKS, CYBERMAN and K-9 (wordmarks and 
  devices) are trademarks of the British Broadcasting 
  Corporation and are used under licence. BBC logo 
  © BBC 1996. Doctor Who logo © BBC 2009. TARDIS 
  image © BBC 1963. Dalek image © BBC/Terry Nation 
  1963.Cyberman image © BBC/Kit Pedler/Gerry Davis 
  1966. K-9 image © BBC/Bob Baker/Dave Martin 1977.
  Printed by: Standartu Spaustuve 
  www.standart.lt, Vilnius, Lithuania.
  ,
  .
  
  3
  THE TENTH DOCTOR SOURCEBOOK
  B  CONTENTS
  INTRODUCTION  
  4
  How to Use this Book 
  4
  CHAPTER ONE: 
  THE CHILDREN OF TIME 
  5
  Who is the Doctor? 
  6
  Playing the Tenth Doctor 
  6
  The Tenth Doctor 
  8
  The Tenth Doctor’s Companions 
  and Acquaintances 
  9
  Rose Tyler 
  16
  Mickey Smith 
  16
  Jackie Tyler 
  17
  Martha Jones 
  17
  Captain Jack Harkness 
  18
  Donna Noble 
  18
  Wilfred Mott 
  19
  Sarah Jane Smith 
  19
  Astrid Peth 
  20
  Sally Sparrow 
  20
  Jenny 
  21
  Lady Christina de Souza 
  21
  Jackson Lake 
  22
  Captain Adelaide Brooke 
  22
  The Tenth Doctor’s TARDIS 
  23
  CHAPTER TWO: 
  PLAYING IN THE TENTH DOCTOR’S ERA 
  24
  A Storm at the Heart of the Sun 
  25
  The Biggest Family on Earth 
  26
  The 21st Century is when 
  Everything Changes 
  27
  A Shining New Future 
  28
  This Song is Ending, but the Story 
  Never Ends 
  28
  New Alien Traits 
  29
  New Gadget Traits 
  30
  CHAPTER THREE: 
  TORCHWOOD 
  31
  History of the Torchwood Institute 
  32
  Relations with UNIT 
  33
  Putting the Team Together 
  34
  Gwen Cooper 
  36
  Ianto Jones 
  36
  CHAPTER FOUR: 
  THE TENTH DOCTOR’S ENEMIES 
  37
  Cybermen 
  38
  Daleks 
  41
  The Master 
  46
  The Time Lords 
  49
  CHAPTER FIVE: 
  THE TENTH DOCTOR’S ADVENTURES 
  51
  The Christmas Invasion 
  52
  New Earth 
  58
  Tooth and Claw 
  65
  School Reunion 
  72
  The Girl in the Fireplace 
  78
  Rise of the Cybermen/The Age of Steel 
  83
  The Idiot’s Lantern 
  88
  The Impossible Planet/The Satan Pit 
  93
  Love & Monsters 
  99
  Fear Her 
  103
  Army of Ghosts/Doomsday 
  106
  The Runaway Bride 
  111
  Smith and Jones 
  116
  The Shakespeare Code 
  121
  Gridlock 
  126
  Daleks in Manhattan/
  Evolution of the Daleks 
  131
  The Lazarus Experiment 
  136
  42  
  140
  Human Nature/The Family of Blood 
  146
  Blink 
  152
  Utopia 
  157
  The Sound of Drums/
  Last of the Time Lords 
  161
  Voyage of the Damned 
  168
  Partners in Crime 
  172
  The Fires of Pompeii 
  176
  Planet of the Ood 
  182
  The Sontaran Stratagem/The Poison Sky 185
  The Doctor’s Daughter 
  191
  The Unicorn and the Wasp 
  196
  Silence in the Library/Forest of the Dead 202
  Midnight 
  209
  Turn Left 
  213
  The Stolen Earth/Journey’s End 
  217
  The Next Doctor 
  227
  Planet of the Dead 
  232
  The Waters of Mars 
  239
  The End of Time 
  246
  INDEX 
  254
  
  4
  THE TENTH DOCTOR SOURCEBOOK
  “New teeth… that’s weird. 
  Now! Where were we? 
          Oh yes! BARCELONA!’
  Just as his predecessor bowed out with a flourish, the 
  Tenth Doctor appeared with a massive grin, boundless 
  energy and a brief experiment with wearing a 
  dressing gown outdoors. That dressing gown (and 
  the satsuma in its pocket) got him through the first of 
  many adventures featuring old foes, new enemies and 
  a string of dedicated companions and friends.
  The 
  Tenth 
  Doctor 
  inadvertently 
  caused 
  the 
  Torchwood Institute to be founded and was there 
  when it fell in the Battle of Canary Wharf. He met the 
  Beast at Krop Tor and survived being thrown back in 
  time by the Weeping Angels. He discovered the last 
  thing that he dared hope for –  he was not alone – 
  and then had to deal with a new incarnation of the 
  Master. He almost died on Midnight and rescued the 
  Stolen Earth. He brought the Number 200 bus back 
  from San Helios, broke time in half at Bowie Base 
  One and faced down the deranged remnants of the 
  Time Lords returned from Gallifrey.
  Allons-y!
  HOW TO USE THIS BOOK
  The Tenth Doctor Sourcebook is primarily a 
  Gamemaster’s resource for running adventures 
  with either the Tenth Doctor and his companions, 
  or in the style of the Tenth Doctor’s adventures. 
  While players will certainly benefit from the 
  background information in this book, particularly 
  regarding the Doctor and his companions (and other 
  information the Gamemaster deems worthy to 
  share!), all of the rules needed to portray the Tenth 
  Doctor’s companions are found in the Doctor Who 
  Roleplaying Game Core Rulebook.
  This book is designed to be a guide to capturing the 
  feel of the Tenth Doctor’s era and incorporating it into 
  your adventures. Chapter One describes the Tenth 
  Doctor, his companions and his TARDIS. Chapter Two 
  offers advice on how to craft adventures in the style 
  of the Tenth Doctor’s era. Chapter Three lifts the lid 
  on an organisation that has by turns proved a boon 
  and a bane to the Doctor in this era – Torchwood. 
  Chapter Four looks at some of the most dangerous 
  opponents the Doctor faced, from Davros and the 
  Daleks to the Master and Rassilon himself. After 
  that, we delve into each of the Tenth Doctor’s actual 
  adventures. Each adventure includes the following 
  information (along with some fun extra bits in the 
  sidebars!):
  •	
  Synopsis: Where did the TARDIS land this time? 
  Who did the Doctor meet and what terrible 
  challenges did he and his companions face? 
  This section summarises the key events of the 
  adventure as experienced by the Tenth Doctor 
  and his companions.
  •	
  Running the Adventure: If your players are 
  unfamiliar with the adventure then you may 
  want to run it for them. This section gets into 
  the nuts and bolts of bringing the adventure to 
  life and the adaptations necessary when using 
  other Doctors and companions or even running 
  it Doctor-less. This section is also useful for 
  when you just want to adapt bits or ‘re-skin’ it in 
  order to enable players who do remember the 
  original to enjoy playing through a fresh new 
  take.
  •	
  Characters, Monsters and Gadgets: This section 
  includes statistical and background information 
  on the various non-player characters, monsters 
  and gadgets that the Doctor and his companions 
  encountered over the course of the adventure. 
  •	
  Further Adventures: An adventure is more 
  than the sum of its parts; it’s a convergence of 
  separate elements that may be encountered 
  again (or previously!). The Doctor and his 
  companions have often come across something 
  they’ve experienced before in a new way, 
  whether it be the return of an adversary, the 
  effects of their previous actions on a society or 
  involving themselves again in the life of an old 
  friend. This section includes adventure seeds 
  that build off the elements in the current 
  adventure. While we hope these seeds are 
  playable on their own, they are also designed 
  to spark your imagination when constructing 
  new adventures. Was there an element of a 
  previous adventure that your players really 
  enjoyed or idly wondered what would happen 
  next with it? That’s a great adventure seed for 
  the future!
  INTRODUCTION
  INTRODUCTION
  
  CHAPTER ONE
  THE CHILDREN OF TIME
  
  6
  THE TENTH DOCTOR SOURCEBOOK
  ‘You take ordinary people and you fashion them into 
  weapons.’
  B  WHO IS THE DOCTOR?
  The tenth incarnation of the Doctor hit the ground 
  running and never really slowed down. In his 
  previous incarnation he was by turns grumpy, 
  cheerful and, on occasion, desperately joyous. Most 
  of all though, he was damaged, still carrying deep 
  psychological wounds from the Time War. He viewed 
  saving Rose, and the subsequent regeneration, as 
  an escape and left the stage with a flourish and a 
  final, beaming smile.
  That smile was very nearly the only thing to carry 
  over. The new arrival was young, dashing and 
  completely different. It was all a stunned Rose 
  Tyler could do to talk to him before he passed out, 
  sending the TARDIS crashing to Earth in the present 
  day. There, he slept through most of the Christmas 
  Invasion and it fell to Rose, Jackie and Harriet Jones, 
  Prime Minister to do the best they could to see the 
  invading Sycorax off. When the Doctor woke up, he 
  more than made up for lost time and, despite losing 
  a hand, defended the Earth and toppled Jones’ 
  government just in time for Christmas dinner. 
  That mercurial nature became his defining trait. 
  Talking fast and thinking faster, the Tenth Doctor 
  was often blunt, occasionally rude and always 
  completely entranced by what he was experiencing. 
  Decked out in a variety of excellent suits and 
  trainers, he had horror at his back and love and 
  infinite potential in his future. No wonder there was 
  always so much running.
  B  PLAYING THE TENTH DOCTOR
  The Tenth Doctor is a man defined by two things: 
  speed and an overriding sense of justice and pride. 
  He’s still filled with regret for his actions in the Last 
  Great Time War and that provides a foundation for 
  everything he does. This Doctor is a man who hasn’t 
  THE CHILDREN OF TIME
  
  7
  THE TENTH DOCTOR SOURCEBOOK
  just turned his back on war, but is actively opposed 
  to it. He knows that it’s almost impossible to stop 
  conflict once it starts but he also knows what 
  happens when he doesn’t try. He’s ‘The Man Who 
  Never Would’ as much as ‘The Man Who Regrets’ 
  and that all ties into the mystique of him as ‘the 
  Lonely God’, the last Time Lord. He takes as much 
  pride as he does grief from that title.
  That pride is reflected in everything, from how he 
  looks to how he acts. Where the War Doctor was a 
  nomadic warrior and the Ninth Doctor a deliberately 
  anonymous clean slate, the Tenth Doctor is every 
  inch the dapper Time Lord. His suits are sharp, his 
  hair immaculate and the colour of his clothes, and 
  his trainers, a clear statement: he’s different, he’s 
  here and he’s in charge. Combined with his motor 
  mouth and winning charm, as well as occasional 
  bluntness, means there are very few situations he 
  can’t talk himself into or out of.
  It also gives him a real air of romance. He and Rose 
  fall in love during their time together, whilst Martha 
  (and Jack) both suffer under unrequited crushes on 
  him. It’s the loss of Rose, and Martha’s subsequent 
  departure that makes him realise how damaging 
  this part of his personality can be. 
  By the time he meets Donna (again), he’s much 
  more cautious. As a result, they are a pair of 
  fast-talking chancers bouncing their way around 
  the universe like Morecambe and Wise with a time 
  machine and an open ticket. This is where the Tenth 
  Doctor is at his most exuberant and most relaxed.
  The return of Davros, and the Doctor being forced 
  to erase Donna’s memories of him to save her life 
  changes that. The wound left by Rose’s departure is 
  ripped open and his final days are spent cautiously 
  circling his own mortality. His relief at meeting 
  what he thinks is his successor in Victorian London 
  is as genuine as the anger that fuels his actions on 
  Mars. 
  This is a Doctor who has played by the rules, 
  championed lost causes again and again, and whose 
  only reward has been to endlessly find himself 
  alone. That comes to a head with his attempt to save 
  Adelaide Brooke. 
  The Tenth Doctor is finally confronted not only with 
  his pride but with the consequences of it and does 
  the one thing he knows how to do: run. The Man 
  Who Never Would did, and in so doing found himself 
  facing the only thing he truly feared: his past. 
  His final clash with the Time Lords was as much 
  about tying off unfinished business as it was about 
  saving the Earth. He may not want to go, but he has 
  very little left unresolved when he does.
  
  STORY POINTS
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  ‘The Doctor. Doctor. Fun.’To see everything, do 
  everything, help everyone and run far and fast enough 
  to finally leave his past behind.
  PERSONALITY
  ‘Am I... ginger?’ The Tenth Doctor is articulate, erratic, 
  forgetful, frantically compassionate, charming and 
  occasionally very rude. He thinks about nine things at 
  once, talks about another five whilst he’s doing it and 
  always knows exactly what’s going on. There’s total 
  focus hidden beneath the constant talking and his 
  enemies never notice until it’s far too late.
  BACKGROUND
  The Tenth Doctor and his companions travel the 
  universe, learning and experiencing everything they can 
  and, on occasion, fighting monsters.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ ○ 
   ○ ○ ○ ○ 
   ○ ○ ○ ○ ○ ○ ○ ○ ○
   ○ ○ ○ ○ 
   ○ ○ ○ ○ ○ 
   ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
  MEDICINE
  SCIENCE
  SUBTERFUGE
  SURVIVAL
  TECHNOLOGY
  TRANSPORT
  10
  THE TENTH DOCTOR
  4
  2
  2
  6
  1
  3
  5
  3
  3
  4
  4
  4
  4
  9
  4
  5
  3
  8
  3D Glasses
  Sonic Screwdriver
  Psychic Paper
  TARDIS
  Alien
  Boffin
  Brave
  Charming
  Face in the Crowd
  Feel the Turn of the Universe
  Indomitable
  Psychic
  Resourceful Pockets
  Run for your Life!
  Technically Adept
  Time Lord (Experienced x10)
  Time Traveller (All)
  Vortex
  A
  3
  Time Lord
  Adversary (too many to list)
  Code of Conduct
  Last of My Kind
  
  9
  THE TENTH DOCTOR SOURCEBOOK
  B  THE TENTH DOCTOR’S 
  COMPANIONS AND ACQUAINTANCES
  This Doctor may feel like he’s alone but, as Sarah Jane 
  Smith says, in reality he has the biggest family of all. 
  Some companions are only brief visitors, some leave 
  an indelible mark but the Tenth Doctor is far more 
  welcoming than his predecessors. His only problem 
  is when a companion leaves; he knows they will, he 
  expects them to but after the loss of Rose it’s one of 
  the very few things that will cause him to panic.
  ROSE TYLER
  Rose travelled with the Ninth Doctor, absorbed the 
  Time Vortex and was there when the Doctor took it 
  back. She saw his final moments, saw him change 
  and was, for a while, unsure what to make of his 
  replacement. However, the pair soon hit it off and 
  Rose’s adventures with the Tenth Doctor brought her 
  closer and closer to him. They eventually fell in love, 
  but were separated seemingly forever when Rose was 
  trapped in a different universe. She returned years 
  later to help rescue the Stolen Earth and was reunited 
  with the Doctor’s human clone.
  As a companion, Rose is as good as they get. She’s 
  smart, pragmatic, compassionate and aware of her 
  surroundings and the consequences of her actions. 
  She and the Doctor have a shorthand way of talking 
  that shows just how close they are. This is, for them, 
  wonderful but can come across as smug or annoying 
  to others. Mickey certainly takes a while to get used to 
  it. Rose is very close to the Doctor, Mickey and Captain 
  Jack. A seasoned time traveller, Rose has come a 
  long way from the Powell Estate but the grounded, 
  sensible approach to life she found there remains her 
  defining trait.
  MICKEY SMITH
  ‘What’s a horse doing on a spaceship?’
  Mickey Smith’s time on the TARDIS was short but 
  memorable. He was overjoyed to get a spaceship ‘first 
  time’ with the Madame de Pompadour and adapted 
  well to the stresses and dangers of time travel. 
  But it was the trip to the other Earth that changed 
  Mickey’s life forever. Years before, Mickey had been 
  consumed with guilt for not being home to help his 
  Gran the day she died and he leapt at the chance to 
  change that. He also took the opportunity to leave 
  Rose behind and make peace with their relationship. 
  It was time for Mickey to have a life of his own. Not 
  to mention someone needing to lead the fight against 
  the Cybermen.
  Mickey has a much better relationship with the Tenth 
  Doctor than the previous incarnation. He’s also close 
  with Captain Jack and has moved from Rose’s sort-
  of boyfriend to her trusted confidant. Mickey is older, 
  wiser and calmer, a gifted, brave man with a life of his 
  own to lead.
  MARTHA JONES
  Martha Jones is the bravest person the Tenth Doctor 
  has ever met. The only adult in her dysfunctional 
  family, Martha and the Doctor met when he had 
  himself admitted to the hospital she was training 
  to be a doctor at to check on something ‘odd’. The 
  something turned out to be a Plasmavore and before 
  the day was over the pair were taken to the Moon, 
  questioned by alien police and stopped an EMP bomb 
  wiping out half the Earth. Martha acquitted herself 
  nobly and together they travelled to see Shakespeare, 
  the Moon Landings (3 times) and the far future.
  
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  THE TENTH DOCTOR SOURCEBOOK
  But the rise of Harold Saxon, and the year Martha 
  spent walking the Earth, helped make up her mind. 
  She would never be Rose, the Doctor would never 
  fully get over her and she was not prepared to walk 
  in anyone’s footsteps. With her family in need of her, 
  Martha left the TARDIS to help care for them. 
  Later, working for UNIT, she returned to enlist the 
  Doctor’s help against the Sontarans, was snatched up 
  in the events leading up to the birth of the Doctor’s 
  daughter and was put in charge of the Osterhagen Key 
  during the Daleks’ theft of Earth. She went on to work 
  with Torchwood and ended up going into business with 
  her new husband, Mickey Smith. 
  Calm and grounded as only a doctor can be, Martha 
  gets on very well with the Doctor, Jack and Donna.
  CAPTAIN JACK HARKNESS
  ‘I’ve MISSED this!’
  After taking the ‘long way’ home, Captain Jack had a 
  rough few years. Struggling to come to terms with 
  his own immortality, Jack fell into working for the 
  Torchwood Institute in the Victorian era. Becoming 
  one of their first, and longest serving, agents he 
  helped police the Cardiff Rift and was a vital member 
  of several Torchwood units. Not all his work was 
  happy; Jack is still haunted by what they did to 
  appease the 456 but he did what good he could and 
  he got on with his life.
  By the early 21st century, it was clear that wasn’t 
  enough. Jack had become a bitter, secretive man who 
  rarely left the Hub, Torchwood Three’s base beneath 
  Cardiff. Increasingly alienated from his team, Jack 
  seemingly gave his life in service. Staying dead for 
  longer than he ever had before, he woke up just in 
  time to hear the TARDIS arrive to refuel. Jack leapt 
  aboard and he and the Doctor were reunited at the 
  end of the universe. There, they made their peace with 
  one another and Jack became a vital part of the plan 
  to stop Harold Saxon. Jack returned to Torchwood 
  reinvigorated. The Face of Boe was back. 
  Jack is a veteran time traveller and his effortless 
  charm means he gets on particularly well with Rose 
  and Martha as they ‘survived the end of the world 
  together’. He and Mickey are also close whilst his 
  relationship with the Doctor is one of relaxed caution. 
  Jack is a Fixed Point, something Time Lords can’t 
  stand. But he’s also a friend and utterly dependable 
  in a crisis.
  You can find out more about Torchwood – including 
  Jack’s team at Torchwood Three – in Chapter Three: 
  Torchwood.
  DONNA NOBLE
  ‘I ain’t matin’ with you, sunshine!’
  The first time she met the Doctor, Donna wanted 
  nothing to do with him. As far as she was concerned 
  he’d kidnapped her on the most important day of 
  her life. That soon changed when she discovered 
  the Racnoss’ plan and the role her fiancé had played 
  in it. She not only helped save the world, but saved 
  the Doctor when she persuaded him to leave before 
  he went too far. She turned down his initial offer of a 
  place on the TARDIS and went back to her old life.
  A year later she couldn’t quite get over her adventure 
  with the Doctor and was scouring the country looking 
  for him. They were reunited at Adipose Industries and 
  this time she couldn’t wait to join him. 
  THE CHILDREN OF TIME
  
  11
  THE TENTH DOCTOR SOURCEBOOK
  The pair adventured across time and space before 
  Donna’s heroism facing down Davros meant the 
  Doctor had to erase all of her memories. She went on 
  to live a happy, unremarkable life with no memory of 
  where she’d been or what she’d done.
  Donna is loud, brash and confrontational. Beneath 
  all that though is a perceptive, brave woman who is 
  arguably the most sensible person ever to set foot in 
  the TARDIS. She has an excellent, if slightly bickering, 
  relationship with the Doctor and gets on extremely 
  well with Martha.
  SARAH JANE SMITH
  Sarah Jane Smith is one of the Doctor’s oldest 
  companions, having had adventures with the Third 
  and Fourth Doctors when she was much younger. 
  She was abandoned by the Doctor in Aberdeen, 
  however, and took a long time to come to terms with 
  this sense of abandonment. She continued to have 
  adventures of her own, however, with the help of her 
  robot dog, K-9.
  When the Tenth Doctor runs into her while investigating 
  the Krillitane invasion in Deffry Vale, she is still up 
  to her old tricks – investigating strange goings on, 
  righting wrongs and so on. Together they defeated 
  the Krillitane and she renewed her friendship with the 
  Doctor, and went on to have several more adventures 
  with him – or perhaps he had several more adventures 
  with her?
  By this time she has a family of her own, along with an 
  alien supercomputer in her attic, and more than a few 
  tricks left up her sleeve… which all combined to help 
  the Doctor defeat Davros and the Daleks, just like old 
  times.
  WILFRED MOTT
  ‘It’s gone dark... it’s them aliens again, I’ll bet my 
  pension. What do you want this time, you green 
  swine? You get back inside, Sylvia, they always want 
  the women!’
  Old soldiers recognise their own. Wilfred Mott first met 
  the Doctor the night the Titanic almost fell on London 
  and ran into him again when Donna reunited with him. 
  Wilfred was delighted that his granddaughter was 
  happy and helped her and the Doctor deal with the 
  ATMOS attack and the Medusa Cascade War. 
  As they spent more time together, Wilfred began to 
  realise just how important Donna was to the Doctor, 
  and how important the Doctor was to the universe. 
  When Donna needed to be mindwiped, Wilfred was 
  crushed with grief not only for his granddaughter, but 
  for the Doctor. Wilfred could tell how much he hated 
  to be alone.
  When the Master Race rose, it was Wilfred who 
  found the Doctor and Wilfred who accompanied him 
  every step of the way. It was also Wilfred who was, 
  
  12
  THE TENTH DOCTOR SOURCEBOOK
  in a sense, responsible for the Doctor’s death. The 
  Doctor chose to save him and sacrifice himself, in 
  doing so completing the prophecy Carmen had first 
  told him on the Number 200 bus. “He will knock four 
  times.”Wilfred is a charming, genial older gentleman. 
  Donna loves him purely and completely and Wilfred 
  and the Doctor are also very close, the pair sharing 
  the perspective, and pain, that age can bring. Wilfred 
  is charming, gentle and slightly mischievous. But he’ll 
  fight to the death to protect his family.
  ASTRID PETH
  Astrid Peth has wanted to see the stars for as long 
  as she could remember. Starting out as a waitress 
  at a spaceport diner, Astrid got a job with Capricorn 
  Cruises working on the Titanic. It wasn’t much better 
  but it was at least off world.
  She met the Doctor when Max Capricorn attempted 
  to sabotage the ship to regain control of the company. 
  The two were deeply attracted to one another and 
  bonded quickly. They agreed that Astrid would travel 
  with the Doctor but she was forced to sacrifice her 
  life to stop Max before that could happen. The Doctor 
  saved her, partially, using a teleport pattern and now 
  Astrid flies amongst the stars forever.
  SALLY SPARROW
  ‘I love old things. They make me feel sad.’
  Sally Sparrow was clever, insightful, eccentric and 
  bored. Until she found a message under the wallpaper 
  in a house she’d only just stepped into. Anyone else 
  would have turned and run, especially when their best 
  friend disappeared. But Sally Sprarrow wasn’t anyone 
  else. Tenaciously chasing the truth, and aided by the 
  very sweet and enthusiastic Larry, she found that she 
  was the recipient of a message from a man she’d 
  never met: the Doctor.
  Trapped in the past, the Doctor guided Sally and Larry 
  via the Easter eggs on a set of DVDs to discover the 
  truth: the Weeping Angels had thrown the Doctor and 
  Martha into the past and wanted the TARDIS. Battling 
  the quantum-locked killers with nothing more than 
  their wits, Sally saved the Doctor, closed the causal 
  loop and found out there really was life after DVD 
  Easter eggs.
  JENNY
  The Doctor met Jenny on the day she was ‘born’, 
  the inherent paradox of her existence yanking the 
  TARDIS off Earth and into the middle of a war between 
  humans and a fish-like alien race called the Hath. 
  The war, it seemed, had gone on for generations and 
  humans had resorted to using cloning technology to 
  bolster their forces. When the Doctor arrived a genetic 
  sample was immediately taken and Jenny was born 
  moments later.
  Of course, things were much more complicated than 
  that. The war, it turned out, was far younger than 
  anyone realised and the humans and Hath had far 
  more in common than they thought. The Doctor and 
  THE CHILDREN OF TIME
  
  13
  THE TENTH DOCTOR SOURCEBOOK
  Jenny bonded, the Doctor slowly warming to his odd, 
  cheerfully violent but fundamentally kind-hearted 
  daughter. That made her death all the harder, as she 
  sacrificed her life to save others. The Doctor reunited 
  the humans and Hath and left them to bury Jenny. 
  What he didn’t realise was she wasn’t quite done yet. 
  After all, she is her father’s daughter…
  LADY CHRISTINA DE SOUZA
  Lady Christina de Souza met the Tenth Doctor when 
  she was on the run. An art thief with a great eye for 
  a piece and bad luck with timing, she hid out on the 
  Number 200 bus. Unfortunately she hopped aboard 
  just before it was transported to an alien world.
  There, she and the Doctor soon found they worked 
  very well together. She was intuitive and smart and 
  far more prepared to try something dangerous than 
  he was. She was instrumental in retrieving the 
  equipment they needed to return home, but, when the 
  Doctor realised she was a thief, he refused to let her 
  travel in the TARDIS. He did make sure she got her 
  hands on the newly airborne bus though…
  Cristina is a witty, playful foil for the Doctor. She’s 
  physical where he’s mental, impulsive where he’s 
  cautious. She may not have travelled on the TARDIS, 
  but she’s definitely a kindred spirit.
  JACKSON LAKE
  Jackson Lake was a Mathematics teacher who moved 
  to London with his family. The house they chose 
  happened to be directly above a Cyberman enclave 
  trapped under the city. The Cybermen rose, killed 
  Jackson’s wife and stole his son. Jackson, desperate 
  for a weapon, grabbed a Cyberman Infostamp. His 
  enemies were destroyed and he was… altered. The 
  Infostamp contained information about the Doctor and 
  Jackson’s traumatised mind latched onto the sudden 
  burst of data and claimed it as his new identity.
  He was the Doctor. And in short order he had a 
  companion (Rosita), a screwdriver and a TARDIS (well, 
  hot air balloon) to prove it.
  When the Doctor helped him come to terms with the 
  truth, Jackson found the courage to face his past and, 
  in doing so, save his future. Reunited with his son, the 
  kindly teacher saw through the Doctor’s bravado as to 
  just how lonely and tired he was. He invited the Doctor 
  to Christmas dinner and the Time Lord relented. After 
  all, it was Christmas…
  CAPTAIN ADELAIDE BROOKE
  ’But you said we die. For the future. For the human 
  race.’
  One of the greatest astronauts in human history, 
  Adelaide Brooke’s journey to the stars started 
  when the Earth was stolen by the Daleks when she 
  was 10. She saw a Dalek at her window and was so 
  fascinated by it she forgot to be frightened. She had 
  proof something was out there. She needed to see it 
  for herself.
  Brooke excelled in the astronaut corps and was 
  chosen as commander of Bowie Base One, the first 
  permanent base on Mars. She was a relentlessly 
  
  14
  THE TENTH DOCTOR SOURCEBOOK
  tough, disciplinarian Captain but pushed her people 
  solely to make sure they performed well enough to 
  survive. When she met the Doctor she was instantly 
  mistrustful, and scoffed at the notion that she and 
  her staff were going to die and, in doing so, motivate 
  mankind to push out into the stars.
  When the Doctor, against every rule there was, altered 
  time to save her and her fellow survivors, she knew 
  he had to be stopped. Adelaide walked into her house, 
  closed the door and killed herself to save history. 
  Adelaide is driven, belligerent and impatient. She’s 
  also gifted, compassionate and still deeply in love with 
  what she does.
  THE OOD
  Throughout his adventures, one of the Tenth Doctor’s 
  recurring companions were the peaceful alien race 
  called the Ood. When others had left him, the Ood 
  were there, singing to him as his life ended.
  Not every creature in the universe is out to destroy 
  and take control. On some worlds, the inhabitants 
  are peaceful, leading a simple life. The Ood Sphere, in 
  Galactic Sector 242.16, is one such place - a barren, 
  frozen  planet that some would describe as beautiful. 
  Vast ice vistas stretch across the surface, reaching out 
  to the horizon and beyond. Huge mountains rear up 
  toward the sky, littered with caves featuring unknown 
  contents  and adventure. 
  The planet’s dominant life form is the Ood. They are 
  kind, caring creatures, though some would call their 
  appearance ‘frightening’. They have bald heads with 
  slightly grey, wrinkled, skin. Coleoid tentacles grow 
  from the bottom of their face. The Ood are unusual 
  in that they have three brains. They have the brain in 
  their body,   which controls their basic thoughts and 
  actions. Growing out from the tentacles is the ‘Hind 
  Brain’, which contains their individual personalities.
  The third is a giant 15-metre brain, which resides on 
  the Ood-Sphere. The third brain connects all the Ood 
  together as one, a giant sentient being. Through this 
  brain they sing to the mountains and the skies of their 
  world, celebrating their life and their freedom. 
  But, of course, in a universe like this, where there is 
  a kind,  peaceful race, looking only to help and be 
  happy, there is always another willing to exploit 
  their kindness. And sometimes, Humans can be 
  the cruellest of species. By the 40th century, ‘Ood 
  Operations’ had set up on the Ood-Sphere. They 
  claimed that they had found the Ood desperate and 
  defenceless, that they were born to serve others and 
  if they were not given orders then they would  pine 
  away and die. To this end, they saw themselves as 
  the saviours of the Ood – and from 3914, began to 
  sell them all across the galaxy. No home would be 
  complete without an Ood to serve it. 
  To strip an Ood of its personality and make it 
  completely subservient, they severed its hind brain, 
  replacing it with a ‘Translator Ball’ to allow the Ood to 
  telepathically communicate with its owner. When kept 
  in large numbers, such as aboard a Sanctuary Base, 
  the telepathic field of the Ood work force is monitored 
  for their own ‘safety’. The Ood are constantly 
  communicating telepathically with each other, talking 
  and searching for their  song. The standard telepathic 
  level is around ‘Basic 5’, however sometimes this 
  figure can rise, indicating that the Ood are shouting 
  at each other.
  Being a slave race, the Ood are susceptible to control. 
  When the Doctor and Rose Tyler first encountered 
  them, at Sanctuary Base Six, on the planet Krop Tor 
  orbiting a black hole, they were taken over by a dark 
  force. Rose was accused of being a ‘Friend of the Ood’, 
  a group fighting against the slavery of the Ood, arguing 
  that no creature can be born to serve. They were right. 
  Controlled by the beast trapped in the bowels of the 
  planet, the Ood were used to telepathically deliver his 
  message and to kill off the crew. 
  The Doctor later encountered the Ood  on their home 
  world, while travelling with Donna Noble. This time 
  he saw first hand why the Ood were so happy to 
  serve – they had no choice. Together, he and Donna 
  found great  warehouses filled with Ood, packed 
  into containers, ready to ship. By this time, sales in 
  Ood were dropping – everyone who wanted one, had 
  one – and so prices were slashed in an ‘Ood sale’. 
  New versions with different voices and comedy 
  catchphrases were introduced. But the Ood were 
  infected. ‘Red Eye’, which causes the eyes to literally 
  turn red, was spreading through the ‘livestock’.
  The Friends of the Ood had spent years infiltrating the 
  company, slowly freeing the giant brain, which had 
  been contained by Ood Operations centuries before. 
  During this time, the brain had slowly begun to break 
  through, affecting Ood in different ways. Some became 
  vengeful, while others became rabid, or infected with 
  ‘Red Eye’. But it gave one Ood, designated Ood Sigma, 
  patience. It guided him as he slowly drugged the head 
  of the company, turning him into an Ood himself. 
  Eventually the brain was freed and the Ood joined 
  together once more in song. 
  THE CHILDREN OF TIME
  
  15
  THE TENTH DOCTOR SOURCEBOOK
  It is said that the song could be heard all across the 
  Human Empire and people became aware of the Ood’s 
  treatment, sending them back to their home world 
  to be free together in their song. Over the next 100 
  years the factories of Ood Operations were destroyed 
  and the Shadow Proclamation ruled that the Ood 
  were to be protected and that the Ood Sphere was 
  to be quarantined, allowing the Ood to get back on 
  the correct  evolutionary path. Together, they built 
  majestic Ice Cities, with wonderful crystal spires 
  that stretched to the skies above. The Ood’s song 
  reverberated along the halls of ice, giving them hope 
  and reminding them of their freedom.
  However, the mind of the Ood was troubled. In the vast 
  caverns below the city, the Elders were gathered in 
  thought. Every night, bad dreams troubled the Ood, 
  dreams of the planet Earth and a man they did not 
  know. The impending return of Gallifrey was ripping 
  holes in the Vortex and time was bleeding out. Their 
  psychic abilities accelerating beyond the normal 
  pace, the Ood picked up on this raw time energy and 
  could see through time itself, foreseeing the end of 
  the universe. They used their new-found power to 
  summon the Doctor, sending a mental projection of 
  Ood Sigma back to the 21st century, beckoning him 
  to the Ood Sphere. Upon his arrival, the Doctor was 
  shown images of the Master, of Joshua Naismith, and 
  of the end of time itself. 
  As Gallifrey was returned to the Time War, the Ood 
  gathered together. Sending an image of Ood Sigma 
  back in time once more, they joined together in a 
  different song – a song of mourning for the Tenth 
  Doctor’s passing, to sing him to sleep as he began his 
  regeneration.
  OOD
  AWARENESS
  4
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  1
  INGENUITY
  2
  STRENGTH
  4
  SKILLS 
  Athletics 1, Craft (Singing 5) 3, Fighting 
  1, Medicine 2, Survival (Arctic 5) 3, 
  Technology 1, Transport 1.
  TRAITS
  Alien
  Alien Appearance
  Enslaved: The Ood have long been 
  servile. Even when free they are driven to 
  serve.
  Gadget – Translator Orb: Ood 
  that have been enslaved by Ood 
  Operations have a Translator Orb 
  instead of their hind brain. This 
  instantly translates all alien 
  languages.
  Natural Weapon – Translator 
  Orb: Although not designed as a 
  weapon, the Translator Orb can 
  deliver a deadly shock. As a close 
  combat weapon, the Orb delivers 
  Strength +2 damage every 
  Round that the Orb is in contact 
  with the target. The shock also 
  stuns the victim, making them 
  unable to react or act without 
  spending a Story Point
  Psychic
  Telepathy
  Weakness (Major): The Ood are very 
  susceptible to mental control. Though 
  they are psychic and telepathic, they 
  have little resistance to possession or 
  control. Any rolls to resist suffer a -4 
  penalty. This Weakness is lost if the 
  Ood is in contact with their third brain. 
  TECH LEVEL: 6 
   STORY POINTS: 1-4
  OOD SIGMA
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  3
  INGENUITY
  4
  STRENGTH
  4
  SKILLS 
  Athletics 1, Craft (Singing 5) 3, Fighting 2, 
  Medicine 2, Survival (Arctic 5) 3, Technology 2, 
  Transport 2.
  TRAITS
  As per the Ood, opposite.
  TECH LEVEL: 6 
   STORY POINTS: 6
  
  STORY POINTS A  
  ROSE TYLER
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To be with the Doctor.
  PERSONALITY
  ‘Do you want chips? I want chips.’ Fundamentally cheerful but with 
  a wry streak, Rose is a compassionate, pragmatic young woman 
  who loves her new life completely.
  BACKGROUND
  Rose met the Ninth Doctor at the start of what would be one helluva 
  year. She fought by his side, consumed the Vortex, destroyed the 
  Daleks and watched him die. Then… she saw him get back up. It’s 
  taken a while to get used to the new guy but now she has, she’s 
  enjoying her life even more.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○
   ○ ○ ○ ○
   ○ ○  
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ 
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  5
  3
  4
  2
  3
  4
  2
  Superphone
  Attractive
  Brave
  Charming
  Face in the Crowd
  Run for your Life!
  Inexperienced
  3
  2
  0
  2
  2
  2
  1
  2
  4
  2
  2
  2
  15
  STORY POINTS A  
  MICKEY SMITH
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To become his own man.
  PERSONALITY
  ‘It’s like Stephen Hawking meets the speaking clock.’ Smarter, 
  braver and calmer than anyone gives him credit for, including 
  himself, Mickey Smith is starting to come into his own. He’s a gifted 
  hacker, a dab hand with a set of tools and, most importantly, has 
  his feet on the ground. 
  BACKGROUND
  Initially bitter and jealous, Mickey has blossomed and gets on with 
  the Tenth Doctor far better than his predecessor. He’s ready for a few 
  adventures in the TARDIS, even if the other crewmembers aren’t quite 
  as ready as they like to think they are. Reliable, dependable, sensible 
  and brave, Mickey’s growing up and growing into his own man. 
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○
   ○ ○ ○ ○
   ○ ○ 
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  5
  3
  4
  2
  3
  4
  4
  None
  Brave
  Face in the Crowd
  Friends (Preachers)
  Lucky
  Quick Reflexes
  Technically Adept
  Tough
  3
  2
  0
  3
  2
  0
  1
  2
  3
  3
  2
  2
  12
  
  STORY POINTS A  
  JACKIE TYLER
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  Making sure Rose is safe and can support herself.
  PERSONALITY
  Jackie Tyler complains endlessly. She loves complaining only 
  slightly less than she loves her daughter. In the year between Rose 
  first leaving with the Doctor and returning Jackie blamed Mickey for 
  her disappearance, but she has since reconciled with him.
  BACKGROUND
  Jackie’s life is as turned upside down as her daughter’s due to Rose 
  leaving with the Doctor. After assurances from Rose that she was 
  fine, Jackie heard not a word for a year and blamed Mickey on having 
  something to do with her ‘abduction.’ Since Rose returned with the 
  Doctor and they both saved the world Jackie begrudgingly allowed 
  her to continue to travel with him, but she still hopes that her 
  daughter returns home for good.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○
   ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  5
  3
  3
  4
  4
  3
  3
  None.
  Face in the Crowd
  Lucky
  Owed Favour
  Screamer!
  Argumentative
  By the Book
  3
  3
  2
  1
  3
  1
  1
  2
  3
  2
  1
  2
  12
  STORY POINTS A  
  MARTHA JONES
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To save lives.
  PERSONALITY
  Martha is tough, compassionate, driven and has absolutely no 
  tolerance for other people’s lives impinging on hers. Fiercely 
  independent and brave, she wants to live her life on her own terms.
  BACKGROUND
  Martha set aside her medical training to travel with the Doctor, 
  getting rather more than she bargained for. Anything was better than 
  being the one grown up in her family. 
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ 
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  5
  3
  3
  4
  3
  4
  2
  None.
  Attractive
  Brave
  Friends (UNIT – only gained after she leaves the TARDIS)
  Tough
  Time Traveller
  Code of Conduct
  3
  2
  0
  2
  3
  2
  4
  3
  3
  3
  4
  2
  12
  
  STORY POINTS
  DONNA NOBLE
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To make something of her life.
  PERSONALITY
  ‘You can’t solve every problem by shouting at it.’ ‘I CAN TRY!’
  Loud, brash and completely genuine, Donna Noble has no filter and 
  no time to be messed around. If you’re an enemy then you will feel 
  the full force of her sarcasm. If you’re a friend… you’ll feel the full 
  force of her sarcasm. Just in a nice way. 
  BACKGROUND
  After her first encounter with the Doctor, Donna couldn’t settle. 
  She finally decided to do something big with her life and began 
  investigating Adipose Industries. To her amazement, and relief, she 
  found the Doctor doing the same thing. Now they travel together as 
  best mates.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○
   ○ ○ ○ 
   ○ ○  
   ○ ○ ○ ○
   ○ ○ ○ 
   ○ ○ 
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  5
  2
  3
  2
  4
  3
  2
  None.
  Brave
  Empathic
  Indomitable
  Lucky
  Argumentative
  Inexperienced
  1
  3
  0
  2
  2
  1
  1
  2
  3
  3
  2
  3
  A  
  15
  STORY POINTS A  
  CAPTAIN JACK HARKNESS
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To make a difference.
  PERSONALITY
  Incorrigible, roguish and desperately grateful to be alive, Jack 
  Harkness had a rough few years. Now immortal, and the head of 
  the last Torchwood team left standing, he’s got a lot he feels like he 
  has to make up for. But the boy from Boeshane has all of eternity 
  to do it.
  BACKGROUND
  Left behind after being brought back to life after , Jack soon realised 
  he was both immortal and trapped in the future. Making his way 
  painfully down the time line, he lived centuries on Earth waiting 
  for the Doctor. 
  Sometimes enraged, 
  sometimes frantic to 
  see him, Jack finally 
  wound up working 
  for Torchwood. 
  Now, he heads 
  Torchwood Three, 
  the Cardiff unit who 
  are the only major 
  Torchwood team 
  left. He’s abandoned 
  the organisation’s 
  imperialist approach 
  and remade it in the 
  Doctor’s honour.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  5
  4
  4
  4
  5
  4
  4
  Psychic Paper
  Squareness Gun
  Vortex Manipulator 
  (disabled by the 
  Doctor)
  Attractive
  Brave
  Charming
  Fast Healing (Special)
  Friends (Torchwood)
  Immortal (Special)
  Technically Adept
  Time Agent
  Time Traveller
  Tough
  Voice of Authority
  Vortex
  Amnesia
  3
  5
  1
  4
  3
  4
  2
  4
  3
  3
  3
  4
  12
  
  STORY POINTS A  
  WILFRED MOTT
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To look after his daughter and granddaughter.
  PERSONALITY
  Wilfred Mott is an old soldier with a heart of gold. Gently 
  accepting of his daughter’s bossiness he’s a mischievous, free-
  spirited influence. He enormously enjoys his quiet, silver-haired 
  disreputability and has a huge network of friends. But it’s his 
  family, including the Doctor, who mean the world to him.
  BACKGROUND
  Wilfred first met the 
  Doctor the Christmas 
  that the Titanic almost 
  crashed into Buckingham 
  Palace. Neither man had 
  any idea he’d met Donna 
  before and Wilfred didn’t 
  meet the Doctor in person 
  until much later. When he 
  did, the two men quickly 
  became close friends. 
  This was partially due 
  to their shared affection 
  for Donna and partially 
  due to something else. 
  Something that keeps 
  making sure the two men 
  run into one another…
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  5
  3
  3
  4
  4
  4
  3
  None.
  Brave
  Charming
  Code of Conduct
  Friends (the Silver Cloak)
  2
  3
  2
  2
  4
  2
  3
  3
  3
  4
  3
  2
  12
  (Astronomy)
  STORY POINTS A  
  SARAH JANE SMITH
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To defend the Earth.
  PERSONALITY
  Intrepid, brave and resourceful, Sarah Jane is dedicated to 
  protecting the Earth from intergalactic threats.
  BACKGROUND
  Left by the Doctor in Aberdeen, Sarah Jane struggled to come to 
  terms with her sense of abandonment. Sarah Jane has been inspired 
  by her recent reunion with the Doctor to work to defend the Earth 
  from alien threats with new friends and allies.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ 
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  5
  4
  4
  3
  3
  4
  2
  Sonic Lipstick
  Wrist Scanner
  Boffin
  Brave
  Face in the Crowd
  Friends (UNIT, the Doctor)
  Technically Adept
  Insatiable Curiosity
  2
  3
  1
  2
  4
  1
  2
  3
  4
  3
  4
  2
  12
  
  STORY POINTS A  
  SALLY SPARROW
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To find out the truth.
  PERSONALITY
  ‘What’s a police box?’ Sally is clever, funny, kind, brave and… 
  unsettled. There’s something else out there, something she knows 
  she wants to see. Everything up to that is just fun. 
  BACKGROUND
  Sally Sparrow ‘met’ the Doctor when he left a message for her under 
  the wallpaper at an abandoned house. As Sally dug deeper into the 
  mystery, she helped rescue the Doctor and Martha from the past 
  and discovered the 
  horrifying truth behind 
  the statues at Wester 
  Drumlins.  Sally is a 
  slightly introspective, 
  quiet young woman. 
  She’s kind and clever 
  and funny but a little bit 
  of an outcast. Getting 
  the answers she seeks 
  doesn’t quite give her 
  peace but it does give 
  her a huge amount 
  of satisfaction and 
  closure. 
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ ○ ○
   ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  5
  4
  3
  4
  3
  5
  3
  None.
  Attractive
  Brave
  Charming
  Friends (Minor)
  Indomitable
  Run For Your Life!
  Insatiable Curiosity
  Impulsive
  3
  3
  0
  0
  2
  0
  0
  0
  2
  2
  1
  0
  12
  STORY POINTS A  
  ASTRID PETH
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To see the stars.
  PERSONALITY
  Astrid’s a dreamer. She wants to see the stars, to find out just how 
  big the universe is. She’s also extremely kind and brave and can’t 
  resist hard luck cases or the promise of adventure.
  BACKGROUND
  Astrid met the Doctor on the day the Titanic almost crashed. She 
  helped him and a group of survivors get to safety and sacrificed 
  herself to stop Max Capricorn from crashing the ship. She lives on as 
  an energy ghost created from her teleport pattern.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ 
   ○ ○ ○ ○ ○
   ○ ○ ○ 
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  7
  3
  4
  3
  3
  5
  3
  None.
  Attractive
  Brave
  Empathic
  Inexperienced
  Quick Reflexes
  Unlucky
  3
  0
  0
  1
  3
  0
  0
  3
  0
  0
  3
  0
  15
  
  STORY POINTS A  
  LADY CHRISTINA DE SOUZA
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To get away with it all.
  PERSONALITY
  ‘We could have been so good together!’ Precise, mischievous and 
  just a little gleeful, Christina de Souza is an old-school thrillseeker. 
  She loves to play games, loves to taunt death and loves getting 
  away with it. 
  BACKGROUND
  Christina met the Doctor when she was on the run. Together the 
  pair were transported to a distant world on the Number 200 bus. 
  Christina proved herself a valuable member of the team, her quick 
  thinking and resourcefulness instrumental in getting them home.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ ○
   ○ ○ ○ ○ ○
   ○ ○ ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○ ○ ○
   ○ ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  5
  4
  5
  6
  4
  6
  4
  None.
  Brave
  Charming
  Keen Senses (Major)
  Lucky
  Quick Reflexes
  Resourceful Pockets
  Sense of Direction
  Technically Adept
  Voice of Authority
  Dark Secret (Fugitive)
  Impulsive
  6
  5
  0
  5
  3
  4
  3
  3
  5
  5
  3
  3
  12
  STORY POINTS A  
  JENNY
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To do the right thing.
  PERSONALITY
  ‘Hello Dad!’ Jenny is exuberant, flamboyant, cheerful and naïve. 
  She’s an effortless capable athlete, a highly trained soldier and 
  not quite a week old. As a result, she has an unusual combination 
  of vivacious, innocent flamboyance and world-weary competence. 
  Chip off the old block, really.
  BACKGROUND
  A flash clone grown 
  from the Doctor’s 
  DNA Jenny was 
  instrumental in 
  ending a war her 
  people believed had 
  waged for centuries. 
  She apparently died in 
  doing so, and a grief 
  stricken Doctor left 
  his daughter behind. 
  But, it turns out, she 
  had a little more 
  of Dad’s DNA than 
  he thought. Jenny 
  regenerated, stole a 
  shuttle and set off to 
  see the universe…
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  7
  5
  4
  3
  4
  4
  5
  Laser rifle (4/L/L)
  Attractive
  Brave
  Quick Reflexes
  Run for your Life!
  Time Lord
  Impulsive
  5
  2
  0
  5
  0
  5
  2
  0
  2
  2
  2
  4
  8
  
  STORY POINTS A  
  CAPTAIN ADELAIDE BROOKE
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To find humanity’s future amongst the stars.
  PERSONALITY
  ‘State your name, rank and intention.’ Combative, strict and 
  authoritarian, Adelaide Brooke has no time for people who slow her 
  or her staff down. 
  BACKGROUND
  The Commander of Bowie Base One, Adelaide met the Doctor on 
  what should have been the last day of her life. Despite his best 
  efforts, she made sure it was. 
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○ ○
   ○ ○ ○ ○ ○ ○
   ○ ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  6
  4
  4
  4
  5
  6
  4
  None.
  Brave
  Indomitable
  Keen Senses (All)
  Sense of Direction
  Technically Adept
  Tough
  Voice of Authority
  Argumentative
  By the Book
  4
  0
  4
  4
  5
  4
  3
  4
  0
  5
  3
  3
  12
  STORY POINTS A  
  JACKSON LAKE
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To run from his past and embrace the future he believes is his. 
  PERSONALITY
  There are two men in Jackson Lake’s mind. The first is the Doctor; 
  an endlessly confident, flamboyant scientist-adventurer who battles 
  evil. Then there’s the grieving, traumatised widower, unable to 
  face what happened to his wife and his son. He throws himself 
  headlong into his belief that he is the Doctor; desperate, ebullient 
  and terrified. The (real) Doctor helps him become himself again: a 
  brave, kind father who will do anything to save his son.
  BACKGROUND
  Jackson met the Doctor 
  shortly after Jackson’s 
  wife had been killed by 
  Cybermen. Using an 
  Infostamp containing 
  information on the 
  Doctor to defend 
  himself, Jackson 
  absorbed its memories 
  and believed he was 
  the Doctor. With the 
  Doctor’s help, Jackson 
  realised the truth and 
  saved his son. With 
  Jackson’s help, the 
  Doctor saved London 
  from Miss Hartigan and 
  the Cybermen.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ 
   ○ ○ ○ 
   ○ ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ ○ 
   ○ ○ ○ 
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  4
  3
  3
  5
  4
  4
  3
  None.
  Boffin
  Brave
  Code of Conduct
  Indomitable
  Resourceful Pockets
  Technically Adept
  Adversary (Cybermen)
  Amnesia (Major)
  Dark Secret (Blames himself for the loss of his wife and son.)
  Impulsive
  3
  3
  4
  2
  5
  0
  0
  5
  0
  0
  0
  3
  12
  
  23
  THE TENTH DOCTOR SOURCEBOOK
  B  THE TENTH DOCTOR’S TARDIS
  The Tenth Doctor’s TARDIS is superficially very 
  similar to the Ninth Doctor’s. It’s an experienced, 
  sturdy vessel that has an agenda all its own and a 
  pilot who has no problem getting into trouble. The 
  major difference is how much closer they are. 
  This Doctor is, like his immediate predecessors, 
  far more in control of his TARDIS than earlier 
  incarnations. He can steer and land with real accuracy 
  and is even capable of piloting the TARDIS in a car 
  chase. His TARDIS is much more well behaved too, 
  and the occasions where it malfunctions are much 
  fewer and further between.
  And, for the first time, the TARDIS actually has a full 
  complement of crew – at least for one adventure!
  THE TENTH DOCTOR’S TARDIS
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  SKILLS
  Knowledge 8, Medicine 3, Science (Temporal +2) 
  6, Survival 3, Technology 4, Transport 3.
  TRAITS
  Fast Healing
  Face in the Crowd
  Feel the Turn of the Universe
  Forcefield (Major)
  Lucky
  Psychic
  Resourceful Pockets
  Scan (x4)
  Sense of Direction
  Telepathy
  Tough
  Transmit
  Vortex
  Argumentative
  Impulse
  Restriction (Tricky Controls, 6 Pilots)
  Restriction (can only be refuelled at a time rift)
  ARMOUR: 30
  SPEED: 12 (MATERIALISED)
  STORY POINTS: 20
  SPECIAL: The Doctor’s TARDIS has a damaged 
  Chameleon Circuit and always appears in the 
  form of a Police Call Box from the 1950s.
  
  CHAPTER TWO
  PLAYING IN THE TENTH DOCTOR’S ERA
  
  25
  THE TENTH DOCTOR SOURCEBOOK
  ‘Think you’ve seen it all? Think again. Outside those 
  doors, we might see anything. We could find new 
  worlds, terrifying monsters, impossible things. And 
  if you come with me... nothing will ever be the same 
  again!’
  There is one secret to running a Tenth Doctor 
  adventure: pace. Not just the frantic, Converse-
  wearing, trenchcoat-flapping sprint of the plots but 
  the constant pace shifts from epic action to moments 
  of heart-warming (or heart-breaking) character 
  drama. The Tenth Doctor felt everything incredibly 
  deeply, whether joy, rage or grief and often all three 
  at once.
  His predecessor had, against all his expectations, 
  survived the Time War and the crippling guilt that 
  followed. He had nothing but darkness behind him, 
  both in a life he had chosen to forget and an incarnation 
  filled with rage, darkness and, ultimately, redemption. 
  For the first time in a long while, the Tenth Doctor felt 
  like he was allowed to have fun and decided to have all 
  of it, all at once, as fast as possible.
  Yet the Tenth Doctor was just as wounded by his 
  actions as his predecessors; he just had a better 
  suit to cover the scars with. The War Doctor later 
  described him perfectly as “the man who regrets”. 
  The Tenth Doctor wanted to see everything, do 
  everything and the only thing that crushed him more 
  than the knowledge he couldn’t, was the knowledge 
  that everything, and everyone, he loved would die 
  before he did.
  No wonder he ran so fast and talked so quickly. 
  A STORM AT THE HEART OF THE SUN
  When confronted with danger or mystery, the Tenth 
  Doctor typically responds in two ways, often both at 
  the same time. The first is to take control of a situation, 
  and manoeuvre everyone into place in a manner so 
  naturalistic no one seems concerned he’s doing 
  it. This is both because he’s insatiably curious and 
  because he fundamentally believes that he’s always 
  the smartest person in the room. He’s usually, but not 
  always, right. Look at Midnight (see pg. 209), where 
  the very traits that normally win the Doctor friends 
  almost cause his death. Give the Doctor more than 
  enough chances to be smart, but time the moments 
  when he’s proved wrong carefully, and you’ll run 
  adventures your players will remember for years. 
  The second reaction he has is abject joy and wonder, 
  usually at whatever’s trying very hard to kill him. 
  Look at how he reacts to the Werewolf (see Tooth 
  and Claw on pg. 65) or his reaction to the Vespiform 
  (see The Unicorn and the Wasp on pg. 196). The 
  Tenth Doctor loves the diversity and beauty of the 
  universe and he struggles to protect it even when 
  
  26
  THE TENTH DOCTOR SOURCEBOOK
  he’s locked in battle with it. It’s a brave, difficult 
  stance to take and he pays for it again and again, but 
  he never stops trying to reason with people. Again, 
  the moments where he doesn’t have the option can 
  be real campaign highlights. Look at the Meta-Crisis 
  Doctor’s destruction of the Daleks (see Journey’s 
  End on pg.217). 
  The Tenth Doctor isn’t just enraged and disgusted 
  because of what his clone has done, he’s furious at 
  what it prevents him from doing: trying, yet again, 
  to reason with a madman. Likewise, his frantic 
  attempts to negotiate with the Master, even after 
  how the Master has treated him (see Last of the 
  Time Lords on pg.161) show just how pathologically 
  compassionate he is. 
  That boundless compassion is both admirable and 
  increasingly dangerous. He’s so desperate to save 
  everyone that when he can’t he’s either riddled with 
  guilt (“I’m sorry. I’m so so sorry”) or enraged that the 
  universe isn’t doing what he wants. That arrogance 
  is what ultimately leads to his disastrous actions at 
  Bowie Base One and the end of his life. The rage that 
  accompanies it is what leads to the vengeance he takes 
  on the Family of Blood and so many other villains. The 
  Tenth Doctor’s compassion may be boundless but 
  mess with the people he loves and no power in the 
  universe will save you. 
  And, make no mistake, the Doctor loves his friends. In 
  most cases, it’s platonic, like his good-natured banter 
  with Mickey. Donna and Wilfred are like a family 
  to him, with Wilfred a stand-in father and Donna a 
  stand-in sister. When the Doctor is forced to mindwipe 
  Donna, it affects him just as much as the loss of Rose 
  and colours every adventure that follows. 
  Then there’s Rose. The romance between the pair 
  of them takes a while to develop; in fact it takes him 
  until her loss in the Battle of Canary Wharf to realise 
  what he’s lost and he carries that wound with him for 
  a very long time. It’s also revealing that, while Rose 
  tells him she loves him, he never quite gets round to 
  saying the same back. It’s not that he doesn’t – the 
  pair are clearly deeply in love – but it’s the one type of 
  honesty that the Tenth Doctor can’t quite manage. Joy 
  and fascination and rage are easy, but love? Those 
  are difficult, potentially deadly emotions for him but 
  he feels them anyway. The Tenth Doctor is never 
  quiet, never especially tactful and always completely 
  honest. Those few times he’s not are when he’s deeply 
  emotionally uncomfortable and, once again, that can 
  bring real weight and dramatic emphasis to some 
  adventures.
  Later in his life, the Tenth Doctor is unfettered to the 
  point of mania. His refusal to let Adelaide Brooke die 
  is grounded in the pain from his losses. The Time Lord 
  Victorious is only victorious because he’s the last man 
  standing, and when he realises that he becomes as 
  dangerous as the Master; an untethered intellect, 
  one without the grounding effect a companion has 
  to keep him safe. The Doctor at the end of his life is 
  a desperately sad, lonely man. He’s still in love with 
  knowledge and travel and the universe but he’s seen 
  what happens when he goes too far and can’t see past 
  it. The flamboyant, talkative, brainy-specced clown 
  of his first adventures is replaced by a character 
  tempered by failure, with a tremendous air of sadness 
  to him. He knows what’s coming and he knows he 
  can’t stop it. He also knows he’s going to try. 
  Give the Doctor opportunities to shine – give him 
  fantastic creatures and wondrous locations to marvel 
  at. Give him people to manipulate, relationships to be 
  caught up in, and new friends to make – and lose.
  THE BIGGEST FAMILY ON EARTH
  A Time Lord, the Fifth Doctor once said, is the sum 
  of his memories. The Tenth Doctor is the sum of his 
  companions too, his life defined by both their presence 
  and their absence.
  Playing Rose at the start of her time with the Tenth 
  Doctor is a different proposition to playing her when 
  she returns from Pete’s World. The early Rose loves 
  what she does and embraces the universe with the 
  same open-hearted enthusiasm and mild arrogance 
  that the Doctor does; after all, she killed the Daleks, 
  what else is there to be afraid of?
  Rose at the end of the Tenth Doctor’s life is far calmer, 
  far more focused and far more dangerous. She’s got a 
  sense of the strategies needed to survive in his world 
  PLAYING IN THE TENTH DOCTOR’S ERA
  
  27
  THE TENTH DOCTOR SOURCEBOOK
  and has no problem both giving orders and withholding 
  answers. She’s become exactly what the Doctor is: a 
  player of games, a woman thinking four steps ahead 
  who may not like sacrificing people for a greater good 
  but will do it if she has to. Of course, Rose would not 
  be the last companion to become more like the Doctor 
  – look at Clara and the Twelfth Doctor, for example.
  That change is reflected in her family too; Pete and 
  Jackie Tyler both rise to the occasion with aplomb. 
  Pete Tyler becomes the leader of his world and Jackie 
  evolves from a woman resentful of being left behind 
  by her daughter to someone who crosses universes 
  to save her friends. The Tyler family start small, and 
  in Jackie’s case very cautious, but they’re different 
  people at the end of the Tenth Doctor’s life; brave, 
  assertive and completely in charge of their own lives.
  Mickey Smith is much the same. The slightly bitter, 
  resentful young man the Ninth Doctor knew is 
  replaced by someone who is shown the life he could 
  have, and the life he wants and realises they’re 
  two different things. Like Pete and Jackie, Mickey 
  flourishes in the alternate universe, becoming an 
  essential part of Torchwood and accepting his role as a 
  leader. His early concern at being edged out of Rose’s 
  life is replaced by a mature acceptance that he has to 
  take control of his own. By the last time the Doctor 
  meets him, Mickey is his own man, as independent 
  and focused as his partner, Martha Jones. So too 
  should the characters in your game change. Those 
  who travel with the Doctor – no matter how briefly, 
  as did Astrid Peth – rise to the occasion, reaching 
  their full potential. Give your characters the chance 
  to grow, to become better than they thought possible.
  THE 21ST CENTURY IS WHEN EVERYTHING CHANGES
  The Tenth Doctor spends a lot of time both on Earth 
  in general, and in the 21st century in particular. As 
  Captain Jack explains, “The 21st century is when 
  everything changes. And you’ve got to be ready.”
  The Tenth Doctor’s 21st century is a world of vast, 
  expansive and fundamentally positive change. That’s 
  best embodied by the massive events the planet 
  endures during the Tenth Doctor’s era. Multiple 
  invasions, some played out in public, and the Earth 
  being moved out of the Solar System all mean that 
  this is the time when humanity is faced, head on, with 
  the reality that they are not alone in the universe. As 
  the Tenth Doctor’s life comes to a close, humanity is 
  far more aware of its place in the universe.
  Earth’s governments in the 21st century have, for 
  the most part, the best interests of their populations 
  at heart. Harriet Jones may murder the Sycorax but 
  she does so to send a warning to any other alien 
  races looking to invade the Earth. Torchwood may 
  inadvertently cause the Battle of Canary Wharf but 
  they do so from a desire to find a new energy source. 
  This is a world defined by the best of intentions, even 
  if those intentions often lead to the worst of places.
  But for every moment of altruism there’s one of cruelty 
  or malice. Torchwood’s imperialistic arrogance and 
  casual disregard for alien life is a good example of 
  this, while the reign of Harold Saxon is its epitome. 
  The Master exploited humanity’s terror at the growing 
  number of alien events to take over the world, and 
  was only stopped by the bravery of Martha Jones.
  He’s not alone either. Professor Lazarus’ machine 
  (see pg. 136) proves to be a curse rather than a 
  blessing and Adipose Inc exploits people’s lack of 
  body confidence for their own ends. This is a time of 
  absolute opportunity, certainly, but it’s a time of cruelty 
  and impatience too. Organisations may have the best 
  interests of the people at heart but they sometimes 
  use them as a justification rather than an ideal.
  KILL ADVENTURE, KILL THE MOON
  Captain Lundvik makes the bitter comment 
  that blowing aliens up is “what we do” (see Kill 
  the Moon in The Twelfth Doctor Sourcebook), 
  which suggests that something bad happens 
  between 2014 and 2050 to turn humanity away 
  from the stars. It’s entirely possible that any of 
  the potential apocalypses we see in the Tenth 
  Doctor’s era have that effect. 
  There’s certainly huge potential for your own 
  adventures to bridge the gap between this 
  period of optimism and the pessimism of 
  Lundvik’s time.
  
  28
  THE TENTH DOCTOR SOURCEBOOK
  A SHINING NEW FUTURE
  The most important thing about the Tenth Doctor’s 
  21st century is the sense of opportunity and – in 
  many ways – optimism. Humanity is striving to 
  understand its place in the universe and take its first 
  faltering steps out amongst the stars. Whether it’s 
  the Sanctuary Base on Krop Tor, the Library or Bowie 
  Base One, humanity is desperate to learn and that 
  need for knowledge, to go somewhere they’ve never 
  previously been, starts here.  
  When the Doctor does journey to the future, his 
  adventures are defined by this. The Doctor meets 
  people that display real bravery and altruism; Thomas 
  Kincade Brannigan and his family, the Face of Boe, 
  the Torchwood Archive team on Krop Tor and Adelaide 
  Brooke. Actual, real evil is surprisingly rare in the 
  Tenth Doctor’s eras, with the notable exceptions of the 
  Daleks, the Cybermen and the Beast, and the Doctor 
  still gives them all a chance. Give your own antagonists 
  real motivations, real reasons for acting how they do; 
  allow the players to sympathise with them on some 
  level at least.
  THIS SONG IS ENDING, 
  BUT THE STORY NEVER ENDS
  Although we might have seen large-scale story 
  arcs before (see The Key to Time in The Fourth 
  Doctor Sourcebook or Bad Wolf in The Ninth Doctor 
  Sourcebook), it was the Tenth Doctor’s era that came 
  to be defined by them.
  There’s plenty of advice on running a story arc in your 
  campaign in the Doctor Who Roleplaying Game Core 
  Rulebook, but here are three more things to consider 
  when plotting it out:
  1. Designate Arc Adventures 
   
  Let’s look at the Tenth Doctor’s first story arc, the 
  Torchwood Institute, as an example. Torchwood is 
  referenced in most of the adventures but there are 
  four adventures where it’s specifically brought to 
  the fore. The Christmas Invasion establishes that 
  Torchwood is a government organisation with alien 
  technology. Tooth and Claw shows us its origins and 
  The Impossible Planet /The Satan Pit shows us its 
  future. Finally, Army of Ghosts /Doomsday shows us 
  the organisation in the present day and how its follies 
  lead to its downfall.
  It’s no accident that these episodes are laid out at the 
  start, middle and end of the season. They give the 
  overall arc structure, setting it up, exploring it and 
  then paying it off. Make sure you do this, and the story 
  arc will be strong enough to hang lots of unrelated 
  adventures off it too.
  2. Pacing
  Keep the plot sprinting, but keep the reveals jogging. 
  You might be tempted to answer all of the players’ 
  questions about the story arc right away, or litter your 
  adventures with clues and hints. Don’t. It will bore them 
  and you’ll get to the climax of the arc much sooner 
  than you had planned to. Instead make yourself, and 
  your players, wait by running unconnected adventures 
  between the arc adventures. 
  Let’s take a look at the Year That Never Was. Mr Saxon 
  is first mentioned in The Runaway Bride, there’s a 
  ‘VOTE SAXON’ poster spotted in Smith and Jones and 
  then there’s no mention of him again until The Lazarus 
  CHANGING THE DESKTOP THEME
  If your players are fans of Doctor Who then it’s likely that they are familiar with many of his most recent 
  adventures (although this is not a given; it’s been almost 10 years since the Tenth Doctor set off on 
  his adventures). Thus, many of the adventures may not be useful to you to run as-is unless you don’t 
  mind a healthy heaping of déjà vu and logical leaps on the part of your players. If you find yourself in 
  this situation then you’ll find an entry as part of many of the adventures called ‘Changing the Desktop 
  Theme.’ This section takes the meat of the adventure and helps you re-skin it in a way that seems fresh 
  and new to your players. With a proper new coat of paint they’ll never realise that they are boldly going 
  where the Doctor had already trod before.
  PLAYING IN THE TENTH DOCTOR’S ERA
  
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  THE TENTH DOCTOR SOURCEBOOK
  Experiment. In between are The Shakespeare Code, 
  Gridlock and Daleks in Manhattan/Evolution of the 
  Daleks; all standalone, rock-solid adventures that 
  don’t need the story arc to work. When we get the 
  reveal in The Lazarus Experiment, it feels fresh 
  and new and a little urgent. If the reveal had been 
  delivered in, say, The Shakespeare Code, it would 
  have felt premature; the arc would not have had 
  time to build. So, learn to love your stand-alone 
  adventures. They’ll give you a breather, you can swap 
  them around fairly easily and if you want to you can 
  always drop the odd reference to the arc plot into the 
  background…
  3. Pay Everything Off 
  The Tenth Doctor’s story arcs constantly build in pace 
  and scope until the massive, cosmos-shattering finale 
  that neatly ties up as many questions as possible. 
  Unanswered questions, or questions answered by 
  implication, are fine in small quantities, but are far 
  more a hallmark of the Eleventh Doctor’s adventures.
  Look at The Stolen Earth arc. Partners in Crime 
  reintroduces Donna, teases us about Rose’s return 
  and makes the first reference to the bees going 
  missing and the loss of the Adipose’s Nursery 
  Planets. The Fires of Pompeii establishes there’s 
  something odd about Donna whilst Planet of the 
  Ood doesn’t just set up the DoctorDonna but lays 
  the groundwork for The End of Time and Turn Left 
  underlines just how important Donna is. Throughout, 
  mention is made of the Shadow Proclamation. The 
  arc wraps up with Journey’s End, not only answering 
  all these questions but reintroduces the Judoon, 
  explains who the Shadow Proclamation are and 
  brings the Tenth Doctor’s companions together for 
  an epic scale curtain call. There are dangling plot 
  threads, certainly – the Doctor’s song ending and 
  River Song for two –  but the whole thing pays off and 
  is tied up in a neat bow. Not a bow tie though. That’s 
  more the next chap’s style.
  B  NEW ALIEN TRAITS
  Invisible (Special Alien Good Trait)
  The ability to be unseen is possibly one of the best 
  weapons and defence on the battlefield. It is an 
  Aliens come in all shapes and sizes. Luckily 
  for the Doctor, many of his adversaries are of a 
  relatively similar size to humans but when facing 
  gigantic creatures such as the Beast or the Dalek 
  Emperor, or tiny foes such as the Graske or 
  Cassandra’s spider drones, the Gamemaster may 
  wish to include some additional rules to take their 
  size into account. If the creature is larger, they 
  should purchase the Huge Good Alien Trait and if 
  tiny it should take the Small Bad Alien Trait. There 
  are advantages and disadvantages to both but in 
  a combat situation, the benefits of being huge 
  usually outweigh those of being tiny. Taking either 
  of these Traits will mean the alien automatically 
  has to take the Alien Appearance trait.
  HUGE (Minor/Major Good Alien Trait)
  This Trait means that the alien is larger than 
  human sized. As a Minor Trait, the alien is certainly 
  larger than human, larger than a Judoon. The 
  alien is around the size of a van or an elephant. 
  As a Major Trait, they are even bigger than this - 
  we’re getting to the size of a T-Rex or even bigger. 
  Depending upon the level of this Trait, the alien 
  will receive a bonus to their Strength and Speed, 
  and modifiers for enemies who try to shoot at it 
  (see the table). It is not recommended to allow 
  this Trait in player characters.
  TINY (Minor/Major Bad Alien Trait)
  This Trait means that the alien is a lot smaller than 
  human sized. As a Minor Trait, the alien is around 
  the size of a Graske, or a very large dog. As a Major 
  Trait, the alien is even smaller, possibly as small 
  as a rat or even smaller! Depending upon the level 
  of the Trait, their effective Strength will be reduced 
  but there will be heavy modifiers for anyone trying 
  to attack them, or to even see them (see the table). 
  SIZE
   
       MODIFIER TO EFFECTIVE          MODIFIER
   
  STRENGTH  SPEED  TO BE HIT  TO BE SEEN
  Tiny (Major)  
  -4  
  -2  
  -4  
  -8
  Tiny (Minor) 
   -2  
  -1  
  -2  
  -4
  Human  
  0  
  0  
  0  
  0
  Huge (Minor)  
  +2  
  +1  
  +2  
  +4
  Huge (Major)  
  +4  
  +2  
  +4  
  +8
  As always, if the Gamemaster thinks this rule slows 
  the game down or makes things too complicated, it 
  can be ignored.
  SIZE
  
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  THE TENTH DOCTOR SOURCEBOOK
  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 blending 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 alien 
  can blend into the background to be unseen, then this 
  is a Major Good Trait that costs 2 points. If the alien 
  remains immobile, any attempt to spot it suffers a -4 
  penalty. Full optic camouflage is usually a Trait that 
  would be part of a Gadget and costs 4 points. This 
  provides the same -4 penalty to be spotted but the 
  alien can move around without losing this advantage. 
  While it is usually a Gadget Trait, it can be a natural 
  ability if the Gamemaster can rationalise it. If this 
  invisibility cannot be turned on or off, as in the case 
  of the alien being ethereal or immaterial, the same 
  -4 penalty is actually a Bad Trait,  providing 2 points. 
  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 alien has almost perfect invisibility through optic 
  camouflage, they could take the Trait twice, providing 
  a -8 penalty to anyone trying to spot them.
  B  NEW GADGET TRAITS
  Bulky (Minor or Major Bad Trait)
  This gadget is bigger and heavier than it should be. 
  The Minor version of this Trait means that the gadget 
  can be carried by a single person, but it’s the size of a 
  heavy rucksack. The Major version of this Trait means 
  that the gadget fits on the back of a truck. 
  This Bad Trait only applies to gadgets that you’d 
  expect to be small. Trying to argue that your flying car 
  is Bulky will just make the Gamemaster laugh at you, 
  but a Sonic Screwdriver the size of a tuba is a perfect 
  example of Bulky.
  Convert (Major Good 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. The size of the conversion 
  field is usually about one metre in diameter, although 
  this can be boosted with Story Points. As with Delete, 
  most gadgets with Convert are Restricted not to work 
  on living flesh, and only work on a particular kind of 
  substance. Particularly nasty examples of this Trait 
  are the Cyber conversion chambers, which convert 
  humans into Cybermen.
  Hungry (Minor or Major Bad Trait)
  The gadget’s a fuel or battery hog, and runs through 
  its power reserves very quickly. The Minor version of 
  this Trait means that any ‘Yes, But’ or ‘No, And’ results 
  (Average Successes or Dismal Failures) when using 
  the gadget means that the battery just ran out. The 
  Major version means that you need 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.
  Slow (Minor or Major Bad Trait)
  The Gadget does what it’s designed to do, but it takes 
  its time about it. The Minor version means that the 
  delay between activating the Gadget and something 
  actually happening is at least two minutes. A Majorly 
  Slow Gadget can take hours or days to get going.
  Recharge (Minor or Major Bad Trait)
  This Gadget does what it’s designed to do, but it can 
  only do so once without having to recharge. The Minor 
  version means that the delay before being able to 
  activate the Gadget again is at least 30 minutes. The 
  Major version means that it can take hours or even 
  days to recharge.
  Zap (Minor or Major Good Trait)
  It goes zap and makes things explode! The Minor 
  Version of this trait means that the Gadget works like 
  your average death ray, inflicting 4/L/L damage on 
  people. Alternatively, it does 4/8/12 damage, but also 
  makes things explode and burn. 
  The Major version of this trait can either hit multiple 
  targets, as long as they’re close together, or else is 
  strong enough to blast vehicles or low-flying alien 
  spaceships.
  PLAYING IN THE TENTH DOCTOR’S ERA
  
  CHAPTER THREE
  TORCHWOOD
  
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  THE TENTH DOCTOR SOURCEBOOK
  Not all campaigns need be focused on the Doctor 
  and his companions, or even involve a time travel 
  element. 21st century Earth seems to have a special 
  place in the universe and its status as a spatial 
  and temporal nexus point means that it’s always 
  attracting alien influence and it needs protecting 
  from such influence. One group dedicated to 
  protecting the British Empire from such threats is 
  the Torchwood Institute, or Torchwood for short.
  A team of Torchwood agents could make for a thrilling 
  campaign. Torchwood was established in 1879, which 
  means that a Torchwood campaign could be set at 
  any time from the late Victorian era to modern times. 
  Prior to the loss of Torchwood One the characters 
  are part of a flowering and powerful organisation; 
  after the Battle of Canary Wharf they are a desperate 
  band of still-sanctioned agents but with dwindling 
  resources. In all cases the goal of Torchwood is 
  to protect the British Empire from alien threats, 
  neutralise and secure alien technologies, and put 
  such technologies to use for the advancement of the 
  United Kingdom. Some Torchwood teams prioritise 
  one or more of these goals over the others and there 
  are often tensions in the ranks as to whether using 
  a particular piece of technology would cause more 
  harm than good and should thus be locked away or 
  destroyed rather than implemented.
  B  HISTORY OF THE 
  TORCHWOOD INSTITUTE
  The Torchwood Institute began as a royal response 
  to an alien Werewolf attack on Queen Victoria in 
  1879. The Queen, now exposed to the existence of 
  aliens and the threat of alien invasion, created the 
  Torchwood Institute to combat such threats. She 
  took the name from where she was attacked, the 
  Torchwood Estate. Chief amongst these threats were 
  the Tenth Doctor and Rose, whom the Queen felt had 
  such a callous disregard for their own actions that 
  it could threaten the entire empire. She rewarded 
  them and then banished them, never to return. Her 
  first official instruction to Torchwood was to capture 
  and neutralise the Doctor should he ever return. 
   
  Throughout the 20th century, Torchwood remained 
  in the shadows, but becoming something of an open 
  secret (similar to MI-6). Torchwood agents only 
  involved themselves if there was evidence of alien 
  activity and they had the authority to commandeer 
  any police or military investigation or operation 
  that involved aliens in any way. This sanction made 
  Torchwood extremely unpopular amongst other 
  government agencies. Occasionally an official 
  inquiry might even hide alien involvement until the 
  last minute for fear of Torchwood swooping in and 
  taking over the investigation. Torchwood facilities 
  were established throughout the empire and as 
  space-time anomalies were discovered it became 
  TORCHWOOD
  
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  THE TENTH DOCTOR SOURCEBOOK
  standard protocol to establish local headquarters 
  around them. The main headquarters, Torchwood 
  Tower, for example, was built to access a space-
  time anomaly above Canary Wharf in London, while 
  a regional headquarters was built near the rift in 
  Cardiff. Such protocols carry their own risks and it’s 
  possible that various Torchwood locations have been 
  ‘disappeared’ or subject to alien invasions at various 
  times, the most spectacular of such events being the 
  destruction of Torchwood Tower during the Battle of 
  Canary Wharf.
  By the turn of the 21st century the Torchwood 
  Institute was at its height, operating from its 
  headquarters in Canary Wharf. Most of Torchwood’s 
  collection of alien artefacts were held within the 
  tower or in various hangars and sub-basements. At 
  this point Torchwood was powerful enough to shoot 
  down and destroy alien starships, as evidenced by 
  its destruction of the Sycorax vessel. Unfortunately, 
  this location proved vulnerable in 2007 when the Cult 
  of Skaro, fleeing the Time War, used the anomaly 
  to escape the Void and attracted Cybermen from a 
  parallel Earth to cross through it. 
  During the Battle of Canary Wharf, Torchwood Tower 
  and most of its alien artefacts were destroyed, and 
  most of its personnel, including chief controller 
  Yvonne Hartman, were converted into Cybermen. 
  This event marked the end of Torchwood as a viable 
  and thriving organisation.
  In the aftermath various senior (or suddenly senior) 
  Torchwood officials attempted to keep the flame 
  alive, securing what alien artefacts they could from 
  the wreckage and putting together autonomous 
  Torchwood teams to continue monitoring time-space 
  anomalies, possible alien invasions and use of alien 
  technologies. The funds are dwindling, however, and 
  many members of Parliament, having felt burnt by 
  the Torchwood Institute over the years and citing 
  the Canary Wharf incident as a spectacular failure, 
  have blocked any attempts to grant more funds and 
  support. By the mid-21st century, Torchwood is little 
  more than a memory.
  TORCHWOOD 2.0
  While the Battle of Canary Wharf extinguished 
  the fire of the Torchwood Institute and left 
  Captain Jack Harkness and others to stoke 
  the dying embers as long as they could, what 
  was left of Torchwood had burned itself out 
  in the early 21st century. Torchwood teams 
  operating at this time are essentially informal, 
  autonomous cells, operating out of a sense of 
  duty to their former organisation. 
  This may not always be the case and is indeed 
  likely not the case. A ‘Torchwood Archive’ 
  exists in the 42nd century and it was noted 
  that the Great Cobalt Pyramid was built on the 
  ruins of the Torchwood Institute in the year 
  200,100, making it likely that this building is 
  the new headquarters for a revived Torchwood. 
  This means that a Torchwood team could be 
  operating in the far future, leaving the details 
  to the Gamemaster how powerful such an 
  organisation would be and whether it still 
  protects the interests of the British Empire or 
  has evolved into something quite different!
  B  RELATIONS WITH UNIT
  A key component of any Torchwood campaign 
  taking place in the late 20th century and beyond is 
  its relationship with UNIT. Both organisations have 
  very similar charters, the key difference being that 
  UNIT is an international organisation, with all of the 
  compromises and constraints that such an institution 
  carries, while Torchwood is a national organisation 
  concerned solely with the United Kingdom.
  In its early years, UNIT constantly struggled to assert 
  its jurisdiction in the United Kingdom with Torchwood 
  ignoring it or even stealing from it whenever alien 
  artefacts were involved. Torchwood agents were 
  more than happy to let UNIT soldiers take the brunt 
  of alien firepower, only to swoop in and assert 
  jurisdiction over any alien artefacts left over.
  The chief thorn in Torchwood’s side during this period 
  was Brigadier-General Alistair Gordon Lethbridge-
  Stewart, who infuriated Torchwood by burying the 
  Silurian caves and then, at the inquiry, successfully 
  arguing that the Silurians technically weren’t ‘aliens’ 
  
  34
  THE TENTH DOCTOR SOURCEBOOK
  and therefore not subject to Torchwood’s jurisdiction. 
  The Brigadier also irritated Torchwood by recruiting 
  the Doctor as UNIT’s Chief Scientific Advisor, which 
  gave the Time Lord diplomatic immunity and protected 
  him from being detained at Torchwood’s pleasure. 
  Initially, Torchwood tolerated UNIT’s appropriation 
  of the Doctor and, over time, became more 
  accommodating to UNIT requests for aid, but it 
  felt betrayed when UNIT failed to alert them that 
  the Doctor had regained control of his TARDIS. 
  Torchwood demanded and received more power 
  as a result and UNIT’s influence within the United 
  Kingdom was greatly diminished; 
  Prime Ministers tended to treat UNIT’s British assets 
  as part of their military rather than an international 
  organisation. This was made starkly apparent when 
  the Slitheen used UNIT’s resources in their barely 
  averted attempt to provoke World War III.
  With the destruction of Torchwood One, UNIT has 
  regained its prestige, largely because Torchwood 
  is no longer strong enough to influence it. Current 
  Torchwood agents often find themselves asking for 
  UNIT assistance simply because only the latter has 
  the resources to deal with major alien threats. In 
  such cases Torchwood agents are forced to settle 
  for whatever alien artefacts UNIT will part with or 
  otherwise ‘pinch’ what they want once the threat is 
  neutralised.
  B  PUTTING THE TEAM TOGETHER
  Prior to the Battle of Canary Wharf, Torchwood is a 
  large organisation. Torchwood recruiters have vast 
  resources at their disposal to identify and recruit 
  potential agents. Elite military units are assigned to 
  protect and secure alien artefacts, while Torchwood 
  scholarship programs ensure that the most 
  promising engineers, medical practitioners, and 
  scientists are recruited into the Torchwood Institute. 
  Torchwood isn’t beyond other means of coercion if 
  they really want someone to work for them. In such 
  a campaign the characters are likely the ‘best of the 
  best,’ working beneath a Torchwood administrator, a 
  bureaucrat who puts Torchwood’s charter above all 
  other interests. Teams are assigned missions based 
  CREATING A TORCHWOOD AGENT
  Creating a Torchwood agent uses the same rules as any 
  other character. All Torchwood agents have the Friends 
  and Obligation Traits. These are Major Traits when 
  Torchwood is at its height and Minor Traits if the campaign 
  takes place during its earliest beginnings (late 19th and 
  early 20th centuries), or after the Battle of Canary Wharf.
  When Torchwood is at its height, field agents are tasked 
  with observing, investigating and securing strange 
  phenomena. They have enough technical training to 
  identify and secure alien artefacts, but they leave the actual 
  analysing, experimenting, and development to laboratory 
  agents. Such agents tend to have Brave, Psychic Training, 
  and Resourceful Pockets amongst their Traits.
  In other campaigns a Torchwood team may be operating more autonomously. Early Torchwood teams 
  lacked the resources of Torchwood Tower, while teams after the Battle of Canary Wharf have to make 
  do with what they have. Even at Torchwood’s height, there are times when an autonomous team may 
  be formed to deal with a threat that just can’t be dragged back to Torchwood Tower for study.
  In addition to the usual field agent Traits above, each member of an autonomous team will have one or 
  more Traits related to their expertise. A commander might have Voice of Authority, an engineer might 
  have Boffin and Technically Adept, and a medical doctor might have Biochemical Genius, for example. 
  Many such Torchwood teams also employ a liaison who can interface with local authorities; such an 
  agent tends to have Charming, Friends (independent of Torchwood), and possibly Owed Favour.
  TORCHWOOD
  
  35
  THE TENTH DOCTOR SOURCEBOOK
  on intelligence gathered in the field and Torchwood 
  operations are often separated into Investigation, 
  Observation, Neutralisation and Acquisition teams, 
  each with talents and skills appropriate to the nature 
  of the team.
  After the Battle of Canary Wharf, Torchwood teams 
  are more ad hoc. Without a centralised authority, 
  individual Torchwood teams have effectively become 
  autonomous, often run by an administrator who still 
  feels a sense of duty to the organisation or who has 
  an ulterior motive. 
  Captain Jack Harkness is a good example of the 
  latter, as he uses Torchwood resources to help 
  him find the Doctor. Such administrators are more 
  careful about how they spend whatever resources 
  they’ve scrounged and they often find local officials 
  only grudging allies.
  In such campaigns Torchwood teams are expected 
  to be more universally skilled as they need to 
  handle all types of missions. Such agents can only 
  rely on each other and try their best to recruit new 
  members that have the skills that the current team 
  lacks. Occasionally Torchwood agents may work with 
  members of another autonomous Torchwood team, 
  but such agents could potentially be adversaries as 
  much as allies!
  PLOT HOOKS
  Torchwood missions generally revolve around 
  securing 
  alien 
  artefacts, 
  implementing 
  alien 
  artefacts or preventing alien incursions, in roughly 
  that order (Torchwood is usually more than happy to 
  let UNIT investigate alien incursions so Torchwood 
  can gather intelligence and learn from UNIT’s initial 
  mistakes). 
  Here are some ideas for Torchwood adventures:
  •	
  Cassandra Connor shouldn’t exist. She came 
  out of nowhere, quickly acquiring massive 
  wealth, and is now using her influence to invest 
  in new technologies. By all accounts she isn’t 
  technically trained yet her suggestions to 
  those whom she sponsors seem to bear 
  fruit. Torchwood wants to know what she’s 
  up to and what her endgame is. Cassandra 
  is actually an unwilling time traveller. She 
  was sent back in time by a Weeping Angel 
  and is using her future knowledge to live 
  comfortably and prepare for a future event 
  that she wants to change – possibly her own 
  fate, which would create a temporal paradox.
  •	
  A Torchwood agent goes missing in a 
  small town in the Midlands. Further 
  investigation reveals that the town once 
  held an International Electromatics 
  facility, but fell on hard economic 
  times after its closure. The agent 
  was investigating a new ‘wellness’ 
  company that is revitalising the 
  town with its extraordinary health 
  breakthroughs but is surprisingly 
  secretive about its methods. This is 
  actually a bait-and-switch – upon 
  initial investigation the team is 
  likely to expect Cybermen, but it is 
  really being used by another race 
  with cloning technology, possibly 
  Sontarans or Zygons, to spearhead 
  an invasion.
  •	
  Just prior to the Battle of Canary 
  Wharf, a Torchwood field team 
  managed to stabilise a temporal 
  anomaly. Unfortunately, all they 
  managed to do was capture a 
  Dalek long enough for it to avoid 
  being sucked into the Genesis 
  Ark. Now the Dalek is on the loose and 
  Torchwood no longer has the resources 
  to track it down. A Torchwood team’s 
  only hope is to reopen the anomaly and 
  recapture the Dalek. But will doing so 
  create unintended consequences? This 
  could actually be the first adventure 
  in a campaign where an autonomous 
  Torchwood team now has to contain the 
  troubles it unleashed in the course of 
  containing the Dalek.
  
  STORY POINTS A  
  GWEN COOPER
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To protect the world from alien threats.
  PERSONALITY
  Calm and friendly, ready to face whatever comes next.
  BACKGROUND
  Gwen Cooper comes from a working class family in Cardiff and was a 
  former policewoman drafted by Captain Jack after the destruction of 
  Torchwood Tower. She bears an uncanny resemblance to a Victorian 
  maid (and possibly others throughout time) due to a ‘spacial genetic 
  multiplicity’ from the Cardiff space-time rift. 
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○ ○
   ○ ○ ○ ○
   ○ ○ ○
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  5
  3
  4
  3
  4
  4
  3
  None.
  Attractive
  Brave
  Charming
  Empathic
  Friends (Minor – Torchwood, the Police)
  Keen Senses (Minor)
  Technically Adept
  Voice of Authority
  Obligation (Minor – Torchwood)
  2
  2
  0
  2
  1
  3
  1
  2
  2
  0
  3
  2
  12
  STORY POINTS A  
  IANTO JONES
  ATTRIBUTES
  SKILLS
  BIODATA
  TRAITS
  STUFF
  PERSONAL GOAL
  To support the Torchwood team and find a place for himself in the world.
  PERSONALITY
  Cool, disciplined and reserved. Rarely shows emotion.
  BACKGROUND
  Ianto is a relic from Torchwood at its height. As such, although he 
  received the same basic training as all Torchwood agents he is a 
  specialist, in his case an administrative assistant. He tends to be 
  awkward in the field.
  A  AWARENESS
  A  COORDINATION
  A  INGENUITY
  A  PRESENCE
  A  RESOLVE
  A  STRENGTH
   ○ ○ ○ ○
   ○ ○ ○ 
   ○ ○ ○
   ○ ○ ○ 
   ○ ○ 
   ○ ○ ○ 
  ATHLETICS
  CONVINCE
  CRAFT
  FIGHTING
  KNOWLEDGE
  MARKSMAN
   MEDICINE
   SCIENCE
   SUBTERFUGE
   SURVIVAL
   TECHNOLOGY
   TRANSPORT
  5
  4
  3
  3
  3
  2
  3
  None.
  Attractive
  Brave
  Friends (Minor – Torchwood)
  Keen Senses (Minor)
  Psychic Training
  Resourceful Pockets
  Technically Adept
  Obligation (Minor – Torchwood)
  Unadventurous
  2
  2
  0
  2
  1
  3
  1
  2
  2
  0
  3
  2
  12
  
  CHAPTER FOUR
  THE TENTH DOCTOR’S ENEMIES
  
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  ‘You stand as this world’s champion?’
  ‘Thank you. I’ve no idea who I am, but you’ve just 
  summed me up.’
  The Doctor’s tenth incarnation was embattled from 
  the start. As well as facing new enemies like the 
  Sycorax and the Judoon, he also witnessed the 
  rebirth of the Cybermen as well as the Master’s 
  return from the end of time. The Doctor’s oldest 
  enemy dogged him every step of the way as he 
  clashed with the Daleks in the Battle of Torchwood, 
  Depression Era New York and in the apocalyptic 
  conflict in the Medusa Cascade. He’d barely 
  recovered from what that cost him, before facing 
  the Master one last time, along with the Doctor’s 
  most feared enemy: his own people…
  This chapter takes a look at some of the Tenth 
  Doctor’s major recurring villains. Enemies that 
  the Tenth Doctor only faces once or twice will be 
  detailed alongside the adventure they appear in, 
  later in the book.
  B  CYBERMEN
  The Tenth Doctor faced the Cybermen on at least 
  three occasions. The first was in a parallel universe 
  that the TARDIS was inadvertently thrown into. 
  Created by brilliant, mad inventor John Lumic, 
  the Cybermen were a utopian dream horribly 
  corrupted: every human the same, every human 
  emotionless and eternal; every human’s mind and 
  body horrifically maimed to fit Lumic’s broken ideal. 
  Aided by that universe’s version of Rose Tyler’s 
  father, Pete, and the Preachers, a resistance group, 
  the Doctor saved the people of London from being 
  forcibly ‘upgraded’. But Lumic was clever, and had 
  set-up factories across the world. The Doctor had 
  won the battle in London, but the war raged on. These 
  ‘Lumic’ Cybermen followed the Doctor back to his 
  own universe. A global wave of ‘ghost’ sightings had 
  caught the public’s imagination. The ghosts made 
  regular appearances, everywhere, and many were 
  convinced they were the dead returning to check 
  on the living. In reality, they were artefacts of the 
  Torchwood Institute’s attempt to draw power from 
  the space between the universes. The ghosts were 
  in fact the Cybermen, escaped from defeat on Pete’s 
  World and looking for somewhere else to conquer.
  Using a small scouting party to take control of 
  Torchwood staff, the Cybermen opened the door 
  between worlds and stepped through en masse. 
  They invaded, occupied Earth and began to upgrade 
  the population once again. Torchwood Tower became 
  a battleground between the Cybermen, Torchwood 
  and the Preachers, who followed them across. 
  On their own, the Cybermen would have been deadly. 
  But when the Daleks appeared, emerging from a 
  Void Ship Torchwood had discovered, the Cybermen 
  became an irrelevancy. Horribly outgunned by the 
  Doctor’s oldest enemy, they formed a reluctant 
  alliance with Torchwood and the Preachers to try to 
  stop the Daleks. This was only achieved when the 
  Doctor and Rose reversed the portal dragging the 
  Cybermen and the Daleks alike back into the Void.
  The last time the Doctor encountered the Cybermen, 
  they were both very different. A stolen Dalek 
  THE TENTH DOCTOR’S ENEMIES
  
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  THE TENTH DOCTOR SOURCEBOOK
  dimension shift enabled them to break free of the 
  Void. They arrived, badly damaged, in London. 
  There they found an ally in Mercy Hartigan, a 
  human desperate for revenge and power, created 
  half-animal Cybershades to do their work for them 
  and used slave labour to construct a CyberKing, a 
  colossal vessel in the shape of a Cyberman. With 
  Hartigan as its mind, the ship rampaged across 
  London and was only stopped when the Doctor 
  severed the connection between Hartigan and the 
  CyberKing and returned it to the Void.
  CYBER CONTROLLER
  The creator of the Cybermen in Pete’s World 
  was John Lumic. When Lumic was injured in an 
  assassination attempt, the Cybermen saw only way 
  to save him: to upgrade him. The Cyber Controller is 
  better in every way, almost a walking tank that can 
  take a pounding and keep on going. It can also store 
  more data than a normal Cyberman. All information 
  gathered is directly sent to the Cyber Controller. 
  From  there it can assess situations and react 
  accordingly.
  THE CYBERKING
  When the Cybermen arrived in 1851 London, the 
  Cyber Leader set out to construct a CyberKing. This 
  dreadnought-class battleship would be powerful 
  enough to upgrade all of London. The CyberKing 
  stands over twenty-storeys tall and roughly 
  resembles a giant Cyberman. It has the ability to 
  convert millions of humans using a Cyber factory 
  CYBER CONTROLLER
  Technically Adept
  Weakness (Minor) – Magnetism: Strong 
  magnetic forces can paralyse, knock out the 
  emotion inhibitor and even kill a Cyberman. The 
  Cyberman should make a Resolve + Strength roll 
  (Difficulty 18) when exposed to strong magnetic 
  force. A Bad Result shuts down the Emotion 
  Inhibitor, driving the Cyberman crazy, where as a 
  Disastrous Result is fatal to the Cyberman.
  TECH LEVEL: 6 
   STORY POINTS: 8
  AWARENESS
  3
  PRESENCE
  5
  COORDINATION
  1
  RESOLVE
  5
  INGENUITY
  6
  STRENGTH
  9
  SKILLS
  Convince 4, Fighting 3, Marksman 2, Medicine 2, 
  Science 4, Technology 5.
  TRAITS
  Cyborg
  Fear Factor (3)
  Gadget (Special) – Cyber Throne: Running masses 
  of data and controlling thousands of Cybermen 
  can be a wearing task on any machine. The Cyber 
  Throne’s cooling tubes attach to the front of the 
  Controller and keep it from overheating. Fibre 
  optic cables run from the Controller to the throne, 
  processing thousands of commands and data 
  streams. The throne itself is made of titanium alloys 
  offering it great protection from damage (Armour 
  14). The throne can move around short distances 
  using powered wheels (Speed 1).
  Natural Weapon – Electric Grip: The Cyberman’s 
  grip delivers a powerful blast of electricity, 
  increasing the damage of normal close combat grip 
  damage by +2.
  Networked: The Cyber Controller is linked to all 
  Cybermen. He can see and hear everything they do.
  Slow: Due to its heavy metal body, it is slow and 
  stomping. Its Speed during chases is reduced to 1.
  
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  THE TENTH DOCTOR SOURCEBOOK
  in its chest. The controller sits on a throne in the 
  mouth. If the controller dies, then the machine 
  stops. In order to power up the CyberKing massive 
  furnaces had to constantly burn for hours creating 
  the energy to be stored in its battery unit. The 
  CyberKing is also armed with two large cannons in 
  the hands. One is particle based while the other is 
  more ballistic. There is no telling if there are more 
  CyberKings out there.
  CYBERSHADE
  Of all the creations of the Cybermen, the Cybershade 
  is probably the strangest. In the London of 1851, the 
  majority of available Cyberman technology was 
  being used to construct the CyberKing. However 
  they still needed some form of re-enforcements – 
  thus the Cybershade was created. Using only the 
  materials of the time, the Cybermen created this 
  new form by implanting animal brains (probably 
  that of a dog, cat or primate) into a body constructed 
  of brass with grafted organic components. Their 
  faceplate is an angled version of a Cyberman’s but 
  cast in brass. Covering their endoskeleton is ragged 
  black fur. 
  Cybershades possess only a little true Cyber 
  technology in their construction. They are not 
  as well armoured or constructed as a regular 
  Cyberman, but do excel in speed – easily  able to 
  outrun a human – and they have the ability to scale 
  walls. They also have increased strength, able 
  to drag two adult humans behind them with little 
  to no effect on their speed. Due to their animal 
  nature, most of the time they walk on all fours. 
  They can be programmed to do simple tasks such 
  as driving a coach and horses. They are unable to 
  talk, although they can occasionally hiss or make a 
  humming sound, and can send information directly 
  to other Cybermen. This data is only in image form, 
  due to the animal brain’s inability to formulate the 
  information any other way, making them a sort of 
  mobile camera, perfect to be used as spies for the 
  Cybermen.
  CYBERKING
  AWARENESS
  4
  PRESENCE
  7
  COORDINATION
  2
  RESOLVE
  8
  INGENUITY
  4
  STRENGTH
  9
  SKILLS
  Convince 3, Fighting 4, Marksman 2, Medicine 1, 
  Science 3, Technology 4.
  TRAITS
  Dependency: As the CyberKing, Miss Hartigan 
  cannot move from the CyberKing’s throne.
  Feat Factor (4): A giant, stomping Cyberman is 
  pretty terrifying, granting a +8 bonus to actively 
  scare or intimidate.
  Natural Weapon – Particle Beam Head Cannon: 
  Due to the raw power of the CyberKing, Miss 
  Hartigan needs to just think it and a particle 
  beam projects from her headpiece, inflicting 
  5/10/L levels of damage.
  Networked: All the Cybermen in Victorian 
  England were connected to Miss Hartigan. She 
  can bend their will to her own.
  Technically Adept
  TECH LEVEL: 6 
   STORY POINTS: 8
  THE TENTH DOCTOR’S ENEMIES
  
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  THE TENTH DOCTOR SOURCEBOOK
  B  DALEKS
  There at the beginning, there at the end, the Doctor 
  and the Daleks have been locked in a war neither 
  can win for centuries. The Tenth Doctor first 
  encountered the Daleks when he was captured by 
  the Torchwood Institute. Held in the same facility 
  was the Sphere; a mysterious artefact pulled from 
  a fault in space, the Doctor recognised it straight 
  away: a Void Ship, a vessel designed to travel the 
  space between universes. 
  The answer was revealed when the ship opened: a 
  group of Daleks called the Cult of Skaro had hidden 
  in the Ship to survive the Time War, waiting out the 
  aftermath before starting again. Four Daleks would 
  be formidable enough, but they also had the Genesis 
  Ark, a Time Lord prison ship containing thousands 
  of Daleks inside it. The Cult of Skaro needed a 
  time traveller to unlock the Ark and, when Mickey 
  accidentally touched it a Dalek army was unleashed 
  on the world, and battle between them, humanity 
  and the Cybermen was joined. The battle ended 
  when the Doctor and Rose dragged the Daleks and 
  Cybermen back into the Void. Only Daleks Caan, Sec, 
  Jast and Thay, the Skaro cultists, survived, making 
  a blind temporal jump to land in Earth’s past.
  They arrived in New York in 1930. The Cult of 
  Skaro had, with typical invention, helped finance 
  and modify the construction of the Empire State 
  Building for their own ends. After being defeated 
  by humanity so many times the Daleks had decided 
  that whatever killed them could make them stronger. 
  They selected Mr Diagoras, one of their contacts, as a 
  test subject and he was genetically fused with Dalek 
  Sec. The resulting Dalek/human hybrid exhibited the 
  intelligence and ruthlessness of both species and, 
  the Cult hoped, would lead them to victory. The next 
  stage of their plan was to replicate the process on 
  an industrial scale, using a lightning strike on the 
  Empire State Building to trigger the mass genetic 
  reprogramming of an army of subjects. The Doctor 
  and Rose, aided by the inhabitants of depression-
  era township Hooverville, were able to stop them. 
  Sec, becoming more human by the moment, was 
  killed by by the surviving Cult of Skaro. The Doctor 
  tried to reason with Dalek Caan but, near hysterical, 
  the last surviving member of the Cult of Skaro 
  temporal shifted once again. 
  The last time the Doctor met the Daleks was in the 
  Medusa Cascade. Davros, their creator, had been 
  rescued from the Time War by Dalek Caan and was 
  planning on detonating a reality bomb that would 
  destroy everything outside the Crucible, the Daleks’ 
  own vast ship. They would rule the universe because 
  they would be the only thing in it. 
  Stealing worlds from across 
  time to help focus the detonation 
  wave, the Daleks final choice was 
  Earth and, with it, almost the entirety of the 
  Doctor’s friends and family. The Children of 
  Time, as Davros mockingly called them, went 
  to war. Martha Jones, Jack Harkness, the staff 
  of Torchwood Three, Sarah Jane Smith and the 
  Noble family all did their part and they weren’t 
  alone. Even Rose Tyler, fired across the 
  universes by the Dimension Cannon, returned. 
  But it was a bizarre triad of people who 
  saved the universe. Former Prime Minister 
  Harriet Jones gave her life to activate 
  the communications network the Doctor 
  needed to find Earth. Dalek Caan, driven 
  mad by his journey through the Time 
  Lock, manoeuvred every piece into 
  place to exact vengeance on his own 
  species and Donna Noble, briefly, 
  CYBERSHADE
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  6
  RESOLVE
  3
  INGENUITY
  1
  STRENGTH
  7
  SKILLS
  Fighting 4.
  TRAITS
  Cyborg
  Feat Factor (3): The Cybershades are pretty 
  scary and gain +6 to rolls to actively scare 
  someone.
  Climbing (Minor): Cybershades are able to scale 
  walls with ease. They gain +4 to Coordination 
  when climbing.
  Networked: Cybershades are usually connected 
  by wireless technology to each other and to their 
  Cyber Leader or Cyber Controller.
  Fast: Cybershades gain a +4 bonus to their 
  movement.
  TECH LEVEL: 6 
   STORY POINTS: 3
  
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  THE TENTH DOCTOR SOURCEBOOK
  brilliantly, became the Doctor. The Three-fold 
  Doctor effortlessly took apart the Daleks’ defences 
  and systems and, with the stolen worlds returned 
  home, the Doctor offered his old enemy a chance 
  for salvation. His human clone dashed that chance 
  forever, destroying the Daleks and giving Davros 
  the moral victory, even in death.
  THE CULT OF SKARO
  While the Daleks may not value feelings and 
  humanity, they recognise that those with these 
  ‘failings’ have defeated them. So they created the 
  Cult of Skaro, four of the most intelligent Daleks, 
  who dedicated themselves to trying to think like 
  humans so that they might create new strategies 
  that could not fail. The Cult of Skaro escaped the 
  Time War by hiding in the Void. There in the dark, 
  Daleks Caan, Thay, Jast and their leader, Sec, 
  waited, protecting the Genesis Ark, a Time lord 
  prison containing millions of Daleks. However, upon 
  returning from the Void, the Doctor was waiting. 
  During their encounter the Cult were forced to use 
  their Emergency Temporal Shift to escape and found 
  CULT OF SKARO
  6(3/6/9) damage to those within 10m of the 
  explosion. 
  Special – Emergency Temporal Shift: If under 
  threat of being destroyed or captured, the Cult of 
  Skaro also have an ‘Emergency Temporal Shift’, 
  allowing them to disappear from their current 
  location to appear randomly anywhere in time 
  and space. 
  Special – Imaginative Cunning: As their remit is 
  to think like humans, the Cult of Skaro are not 
  only intelligent but imaginative in their tactics. 
  They have all of a Dalek’s pragmatism but are 
  not bound by pure logic. The Gamemaster should 
  allow a Cult of Skaro Dalek to spend a Story Point 
  to predict even the most ‘out of the box’ plans as 
  they understand how illogical and imaginative 
  people think. By spending the Story Point, a nasty 
  surprise can be waiting for the attackers who 
  think they have covered all the bases and created 
  a foolproof anti-Dalek plan.
  Technically Adept: Daleks are brilliant at using 
  and adapting technology.
  TECH LEVEL: 9 
   STORY POINTS: 6-9
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  5
  STRENGTH
  7*
  *The Dalek Mutant has different Attributes when 
  removed from the Dalekanium casing (see the Doctor 
  Who Roleplaying Game Core Rulebook).
  SKILLS
  Convince 2, Fighting 4, Knowledge 4, Marksman 4, 
  Medicine 3, Science 4, Survival 4, Technology 5.
  TRAITS
  Armour (Major): The Dalekanium casing reduces 
  damage by 10. This does reduce the Dalek’s 
  Coordination to 2 (already accommodated in the 
  Attributes).
  Cyborg
  Environmental: Daleks are able to survive in the 
  vacuum of space, or underwater.
  Fear Factor (3): Daleks initially look silly but once 
  you realise how deadly they are, they are terrifying, 
  getting a +6 to rolls when actively scaring someone.
  Flight: Daleks are able to fly. Their hovering Speed is 
  effectively 1, when in open skies or space they have 
  a Speed of 6. 
  Forcefield (Major Trait): Bullets appear to stop in 
  the air in front of the DalekDamage is reduced by 
  two levels (from Disastrous to
  Failure, from Bad to no effect, etc). 
  Natural Weapon – Exterminator: The legendary 
  Dalek weapon usually kills with a single shot (4/L/L). 
  Scan: Daleks can interface with computers and with 
  living beings and absorb data in great quantities.
  Special – Self Destruct: If under threat of being 
  captured, the Dalek will self destruct, causing 
  THE TENTH DOCTOR’S ENEMIES
  
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  THE TENTH DOCTOR SOURCEBOOK
  themselves in New York in the 1930s. The last of their 
  kind, the Cult of Skaro attempted to create a new 
  Dalek race. However, infighting and the interference 
  of the Doctor and Martha Jones caused the Cult to 
  destroy each other before dying at the hands of their 
  creations. Only Dalek Caan survived, escaping by an 
  ill-advised Temporal Shift. His desperate journey 
  cast him into the Vortex and utter madness, but it 
  allowed him to free Davros from the Time War and 
  bring back the Dalek race once more.
  PIG SLAVES
  The first experiments in gene splicing that the Cult 
  of Skaro performed resulted in the Pig Slaves. These 
  creatures were made from bonding pig DNA with 
  a living human to change their form and lose their 
  humanity. Pig Slaves have only an animal level of 
  intelligence and are made utterly loyal to the Daleks.
  DALEK SEC
  Understanding that they were the last of their kind, 
  the Cult of Skaro sought a way to create more Daleks. 
  Dalek Sec came to the conclusion that evolution 
  was the key to Dalek survival and experimented on 
  himself to create a Human/Dalek hybrid. It was time 
  for the Daleks to become something new if they were 
  to not only survive but also prosper. However, after 
  Sec’s transformation, the other members of the 
  Cult decided he was too infected with humanity to 
  be truly Dalek. He was taken prisoner and executed 
  by the remaining Cult of Skaro.
  DALEK SEC/HUMAN HYBRID
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  5
  STRENGTH
  4
  SKILLS
  Convince 4, Fighting 4, Knowledge 4, Marksman 
  4, Medicine 3, Science 4, Subterfuge 3, Survival 4, 
  Technology 5.
  TRAITS
  Alien
  Alien Appearance
  Fear Factor (2): Dalek Sec is a sight to behold, 
  gaining a +4 bonus to scare people.
  TECH LEVEL: 9 
   STORY POINTS: 6
  PIG SLAVES
  AWARENESS
  2
  PRESENCE
  1
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  1
  STRENGTH
  4
  SKILLS
  Athletics 3, Craft 1, Fighting 3, Survival 1, 
  Technology 1. 
  TRAITS
  Alien Appearance: Pig slaves resemble humans 
  but have the skin colour and head of a pig. 
  They communicate in a grunting language but 
  understand English.
  TECH LEVEL: 4 
   STORY POINTS: 1-3
  
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  THE TENTH DOCTOR SOURCEBOOK
  HUMAN/DALEK HYBRIDS
  Having mastered the manipulation of human 
  genetics, the Daleks moved forward to their final 
  experiment. Taking a collection of kidnapped 
  humans who had been hollowed out into mere 
  shells, they spliced their own personality and 
  essence into a new race of Human Daleks. This new 
  race was intended to begin the Dalek race anew, 
  devoid of anything but Dalek programming. Even so, 
  they turned on their creators, as that last spark of 
  humanity could not be erased entirely.
  DAVROS
  This crippled old man could have used his genius to 
  benefit all life in the universe. However, years of war 
  and bigotry, added to an innate superiority complex, 
  turned Davros into a truly despicable creature. He 
  is utterly amoral, seeing his needs and desires as 
  the only things of importance, even compared to 
  the lives of others. He cares nothing for anyone 
  else, the closest things he has to children are his 
  Daleks and even these he considers to be his tools 
  and playthings. Sadly for him, the Daleks were not 
  content to follow the orders of their creator. They 
  had inherited his feelings of superiority and failed 
  to recognise Davros as better than them, something 
  he could never have foreseen in his arrogance. Kept 
  alive by his travel chair, Davros has been cheating 
  death for centuries and it shows. There is little 
  left of the man but his genius and megalomania 
  remain strong. His relationship with his creations 
  has changed over the centuries. They disposed of 
  him, only to discover they needed his intellect later 
  on. Civil wars have raged between Daleks loyal 
  to Davros and those loyal to the Emperor. During 
  the Time War, Davros fought beside his creations 
  but was lost in the  jaws of ‘The Nightmare Child’. 
  However, Dalek Caan, falling through time, was able 
  to rescue him and together they rebuilt the Dalek 
  race from Davros’ own body. Even these new Daleks 
  refused to serve Davros but they both wanted the 
  same thing, the ascendancy of the Daleks over all 
  life. The Reality Bomb Davros created, powered 
  by twelve planets stolen across time, very nearly 
  succeeded.
  HUMAN DALEK
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  SKILLS
  Athletics 3, Convince 1, Fighting 3, Knowledge 3, 
  Marksman 3, Science 2, Survival 2, Technology 2, 
  Transport 2.
  TRAITS
  Indomitable: The strength of two races give 
  Human Daleks great reserves.
  Networked: Human Daleks have a group mind 
  to allow them to work as a team and share 
  information.
  Equipment
  Exterminator (4/L/L)
  TECH LEVEL: 9 
   STORY POINTS: 3-5
  THE TENTH DOCTOR’S ENEMIES
  
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  THE TENTH DOCTOR SOURCEBOOK
  SUPREME DALEK
  Close to assuming the title of Emperor, the Supreme 
  Dalek led the forces of the Crucible. This Dalek’s 
  red and gold casing made it easily recognisable and 
  it stood far taller than any other Dalek. However, for 
  all the Supreme Dalek’s imposing nature, it didn’t 
  survive long against Captain Jack Harkness.
  SUPREME DALEK
  The Supreme Dalek has the same stats as a 
  Dalek (see the Doctor Who Roleplaying Game 
  Core Rulebook) except as noted below:
  Ingenuity 5
  Skills: Convince 4, Science 4, Technology 5.
  Story Points: 10
  DALEK CAAN
  His Dalekanium casing all but destroyed and driven 
  mad by his travels, unprotected, through the Space-
  Time Vortex, Caan is as harmless as a Dalek can be. 
  Or is he? He has seen the future, the three-fold man…
  DAVROS
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  6
  INGENUITY
  7
  STRENGTH
  2
  SKILLS
  Convince 1, Craft 6, Fighting 1, Knowledge 6, 
  Medicine 8, Science 8, Subterfuge 4, Survival 2, 
  Technology 8, Transport 2.
  TRAITS
  Adversary (the Doctor, the Daleks): Davros has 
  a somewhat tempestuous relationship with his 
  own creations.
  Boffin: First and foremost, Davros is a scientist.
  Cyborg: Most of Davros’ body has been replaced 
  with machine parts and augmentations.
  Dependency (Major): Davros needs to remain 
  connected to his chair’s life support system 
  to survive. He is almost completely immobile 
  without it and it keeps his damaged body alive. 
  Without the chair, he will have to make regular 
  Resolve + Strength rolls, with increasing 
  Difficulties (starting at 12) to survive. 
  Fear Factor (1): Davros’ reputation makes him 
  an intimidating presence, +2 on rolls to actively 
  terrorise.
  Gadget: Davros’ life support chair also houses 
  the Scan and Transmit Traits.
  Indomitable: Davros’ will is extremely strong.
  Immortal (Major): Davros’ life support chair can 
  keep him alive almost indefinitely.
  Natural Weapons (Major): Davros can fire a 
  lethal beam of energy from his remaining hand 
  (4/L/L).
  Obsession (Major): Davros is obsessed with the 
  complete and total domination of the universe. 
  Scan: The same interface Daleks are equipped 
  with is fitted into Davros’ chair, allowing him 
  to connect to computers and even with living 
  beings to absorb data in great quantities.
  Technically Adept: The creator of the Daleks is a 
  master technician.
  TECH LEVEL: 9 
   STORY POINTS: 10-12
  
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  THE TENTH DOCTOR SOURCEBOOK
  B  THE MASTER
  “You are not alone…”, the final words of the Face of 
  Boe, reverberated throughout the Tenth Doctor’s 
  life. The crushing loss of his own species had 
  defined the Doctor for so long that the thought 
  someone else had survived was too much to bear. 
  The truth became clear at the end of the universe, on 
  the last planet humanity would ever inhabit. Taken 
  there by the TARDIS, the Doctor, Martha and Captain 
  Jack found the Utopia Project, the last desperate 
  attempt to evacuate humanity somewhere safe. 
  At the head of the project was Professor Yana, a 
  likable if irascible older gentleman whose brilliant 
  mind was marred only by his inability to remember 
  anything before being found on the shores of the 
  Silver Devastation. Despite this, he was close to 
  success and, with the Doctor and Jack’s help, the 
  Utopia rocket was completed. Then Martha found a 
  very familiar looking pocket watch…
  The Master had fled the Time War using a Chameleon 
  Arch to transform into a human to survive. He had 
  remained as Professor Yana, his true personality 
  and identity suppressed for years. At last, he had 
  woken up. The Doctor was not alone.
  But the Master was shot by his companion, Chantho, 
  and regenerated into a new, younger, more manic 
  form. The Master wasted no time in stealing the 
  Doctor’s TARDIS, trapping him and his companions 
  at the end of the universe. By the time they escaped, 
  DALEK CAAN
  location to appear randomly anywhere in time 
  and space. 
  Technically Adept: Daleks are brilliant at using 
  and adapting technology.
  Special – Imaginative Cunning: As their remit is 
  to think like humans, the Cult of Skaro are not 
  only intelligent but imaginative in their tactics. 
  They have all of a Dalek’s pragmatism but are 
  not bound by pure logic. The Gamemaster should 
  allow a Cult of Skaro Dalek to spend a Story Point 
  to predict even the most ‘out of the box’ plans as 
  they understand how illogical and imaginative 
  people think. By spending the Story Point, a nasty 
  surprise can be waiting for the attackers who 
  think they have covered all the bases and created 
  a foolproof anti-Dalek plan.
  Vortex
  TECH LEVEL: 9 
   STORY POINTS: 6
  AWARENESS
  7
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  6
  STRENGTH
  7*
  *The Dalek Mutant has different Attributes when 
  removed from the Dalekanium casing (see the Doctor 
  Who Roleplaying Game Core Rulebook).
  SKILLS
  Convince 2, Fighting 4, Knowledge (Prophecy) 5, 
  Marksman 3, Medicine 3, Science 4, Survival 4, 
  Technology 4.
  TRAITS
  Clairvoyance: Dalek Caan has seen the future.
  Cyborg
  Fear Factor (3): Daleks initially look silly but once 
  you realise how deadly they are, they are terrifying, 
  getting a +6 to rolls when actively scaring someone.
  Forcefield (Major Trait): Bullets appear to stop in 
  the air in front of the Dalek, appearing to dissolve 
  on contact with the Dalek’s powerful forcefield. 
  Damage is reduced by two levels (from Disastrous to 
  Failure, from Bad to no effect, etc).
  Psychic
  Scan: Daleks can interface with computers and with 
  living beings and absorb data in great quantities.
  Special – Emergency Temporal Shift: If under 
  threat of being destroyed or captured, the Cult of 
  Skaro also have an ‘Emergency Temporal Shift’, 
  allowing them to disappear from their current 
  THE TENTH DOCTOR’S ENEMIES
  
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  THE TENTH DOCTOR SOURCEBOOK
  the Master had become Harold Saxon, successful 
  British entrepreneur, businessman and now Prime 
  Minister of Great Britain. He announced first 
  contact and introduced the world to the Toclafane, 
  floating metal spheres with murderous intent that 
  he brought to Earth through a paradox held open 
  by the tortured TARDIS. The Master conquered the 
  Earth and artificially aged the Doctor, rendering his 
  old foe helpless but to watch.
  A year passed. The Master built an armada and 
  planned to conquer the universe. The Doctor, Jack 
  and Martha’s captive family waited. Martha spent a 
  year walking the Earth, meeting people and telling 
  them the same thing. The story of the Doctor, and 
  a time. 
  She returned to the UK and was captured almost 
  immediately. The Master paraded her before the 
  Doctor and prepared for the launch of his armada. 
  At the exact moment the launch was due; Martha’s 
  plan triggered. Everyone she’d told the Doctor’s 
  story to focused on him and the combined energy 
  restored him to health. He defeated the Master and 
  stopped the launch. The Master was shot and killed 
  by his own wife and, at last, the Doctor was truly 
  alone.
  LASER SCREWDRIVER (MAJOR GADGET)
  The Laser Screwdriver does everything the 
  Sonic Screwdriver does, with one important 
  addition. It’s also a deadly offensive weapon. 
  Who’d have Sonic?
  Traits: Open/Close, Restriction (Cannot open 
  deadlock seals, Tricky Controls), Scan, Transmit, 
  Weld, Zap (Minor).
  Story Points: 2 
  The Master was dead, but he wasn’t quite gone. As 
  the Doctor neared the end of his life, the Master was 
  resurrected once again thanks to the arcane texts 
  
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  THE TENTH DOCTOR SOURCEBOOK
  THE MASTER/HAROLD SAXON
  Indomitable: The Master is not easily put down 
  – time and time again he returns to plague the 
  Doctor.
  Obsession (The Doctor)
  Percussive Maintenance
  Photographic Memory
  Reverse the Polarity of the Neutron Flow
  Technically Adept: The Master is a gifted 
  scientist and engineer.
  Voice of Authority: When he delivers his evil 
  monologue (and he will), people are compelled 
  to listen.
  Selfish
  Time Lord
  Time Lord Engineer
  Time Lord (Experienced)
  Time Traveller (All)
  Tailored Regeneration: The Master can control 
  his regeneration as it happens, allowing him to 
  tailor his new form however he pleases.
  Vortex Born
  Weakness: The Master has been driven mad by 
  the Sound of Drums, constantly hammering in 
  his mind.
  TECH LEVEL: 10 
   STORY POINTS: 6
  AWARENESS
  4
  PRESENCE
  6
  COORDINATION
  4
  RESOLVE
  6
  INGENUITY
  10
  STRENGTH
  3
  SKILLS
  Athletics 2, Convince 5, Craft 2, Fighting 2, 
  Knowledge 6, Marksman 3, Medicine 4, Science 5, 
  Subterfuge 5, Survival 5, Technology 5, Transport 4.
  TRAITS
  Adversary (The Doctor, the Daleks)
  Boffin: The Master is every bit as ingenious at 
  making gadgets as the Doctor.
  Charming: There’s no denying it, the Master is 
  quite the smooth talker, even as he’s killing you.
  Eccentric: The Master is prone to outbursts of 
  murderous rage, especially when things don’t go 
  his own way.
  Hypnosis (Special)
  Impulsive: The Master doesn’t always think 
  through his actions, and the Doctor has baited him 
  into a trap on more than one occasion.
  THE TENTH DOCTOR’S ENEMIES
  
  49
  THE TENTH DOCTOR SOURCEBOOK
  he had left behind. Lucy Saxon gave her life to stop 
  him and, whilst she failed, she badly wounded him. 
  An unstable, maniacal Master emerged with new 
  powers, an insatiable appetite and very little time. 
  The two clashed once again and, once again, the 
  Doctor came close to talking his old enemy round 
  before seeing him kidnapped.
  The Master had been snatched by Joshua Naismith, 
  a businessman whose only desire was that his 
  daughter live forever. Naismith had recovered a piece 
  of alien healing technology but needed the Master’s 
  assistance. He gave it and promptly reprogrammed 
  the Immortality Gate to overwrite every DNA strand 
  in humanity with his own. 6 billion copies of the 
  Master appeared in an instant. The Master Race 
  was born.
  The true villain was only revealed when the Master 
  found a diamond that only ever existed on Gallifrey. 
  The Time Lords, trapped in the time locked final 
  days of the Last Great Time War, wanted out. The 
  Master’s insanity was no accident: it was design. 
  The Time Lords had designed his entire life so he 
  would one day free them from the Time Lock. The 
  Master opened a bridge to Earth and Rassilon and 
  the High Council arrived, bringing Gallifrey with 
  them. As the Earth began to shake itself apart 
  the Doctor and the Master faced off one last time. 
  The Doctor had an impossible choice: kill his arch 
  enemy or kill Rassilon. Neither would be enough to 
  save the day.
  The Doctor, to the end, was the man who never 
  would. He destroyed the equipment stabilising the 
  Time Bridge and Rassilon, the Council and Gallifrey 
  began to be dragged back into the Time War. 
  Rassilon was on the verge of striking the Doctor 
  down when the Master stepped in the way. His life 
  force ripping him apart, the Master followed the 
  Council back into the Time Lock, extracting horrific 
  vengeance for what they’d done to his life. The 
  Master was gone. Gallifrey was gone. The Earth was 
  saved. The Doctor would not be so lucky.
  B  THE TIME LORDS
  In truth, the Doctor’s greatest foe was ever his 
  own people. Arrogant, self-deluded and borderline 
  tyrannical, even at their height, by the time of 
  the Last Great Time War the Time Lords were 
  decadent, power-mad and desperate for victory no 
  matter the cost. They were almost indistinguishable 
  in methods, motives and madness to the Daleks. To 
  end the war and save the universe, the Doctor had 
  no choice but to destroy not only the Daleks, but 
  the Time Lords and Gallifrey itself – a decision that 
  haunts him still to this day.
  THE MASTER REBORN
  As before, but he gains the following Traits:
  Flight (Minor): The Master can propel himself up to 300 feet at a time, in any direction, using the 
  lifeforce energy from his hands. It’s a Coordination and Athletics roll difficulty 15 to stay in control 
  whilst in flight.
  Natural Weapon – Energy Blasts: The Master can project energy from his hands, causing 8/L/L levels 
  of damage.
  Obsession – Perpetual Hunger: The constant depletion of the Master’s lifeforce makes him perpetually 
  hungry. He gains the Obsession (Food) trait and must eat every couple of turns.
  Fear Factor (3): As his life force drains away, the Master’s skeleton is revealed for an increasing 
  amount of time, giving him a +6 bonus to actively scare someone.
  Special – Limited Time: Every time the Master uses his new-found abilities he shortens his life. To 
  use any of the above Traits, he must spend a Story Point. If he runs out of Story Points, he dies.
  
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  THE TENTH DOCTOR SOURCEBOOK
  But the Time Lords’ High Council had made 
  preparations for that day. Rassilon, who embodied 
  everything that the Time Lords had become, 
  returned from his tomb to lead them in their hour of 
  greatest need. He concocted a plan, after the Oracle 
  revealed that two Time Lords would survive the war: 
  the Doctor and the Master. Inspiring madness in the 
  Master, Rassilon created a powerful psychic link that 
  could act as a Time Bridge to allow them to escape 
  the Time War before the Doctor could destroy them. 
  Of course, it meant that the Doctor instead had to 
  destroy them all over again, condemning them to be 
  trapped inside the Time Lock for all eternity. 
  THE GAUNTLET OF RASSILON 
  (SPECIAL GADGET)
  The Gauntlet of Rassilon is a potent artefact, 
  able to fire arcs of devastating electricity, 
  amongst other things no doubt. It’s an 
  immensely powerful relic of Old Gallifrey, 
  and firing arcs of electricity is likely the least 
  it can do. When used in this manner, it inflicts 
  8/L/L levels of damage.
  RASSILON
  Voice of Authority: When Rassilon issues a 
  command, the universe listens.
  Vortex Born
  EQUIPMENT: Rassilon feasibly has access to 
  any of the Time Lords’ artefacts, especially 
  those originally forged by him (see The Time 
  Traveller’s Companion).
  TECH LEVEL: 11 
   STORY POINTS: 12
  AWARENESS
  5
  PRESENCE
  6
  COORDINATION
  5
  RESOLVE
  7
  INGENUITY
  10
  STRENGTH
  3
  Founder of Time Lord society, Rassilon is as cruel 
  and powerful as ever, but now he truly has nothing to 
  hold him in check. 
  Taking on the mantle of President and garbed with 
  potent artefacts of office, Rassilon is one of the most 
  implacable foes that the Doctor has ever had to face.
  SKILLS
  Athletics 3, Convince 5, Craft 4, Knowledge 7, 
  Marksman 5, Science 6, Subterfuge 5, Survival 5, 
  Technology 6.
  TRAITS
  Adversary (The Daleks)
  Boffin: Rassilon does not make gadgets, he makes 
  artefacts.
  High Office: Rassilon is the President of the Time 
  Lords.
  Impulsive
  Indomitable: Rassilon’s will is as cold and hard as 
  the iron of his gauntlet.
  Obsession (Win the Time War)
  Psychic
  Selfish
  Technically Adept
  Time Lord
  Time Lord Engineer
  Time Lord (Experienced)
  Time Traveller (All)
  THE TENTH DOCTOR’S ENEMIES
  
  CHAPTER FIVE
  THE TENTH DOCTOR’S ADVENTURES
  
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  THE TENTH DOCTOR SOURCEBOOK
  ‘Don’t challenge me, Harriet Jones! ‘Cause I’m 
  a completely new man! I could bring down your 
  government with a single word!’
  B  SYNOPSIS
  London, England, 2006
  The Doctor’s regeneration caused the TARDIS to 
  crash in modern day London on Christmas Eve. 
  Mickey and Jackie were delighted to have Rose 
  back, and surprised to see the Doctor, but believed 
  her when she told them he was the same man. 
  Jackie put him to bed to recover while Rose and 
  Mickey went out to shop for Christmas presents.
  In interplanetary space, the Guinevere One Mars 
  probe, scheduled to land later that night, crashed 
  into a colossal asteroid-like spaceship and was 
  absorbed…
  On Earth, Rose and Mickey chatted about her time 
  on the TARDIS but were interrupted when a gang of 
  Roboform Santas attacked them. They fled back to 
  the flat, only to be attacked by Jackie’s Christmas 
  tree, which also turned out to be a killer robot. The 
  flat was all but destroyed and, at the last minute, 
  the Doctor woke up, destroyed the tree and faced 
  the Santas down. He explained they were like pilot 
  fish, scavengers that fed on the scraps of larger 
  predators, and were attracted by the energy his 
  regeneration had put out. They were also the herald 
  of something much more dangerous, but before the 
  Doctor could say what, he passed out again.
  At UNIT’s HQ beneath the Tower of London, Guinevere 
  One’s disappearance had been noticed. Prime 
  Minister Harriet Jones was being briefed on the 
  situation when the crew of the spaceship broadcast a 
  message to the entire planet warning them that they 
  were now the property of the ‘Sycorax’. Negotiations 
  failed and the Sycorax triggered a device that allowed 
  them to take control of a third of the population of 
  Earth. As one, these people moved to the nearest 
  high ground and waited for the order to kill 
  themselves if Earth didn’t surrender. With no option 
  left, the Prime Minister made a televised appeal for 
  the Doctor’s help and the Sycorax spaceship parked 
  itself over London.
  Rose, Mickey and Jackie took the comatose Doctor 
  into TARDIS to hide but it was transmatted up to 
  the Sycorax ship, along with Harriet Jones and her 
  aides. Unaware of their new location, Rose and 
  Mickey stepped outside and were captured. In the 
  struggle, Mickey knocked over a flask of tea that 
  began to drip onto the TARDIS apparatus beneath 
  the unconscious Doctor…
  THE CHRISTMAS INVASION
  THE CHRISTMAS INVASION
  
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  THE TENTH DOCTOR SOURCEBOOK
  Rose faced down the Sycorax and tried to bluff them 
  but it didn’t work. Just as things were getting nasty, 
  the Doctor, fully recovered, appeared. He revealed 
  two things: the Sycorax had used the vial of human 
  blood found aboard Guinevere One to control the 
  humans with that the same blood group and, more 
  importantly, he was disappointed he wasn’t ginger.
  Releasing the Sycorax’s control, the Doctor 
  challenged their leader to a duel for the planet. The 
  fight went badly and the Doctor’s hand was chopped 
  off, plummeting to the ground from the ship. Using 
  regeneration energy to heal himself, he forced the 
  Sycorax leader to yield and agree their surrender. 
  When the leader tried to ambush him, the Doctor 
  threw a satsuma at a control panel, causing his foe 
  to plummet to his death.
  The Sycorax agreed to leave Earth and returned 
  everyone to London but the Prime Minister gave an 
  order and a colossal beam weapon triggered from 
  multiple stations in the city, destroying the ship. The 
  Doctor was outraged, telling the Prime Minister they 
  were surrendering but she was adamant she’d made 
  the right call. The Doctor warned her he could end 
  her time in office with six words and whispered as he 
  left: “Don’t you think she looks tired?”
  Later, the Doctor and Rose’s family were eating 
  Christmas dinner and watching a news story about 
  rumours that the Prime Minister was exhausted. 
  The Doctor and Rose prepared to leave, and it began 
  to snow. Rose was overjoyed but, as the Doctor 
  pointed out, it was actually ash falling from the 
  Sycorax ship wreckage.
  CONTINUITY
  •	
  We see the TARDIS wardrobe room very briefly 
  and it’s had a rather spiffy makeover, complete 
  with spiral staircase between its multitude of 
  levels.
  •	
  The Doctor mentions that other well-known 
  dressing gown aficionado, Arthur Dent.
  •	
  The Torchwood Institute is mentioned, heralding 
  the start of the Tenth Doctor’s first story arc.
  •	
  Although a satsuma saves the day, the Doctor 
  later comments that “nobody likes the tangerines” 
  (see Last Christmas, in The Twelfth Doctor 
  Sourcebook).
  •	
  Rose tries to invoke Article 15 of the Shadow 
  Proclamation – first used by the Ninth Doctor 
  against the Nestene Consciousness (see 
  Rose, in The Ninth Doctor Sourcebook), and 
  subsequently by the Tenth Doctor when talking 
  to the Isolus (see Fear Her, pg. 103) – when 
  attempting to bluff the Sycorax.
  •	
  This is the first time we see UNIT’s Tower of 
  London headquarters. The Tenth Doctor does not 
  visit it until several years later (see The Day of 
  the Doctor in The Eleventh Doctor Sourcebook).
  •	
  Jackie inadvertently asks ‘the question’: “Doctor, 
  Doctor Who?”
  B  RUNNING THE ADVENTURE
  The Sycorax arrival is a fantastic starting point for 
  a campaign, precisely because it’s so undeniable 
  for the people of Earth. The spectacle of the thing 
  alone offers huge amounts of adventure: a third of 
  the populace under alien mind control, an immense 
  asteroid hanging right over London, enthusiastic 
  violent aliens who like swords, bone helmets and 
  shouting. 
  Here are the three things you need 
  to remember when running it:
  Pace: This adventure never slows 
  down once. You go from the 
  TARDIS landing to Guinevere One, 
  the Roboforms, the Sycorax, the 
  abduction, the Doctor’s return, 
  and the sword fight to the fall of 
  Harriet Jones without pausing 
  for breath once. Phew. Keep the 
  action moving, all the time, and 
  keep the players on the backfoot 
  for most of the time. Don’t give 
  them time to catch a breath or to 
  stop to investigate, and if things 
  threaten to slow for even a moment, 
  throw another Roboform at them. 
  Then, allow them to catch a break 
  right at the end to gain the upper 
  hand. They’ll be left exhausted, but 
  the victory will be theirs.
  Doctor, Heal Thyself: It’s tempting 
  to run this with a full complement 
  of 
  characters, 
  including 
  your 
  group’s resident Time Lord. If you 
  want to go down that route, do; it’s 
  a fun, bouncy adventure with lots 
  of stuff for everyone to do. But, this 
  adventure also makes for a good ‘no 
  Time Lord’ adventure. Maybe your 
  Time Lord is regenerating, maybe 
  they’re missing (an adventure in 
  itself, once the Sycorax have been 
  
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  THE TENTH DOCTOR SOURCEBOOK
  dealt with). Maybe that player’s ill or busy in real 
  life. Either way, this adventure gives its human cast 
  a chance to shine in terrifying circumstances. Push 
  them, cut them off from their support, keep them 
  working. The win, when they get it, will feel huge 
  and will change the dynamic of the adventuring 
  group in really fun ways. See pg. 26 for more about 
  giving the companions the chance to grow.
  The End of the World will be Televised: The 
  Sycorax arrival is inescapable. They’re on every 
  TV screen, their victims are on every rooftop and 
  there are thousands of cameras capturing every 
  angle of their spaceship. This is what Captain Jack 
  was talking about when he says “The 21st century 
  is when everything changes.” The global impact of 
  this event presents you with lots of opportunities 
  for human complications. Forcing your group to 
  deal with panicked relatives, looting, friends mind-
  controlled by the Sycorax, groups of people trying 
  ill-advised attacks on the ship and Sycorax scouting 
  parties will make the adventure much more 
  grounded, complex and, in the end, fun.
  CHANGING THE DESKTOP THEME
  There are many details about this adventure that you 
  can swap out whilst retaining the feel of the story. 
  At its heart, the story is really about the Doctor’s 
  regeneration and rediscovery about who he is. The 
  Sycorax spaceship above London, seeking to hold 
  the population to ransom, could easily be changed 
  about. 
  What about a Cyber-ship hovering above Paris, 
  threatening to turn everyone in the city below 
  into Cybermen unless the Doctor cooperates? Or 
  an Ice Warrior spaceship hovering over Moscow, 
  demanding that their demands be met? So long 
  as the stakes remain high, and give the newly 
  regenerated Time Lord an opportunity to find out 
  who he is and what he does, you’re good to go.
  B  THE SYCORAX
  The Sycorax are a warrior race that travel the 
  galaxy looking for fertile worlds with significantly 
  less-advanced inhabitants. When they find one, 
  they use tricks to intimidate the less experienced 
  race into surrendering. The Sycorax then takes half 
  the population to sell as slaves and steal whatever 
  mineral wealth from the planet they can. If it 
  works well, they will farm such a planet as often 
  as possible, returning whenever the population and 
  resources have had a chance to replenish. 
  SYCORAX LEADER
  The Sycorax Leader has the same Attributes, 
  Skills and Traits as above, with the following 
  changes:
  Awareness 4, Presence 5
  Skills: Fighting 5
  Story Points: 10
  SYCORAX
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  5
  SKILLS
  Athletics 3, Convince 2, Fighting 4, Medicine 2, 
  Science 2, Technology 3, Transport 1.
  TRAITS
  Alien
  Alien Appearance
  Armour (Minor): The Sycorax bone armour 
  reduces damage by 5. Their gauntlet contains 
  remote technology for their ship.
  Code of Conduct: Trial by combat is their law 
  and they honour it willingly.
  Fear Factor (1): The Sycorax get a +2 bonus when 
  actively trying to scare or intimidate people.
  WEAPONS: Sword (+4 damage in close combat, 
  two handed), energy whip (+2 to Strength in 
  damage per Round in contact).
  TECH LEVEL: 6 
   STORY POINTS: 8
  THE CHRISTMAS INVASION
  
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  THE TENTH DOCTOR SOURCEBOOK
  The Sycorax were not always this capable. The 
  race originated on an asteroid in the far reaches of 
  the galaxy. When a ship crashed into the rock, the 
  Sycorax quickly dominated the ship’s survivors, 
  forcing them  to reveal the secrets of their technology. 
  Fitting the asteroid with the ship’s salvaged drives, 
  they set off to plunder other worlds.
  Sycorax technology is actually not that advanced. 
  They still use scare tactics like blood control 
  technology – an extremely antiquated and unreliable 
  form of mind control. It is pretty scary for anyone 
  that doesn’t know how it really works but is only 
  actually useful to bluff and intimidate. 
  In combat, they prefer to use swords as weapons 
  and dress in elaborate robes and armoured masks, 
  all for effect. However, their energy whips can be 
  deadly if you don’t catch them the right way. Inside 
  their ship is the Great Hall, where the Sycorax hold 
  their tribal meetings and rituals.
  Wandering the universe and conquering less 
  advanced species has given the Sycorax a vastly 
  inflated opinion of their own powers and abilities. 
  They are arrogant to the extreme, considering 
  anything less advanced than them to be little better 
  than pond scum. Their lifestyle has led them to 
  believe they are a warrior culture, although they 
  rarely like to actually fight an equal opponent. They 
  HARRIET JONES, PRIME MINISTER
  Empathic: Harriet Jones cares desperately for 
  the people of Earth.
  Dark Secret: Harriet Jones knows all the 
  things hidden from the general public now. She 
  understands why too, because Earth must be 
  defended no matter the cost. 
  Friends (Major): UNIT and Torchwood both 
  answer to the PM.
  Indomitable: +4 bonus to any rolls to resist 
  psychic control.
  TECH LEVEL: 5 
   STORY POINTS: 4
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  2
  Harriet Jones, Prime Minister is a woman aware of 
  the heavy workload she is burdened with. As a Prime 
  Minister she’s beloved; everyone is better off, the 
  country is united behind her and Britain is basking in 
  the start of its ‘golden age’. But Harriet Jones knows 
  the truth: she knows about Torchwood, about what’s 
  waiting out in the dark for humanity and, worst of all, 
  knows what it will cost her to defend us all. She does 
  it anyway. After all, she’s the Prime Minister. If not 
  her, who will?
  SKILLS
  Convince 5, Knowledge 3, Subterfuge 4, Technology 2.
  TRAITS
  Argumentative: Harriet will argue her point of view 
  even if it puts her life in danger.
  Brave: The PM once faced down aliens in Number 
  10. 
  Distinctive: Well-loved by the British people, their 
  Prime Minister is instantly recognisable.
  
  56
  THE TENTH DOCTOR SOURCEBOOK
  do adhere to a loose form of warrior’s code, such 
  as the rites of single combat, but are not above 
  cheating if things don’t go well for them. Once you 
  pass their bluster and prove yourself their equal or 
  better, they usually back down like the cowards they 
  are. The Sycorax can live to be over 400 years old.
  BLOOD CONTROL MATRIX (SPECIAL GADGET)
  The Sycorax’s most potent weapon is the one, 
  ironically, that is handed to them via Guinevere 
  One. They use a vial of human blood stored on 
  the spaceship, combined with a Control Matrix 
  to force a third of the planet’s population to the 
  point of suicide. It’s immensely impressive, hugely 
  intimidating but ultimately toothless – the Doctor 
  calls their bluff and proves that it cannot be used to 
  harm its victims.
  Control Matrices require a sample of the individual 
  target, or species’ DNA. Blood works best but 
  anything will do. Once it’s been processed, the 
  Control Matrix attunes itself to that material and 
  uses its unique electromagnetic signature as a 
  target. It broadcasts a focused stream of white 
  noise on that frequency only that completely shorts 
  out the motor control and short term memory of the 
  targets. They can then be convinced to do anything 
  from collapsing in a full body spasm to walking to 
  the edge of the nearest roof. Of course that’s all they 
  can be convinced to do but no one has ever called 
  the Sycorax’ bluff before…
  In game terms, the Control Matrix allows the user to 
  target everyone with a matching blood type or DNA 
  sample as though they were using the Hypnosis 
  Special Good Trait (see the Doctor Who Roleplaying 
  Game Core Rulebook).
  Traits: 
  Hypnosis 
  (Special), 
  Scan, 
  Transmit, 
  Restriction (Needs blood sample, victims cannot be 
  made to harm themselves or others).
  Story Points: 4 
  THE TORCHWOOD BEAM WEAPON (MAJOR GADGET)
  Torchwood own countless properties across the UK, 
  and London, in particular. Five of these properties 
  house high energy beam weapons arranged in an 
  offensive perimeter around Central London. Their 
  objective is simple: destroy any large-scale aerial 
  target that presents a threat to the city. It can fire 
  at any altitude above 1000 feet but is particularly 
  effective when targeting vessels or objects in low 
  Earth orbit. 
  Traits: Bulky (Major), Slow, Zap (Major).
  Story Points: 2 
  FURTHER ADVENTURES
  •	
  The destruction of the Sycorax terrifies those 
  aliens living in relative peace on Earth. Some 
  contact the characters asking for passage off 
  world whilst others see this as an opportunity 
  to take care of a few old grudges. As alien 
  immigrants start turning up dead on the streets 
  of London, anarchy threatens. The characters 
  must not only find the killer, but stop a panicked
  ALEX KLEIN
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  4
  The Prime Minister’s right-hand man, Alex Klein’s 
  job is simple: get her the information she needs, 
  ideally, before she needs it. He doesn’t always 
  succeed in time but he does always succeed.
  SKILLS
  Convince 3, Knowledge 4, Science 3.
  TRAITS
  Attractive
  By the Book: Alex got where he is by being 
  efficient and good at his job.
  Selfish: He also got there through being brutally 
  ambitious.
  TECH LEVEL: 5 
   STORY POINTS: 1
  THE CHRISTMAS INVASION
  
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  community from taking desperate measures 
  and, in doing so, live up to all the worst things 
  humanity thinks of them.
  •	
  Torchwood’s beam weapon draws its energy 
  from a vault buried in the centre of the circle 
  they form. When work on a new Underground 
  line cracks that vault, the characters are called 
  in. They discover the device is powered by a 
  version of Excalibur from Mordred’s alternate 
  dimension (see Battlefield in The Seventh Doctor 
  Sourcebook). One that’s self-aware and, now it 
  has people’s attention, has some demands…
  •	
  The TARDIS takes a direct hit over London, and 
  crashes. The shot came from Torchwood’s beam 
  weapon. The weapon has been taken over by 
  the shattered remains of the Master’s TARDIS, 
  which is enacting its final order; if he can’t have 
  the Earth, no Time Lord can.
  MAJOR RICHARD BLAKE
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  2
  STRENGTH
  4
  The bridge between UNIT and the Prime Minister’s 
  office, Blake is a man with a foot in both camps; 
  politician and soldier both. He makes no secret 
  of where he feels most comfortable, but does his 
  job with care and aplomb.
  SKILLS
  Athletics 4, Convince 2, Fighting 4, Marksman 5, 
  Survival 4, Technology 3.
  TRAITS
  Brave: A UNIT veteran, Blake’s seen it all.
  By the Book: Rules are there for a reason.
  Military Rank (Major, x3)
  Obligation (Major): Major Blake reports to both 
  UNIT and the Prime Minister, and serves both 
  loyally.
  Tough
  TECH LEVEL: 5 
   STORY POINTS: 1
  DANIEL LLEWELLYN
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  The head of the Guinevere One Project, Daniel is 
  an optimist. He believes not only that humanity’s 
  destiny lies in the stars but that there is nothing 
  to fear up there. He is about to find his beliefs 
  very sorely tested…
  SKILLS
  Convince 3, Knowledge 4, Science 5, Technology 5.
  TRAITS
  Boffin: Daniel Llewellyn designed and built 
  Guinevere One.
  Insatiable Curiosity
  Technically Adept: Daniel is a brilliant, idealistic 
  scientist.
  Unlucky: Daniel’s space probe met an 
  ignominious end.
  TECH LEVEL: 5 
   STORY POINTS: 1
  
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  ‘It is said he will talk to a wanderer, to the man 
  without a home, a lonely god.’
  B  SYNOPSIS
  New New York, New Earth, 5,000,000,023
  The Doctor and Rose went to the year 5 billion and 23, 
  and the planet New Earth. Following the destruction 
  of the Earth (see The End of the World in The Ninth 
  Doctor Sourcebook), the Doctor explained there 
  was a huge nostalgia movement that led to the 
  settlement of New Earth. The same size as Earth, 
  with the same orbit, it became the new spiritual 
  home of the human race. The TARDIS arrived on the 
  outskirts of New New York; the Doctor had brought 
  them there because he’d received a message on the 
  Psychic Paper asking him to come to Ward 26 of the 
  local hospital. The two headed into the structure, 
  unaware they were being watched by Chip, a servant 
  of the Lady Cassandra.
  At the hospital, the Doctor and Rose met the Sisters 
  of Plenitude, Catkind nuns who worked as nurses 
  and doctors there. They took separate lifts to Ward 
  26 and were both drenched by the decontamination 
  shower. However, Chip hacked Rose’s lift to go to the 
  basement, while the Doctor went to Ward 26.
  Rose was met by Chip who took her to see Cassandra. 
  The two bickered, and Cassandra tried to tell Rose 
  that something was going on in the hospital. Not 
  believing the last surviving human, Rose was tricked 
  into backing into a Psychograft, and Cassandra 
  transferred her consciousness into Rose’s body. The 
  Doctor, unaware, called her asking where she was 
  and ‘Rose’ headed upstairs.
  In Ward 26, the Doctor met the Mayor of New 
  New York, who was in the final stages of Petrifold 
  Regression. A horrifying disease that was causing 
  his body to turn to stone, it was normally fatal but 
  the Sisters were strangely unconcerned. The Doctor 
  also met the Face of Boe, who had sent the message 
  and was in the hospital, dying of old age.
  The Doctor and ‘Rose’  soon realised something was 
  very wrong. The Mayor of New New York had been 
  cured, seemingly instantly, and the entire hospital 
  was full of people with previously untreatable 
  diseases now making full recoveries.
  The horrific truth was concealed beneath the 
  façade of compassion. The hospital had a secret 
  cloning facility concealed in its core. The Sisters 
  kept thousands of ‘Flesh’, blank slate vat-grown 
  humans in stasis, continually infecting them with 
  NEW EARTH
  NEW EARTH
  
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  THE TENTH DOCTOR SOURCEBOOK
  every horrific disease to find speedy cures. The 
  Sisters insisted that the Flesh didn’t feel anything. 
  The Doctor was furious and accused them of doing 
  something to Rose as well. ‘Rose’ tried to reason 
  with him but when it didn’t work knocked him out 
  and placed him in a flesh pod instead. No longer 
  having to hide, Cassandra tried to extort money 
  from the Sisters in order to keep quiet but, when 
  they threatened her, she released the Doctor and 
  some of the Flesh. The Flesh revealed themselves to 
  be aware of everything that happened and released 
  the others. Riddled with infection, they stumbled 
  through the hospital as a quarantine was declared 
  and panic set in.
  The Doctor refused to help until Cassandra left 
  Rose’s body. She bounced between the two of them 
  as they headed to the upper wards and, on the 
  way, the Doctor forced Cassandra to leave Rose 
  and jump into one of the Flesh. She leapt back and 
  revealed that the Flesh had lived their lives without 
  ever being touched and were desperate for human 
  contact.
  The Doctor barricaded Ward 26 and grabbed 
  some of the cures the Sisters had developed. He 
  rigged an improvised decelerator rig and, with 
  Rose and Cassandra in tow, descended to the lift. 
  There, he mixed a universal cure all into the lift’s 
  disinfectant system and drenched himself in it. He 
  then lured the Flesh into the lift and each one that 
  touched him was cured. Each uncured Flesh they 
  touched was then cured in turn, and in minutes, the 
  Flesh were no longer infectious. As the situation 
  calmed down, Chip appeared, having survived. 
  Cassandra’s mind leapt into him but the stress of 
  events was too much and Chip began to die. The 
  Doctor and Rose took ‘Chip’ back in time to the 
  Thracian ambassador’s party to see Cassandra in 
  her heyday. Together, the two watch her meet Chip, 
  and herself, for the first time and leave. 
  CONTINUITY
  •	
  Cassandra and the Face of Boe were previously 
  seen in The End of the World (see The Ninth 
  Doctor Sourcebook).
  •	
  Humanity’s nostalgia for its old home is 
  something the Doctor keeps running into. 
  Look at Starship UK (see The Beast Below in 
  The Eleventh Doctor Sourcebook) or even the 
  name of the Madame de Pompadour (see The 
  Girl in the Fireplace, on pg. 78). We may head 
  out into the stars but we carry our home with us 
  wherever we go.
  •	
  The 
  Flesh 
  bear 
  more 
  than 
  a 
  passing 
  resemblance to Gangers (see The Almost 
  People in The Eleventh Doctor Sourcebook) or 
  Flash Clones (see The Doctor’s Daughter on pg. 
  191). Whilst all three pieces of technology seem 
  to exist in very different time periods, they might 
  all originate from the same technology.
  •	
  The Doctor “loves a little shop.”
  •	
  The Doctor apologises for the first time – but by 
  no means for the last time.
  •	
  The Catkind bear much more than a passing 
  resemblance to the Cheetah People (see 
  Survival, in The Seventh Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  This is an adventure that features a heavy 
  amount of body horror (Cassandra’s 
  possession of Rose, the Catkind 
  intentionally infecting people with 
  diseases, and the Flesh in general). 
  It also features a streak of black 
  comedy too, with Cassandra’s body-
  swapping played up for comical, 
  rather than horrific, effect. The 
  crucial thing with Cassandra is to 
  cut the comedy and horror with 
  compassion. Cassandra gets to say 
  goodbye to herself and Chip, the 
  Flesh are saved. 
  Let’s take a closer look at these 
  two principle elements and how, by 
  adjusting the dial on each of them, 
  you can end up with a very different 
  adventure:
  WHOOPS, THERE GOES MY BODY
  Cassandra’s presence in the adventure 
  is meant to be more wryly humorous 
  than outright horrific, and can add a fun 
  aspect to an otherwise morbid session. 
  Have her possess one or two of the 
  characters, and then give their players 
  the chance to chew the scenery. By 
  having her possess otherwise uptight 
  or reserved characters, you can allow 
  the players to provide a stark contrast 
  or give them a change of pace. And, 
  much like when Cassandra (in Rose’s 
  body) kissed the Doctor, it also allows 
  you to bring subtle relationships to the 
  fore, allowing the group to focus on 
  otherwise hidden group dynamics.
  
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  By ramping up the black comedy, you can wind 
  up with a screwball comedy with science fiction 
  elements, as Cassandra hops from body to body 
  whilst the hospital comes apart at the seams. The 
  characters find themselves caught in the middle of 
  the situation, alternately becoming possessed and 
  infected, and hilarity ensues.  
  You can also mix things up a little to intertwine 
  Cassandra’s role in the adventure with the Sisters 
  of Plenitude. What if Cassandra is given a willing 
  host in return for what she knows about the Sisters’ 
  methods. Maybe the Mayor of New New York is only 
  cured because Cassandra has used the Psychograft 
  on him? Perhaps the Sisters of Plenitude are all in 
  her employ? 
  SCIENCE HORROR
  Instead of focusing on the humour inherent in 
  Cassandra’s 
  body-swapping 
  antics, 
  you 
  can 
  instead focus on the Flesh instead. At face value, 
  you can play them as disease-riddled zombies, 
  shambling (or running) through the hospital wards 
  as the characters frantically flee or try to barricade 
  themselves in. 
  We see in The Rebel Flesh/The Almost People 
  (see The Eleventh Doctor Sourcebook) how the 
  concept of meeting your own clone might go wrong 
  – you can use some of those elements here as well. 
  What if the Flesh here are not anonymous victims, 
  but clones of the patients, the staff or even the 
  characters! Imagine the creepiness in meeting an 
  identical clone of yourself, albeit one who has been 
  horribly tortured or treated – imagine their jealousy 
  and resentment towards you, and what they might 
  do to exact their revenge.
  In fact the Flesh are such a perfect, awful idea that 
  you could hang an entire campaign from the concept. 
  Who are they? Are they angry at the Sisters? Where 
  do they go after this? Are they welcomed into human 
  society? There are numerous questions you can 
  shift focus onto, and it’s entirely possible to run this 
  as flat out science fiction body horror. 
  CHANGING THE DESKTOP THEME
  There are several key elements to this adventure, 
  any of which you might decide to swap out: a 
  planet in the far-future, a body-swapping villain, 
  an apparently benign organisation that conceals a 
  terrible truth.
  Instead of the Catkind, you might decide that the 
  benign organisation are the Sisterhood of Karn or 
  the Church, and instead of running a space hospital 
  they might be caring for orphans or helping repair 
  temporal damage.
  There are plenty of body-swapping villains that 
  you might use instead of Lady Cassandra. What if 
  she was a Zygon, who replicated Rose? Or a Dalek 
  Duplicate? Or a Rutan infilitrator. There are plenty 
  of villains that have used technology to impersonate 
  NEW EARTH
  
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  THE TENTH DOCTOR SOURCEBOOK
  the Doctor and his companions too, from the Master 
  to Meglos – perhaps that’s what’s going on here.
  The terrible truth that is being hidden could still 
  be the Flesh, or you might decide on an alternative 
  dark secret. What if they’re supposed orphans of 
  a war who have been secretly ‘turned’ into Dalek 
  Duplicates or are really controlled by Cybermen?
  Finally, changing the location of the adventure 
  is perhaps the easiest change to make. The 
  Sisterhood’s hospital could be on any human colony 
  – how about Mars, or an orbiting spacestation akin 
  to the Gamestation? It could even be a massive 
  flying hospital-ship, picking up patients as it moves 
  through a star system.
  There’s a lot going on in this episode, which makes 
  it easy to swap out a detail or two and still keep the 
  feel of the plot.
  B  THE FLESH
  As the population of humans on New Earth quickly 
  grew, a whole plethora of disease and illness  grew 
  with them. The planet’s medical staff – led by the 
  pioneering Catkind, the Sisters of Plentitude  – were 
  overwhelmed and didn’t know how to cope.
  Matron Casp – head of the Sisterhood – devised 
  an idea to attempt to fight the spread of disease. 
  Creating a sterile ‘intensive care’ in the centre of 
  the hospital, she installed a farm for human plague 
  carriers. They infected them with diseases and 
  found ways to cure them. Soon, they looked outside 
  their world, bringing in infected patients from other 
  planets, finding a cure for their diseases before they 
  had a chance to infect New Earth.
  The Sisters’ skill became famous and people flocked 
  to them for cures. It was in one of their hospitals, in 
  Ward 26, that the Doctor visited the Face of Boe upon 
  request. During his visit, the Doctor was alerted to 
  the human test subjects being held deep within the 
  hospital. As he explored, he found them beginning 
  to feel emotion and beginning to truly ‘live’ – far 
  removed from the slabs of meat the Sisterhood 
  believed them to be.
  Once released from their cells by the Lady 
  Cassandra, the test subjects reached out for 
  the Sisterhood, infecting and killing anyone they 
  touched. Having been denied touch and feeling for 
  so long, they longed to reach out to other beings. 
  Grabbing several cures, the Doctor brewed a 
  super-cure that worked on contact with an infected 
  individual, distributing it to the diseased humans 
  using the hospital lift’s disinfection system. He 
  was filled with glee as they began to pass it to each 
  other, curing them of their illness and establishing 
  them as a brand new sub-species – New Humans.
  INFECTED FLESH
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  1
  RESOLVE
  2
  INGENUITY
  1
  STRENGTH
  2
  SKILLS
  Athletics 2, Fighting 1.
  TRAITS
  Fear Factor (1): Gets +2 on rolls to actively scare 
  someone.
  Natural Weapons (Disease): With a successful 
  contact of Good or Fantastic, the victim is 
  infected with every disease the Sisters have 
  researched. This is usually instantly fatal: L 
  (4/L/L).
  TECH LEVEL: 8 
   STORY POINTS: 2
  
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  B  THE SISTERS OF PLENITUDE
  The Sisters of Plenitude were dedicated to 
  eradicating all illness from the planet and 
  worshipped the goddess Santori. But behind the 
  walls of their hospital lay a dark secret. The Sisters 
  created a massive storage facility of humans 
  infected with every disease and virus. This ‘human 
  farm’ helped create new cures. Each human had 
  their brain stem altered in order to keep them from 
  waking up or feeling pain, but some still became 
  aware and were euthanised. It was these human 
  lab rats that made the miracles of the Sisterhood 
  possible. During their time in operation the Sisters 
  of Plenitude cured Petrifold Regression (skin 
  turning to stone), Marconi’s Disease (utilising a cell 
  cleansing process) and Palindrome Pancrosis (a 
  fatal disease known for killing the victim in minutes).
  B  LADY CASSANDRA O’BRIEN.Δ17
  When it comes to vanity, even in the far future, nobody 
  does it better than transgendered Lady Cassandra 
  O’Brien Dot Delta Seventeen. The last pure-bred 
  human, she cared about only one person: herself. 
  Her parents were the last humans to be buried on 
  MATRON CASP
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  3
  Matron Casp runs the Hospital with a firm paw 
  and a compassionate, soothing manner. She 
  spearheaded the Flesh program and would both 
  kill, and die, to protect it – which is what she did 
  when the Flesh got hold of her.
  SKILLS
  Athletics 3, Convince 3, Fighting 2, Medicine 8, 
  Technology 3.
  TRAITS
  Alien
  Alien Appearance: There’s no getting away from 
  the fact that Matron Casp looks like a human-
  sized cat.
  Natural Weapons: Catkind have very sharp 
  claws that add +2 to their Strength when used in 
  close combat.
  Miracle Cure: The Flesh suffer so others may 
  live. The Matron gets +5 to all Medicine rolls to 
  reflect the body of knowledge she can access.
  TECH LEVEL: 8 
   STORY POINTS: 2
  NOVICE HAME
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  5
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  3
  Novice Hame was one of the few Catkind survivors 
  after this horrific farm was exposed by the Doctor 
  and Rose, and was put on trial for her crimes 
  against humanity. She dedicated her life to the 
  Face of Boe, taking care of him, hoping someday 
  she will be forgiven.
  SKILLS
  Athletics 3, Convince 4, Fighting 2, Marksman 
  (Submachine Gun) 3, Medicine 8, Technology 3.
  TRAITS
  Alien
  Alien Appearance: There’s no getting away from 
  the fact that Novice Hame looks like a human-
  sized cat.
  Natural Weapons: Catkind have very sharp 
  claws that add +2 to their Strength when used in 
  close combat.
  Miracle Cure: The Sisterhood of Plenitude is 
  able to cure any human disease as long as they 
  have a sample. To represent this, they gain +5 to 
  all Medicine rolls when treating a patient at their 
  hospital.
  TECH LEVEL: 8 
   STORY POINTS: 4
  NEW EARTH
  
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  Earth. In the span of her lifetime, Cassandra has been 
  married several times. Each time, one time too many. 
  In her final form, she was nothing but a flat piece of 
  stretched flesh attached to a frame with her brain in 
  the undercarriage. She survived her supposed death 
  on Platform One, when her servant Chip rescued her 
  brain and grew a new ‘body’ from the flesh of her 
  back. Unwilling to remain in this form, she plans to 
  use the Psychograft to take a new host. She’ll make 
  any deal with anybody to do that and the only person 
  she cares about as much as herself is Chip.
  THE PSYCHOGRAFT (SPECIAL GADGET)
  The Psychograft is one of the most creatively 
  barbaric pieces of technology ever developed 
  by humanity. It’s a psychic scalpel, a device 
  designed to sever the consciousness of one 
  person and transfer it into another. The 
  process is often permanent, and fatal, for the 
  consciousness of the host. Based on technology 
  used during the dark times on Thoros Beta, 
  it’s been banned on every civilised world. 
  Which simply meant it was quite expensive 
  for Cassandra to procure. In game terms, it 
  allows the user’s consciousness to leave their 
  body and possess their victim, as though they 
  were using the Hypnosis (Special) trait.
  Traits: Bulky (Major), Possess (Special), Transmit.
  Story Points: 4 
  LADY CASSANDRA O’BRIEN.Δ17
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  1
  RESOLVE
  4
  INGENUITY
  5
  STRENGTH
  1
  SKILLS
  Convince 2, Knowledge (Earth History 5) 3, 
  Survival 4, Technology 2.
  TRAITS
  Alien Organs (Special): She keeps her brain in a 
  bucket under her stand.
  Alien Appearance (Major): Let’s face it, in spite 
  of being the ‘last pure human’, Cassandra looks 
  nothing like a human at all.
  Cyborg: As a flat face, Cassandra relies on her 
  life support system and brain to survive.
  Gadget (Major) – Life Support System: 
  Cassandra’s frame is key to her survival.
  Slow: The frame glides along the floor but is 
  unable to move very fast (Speed 0.5).
  TECH LEVEL: 8 
   STORY POINTS: 4
  CHIP
  AWARENESS
  2
  PRESENCE
  1
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  2
  If there was ever a person that Cassandra loved to 
  have around it was her force-grown clone, Chip. 
  He is blindly devoted to his lady and when she 
  came to New Earth, Chip was quick to gather the 
  medicines needed to keep her alive. The only flaw 
  to Chip is his short lifespan, which is half that of 
  a normal human’s. Chip died doing what he liked 
  to do best: serving his lady. He gave his body to 
  Lady Cassandra and died peacefully in her arms. 
  It is thought that she designed the Chip clone after 
  Chip had died, creating a paradox of sorts.
  SKILLS
  Medicine (Pharmaceuticals 6) 4, Technology 
  (Psychograft 5) 3.
  TRAITS
  Special – Half Life: Poor fragile Chip, he’s under 
  such strain. He only has half the life span of a 
  normal human.
  TECH LEVEL: 8 
   STORY POINTS: 2
  
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  THE TENTH DOCTOR SOURCEBOOK
  FURTHER ADVENTURES
  •	
  The TARDIS returns to New Earth two years 
  after the events of this adventure. They find a 
  utopia, everyone completely healthy and happy 
  and… docile. The planet, once vibrant, is serene 
  and slowly but surely starting to wind down. The 
  centre of it is the hospital, now converted into 
  the Church of the Holy Triple Helix. The Doctor’s 
  cure didn’t just cure the diseases the Flesh were 
  suffering from, it forced them to gain sentience. 
  Now, immune to the Cure and with a planet to 
  play with, they have one goal; spread and make 
  New Earth the first cell in a universe of serene, 
  precise, bacteriological intelligence. It’s a 
  planetary invasion on a microscopic level… 
  •	
  A message appears on the Psychic Paper. It 
  reads simply: “The Boss Wants A Word.” When 
  the characters arrive they find themselves 
  face to face with Il Cosa Astra. The Mafia have 
  evolved, spread up and out with humanity 
  and the lure of running New New York has 
  proved too much. Godmother Aliana Fisko 
  owns half the buildings in the city and all the 
  politicians. Except one. The Duke of New New 
  York is a changed man following his recovery. 
  He’s leading civil reform programs, rooting 
  out crime and generally making a nuisance of 
  himself. The Mafia know the Doctor is his lucky 
  charm so they want him to lure the Duke into a 
  trap and then they’ll ‘do the rest’. If he doesn’t, 
  they’ll release Petrifold Progression into the 
  water table of the city. Now, the Doctor and 
  friends must work out how to save the Mayor’s 
  life, and the city’s, without winding up sleeping 
  with the pilot fishes… 
  •	
  The Flesh are released into the populace and 
  welcomed following the horrific events of their 
  birth. But the next time the players pass through 
  New Earth, they find the entire planet linked by 
  a viral consciousness spread through touch. The 
  Flesh weren’t fully cured, and the virus riding 
  them is older than creation…
  THE FACE OF BOE
  Telepathy: The Face of Boe communicates 
  mostly by telepathy.
  Voice of Authority: The Face of Boe gains +2 to 
  Presence and Convince rolls when commanding 
  or gaining trust.
  TECH LEVEL: 5 
   STORY POINTS: 4
  AWARENESS
  4
  PRESENCE
  5
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  6
  STRENGTH
  2
  SKILLS
  Convince 4, Knowledge 6, Medicine 1, Science 4, 
  Technology 4.
  TRAITS
  Alien
  Alien Appearance: The Face of Boe is basically a 
  giant head.
  Dependency (Major): The Face of Boe is unable to 
  leave his life support chamber. While this is mobile, 
  if the workings are damaged it could prove fatal.
  Precognition: The Face of Boe has flashes of the 
  future and of other places, although this may simply 
  be memories, as the Face of Boe has lived for 
  billions of years.
  One of the oldest characters the Doctor has encountered is the sage-like creature known as the Face of Boe. 
  Thought to be billions of years of age he is one of the Boekind and exists as a giant, craggy face encased in a 
  glass and metal container. Here he survives on what seems to be a strange combination of fluid and gas that 
  flow around him. He is able to move around as the tank has a set of caterpillar tracks at its base. Though he is 
  just a face, he is regal in appearance and conveys a great sense of power and knowledge and is respected by 
  nearly all who meet him. Communication between the Face of Boe and other life forms is done telepathically. 
  NEW EARTH
  
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  THE TENTH DOCTOR SOURCEBOOK
  ‘And, I’ll tell you something else: we just met Queen 
  Victoria!’
  B  SYNOPSIS
  Scotland, 1879
  The Doctor took Rose to 1979, to see an Ian Dury 
  concert. However, when they left the TARDIS they 
  found they’ve arrived 100 years earlier in 1879 on 
  the Scottish Moors. To complicate matters still 
  further, they arrived near Queen Victoria’s carriage, 
  en route to Balmoral. The Doctor, impersonating 
  Dr James McCrimmon, used the Psychic Paper to 
  convince the soldiers, and Queen, that he and Rose 
  belonged in that time. The Queen read the paper as 
  showing the Doctor was her assigned Protector and 
  ordered them both to accompany her to Torchwood 
  House, a mansion where they’d spend the night. She 
  explained she was travelling by road due to a tree on 
  the train line to Balmoral, which she suspected was 
  the opening gambit in an attempt on her life.
  What none of them knew was Father Angelo and the 
  Brethren of St Catherine, a local monastic order, had 
  already taken over the house. When they arrived, 
  they were greeted by Lord Robert MacLeish, the 
  owner of the house, who tried to subtly dissuade 
  them from staying. It didn’t work and they spent the 
  night, the Queen’s men placing the 
  Koh-i-noor diamond in the house 
  safe whilst the Monarch and the 
  Doctor were given a tour of Lord 
  MacLeish’s father’s observatory 
  and 
  the 
  handmade 
  telescope 
  within it. Whilst preparing for 
  dinner, Rose discovered a maid 
  hiding in her wardrobe who told 
  her everything. She tried to warn 
  the Doctor but was captured and 
  taken to the cellar, where Lady 
  Isobel and the others were being 
  kept captive in the same room as 
  a quiet young man in a cage. At the 
  same time, the Brethren fed the 
  Queen’s guards a sedative to knock 
  them out.
  At dinner, Lord MacLeish continued 
  to try and warn his guests as he 
  and the Doctor discussed the local 
  legend. It stated that a beast stalked 
  the hills and had done for centuries. As the full moon 
  rose, and the story continued, Father Angelo began 
  to chant and the Doctor at last realised something 
  was wrong. He and Lord MacLeish rushed off to 
  save Rose as the Queen confronted Father Angelo. 
  The Doctor explained that the Brethren had 
  arranged for the Queen to travel by road because 
  they knew she would have had to stop at the house. 
  They planned to have the Werewolf infect her and 
  launch a new Empire of the Wolf.
  The Doctor arrived just as Rose and the other 
  captives tore their chains out of the wall, and the 
  moonbeams from the clear night outside hit the 
  young man in the cage. He changed into a colossal 
  wolf and they fled, leading the Werewolf into a hail of 
  bullets from MacLeish’s staff. It survived and, after 
  being briefly reunited with Lady Isobel, they holed 
  up in the house’s library. Lady Isobel and the Doctor 
  discovered that the beast was repelled by mistletoe. 
  Even better, the library walls had been varnished 
  with mistletoe oil, ensuring the creature couldn’t 
  get in. The Doctor and friends continued their 
  research and discovered a meteorite fell to Earth 
  near St Catherine’s Monastery in 1540. The Doctor 
  deduced the Werewolf must be alien in nature 
  and the Queen revealed she had the diamond with 
  her. The Doctor realised that Prince Albert, an old 
  friend of Lord MacLeish’s father,  had been planning 
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  ahead. His obsessive polishing of the diamond had 
  been to help it reflect the moonlight that would 
  shine through Lord MacLeish’s telescope. Instead 
  of his father being a fool, Lord MacLeish realised he 
  was a visionary. Together with Albert, they built the 
  perfect defence against the beast: a Light Chamber.
  The Werewolf broke in and they fled to the 
  observatory. There, Lord MacLeish sacrificed his 
  life to buy them the time they needed to calibrate the 
  light chamber. The Werewolf caught up with them, 
  but was hit by the concentrated beam of moonlight 
  and pinned to the wall. Speaking with a human voice 
  for almost the first time, it begged them to turn the 
  brightness up and evaporated, free at last. The Queen 
  revealed she had a cut on her hand but refused to let 
  the Doctor see it, insisting it wasn’t a bite.
  The crisis over, the Queen knighted the Doctor, 
  named Rose a Dame and then banished them from 
  her realm. She was horrified at the lives they led 
  and the joy they seemed to take from danger. As they 
  left, the Doctor commented that Queen Victoria’s 
  haemophilia was very unusual in that she hadn’t 
  inherited it from either parent, it had just appeared. 
  They jokingly speculated that the Royal Family were 
  Werewolves before disappearing in the TARDIS.
  Back at the house, the Queen comforted Lady Isobel 
  and told her the house would form the home of a 
  new institute dedicated to protecting Britain: the 
  Torchwood Institute.
  CONTINUITY
  •	
  Although it has been mentioned before, this is 
  the first appearance of the Torchwood Institute. 
  •	
  The Doctor’s alias, Dr James McCrimmon, is 
  named for the Second Doctor’s companion, 
  Jamie McCrimmon.
  •	
  When Rose tries to adopt a Scottish accent, the 
  Doctor tells her “don’t do that.” He says the 
  same to Martha (see The Shakespeare Code) 
  and Donna (see The Unicorn and the Wasp).
  •	
  The Doctor describes 1979 as “a hell of a year,” 
  but the Fourth Doctor was less impressed 
  by it (see City of Death in The Fourth Doctor 
  Sourcebook).
  •	
  This is not the first time the Doctor has foiled 
  an attempt to assassinate Queen Victoria (see 
  Ghost Light in The Seventh Doctor Sourcebook). 
  Nor is it his first encounter with her, as his third 
  incarnation was present at her coronation (see 
  The Curse of Peladon in The Third Doctor 
  Sourcebook).
  •	
  The Doctor really doesn’t have much luck 
  with historical monarchs, however – see also 
  his relationship with Queen Elizabeth I (see 
  The Shakespeare Code on pg. 121).
  B  RUNNING THE ADVENTURE
  In this adventure, you have a group of people with 
  limited resources, trapped in an enclosed space 
  with a monster and a ticking clock. It’s not exactly 
  an unfamiliar situation for the Doctor but it’s no less 
  dangerous for it, especially if you remember the 
  following ingredients and possible twists:
  THE BRETHREN
  The Brethren are a fairly passive part of this 
  adventure, content to allow the Werewolf carry out 
  their plan, but they can readily become an active 
  threat. Maybe the Brethren’s plan isn’t as well formed 
  as it appears, and rather than being in position before 
  the Queen arrives they are forced to attack – or sneak 
  in – once the characters are in the house. Maybe the 
  Host is dying and they choose one of the characters 
  to be the next one. Maybe some of the Brethren 
  are bitter they weren’t chosen to be Host and are 
  planning a coup to topple Father Angelo. Make the 
  Brethren real, and vibrant, and a part of the story and 
  they’ll put a human face on inhuman villainy.
  THE QUEEN
  Queen Victoria, like the Brethren, can be an 
  active participant in the story. Perhaps it was she, 
  not Albert, who has concocted the plan with the 
  diamond, and is using herself as bait to lure the 
  Werewolf out. Or perhaps she knows little of the 
  Werewolf, but knows it is the Brethren who intend 
  to kill her; she has engineered this situation to lure 
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  THE TENTH DOCTOR SOURCEBOOK
  Angelo and the Brethren out. Sir Robert might be 
  a willing double agent, eager to help vindicate his 
  father’s work. Alternatively, perhaps she’s met the 
  characters before (even if they haven’t met her) and 
  has something vital to tell them. Or just wants to 
  clap them in irons.
  THE WOLF
  The scariest thing about the Werewolf is that it’s 
  intelligent. It knows exactly what it wants and who 
  it needs to kill to get it. The tragic thing about the 
  Werewolf is that it’s been conditioned to be that 
  way. The horrific thing about the Werewolf is that 
  somewhere, deep down, it knows that. Through 
  its actions and interactions with the players, try to 
  bring these aspects of its personality out to make 
  an unforgettable villain.
  THE HOUSE
  Torchwood House is full of surprises, but who says 
  the Doctor found them all? What about mistletoe-
  lined secret corridors? A secondary light chamber? 
  Maybe a series of pools in the gardens designed to 
  reflect the Moon and distract the Werewolf? And what 
  of its dangers? The Brethren got here first, after all. 
  Might they not have set traps? The sensation of being 
  trapped in an old, darkened house with a Werewolf 
  on the loose can really make the players feel like 
  they’re in a haunted house horror movie.
  CHANGING THE DESKTOP THEME
  This adventure’s really easy to change, whilst 
  maintaining the core plot underneath it all. The 
  key elements that you can muck around with are: 
  the historical character, the remote location and 
  the monster worshipped by the monks looking to 
  subvert the throne. So, how about Henry VIII in a 
  remote castle in the Welsh Marches, being plagued 
  by Vampire-worshipping friars? Or Abraham 
  Lincoln, forced to stay in some back-water fishing 
  lodge by a strange storm, being harrassed by 
  Saturyne-worshippers?
  B  THE BRETHREN
  Father Angelo and his brothers served the Werewolf 
  in the hope of converting Queen Victoria. They have 
  put God aside to worship the wolf. Because of the 
  nature of the wolf, the Brethren have physically 
  trained themselves to deal with the creature. Each 
  one is a fighting machine and uses martial arts to 
  protect themselves. They were also well-versed in 
  alchemy. When needed, the Brethren travelled to 
  the local village and acquired a sick child for the 
  Haemovariform to control. No one is sure what 
  happened to the order after the incident at the 
  Torchwood Estate.
  THE BRETHREN
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  2
  The Brethren have all been hand-picked by 
  the Werewolf. Each is taken during one of the 
  Werewolf’s periodic rampages and raised to 
  worship it. Trained in esoteric martial arts, the 
  Brethren are utterly dedicated to their cause and 
  will gladly die for it.
  SKILLS
  Athletics 3, Fighting 4, Medicine 3.
  TRAITS
  Code of Conduct: The Brethren follow a set of 
  strict beliefs. Warped beliefs, but beliefs none 
  the less. 
  Quick Reflexes: The Brethren are trained in 
  esoteric martial arts.
  Tough: Highly trained, brutal and ruthless, the 
  Brethren reduce any damage they would take by 2.
  EQUIPMENT: Staff (+2 to Strength in Damage, two 
  handed).
  TECH LEVEL: 4 
   STORY POINTS: 2
  
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  KUNG FU SCOTTISH MONKS? 
  IN THE 19TH CENTURY?
  Oh YES! Being opposed by a shape changing 
  immortal alien in a time travelling box no 
  less. It’s never really explained why the 
  Brothers know kung fu, so here are a handful 
  of suggestions you can use:
  •	
  The Chinese Brotherhood: The Werewolf 
  was not the only one to have landed 
  on the Earth, and another order was 
  established in China. A brother from the 
  Chinese order visited Angelo and his men 
  and taught them martial arts.
  •	
  The Communion of the Wolf: The fighting 
  skills are imparted by the Werewolf 
  itself, via digestion. In other words, to 
  enter the Brethren, a monk must drink 
  the blood of the Werewolf.
  •	
  The Wolf Inside: Each one of the Brethren 
  was a child who vanished during the 
  Werewolf’s rampage. Each one of their 
  families was touched, centuries back, by 
  the crash and each possesses a small 
  amount of Werewolf DNA. This manifests 
  in their increased agility, speed and 
  stamina.
  B  THE WEREWOLF
  Tales of wolves on the moors haunt the British 
  Isles. While they may have been tales, myths of 
  lycanthropes that fill the stories of frightened 
  villagers, the Lupine Wavelength Haemovariform is 
  very real. This creature crashed to the Earth on 6th 
  October 1540 at the Glen of St Catherine and slowly 
  gathered its strength while moving from host to 
  host, until it was powerful enough to fully possess 
  a human. During the full moon, the Haemovariform 
  changes into a tall humanoid wolf, or Werewolf. The 
  hosts tend to be sick children who are near death. 
  This creature has been secretly protected during its 
  time on Earth by Father Angelo and the Brethren. 
  Although the creature was killed in an attempt to 
  infect Queen Victoria, it is thought that the Queen 
  sustained an injury from the Haemovariform during 
  the incident – the primary method of transference 
  of the Haemovariform from host-to-host. It could be 
  that the world has not seen the last of the legends 
  of the Werewolf.
  FATHER ANGELO
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  Father Angelo is damned. He has turned aside 
  from God to worship the Werewolf, and devoted 
  his life to bringing about the Empire of the Wolf. 
  His greatest victory is now at hand, all he has to 
  do is get just a little more blood on his hands. And 
  what’s a little more after all this time?
  SKILLS
  Athletics 4, Fighting 4, Knowledge (The 
  Werewolf) 5, Medicine 3, Survival 3.
  TRAITS
  Code of Conduct: The Brethren follow a set of 
  strict beliefs. Warped beliefs, but beliefs none 
  the less.
  Friends (Major): Father Angelo has a 
  brotherhood of kung-fu monks, not to mention a 
  Werewolf, at his back.
  Indomitable: Angelo will not be swayed from his 
  course.
  Obsession (Major): Father Angelo cannot be 
  denied his purpose. The Werewolf must rise.
  Quick Reflexes: Years of training have honed 
  Angelo’s reflexes.
  Tough: Father Angelo is made of stern stuff.
  EQUIPMENT: Staff (+2 to damage when fighting in 
  close combat).
  TECH LEVEL: 4 
   STORY POINTS: 4
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  INFECTION (MAJOR GOOD ALIEN TRAIT)
  Some aliens have the nasty ability to 
  transmit their ‘alien-ness’ into other beings. 
  Sometimes it can start as a strange green 
  rash that comes from a bite or scratch that 
  takes over the victim until they become 
  alien themselves, or it could mean that the 
  unsuspecting victim becomes host to the 
  alien’s consciousness.
  Effect: Infection can work in a couple of 
  ways, both are Major Good Alien Traits. As 
  a transmittable disease, the target needs to 
  be scratched, bitten or take some form of 
  physical damage. If the damage penetrates 
  any armour worn, or if the victim failed with 
  a Bad or Disastrous result, they become 
  infected. At regular intervals (usually once 
  per hour or per day) they will have to make a 
  Resolve + Strength roll, against the Resolve + 
  Strength of the alien.
  Failing this will mean the infection has 
  spread. The Gamemaster should decide how 
  many failures mean the target has become 
  alien (one fail spreads to a whole arm, two 
  fails to the chest, etc.). It should give the 
  characters time to find an antidote! The 
  other way it can work is by making the target 
  susceptible to possession, making them host 
  to the alien, and the infection is actually the 
  alien moving from one host to another. Again, 
  this is usually from sustaining an injury.
  Once infected (as above), the target will 
  have to make similar rolls, though instead 
  of resisting the infection spreading, this is 
  to resist possession as per the Possession 
  Special Trait.
  B  QUEEN VICTORIA
  Queen Victoria is one of the most revered and 
  influential monarchs in Earth’s history. A proud, 
  intelligent ruler she adored her husband, Prince 
  Albert, and her family. When Albert died, she threw 
  herself into her work and kept each one of his 
  rituals and traditions alive with fervent enthusiasm. 
  For all her grief though, Victoria is a proud, capable 
  ruler who has no difficulty getting her own hands 
  dirty and will do anything she needs to do to defend 
  her realm.
  THE WEREWOLF
  AWARENESS
  5
  PRESENCE
  4
  COORDINATION
  5
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  7
  SKILLS
  Athletics 3, Fighting 4.
  TRAITS
  Alien
  Alien Appearance
  Alien Senses (Hearing, Sight, Smell): The 
  Werewolf gains a +4 to all Awareness rolls.
  Climbing: With its sharp claws, the Werewolf can 
  climb most surfaces.
  Fear Factor (3): A staple of horror movies made 
  real, red in tooth and claw. It gains +6 to actively 
  scare or intimidate people.
  Immune: Almost immune to physical damage. 
  Any damage is reduced by 5 and it heals 1 point 
  every other Round from physical damage.
  Infection (Major): If bitten or scratched, doing 
  enough damage to penetrate armour, the curse 
  of becoming a Werewolf may be passed on.
  Natural Weapons – Tooth and Claw:  +2 to all 
  Strength damage.
  Phobia – Mistletoe: The Wolf is repulsed by 
  Mistletoe and is at +5 Difficulty on all resolve rolls 
  needed to move through it.
  Shapeshift: From human to humanoid wolf, 
  though the Haemovariform may only transform 
  during a full moon.
  Weakness – High Density Moonlight (Major): 
  The Werewolf takes 4 levels of damage for every 
  round it’s exposed to high density moonlight.
  TECH LEVEL: 6 
   STORY POINTS: 5
  
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  QUEEN VICTORIA AND THE PSYCHIC PAPER
  The fact the Queen doesn’t see what everyone else 
  does on the Psychic Paper is interesting. It’s made 
  even more interesting by the fact that some people, 
  such as geniuses, see nothing on the paper. A good 
  way to add some extra twists to this adventure 
  would be to reveal that the Queen sees nothing, but 
  knows exactly who the characters are and the role 
  they have to play in the battle of Torchwood House. 
  Perhaps they have met her before. Perhaps the 
  characters have left her detailed instructions on 
  how to do things right this time…
  LIGHT CHAMBER (MAJOR GADGET)
  Developed by Lord Robert’s father, George, 
  the Light Chamber is a weapon designed 
  specifically to destroy the Werewolf of St 
  Catherine’s. It’s an unwieldy device, built 
  into a telescope at Torchwood House, but 
  the principle might be applied to a smaller, 
  transportable 
  version, 
  relatively 
  easily.  
  Provided, of course, you had a diamond.
  In game terms, the device can be fired at 
  its target with either an Ingenuity + Science 
  check or a Coordination + Marksman check. 
  Anyone struck by it is blinded for Round. 
  Anyone vulnerable to high density moonlight 
  (a Werewolf, say), will take 4 levels of damage 
  and be Stunned, so long as the device remains 
  fixed on them.
  Traits: Bulky (Major), Scan, Special – High 
  Density Moonlight, Restriction (needs a 
  diamond to function)
  Story Points: 2 
  FURTHER ADVENTURES
  •	
  After the Doctor departs, Torchwood House 
  becomes the base for the new Torchwood 
  Institute. But what happens to it next? We don’t 
  see Torchwood again until the modern day, but 
  what have they been up to in the meantime? 
  Torchwood’s early, Victorian adventures will be 
  fun to play out in their own right.
  •	
  What has become of Torchwood House in the 
  modern day? Perhaps it’s now a fall-back point 
  for the Torchwood Institute and its staff. Miles 
  of tunnels extend out underneath it and from 
  QUEEN VICTORIA
  AWARENESS
  3
  PRESENCE
  5
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  2
  SKILLS
  Athletics 1, Convince 5, Knowledge (British 
  Empire +2) 4, Marksman 3, Survival 2.
  TRAITS
  Brave: The Queen has survived the tragic loss of 
  her husband. She has an empire at her back and 
  nothing left to prove. +3 to all Resolve rolls.
  Distinctive: Her face is recognisable not just in 
  this age, but in all future ages to come.
  Friends (Major): Apart from the British Army 
  and Navy, of course, the Queen is always 
  accompanied by her Royal guards.
  Indomitable: One is not easily swayed.
  Obligation (Major): The Queen has devoted her 
  life to  her country, and Heaven help anyone who 
  threatens it. 
  Voice of Authority: When the Queen speaks, you 
  listen. 
  TECH LEVEL: 4 
   STORY POINTS: 3
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  there, Torchwood will regroup, bring the errant 
  Torchwood Three team back into the fold and 
  learn from their mistakes. Or, perhaps it’s an 
  archive, crammed full of secrets that are as 
  valuable as they are dangerous.
  •	
  Something is stalking the streets of Victorian 
  London. The city, still reeling from the Jack 
  the Ripper killings, is on the verge of hysteria 
  as rumours of an immense wolf run rampant 
  across the docks. Could it be that the Werewolf 
  has survived somehow? Or are the rumours 
  of a strange infection taking hold amongst the 
  Queen’s descendants true?
  LORD ROBERT MACLEISH
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  2
  STRENGTH
  3
  Lord MacLeish has inherited an impossible 
  situation from his father, George. His father was 
  loving but distant, ploughing the family’s fortune 
  into his seemingly pointless research. Now, Lord 
  MacLeish is left with a crumbling house he can 
  do nothing with, thanks to its beloved status with 
  the deceased Prince Albert. 
  SKILLS
  Athletics 3, Fighting 3, Marksman 3, Science 2.
  TRAITS
  Brave: Lord Robert is a soldier, a scientist, a 
  loyal subject and a man of faith. Threatening him 
  is almost as bad as threatening the wolf. 
  Keen Senses
  Code of Conduct
  Unlucky: Lord Robert has been the bearer of 
  difficult news his entire adult life. 
  TECH LEVEL: 4 
   STORY POINTS: 1
  LADY ISOBEL MACLEISH
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  3
  STRENGTH
  3
  Lady Isobel MacLeish wants nothing more than 
  for her and her husband to be happy and prosper. 
  She knows that they have so much more than 
  many people, but, she looks at their fading house 
  and wonders what went wrong? Why did her dead 
  father-in-law throw away the family fortune? 
  What can they do? Is it already too late?
  SKILLS
  Athletics 2, Craft 3, Knowledge 4, Marksman 1, 
  Survival 3.
  TRAITS
  Brave: Lady Isobel is no shrinking violet. She 
  and her husband are partners and if something 
  threatens him or her family, it’ll have to deal 
  with her too.
  Empathic
  Obligation (Minor): Lady Isobel loves her staff as 
  though they were her family.
  Unlucky
  TECH LEVEL: 4 
   STORY POINTS: 3
  
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  THE TENTH DOCTOR SOURCEBOOK
  ‘You can spend the rest of your life with me, but I 
  can’t spend the rest of mine with you. I have to live 
  on. Alone. That’s the curse of the Time Lords.’
  B  SYNOPSIS
  London, England, 2007
  The Doctor and Rose were undercover at Deffry 
  Vale School in modern day London. The Doctor 
  was working as a science teacher. Rose was a 
  dinner lady. One of them was noticeably more 
  happy about their cover than the other. They were 
  at the school because Mickey had alerted them to an 
  odd combination of events; a meteorite strike near 
  the school, followed by a change in staff. The new 
  headmaster in particular, Mr Finch, was making a 
  big impression. His reforms had helped the school 
  immensely, especially the dedicated menu of school 
  dinners, available to all students for free.
  The Doctor and Rose soon realised something 
  was badly wrong. The Doctor’s students were all 
  abnormally intelligent and Rose’s supervisor was 
  deeply hostile and secretive. Rose witnessed a 
  barrel of chip oil being rolled in by staff in HAZMAT 
  suits. When some was spilled on a staff member, 
  they screamed in agony and were dragged away, 
  while Rose was told not to call an ambulance. 
  Elsewhere in the school, more and more children 
  were being sent to ‘computer classes’ where they 
  worked on an endlessly complex, cycling puzzle.
  As they continued to investigate, the Doctor was 
  staggered to meet his old friend and companion 
  Sarah Jane Smith. A journalist, Sarah Jane was doing 
  a piece on Mr Finch and his reforms. She was also 
  undercover, and along with Mickey, they met when 
  they all snuck into the school at the same time. Sarah 
  Jane was stunned to see the TARDIS and delighted to 
  see the Doctor, but the reunion was cut short when 
  they discovered the truth about the staff: they were 
  bat-like aliens, sleeping in the school.
  The Doctor and friends fled to a nearby café where 
  Sarah Jane asked the Doctor if she had done 
  anything wrong because he had left and hadn’t 
  come back. He explained to her, and later, Rose, that 
  he changed companions because whilst they aged 
  he didn’t and he couldn’t bear to watch them die. 
  Sarah Jane seemed comforted by this and revealed 
  that she still had K-9, the robot dog the Doctor had 
  given her. He helped her repair it and together they 
  identified the substance that was being used on the 
  chips: Krillitane oil. The Krillitane were a race who 
  stole the best evolutionary traits from their victims 
  and, for some reason, had come to Earth. 
  The following day, the Doctor and his companions 
  returned to the school. The Doctor confronted Mr 
  Finch, who admitted everything. He refused to stop 
  his research and claimed the next time they spoke, 
  the Doctor would view him as an ally. The Doctor 
  warned him, once, and left. In the computer labs, Rose 
  and Sarah Jane initially argued, then bonded over the 
  SCHOOL REUNION
  SCHOOL REUNION
  
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  THE TENTH DOCTOR SOURCEBOOK
  common experiences of life with the Doctor. They 
  also discovered what the puzzle was: the Skasis 
  Paradigm. An impossibly complex equation that 
  required both intelligence and creativity to solve, 
  the Paradigm gave you power over time, space and 
  matter. The Krillitane were using Krillitane oil on 
  the chips to boost the intelligence of the children 
  and help them solve the Paradigm. Mr Finch tried 
  to tempt the Doctor into joining him but when he 
  refused alerted the other Krillitane and locked the 
  building down.
  Outside, Mickey had been left alone with K-9. He saw 
  Kenny, a pupil who couldn’t eat the chips and therefore 
  wasn’t locked into the puzzle, trying to get out. 
  Mickey realised the doors were locked and rammed 
  them open with his car. Inside, Mickey, Kenny and 
  K-9 met up with the Doctor’s group and were chased 
  through the school. They were cornered, but Kenny 
  used the fire alarm to incapacitate the Krillitane and 
  the Doctor worked out the Krillitane oil was now 
  poisonous to them after so many form changes. They 
  evacuated the school and K-9 sacrificed himself to 
  blow up the Krillitane oil, destroying the school, the 
  Krillitane and himself along with it.
  Mickey joined the TARDIS crew and Sarah Jane saw 
  inside the TARDIS for the first time in years. She and 
  the Doctor said their goodbyes and after the TARDIS 
  dematerialised, she was overjoyed to see a rebuilt 
  K-9 waiting for her. Together, they headed off for 
  new adventures on Earth.
  CONTINUITY
  •	
  Sarah Jane Smith travelled with two previous 
  incarnations of the Doctor, both the Third and 
  Fourth Doctors. Her journey began in The Time 
  Warrior (see The Third Doctor Sourcebook) and 
  finished in The Hand of Fear (see The Fourth 
  Doctor Sourcebook). She helped his first five 
  incarnations out in The Five Doctors too (see 
  The Fifth Doctor Sourcebook).
  •	
  Sarah Jane’s time on the TARDIS had quite an 
  effect on her and she continues adventuring 
  and helping the Earth in the present day. Aided 
  by her adopted, formerly alien, son Luke, his 
  best friend Clyde, neighbours Maria and Rani, 
  adopted daughter (and former alien weapon) 
  Sky and her super computer Mr Smith. Oh and…
  •	
  K-9 Mark III was a parting gift (and something 
  of an apology) from the Fourth Doctor to Sarah 
  Jane after he left her. Whilst she took a while to 
  notice him (K-9 was accidentally left in a packing 
  crate for three years) he soon became a beloved 
  companion. The original K-9 began travelling with 
  the Fourth Doctor in The Invisible Enemy whilst 
  K-9 Mark II opted to stay with Romana when she 
  departed the TARDIS in Warrior’s Gate (see The 
  Fourth Doctor Sourcebook for both). 
  •	
  K-9 is referred to by Mickey as a ‘tin dog’. 
  He’s been referred to as such before by the 
  Time Lord Drax and the Lady Adrasta (see 
  The Armageddon Factor and The Creature 
  from the Pit, respectively, in The Fourth 
  Doctor Sourcebook).
  •	
  During Sarah Jane and Rose’s argument, 
  Sarah Jane mentions some of the aliens 
  she has met, including mummies (see 
  Pyramids of Mars in The Fourth Doctor 
  Sourcebook), robots (see The Time Warrior 
  in The Third Doctor Sourcebook, Robot, 
  Revenge of the Cybermen, The Sontaran 
  Experiment and The Android Invasion 
  in The Fourth Doctor Sourcebook and 
  The Five Doctors in The Fifth Doctor 
  Sourcebook), anti-matter monsters 
  (see The Planet of Evil, in The Fourth 
  Doctor Sourcebook), dinosaurs (see 
  The Invasion of the Dinosaurs, in The 
  Third Doctor Sourcebook) and the Loch 
  Ness Monster (see Terror of the Zygons, 
  in The Fourth Doctor Sourcebook).
  •	
  The Doctor infiltrates the school by 
  replacing a teacher who has conveniently 
  won the National Lottery. The Eleventh 
  Doctor pulls a similar trick on the staff of 
  Kazran Sardick (see A Christmas Carol in 
  The Eleventh Doctor Sourcebook), and his 
  wedding present to Donna Noble is a winning 
  lottery ticket too.
  •	
  Sarah Jane comments on the spaceship 
  hovering over London at Christmas, which the 
  Doctor and Rose were of course atop (see The 
  Christmas Invasion on pg.52).
  B  RUNNING THE ADVENTURE
  At first glance, this adventure is something of a 
  classic Doctor Who adventure. The Doctor and his 
  companions show up at an otherwise innocuous 
  location, infiltrate it (cue a fair amount of sneaking 
  about), uncover something sinister (cue a fair 
  amount of running), then blow it up to save the 
  day. It’s a formula that can be readily replicated in 
  any location, with any alien, and any group of 
  characters. But, dig a little deeper and you’ll 
  find that there’s more to the adventure than 
  meets the eye, and the clue is in its title. This 
  adventure is not just a classic storyline, but also 
  
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  a nod to the classic era of the show. Not only does 
  it reunite the Doctor with one of his most iconic of 
  companions (and their robot dog), but it features all 
  manner of other nods to the history of Doctor Who. 
  You can do the same in your adventure, bringing back 
  your favourite of the Doctor’s companion for a guest 
  spot (and you’ll find the other Doctor Sourcebooks 
  invaluable for this, as they each contain ready-made 
  character sheets for past companions) and filling 
  the story with all manner of Easter eggs. If your 
  gaming group has been playing for a long time, you 
  can go one step further, and make this adventure 
  about the nostalgia for your campaign – bring back 
  one of the player’s old characters, reuse a favourite 
  villain or revisit a memorable location, then litter 
  the story with all manner of little details that’ll 
  spark fond memories in your players. Of course, 
  there are other ways to run the adventure too:
  A (Role) Call to Adventure
  You could start a new campaign where the players 
  are all children at Deffry Vale, caught up in the evil 
  headmaster’s schemes. You could play this out as a 
  longer series, with them investigating all manner of 
  strange goings on at the school before they discover 
  the truth about the Skasis Paradigm. Have Sarah 
  Jane or the Doctor show up for the climax to help 
  them stop Mr Finch, after which their intelligence 
  might remain enhanced. You could either have 
  them travelling with the Doctor or have Deffry Vale 
  as a growing hub for strangeness, like the rift in 
  Cardiff. That would attract attention and in turn lead 
  Torchwood, UNIT and the rest to the school where 
  the children would be on the front lines for each 
  new adventure.
  Torchwood Involvement
  The same reports that attracted the Doctor and 
  Sarah Jane might attract the attention of Torchwood. 
  In a Torchwood-focused campaign (see pg. 31), the 
  characters might be officers tasked with infiltrating 
  the school. What their aims  are is up to you: 
  eliminating the Krillitane, negotiating with them or 
  stealing the Krillitane oil  would all fit Torchwood’s 
  aims. You could even throw in Sarah Jane and 
  the Doctor arriving as additional complications, 
  perhaps as antagonists rather than allies.
   
  B  THE KRILLITANE
  It is hard to classify the Krillitane, given they are 
  one of the most changeable and adaptable races in 
  the universe. The Krillitane are an aggressive race 
  of warriors and conquerors but they are neither 
  empire builders nor looking to lay waste to the 
  universe. They do not seek land and resources but 
  instead steal the abilities and characteristics of 
  those they defeat.
  Most conquerors that subjugate a population and 
  rule over it begin to take on some of the cultural 
  traits of those they conquer. They learn from their 
  subject’s art, culture and technology and use it to 
  enhance their own. The Krillitane do exactly the 
  same thing, only they steal the physical traits of 
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  those they conquer. For instance, if they subjugate 
  a race that can fly, such as the Bessan, they can 
  steal wings for themselves. It is unclear how this 
  process exactly works but it does not go well for 
  the subjugated race. They may well be absorbed 
  into the fluctuating DNA of the advancing  Krillitane 
  armies. However this absorption may take some 
  time, forcing the Krillitane to actually subjugate and 
  live among the conquered species, rather than just 
  meet them and steal their genetic code.
  Having absorbed so many traits and species, most 
  Krillitane have a personal favourite form. They can 
  cloak their usual form with technology but they 
  can choose to manifest whichever stolen traits 
  they prefer to use, as they see fit. Interestingly, the 
  Krillitane are now so far removed from their original 
  form that their own natural oil is actually toxic to 
  them. This oil grants some of their absorption ability 
  onto other species, allowing them to assimilate 
  information and advance the intellect to a vast 
  degree, if taken regularly. This works especially 
  well on developing life forms such as children.
  The Krillitane are always seeking to advance their 
  form and abilities. Having acquired most of the 
  abilities that might enhance their physical form they 
  are now looking to unlock greater mental power. The 
  next step in their evolution is to gain power over the 
  building blocks of the universe, trying to unlock the 
  MR FINCH/BROTHER LASSAR
  Special – Steal Racial Traits: The Krillitane’s 
  greatest power is the ability to steal the Traits 
  of other races. It is not a quick process and the 
  entire race will usually be subjugated before the 
  Krillitane can take their ability. This can be any 
  Trait – part of their Alien Appearance, a Special 
  Trait, or even things like Additional Limbs. These 
  Traits can be discarded in favour of another.
  Weakness (Major) – Krillitane Oil: The Krillitane 
  have mutated themselves so many times they are 
  unable to come into contact with their own oil. 
  Any contact instantly inflicts 4 levels of damage 
  every Round until it is washed off. 
  Weakness (Minor) – Loud Noises: Their 
  heightened hearing is also a weakness. If 
  subjected to loud noises (loud music, for 
  example), the Krillitane will suffer a -2 penalty to 
  all actions. Incredibly loud noises (sirens, alarms, 
  for example), will leave them completely unable 
  to act unless they spend a Story Point.
  TECH LEVEL: 7 
   STORY POINTS: 6
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  5
  STRENGTH
  3
  Brother Lassar was the leader of the Krillitane on 
  Earth, and spearheaded their plan to crack the Skasis 
  Paradigm. He took on the role of Mr Finch to infiltrate 
  Deffry Vale School.
  SKILLS
  Athletics 4, Convince 4, Fighting 3, Knowledge (Alien 
  Races 6) 4, Subterfuge 2, Survival 4, Technology 2.
  TRAITS
  Alien
  Alien Appearance
  Alien Senses: The Krillitane have very sensitive 
  sonar hearing, allowing them to ‘see’ in the dark. 
  This sonar sense provides them with a +4 bonus to 
  Awareness related rolls.
  Fear Factor (1): Mr Finch is a sinister-looking chap, 
  gaining a +2 bonus on any attempt to actively scare 
  or intimidate.
  Flight (Major): Whilst clumsy in closed in spaces, 
  Krillitane can fly at up to a Speed of 9 in the open.
  Natural Weapon – Teeth and Claws: The Krillitane’s 
  fearsome teeth and claws give them +2 Strength 
  bonus to damage in close combat.
  Shape Shift (Major): One of the alien races the 
  Krillitane assimilated gave them the ability to 
  project a morphic illusion, allowing them to appear 
  in a limited disguise of the species they are trying to 
  conquer.
  
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  Skasis Paradigm, to try to become as powerful as 
  the Time Lords once were. However, the Krillitane 
  would use such power to scourge the universe of 
  light and life for their own enhancement.
  KRILLITANE OIL
  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 +1 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.
  FURTHER ADVENTURES
  •	
  The Skasis Paradigm is an immense, near-
  infinitely complex equation. A great story arc is 
  to have a villain trying to solve it. Imagine the 
  players frantically chasing the Master or the 
  Rani through time as they set up equation farms 
  to solve a little more of the Paradigm each time. 
  The entire campaign could culminate in the 
  players having to decide whether to help the 
  villain try and control the Paradigm, stop the 
  Time Lords from using it to erase the Time War 
  or deciding to use it for themselves.
  •	
  What if the last of the Lords of Light, the Skasis 
  Templar, imprisoned the Beast knowing it 
  would one day rise again? In order to combat 
  it, he encoded himself into the fabric of the 
  universe itself, and hid the key to awaking him 
  in the one place that the greedy were sure to 
  look: a myth about ultimate power. One day, far 
  in the future, when the Beast arises, the Skasis 
  Paradigm will need to be solved, and quickly… 
  THE KRILLITANE
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  4
  The Krillitane’s current form is a four-limbed, 
  almost-gargoyle looking creature with large 
  leathery wings, although this was not their 
  original form by any means. 
  SKILLS
  Athletics 4, Convince 3, Fighting 3, Knowledge 2, 
  Survival 2, Technology 2.
  TRAITS
  (as for Mr Finch, above)
  TECH LEVEL: 7 
   STORY POINTS: 2-4
  SCHOOL REUNION
  
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  •	
  The characters are contacted by a precise, neat 
  woman in her mid 50s. She explains that she 
  is Miss Rush, the protector of Alpha. Alpha is 
  the last original Krillitane. No modifications, 
  no extra genetic material. They want the 
  characters to help get them return to the 
  Krillitane homeworld to speak to its leaders. 
  But can any Krillitane, even Alpha, truly be 
  trusted?
  KENNY
  AWARENESS
  4
  PRESENCE
  1
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  2
  Kenny might be unpopular with his fellow 
  students at Deffry Vale, but that doesn’t stop 
  him from saving the day and becoming a hero. 
  He wasn’t allowed to eat chips at school, so 
  remained unaffected by the Krillitane oil, and he 
  helped the Doctor and Mickey save the world, if 
  not the school.
  SKILLS
  Athletics 2, Convince 3, Knowledge 3, Subterfuge 2.
  TRAITS
  Brave: Kenny’s not going to let an alien invasion 
  put him off! 
  Quick Reflexes: Kenny’s got fast hands from all 
  the games he plays.
  Impaired Senses – Sight: Kenny’s near sighted 
  and takes a -3 penalty on all Awareness checks 
  without his glasses.
  TECH LEVEL: 5 
   STORY POINTS: 5
  K-9
  AWARENESS
  3
  PRESENCE
  1
  COORDINATION
  2
  RESOLVE
  3
  INGENUITY
  7
  STRENGTH
  3
  SKILLS
  Athletics 1, Convince 2, Craft 0, Fighting 1, 
  Knowledge 6, Marksman 2, Medicine 3, Science 5, 
  Subterfuge 1, Survival 1, Technology 6, Transport 2.
  TRAITS
  Boffin: K-9 can create all manner of handy 
  Gadgets.
  Five Rounds Rapid: K-9 may fire his nose 
  blaster during the ‘runners’ or ‘doers’ phase.
  Natural Weapons: K-9 has a Nose Blaster which 
  deals either 4/8/L damage or 2/4/S damage on 
  Stun. His bite really is worse than his bark.
  Obligation (Major): Obey the Master or Mistress 
  (specifically the Doctor, Romana or Sarah Jane)
  Open/Close (Gadget)
  Photographic Memory: K-9 literally has a 
  photographic memory.
  Restriction: Stairs have always been a problem 
  for the little fellow.
  Robot: Or “shooty dog thing”, if you prefer.
  Scan: His ears are little radar dishes.
  Slow: K-9 moves at half normal speed.
  Technically Adept: +2 to any Technology roll to 
  fix a broken device.
  Vortex: K-9 can pilot time craft through the 
  Vortex.
  TECH LEVEL: 10 
   STORY POINTS: 12
  
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  ‘What do monsters have nightmares about?’
  ‘Me! Ha!’
  B  SYNOPSIS
  Paris, 17th century, and SS Madame de Pompadour, 
  51st century
  In 17th century Paris, Reinette Poisson was fleeing 
  for her life. Clockwork monstrosities had invaded the 
  Palace at Versailles. In hiding, Reinette reassured 
  those with her that help was coming, then leant 
  over and called for the Doctor through the room’s 
  fireplace…
  In the 51st century, the Doctor, Rose and Mickey 
  arrived aboard an abandoned spaceship. Mickey was 
  overjoyed to have got a spaceship on ‘his first go’. But 
  the Doctor was concerned; the ship was stationary 
  but the engines were running at full power. As they 
  looked around, the Doctor found an elaborate, 
  original 16th century fireplace. He noticed another 
  room on the opposite side of it which Rose pointed 
  out was impossible as the room they were in was 
  on the edge of the ship. Then a little girl appeared in 
  the impossible room and she and the Doctor began 
  to talk. She explained that her name was Reinette 
  and she lived in Paris in the 17th century. The Doctor 
  realised the fireplace was being used as some sort 
  of time window and, after tampering with it, yanked 
  a lever. The fireplace rotated in place and the Doctor 
  found himself in France.
  As he chatted to Reinette, he noticed something odd: 
  the room was filled with ticking but the clock on the 
  fireplace was broken. The Doctor told Reinette to 
  stay still in the middle of the bed and looked under 
  it. He discovered a robot, perfectly dressed for the 
  time period. It attacked Reinette and the Doctor led 
  it away, back to the fireplace and through it to the 
  ship. There, he doused it with a fire extinguisher and 
  knocked it out. He examined it and was amazed to 
  find it was clockwork! 
  Without warning, the Clockwork Robot teleported 
  away and the Doctor warned Rose and Mickey not to 
  go looking for it. He returned to Reinette’s bedroom 
  and discovered years had passed and she was now 
  a young woman. He realised who Reinette truly 
  was: Madame de Pompadour, the King’s Mistress. 
  Back on the ship he found Mickey and Rose had 
  ignored his advice. They’d been exploring and had 
  discovered the ship had organic components. 
  Along with Arthur, a horse, who had wandered 
  through one of the time windows, the three explored 
  the ship and found several other windows. They 
  were all pointed at different parts of Reinette’s 
  life and in one, they saw her being menaced by a 
  Clockwork Robot. The Doctor stepped through, 
  immobilised it and asked her to ask the Clockwork 
  Robot questions. To her amazement, it obeyed her 
  and explained what was going on; the Clockwork 
  Robots were repair androids for the vessel and had 
  been trying to repair damage from an ion storm. 
  THE GIRL IN THE FIREPLACE
  THE GIRL IN THE FIREPLACE
  
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  They did not have the parts and Mickey realised 
  what the Clockwork Robots had used instead: the 
  crew. The Clockwork Robot explained one further 
  part was needed from Reinette and when Rose 
  asked why it had chosen her it said “We are the 
  same”. Disgusted, Reinette banished it. The Doctor 
  sent Rose and Mickey back to the ship and read 
  Reinette’s mind. To his amazement, she returned 
  the favour and sympathised with his miserable 
  childhood. She dragged him out onto the dancefloor, 
  insisting “all lonely boys must learn to dance.”
  On the ship, Rose and Mickey were captured by the 
  Clockwork Robots and about to be disassembled. 
  The Doctor returned, seemingly blind drunk and 
  lulled the Clockwork Robots into a false sense of 
  security before using Multi-Grain Anti Oil to shut 
  them down. He explained two things; firstly he may 
  have invented the Banana Daiquiri two centuries 
  early and secondly why the Clockwork Robots kept 
  scanning Reinette. The ship had been commissioned 
  37 years ago and the Clockwork Robots had decided 
  Reinette would be ‘complete’ on her 37th birthday 
  and would kill her then and harvest her brain. 
  The Doctor tried to shut down the time windows but 
  realised he couldn’t because a Clockwork Robot 
  was still in the past. He sent Rose to warn Reinette 
  and the two women talked about the future, and the 
  Doctor, until Mickey passed along the message that 
  the Doctor had found the window. Reinette followed 
  them through to the ship and was amazed by what 
  she saw. She was tempted to join the Doctor but, 
  when she heard herself begging for help through one 
  window, realised she had to take the ‘slower path’
  Back on the ship, the Doctor, Rose and Mickey found 
  the window to Reinette’s 37th year but the Clockwork 
  Robots had sealed it off, meaning anyone who went 
  through would be trapped in the past. Despite this, 
  the Doctor, with Arthur, rode through the window. 
  The resulting shockwave destroyed all the other 
  windows. The robots had lost. They wound down as 
  they realised this and the Doctor realised he had to 
  adjust to life on the ‘slower path’.
  Reinette showed him to a nearby room that 
  contained the fireplace from her childhood. She 
  had it moved there and rebuilt exactly. The Doctor 
  realised that it was offline when the other windows 
  blew out, but because the windows relied on 
  physical connections there was a chance it still 
  worked. He asked Reinette to wish him luck and 
  she, to his surprise, said “No” as he returned to the 
  future.  The last time the Doctor returned through 
  the portal, years had passed. The King told him 
  he had just missed Reinette; her coffin was being 
  taken away. The King gave the Doctor a letter from 
  Reinette. When he read it, in the 51st century, it 
  explained how much she wanted to see him again 
  but that she was growing weaker every day. Numb 
  with grief, the Doctor shut the time portals down 
  and they left, still with no idea why the Clockwork 
  Robots had been obsessed with Reinette.
  As the TARDIS dematerialised, a painting on the wall 
  behind it came into view. It was of Reinette. Outside, 
  the ship’s name spun into view: the SS Madame de 
  Pompadour.
  CONTINUITY
  •	
  The Doctor was going to use Zeus plugs from 
  the TARDIS to close the time windows, but 
  couldn’t find any. The Fourth Doctor was last 
  seen with them (see The Hand of Fear in 
  The Fourth Doctor Sourcebook).
  •	
  Madame Reinette asks the Doctor the 
  first question, “Doctor who?” (see 
  The Wedding of River Song in The 
  Eleventh Doctor Sourcebook).
  •	
  The Tenth Doctor, very much like his 
  predecessor, likes bananas (see 
  The Doctor Dances in The Ninth 
  Doctor Sourcebook), even going 
  so far as to invent the banana 
  daiquiri. 
  •	
  Madame Reinette refers to the 
  Doctor as her ‘imaginary friend’, 
  much like Amy Pond later does 
  (see Eleventh Hour in The 
  Eleventh Doctor Sourcebook).
  •	
  The SS Madame de Pompadour 
  had a sister ship, the SS Marie 
  Antoinette, which similarly goes 
  awry, forcing its Clockwork 
  Robots to take the long route 
  through time as well (see Deep 
  Breath in The Twelfth Doctor 
  Sourcebook).
  B  RUNNING THE ADVENTURE
  There are two key elements to running this 
  adventure: the mystery surrounding the Clockwork 
  Robots, and the fleeting glimpses the characters 
  get into Madame de Pompadour’s life. It’s the 
  jarring juxtaposition between the futuristic, if 
  anachronistic, spaceship, and historic France 
  that makes this adventure so compelling.
  
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  THE CLOCKWORK MENACE
  The characters begin in the future, investigating 
  a seemingly abandoned ship or menaced by 
  Clockwork Robots. Where have the crew gone, 
  and what do the Clockwork Robots want? The 
  mystery here is fairly compelling, even before you 
  introduce the time-travel elements with the girl in 
  the fireplace. The characters might find themselves 
  being chased through a semi-organic spaceship, as 
  the robots try to harvest them for parts. Perhaps 
  it is the characters who inadvertently lead the 
  Clockwork Robots to Reinette, by opening up a time 
  window to escape through?
  You could switch it up so that the Clockwork Robots 
  are scattered through history looking for parts, 
  or trying to zero in on Reinette by taking the long 
  way through time. Alternatively, have the ship’s 
  time windows constantly in flux, meaning that the 
  Clockwork Robots keep showing up dressed oddly 
  in unusual times. A Clockwork Robot dressed as a 
  pilot from the Second World War would certainly 
  draw attention if it turned up in modern-day 
  Heathrow! You could even go so far as to reverse the 
  perspective: to have the characters in the past, and 
  to have time windows opening up at various different 
  times. The adventure then becomes something of 
  a hunt for them to track them down as they open, 
  perhaps leading them on a merry trail through the 
  courts of 17th century Europe!
  MADAME DE POMPADOUR
  The second, equally important, element to the 
  adventure is Reinette. This adventure is, at its heart, 
  a doomed romance. The Doctor and Reinette have 
  instant chemistry and it’s implied that he would 
  at least considered the possibility of abandoning 
  his life in the TARDIS for her. That sort of depth of 
  feeling is very difficult to recreate in your own game 
  without forward planning so, before you consider 
  running the adventure, sit down with whichever 
  one of your players you see as taking on this role 
  in the story and see if this is what they want. If it is, 
  ramp up the emotion between them and Reinette as 
  honestly as possible. Of course, you needn’t include 
  the romantic element in your own adventure if 
  you don’t want to. You can still split the adventure 
  between the past and the future, interweaving 
  moments from Reinette’s life into the plot – after 
  all, the players don’t have to be in love with her to 
  save her, do they? 
  You can change things up easily enough too by using 
  another historic character. How might the adventure 
  look if it was the SS Marie Antoinette or the SS 
  Napoleon Bonaparte? The adventure might have a 
  similar flavour, but proceed in a very different way!
  TIME WINDOWS (SPECIAL GADGET)
  Time Windows are a fantastically useful, and very 
  difficult to maintain, piece of equipment. They work 
  from the Blinovitch Commonality Principle, which 
  states that an object that exists in the launch time, 
  and also in the destination time, can be rendered 
  temporally ‘translucent’. Essentially, the two time 
  periods the object exists in become linked by the 
  object itself. In the case of a transparent surface 
  such as a window or mirror, they can be used as 
  viewing portals. In the case of a piece of furniture, 
  such as the fireplace, they can be ‘flipped’ and used 
  as an extremely odd time machine. The Doctor, 
  when he rides the fireplace into Reinette’s room, 
  isn’t actually moving in space. He’s standing on 
  the fireplace in the 51st century, he just swaps that 
  version out for the one in Reinette’s bedroom. 
  For all their apparent elegance and ease of 
  movement between times, Time Windows are both 
  fragile and extremely power hungry. Destroying 
  one will cause a chain reaction that will destroy 
  every other Time Window connected to that time 
  period, potentially trapping characters on the 
  wrong side. Simply keeping them open requires TL 
  8 or higher equipment, such as a the quantum drive 
  of a spaceship operating at full power
  Traits: Bulky (Major Bad), Hungry (Major), Networked, 
  Restriction (Can only be used to travel to time period 
  of object’s life), Transmit, Vortex.
  ZEUS PLUGS
  Zeus Plugs are, in a sense, the polar opposite of 
  Anti-Oil. Made using Nanogene technology, they 
  serve two purposes; storing power and releasing it. 
  A Zeus Plug will connect to any electrical system 
  and either as a battery or close a connection, 
  repairing the system. 
  In exceptional circumstances (and yes you could 
  absolutely say an invasion of Clockwork Robots 
  is such a circumstance if you wanted to), the Zeus 
  Plug can be used to release that energy, causing 
  inflicting damage (4/6/L) on a nearby target. 
  In normal circumstances, if they can be found, they 
  are considered a standard part of the TARDIS tool-
  kit (see The Time Traveller’s Companion, pg. 103).
  THE GIRL IN THE FIREPLACE
  
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  MULTI-GRADE ANTI-OIL (MINOR GADGET)
  Anti-Oil is a non-Newtonian liquid, meaning it also 
  acts as a solid if enough pressure is exerted on it. In 
  the case of Anti-Oil, that pressure is supplied by the 
  moving parts of any machine. The moment Anti-Oil 
  is introduced into a system, it locks up and can only 
  be removed by high pressure compressed air or 
  water jets. As the Doctor comments, “If it moves, it 
  doesn’t” and he’s not exaggerating. The best way to 
  repair damage caused by Anti-Oil is to buy another 
  engine.
  In game terms, if applied to a creature with the 
  Cyborg or Robot traits, or to a vehicle or machine 
  of any kind, they are permanently immobilised as 
  though Stunned until the Anti-Oil can be cleaned 
  from their system.
  Traits: Disable (Minor), Restriction (Machinery only).
  Story Points: 1 
  FURTHER ADVENTURES
  •	
  The Time Windows are such a beautiful piece 
  of technology you can’t help but use them again 
  in your adventures. Perhaps the Time Windows 
  become adopted as standard Torchwood 
  procedure for observing historical figures? 
  Park a ship somewhere safe, fire up the 
  windows and start taking notes? Until someone 
  decides to go a step further and step through…
  •	
  The characters arrive in the Dagmar Cluster, 
  onboard a fully crewed SS Madame de 
  Pompadour as an ion storm is whipping up. 
  Suddenly finding themselves stranded onboard 
  a ship as it starts to malfunction, can they find a 
  way to stop the Clockwork Robots as they begin 
  to harvest the crew, or can they escape?
  •	
  A portrait of Madame de Pompadour has hung 
  in every major gallery on the planet for 500 
  MADAME REINETTE DE POMPADOUR
  Empathic: Reinette can read people instinctively 
  and gains a +2 on any roll concerning someone 
  else’s emotional state.
  Impulsive: Reinette is led by her heart, not her 
  head.
  Friends (Major): The darling of the court, 
  Reinette has no shortage of allies and can call on 
  the King’s own staff. Plus, she has a Time Lord in 
  her fireplace too.
  Indomitable: +4 to resist becoming possessed 
  or psychically controlled. Perhaps that’s why the 
  Clockwork Robots wanted her brain… 
  TECH LEVEL: 3 
   STORY POINTS: 6
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  5
  STRENGTH
  3
  Reinette Poisson is an intelligent, perceptive, wry 
  young woman. She has no fear and she has often been 
  asked why. Her answer is always the same; she has an 
  unswerving faith in herself and her abilities and she 
  knows she is protected. Reinette would have got to 
  her position without ever having met the Doctor, she 
  knows that. She also knows it’s a rare privilege to have 
  met your own childhood friend.
  SKILLS
  Athletics 2, Convince 4, Craft 4, Knowledge 5, 
  Medicine 2, Science 2, Subterfuge 4, Survival 1, 
  Technology 2, Transport 1.
  TRAITS
  Attractive: Madame de Pompadour is one of 
  history’s greatest beauties, able to turn the heads of 
  Kings and Time Lords alike.
  Brave: Reinette gains a +2 bonus to all Resolve rolls, 
  such is her bravery.
  Charming: Reinette’s wit is legendary.
  Distinctive: Reinette is well known all over France, 
  and receives a -4 penalty to any attempt to conceal 
  herself in crowds.
  
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  years. Someone has died each time it’s been 
  exhibited, their bodies horribly mutilated. Each 
  time the method of death is different but each 
  death occurred at the exact same time. Now, 
  a Torchwood Archive special unit have taken it 
  to an old abandoned moonbase for study. The 
  portrait is never observed directly for safety. 
  But when the TARDIS doors open onto it it’s a 
  little hard to miss. Now the characters have 
  less than 24 hours to solve the Pompadour 
  curse or they’ll become its latest victims. And 
  why can they hear ticking all of a sudden?
  CLOCKWORK ROBOTS
  Awareness and Technology (or Medicine).
  Technically Adept: The robots are very good at 
  fixing things and adapting the technology of the 
  ship.
  Teleport: When in danger and needing to escape 
  capture, the Clockwork Robots can teleport to 
  safety (but only 500m or so away).
  TECH LEVEL: 8 
   STORY POINTS: 2-4
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  2
  STRENGTH
  5
  SKILLS
  Fighting 2, Medicine 1, Science 2, Technology 5, 
  Transport 1.
  TRAITS
  Boffin: Clockwork Robots are very ingenious in their 
  creation of parts for the ship, managing to cobble 
  together parts from machine and living flesh or 
  opening Time Windows.
  By the Book: The Clockwork Robots follow their 
  programming to the letter. 
  Dependency (Major Bad): The robots must return 
  once every few hours to the ship to be wound.
  Natural Weapons – Spikes: The Clockwork Robots 
  are equipped with sharp tools for repairing the 
  ship that do nasty damage when used in a fight. 
  These tools give the robot +2 to their Strength when 
  determining damage.
  Robot
  Scan: Short range scan for determining damage to 
  the ship, and locating parts, providing a +2 bonus to 
  Humans have always found a need for robots, and in the 51st century they perfected the design in style. 
  While programmed for menial maintenance tasks, the clockwork robots are still a work of art. The robots 
  themselves are simple humanoid forms encased in transparent toughened plastic. Their gold and brass 
  gears can easily be seen ticking away and they go about their tasks. The constant ticking sound they make is 
  audible, but not much louder than a clock. While it might seem a step backwards in design, using  clockwork 
  has several advantages. The robots require only the occasional winding up, something other robots can 
  be programmed to do regularly. On a spacecraft, this has the advantage of not draining the ship’s power 
  supplies, and in the event of a systems failure the robots can keep working. As the Clockwork Robots have no 
  conventional computer systems, their brains are based more on the clockwork computer theories of Charles 
  Babbage and Ada Lovelace. 51st century technology has refined the system so their clockwork minds can 
  process and store enough data to carry out complex tasks. Unfortunately the binary gears that make up 
  their thought processes are extremely linear and pedantic. Like many robots they lack a capacity for abstract 
  thought, forcing them to carry out their programming in a very literal way. As the crew of the SS Madame de 
  Pompadour  discovered, it wasn’t enough to program the robots to ‘repair the ship’, they should have specified 
  that some parts were inappropriate. It doesn’t mean that they are stupid, however – they did manage to use 
  the ship’s quantum drive to open multiple ‘Time Windows’.
  THE GIRL IN THE FIREPLACE
  
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  ‘You will be deleted.’
  B  SYNOPSIS
  London, Pete’s World, 2007
  The Doctor, Rose and Mickey were travelling through 
  the Vortex when, without warning, it disappeared. 
  Ripped away from the source of its power, the 
  TARDIS died and the Doctor, in shock, warned them 
  that they were now trapped in a lost dimension, 
  a Silent Realm. One that, as Mickey pointed out, 
  looked a lot like London. London in the present day 
  in fact. Well… aside from the Zeppelins.
  The Doctor realised they were in a London but not 
  their London. The TARDIS had been thrown into 
  a parallel universe. That was very bad, and the 
  Doctor barely finished warning his friends about 
  the dangers of a parallel world when Rose was 
  distracted by a poster for Vitex health drink. One 
  featuring her father…
  Elsewhere, billionaire genius John Lumic had 
  successfully developed a cybernetic body to transfer 
  a human brain into. He was refused permission 
  to begin doing this by the British President. 
  Enraged, Lumic ordered his associate, Mr 
  Crane, to begin tests anyway. Crane rounded 
  up a group of homeless people and began 
  converting them. Unbeknownst to him, Jake, a 
  member of the Preachers, filmed it.
  The Doctor and Mickey had left Rose to think 
  and gone back to the TARDIS. The Doctor was 
  overjoyed to find a tiny light still on under the 
  console. He explained that the TARDIS drew 
  power from its home universe and they could 
  use the tiny scrap in the light to recharge. 
  He transferred the energy of 10 years of his 
  life into the crystal and the TARDIS began to 
  power up. They would be stuck for another 24 
  hours, not forever as he had first feared.
  With a way home secured the Doctor was far 
  happier about exploring the new universe. 
  However, he still forbade Rose from going 
  to see her family. Rose ignored him and 
  Mickey stormed off, upset about something. 
  The Doctor caught up with Rose and she 
  explained Mickey had been raised by his 
  grandma who had died a few years before the 
  Doctor met them. Not far away, Mickey arrived at 
  his old house and broke down in joyful tears when 
  his grandmother answered the door. Before he 
  could get caught up though, he was captured by the 
  Preachers. This universe’s Mickey, called Ricky, led 
  them and was London’s most wanted…
  The Doctor and Rose discovered that almost 
  everyone on Earth wore EarPods, Bluetooth-style 
  headsets. They were built by Lumic’s company and, 
  realising he was going to be at Rose’s family’s party, 
  the Doctor agreed to go undercover there.
  That night, the party was in full swing and the 
  British President was one of the guests. He was 
  mid-speech when Lumic’s newly converted troops 
  stormed the building. The Doctor recognised them 
  for what they were: Cybermen.
  The Doctor, Rose and Pete fled but were cornered 
  by Cybermen. The Doctor used an energy discharge 
  from the TARDIS crystal to kill them and the Preachers 
  arrived and helped them escape. Pete revealed he’d 
  been their inside man all along. Elsewhere, Lumic 
  activated every EarPod in London and the entire 
  RISE OF THE CYBERMEN/THE AGE OF STEEL
  
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  populace began filing towards Battersea Power 
  Station, where Lumic was planning on converting 
  them all…
  It didn’t take long for the Preachers to get in trouble 
  and Ricky was killed by the Cybermen. The survivors 
  formed a plan of attack; Mickey and Jake would 
  destroy the transmitter controlling the EarPods, 
  Rose and Pete would infiltrate the station to try and 
  find Jackie whilst the Doctor and Mrs Moore, the 
  last Preacher, would sneak in through the tunnels 
  beneath the facility.
  Mickey and Jake successfully destroyed the 
  transmitter, with the inadvertent help of a Cyberman 
  left to guard it. The non-converted Londoners fled 
  in a panic but it was too late for Jackie; Rose and 
  Pete found the Cyberman she had become and were 
  taken to see Lumic. Beneath them, The Doctor and 
  Mrs Moore crept through tunnels lined with dormant 
  Cybermen. All seemed to be going well until Mrs 
  Moore was killed and the Doctor, identified as non-
  human, was taken to Lumic for questioning. He 
  arrived just after Rose and Pete. They discovered 
  Lumic had been forcibly upgraded into the Cyber 
  Controller. The Doctor deduced, having dissected 
  one of the Cybermen, that they could only function 
  because their emotions had been inhibited. If that 
  emotion chip was overridden, they would be killed 
  by the sheer horror of realising what they’d become. 
  Banking on Mickey and Jake being successful, he fed 
  them the information they needed to shut the inhibitor 
  down. They succeeded and the Cybermen died from 
  shock as they realised what they’d become.
  The ensuing chain reaction began to destroy the 
  power station and the Doctor, Pete and Rose 
  were only saved by Mickey using the Zeppelin’s 
  emergency rope ladders to get off the roof. Lumic 
  pursued them but was destroyed when Pete used 
  the Sonic Screwdriver to break the ropes.
  The Doctor warned Jake that Lumic had cyber 
  conversion factories elsewhere in the world and 
  he still had a lot to do. Mickey decided to stay in 
  this universe, partially because of his Grandma 
  and partially because he finally accepted that his 
  relationship with Rose was over. After tearful 
  goodbyes, Rose and the Doctor returned to their 
  universe whilst Mickey and Jake set off for the next 
  cyber factory.
   
  CONTINUITY
  •	
  The destruction of Gallifrey and the Time Lords 
  has meant that it is nearly impossible to travel 
  between universes. This is not the only parallel 
  universe the Doctor has travelled to (see also 
  Inferno, in The Third Doctor Sourcebook, or 
  Battlefield in The Seventh Doctor Sourcebook).
  •	
  In the event of a catastrophic crash landing, 
  gas masks drop from the ceiling above the 
  TARDIS console. The Doctor first met the 
  Cybermen back in The Tenth Planet (see 
  RISE OF THE CYBERMEN/THE AGE OF STEEL
  
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  THE TENTH DOCTOR SOURCEBOOK
  The First Doctor Sourcebook). However, strictly 
  speaking these aren’t the same Cybermen as 
  they’re from an alternate universe. 
  •	
  The Doctor has used emotions to overpower 
  the Cybermen (see The Invasion, in The Second 
  Doctor Sourcebook).
  •	
  The Doctor’s plan to attack Cybus Industries 
  – “above, below, between” – uses the nursery 
  rhyme the Second Doctor used to find the 
  entrances to the Tomb of Rassilon.
  •	
  In this reality, Great Britain has a President, not 
  a Prime Minister.
  B  RUNNING THE ADVENTURE
  This adventure works well as a way to introduce 
  the Cybermen into your campaign, or, perhaps, a 
  reintroduction if your players have defeated them 
  already. To do this, there are a couple of beats you 
  need to hit to really convey the tone of the adventure.
  THROUGH THE LOOKING GLASS 
  This is our world, a quarter turn to the left. There’s a 
  lot the same, a lot that’s better, but some things that 
  are demonstrably much worse. Why is there a curfew? 
  It’s nothing to do with Cybus, at least not yet… 
  Find things, or places, the characters have already 
  encountered and twist them. Like how Jackie Tyler 
  is rich and snobbish in this world, how Mickey (or 
  Ricky) is brave, how Pete is, well, not dead. Like the 
  Doctor says, this is a Gingerbread House universe. 
  Make it irresistible for your group to take a bite and 
  then bite back.
  NETWORKED WORLD 
  The other theme is humanity’s embrace of 
  technology. EarPods are the norm here, and there 
  are hints of something interesting happening to 
  humanity long before Lumic gets involved, as they 
  take steps to voluntarily upgrade themselves long 
  before the Cybermen get involved. The EarPods 
  regulate not only information but response to 
  information, meaning people’s emotional states are 
  starting to synchronise. Look at the reaction to the 
  daily joke that gets downloaded.
  Make sure the EarPods are so ubiquitous that anyone 
  who doesn’t have them seems odd. Treat them like 
  the greatest smartphone in the world, make players 
  feel like they’re missing out by not having them. But 
  conversations with their wearers are distracted, off 
  kilter; people are constantly paying attention to the 
  information coming through their EarPods, as much 
  or more than what’s in front of them. Humanity is 
  starting to become a hive mind, long before Lumic’s 
  big ideas. Who knows what would have happened in 
  this universe without him? 
  MRS MOORE
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  ‘Mrs Moore’ had a quiet life as a Cybus engineer 
  before everything started going to hell. Then she 
  read a file she shouldn’t have, got the merest hint 
  of Lumic’s plan and found her life turned upside 
  down. Grounded, sensible and resourceful, she’s 
  the backbone of the Preachers, driving their blue 
  van and acting as their resident techie. 
  SKILLS
  Athletics 1, Convince 3, Knowledge 5, Medicine 3, 
  Science 3, Technology 4, Transport 4.
  TRAITS
  Boffin: Mrs Moore was one of Cybus Industries’ 
  top engineers and can make all manner of 
  gadgets.
  Brave
  Insatiable Curiosity: Mrs Moore read one too 
  many files, conducted one too many searches at 
  Cybus Industries.
  Technically Adept: Mrs Moore is an instinctive 
  engineer and gains a +2 bonus to all Technology 
  rolls. 
  TECH LEVEL: 5 
   STORY POINTS: 3
  
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  RICKY
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  2
  STRENGTH
  4
  Ricky is the leader of the Preachers. He’s a fierce 
  man, a wanted man. A man with a lot of parking 
  tickets. But that’s not the point. The point is, 
  Ricky is brave enough to look at the world around 
  him, realise something’s wrong and help change 
  things. He’s a hero. And those parking tickets 
  were him fighting the system in his own way. 
  SKILLS
  Athletics 3, Convince 2, Knowledge (Earth Culture 
  5) 3, Science 2, Technology 5, Transport 2.
  TRAITS
  Adversary: Ricky is London’s Most Wanted. For 
  parking tickets.
  Brave: Ricky is everything Mickey is not, but 
  could one day be.
  Charming: Ricky is the leader of the Preachers.
  Double: Ricky Smith looks a lot like Mickey 
  Smith.
  Quick Reflexes: Whether wielding an automatic 
  rifle or a Playstation controller, Ricky is quick 
  fingered.
  Technically Adept: Ricky knows his way around 
  a computer.
  Tough: Ricky is not easily put down.
  TECH LEVEL: 5 
   STORY POINTS: 2
  JOHN LUMIC
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  1
  RESOLVE
  6
  INGENUITY
  4
  STRENGTH
  1
  John Lumic was a brilliant scientist and 
  businessman, but his body was dying. Lumic 
  became determined to upgrade all of humanity 
  into Cybermen with him as their god. Mr Crane, 
  Lumic’s lifelong friend, saw the insanity of the 
  plan and severely damaged Lumic’s life support 
  chair in an assassination attempt. As Lumic 
  slowly died, he called out for his Cybermen to help 
  him. Their logic determined that the only way to 
  save Lumic was to upgrade him. He became the 
  Cyber Controller. His reign was short lived when 
  the Controller fell from an air ship into a burning 
  Cyber-Factory. 
  SKILLS
  Convince 4, Craft 6, Knowledge 6, Medicine 4, 
  Subterfuge 6, Technology 6.
  TRAITS
  Boffin: A gifted engineer, Lumic intends to save 
  humanity from itself.
  Dependency: Lumic is confined to his life 
  support chair.
  Obsession (Major): Lumic is not ready to give in 
  to death just yet.
  Technically Adept: Just because he can make 
  something, does not mean Lumic should.
  Selfish
  TECH LEVEL: 5 
   STORY POINTS: 5
  RISE OF THE CYBERMEN/THE AGE OF STEEL
  
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  TORCHWOOD IN PETE’S WORLD
  The existence – and role – of Torchwood in 
  Pete’s World is public knowledge, or at least 
  public enough to be mentioned on the radio. 
  That’s an interesting line to take, especially 
  if you pay it off with some of the later 
  adventures. Have Torchwood learn from the 
  horrors of Canary Wharf and slowly rebuild 
  as a public force for good. An organisation 
  less concerned with rebuilding the British 
  empire and more concerned with building a 
  better world has a lot to recommend it.
  TARDIS POWER CRYSTAL
  The tiny power crystal the Doctor retrieves 
  from the TARDIS is a system of absolute last 
  resort. The last vestige of the TARDIS’ power 
  resides there and if the ship is ever damaged, 
  or ripped from its universe, that will be the 
  last thing to go. A character may permanently 
  expend a Story Point to rekindle the spark 
  of energy within it, allowing it to regenerate 
  fully within a day.
  EMP BOMB (MINOR GADGET)
  EMP bombs have no effect on creatures that are 
  entirely biological, but they wreak havoc with 
  cybernetic organisms.
  Traits: Zap (Minor, 4/L/L damage), Restriction (Only 
  works on Cyborgs or characters wearing EarPods).
  EARPODS (MAJOR GADGET)
  One part smart phone, one part outboard brain, the 
  EarPods were a ubiquitous fashion item on Pete’s 
  World, which turned out to be a Cyberman ploy to 
  mind control humanity. There have been several 
  variants, including the copper and brass ones built 
  by the Cybermen in Victorian London (see The Next 
  Doctor on pg. 227) and Torchwood’s earpieces hacked 
  by the Cybermen prior to the Battle of Canary Wharf 
  (see Army of Ghosts/Doomsday on pg. 106). In all 
  instances, while the wearer of the device benefits 
  from the Transmit Trait, the Cybermen may attempt 
  to possess them, as per the Hypnotism (Special) 
  Trait (see the Doctor Who Roleplaying Game Core 
  Rulebook for more information on this).
  Traits: Hypnotism (Special), Networked, Transmit, 
  Dark Secret.
  Story Points: 2 
  DOUBLE (MINOR TRAIT)
  The character is the dimensional alternate of a 
  character the players have already met. They have 
  the same physical appearance, abilities and skills 
  but there are several important differences in their 
  personality. 
  Effects: If the character is a member of the party, 
  define this by discussing what the player wants to do 
  differently. If they’re a non player character, define 
  this by picking two Traits and reversing them (a 
  Cowardly character is now Brave, a character with 
  arachnophobia has a pet spider, that sort of thing). 
  The character can also pass as his double with 
  little effort, requiring a much harder Awareness + 
  Ingenuity test (Difficulty 18) to tell them apart.
   FURTHER ADVENTURES
  •	
  At some point the two different versions of 
  the Cybermen either meet or follow near 
  identical evolutionary paths. There’s a ton of 
  fun opportunities there for characters to try and 
  stop the two combining forces. Or, better still, 
  stopping them from all-out war with innocents 
  caught in the middle.
  •	
  What about this universe’s John Lumic? Is he 
  alive? If so is he researching Cybermen, perhaps 
  based on previous encounters UNIT and the 
  Doctor have had with them? Is he a good guy? 
  What’s he going to do when he finds out what his 
  alternate self did?
  •	
  The TARDIS is thrown out of the Vortex by a 
  colossal shockwave. It arrives on a Cyberman 
  battleship, one that’s half in this world, half in 
  the Void. The Mondasian Cybermen are using the 
  temporal engines to break through and rescue 
  their alternate brothers and if they succeed, they 
  won’t just tear a hole in the universe, they’ll let 
  every horror in the Void loose.
  
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  THE TENTH DOCTOR SOURCEBOOK
  ‘They took her face and just chucked her out in the 
  street. As a consequence that makes this simple… 
  very, very simple. Because now, Detective Inspector 
  Bishop, there is no power on this Earth that can stop 
  me!’
  B  SYNOPSIS
  London, Earth, 1953
  1953, just before the Queen’s Coronation. In Magpie 
  Electricals, a small London electronics shop, Mr 
  Magpie was on the verge of bankruptcy. Heartbroken, 
  he barely noticed as a red lightning bolts hit the 
  antenna of his shop. A TV announcer – a polite, 
  cheerful woman – appeared on the screen even 
  though programming had finished. She talked to 
  Magpie and then absorbed his face as he screamed 
  helplessly…
  The Doctor and Rose arrived in Muswell Hill, London, 
  not long after. The plan was an Elvis concert in New 
  York but they missed a bit. As they rode on a moped 
  that the Doctor had in the TARDIS, he noticed a 
  person with a blanket over his head being abducted 
  into a car. They chased the abductors but the car 
  seemed to vanish.
  Posing as Royal Inspectors, the Doctor and Rose 
  investigated the kidnapping and found their way to 
  the Connolly house. There, they soon realised that 
  patriarch Eddie Connolly was a monster, a man 
  who bullied his wife Rita, belittled his son Tommy 
  and refused to acknowledge that something was 
  dreadfully wrong with Rita’s mother, who lived 
  upstairs. The Doctor and Rose were in the middle of 
  digging deeper when two men appeared, attacked the 
  Doctor and dragged Rita’s mother away. The Doctor 
  pursued them but Rose stayed behind. She noticed 
  something odd about the TV set in Gran’s room…
  The Doctor tracked down the kidnap victim in a 
  cage surrounded by other people. None of them 
  had faces. As they began to turn on him, the 
  kidnappers rescued him and revealed they were 
  police officers, then dragged the Doctor away. 
  Back at the house, Rose continued to investigate 
  the TV and found the label; Magpie Electricals. She 
  went to the shop and confronted the guilt-ridden 
  Mr Magpie. He tried to get her to leave but the 
  newsreader reappeared and introduced herself 
  as the Wire. Yelling that she was hungry, the Wire 
  absorbed Rose’s face, as Magpie watched in horror, 
  desperately apologising.
  At the police yard, Detective Inspector Bishop was 
  quickly convinced of the Doctor’s ability to help. He 
  explained that they’d been acting on tip offs from an 
  informant and had only been hiding the faceless as 
  they have no idea what to do about them. Rose was 
  brought in as they talked and the Doctor, seeing what 
  had been done to her, vowed to stop it.
  THE IDIOT’S LANTERN
  THE IDIOT’S LANTERN
  
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  THE TENTH DOCTOR SOURCEBOOK
  As the coronation neared, the Doctor returned to 
  the Connolly house. He questioned Tommy who 
  admitted his Gran had been watching TV when she 
  had been afflicted. Confronted by his father again, 
  Tommy left with the Doctor and the Inspector to 
  go to Magpie Electricals. At the same time, Eddie 
  admitted he’d been the one informing on the victims 
  in the street and, disgusted, Rita threw him out.
  At Magpie Electricals, the Doctor discovered a 
  bank of TVs, each holding a different face, one 
  of them Rose’s. The Doctor questioned Magpie 
  and the Wire appeared. She explained she had 
  been killed by her own people and needed mental 
  energy to reconstitute herself. She planned on 
  using the Coronation to absorb a vast amount from 
  the viewers and tried to absorb the Doctor, the 
  Inspector and Tommy. The Doctor broke her feeding 
  pattern using his Sonic Screwdriver, but not before 
  she had fed off the Inspector, trapping him in one 
  of the TV sets. All three men were knocked out and 
  by the time they came to, Magpie had fled with the 
  portable TV containing the Wire.
  Realising she’d need the antenna at Alexandra 
  Palace, the Doctor quickly assembled a device to 
  stop her, with Tommy’s help. They raced to Alexandra 
  Palace where Magpie was already halfway up the 
  transmitter tower. The Doctor ordered Tommy to 
  keep the device he’d built plugged in and, trailing 
  wire, climbed the tower after Magpie.
  The Wire tried to electrocute the Doctor but his 
  rubber-soled trainers grounded the charge. As 
  Magpie connected his device, he pleaded with the 
  Wire for peace and she complied by incinerating 
  him. The Doctor connected his device but a fuse 
  blew and Tommy has to rush to change it. At the 
  last minute, he succeeded and the Doctor dragged 
  the Wire out of the TV set and into a video cassette 
  he had constructed, 30 years ahead of its time; a 
  Betamax video cassette.
  Returning to the ground, the Doctor found all the 
  Wire’s victims had their minds and faces restored. 
  He and Rose were reunited on Tommy’s street and, 
  as a reward, the Doctor gave Tommy the scooter. 
  They watched as Mr Connolly collected his things 
  and left. Rose told Tommy to give his dad a second 
  chance, even though he was an idiot. Tommy ran off 
  and reluctantly helped Eddie with his case whilst 
  the Doctor and Rose celebrated the coronation. 
  
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  THE TENTH DOCTOR SOURCEBOOK
  CONTINUITY
  •	
  The police officers make mention of Torchwood.
  •	
  After his demise, Magpie’s business thrives. 
  Martha has a Magpie Electricals television (see 
  The Sound of Drums on pg. 161), and there’s a 
  Magpie Electricals microphone onboard the 
  Titanic (see Voyage of the Damned on pg. 168) 
  and there’s an advert for them on Starship UK 
  (see The Beast Below in The Eleventh Doctor 
  Sourcebook). Magpie Electricals components 
  even end up being used when the TARDIS 
  regenerates (see The End of Time on pg. 246).
  •	
  The Doctor should take more care when 
  clambering around atop aerials (see Logopolis 
  in The Fourth Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  There are two major themes to this adventure: the 
  Coronation and the family. Make sure both feature 
  prominently.
  The Coronation forms a key part of the background to 
  this adventure, but its not the Coronation itself that’s 
  key. Instead, it is the paraphernalia surrounding 
  the Coronation that are key: the street parties, 
  the bunting and, most importantly, the advent of 
  television.
  Harnessing the same themes, the Wire could just as 
  easily have come to Earth during the 2012 Olympics, 
  or the wedding of Charles and Diana or the Millennial 
  celebrations. Again, the event itself is not at the 
  forefront of the adventure, but all are occasions for 
  families to gather together and to crack out the Union 
  flags! 
  It’s the celebration, whenever you choose to set it, 
  that forms a vital part of the adventure. It allows the 
  Wire to focus as the dark side of an event everyone’s 
  part of and secondly because it’s a great canvas 
  for the adventure to play out across. The image of 
  people without faces is chilling enough but throw 
  that into the middle of a national holiday and you have 
  something truly chilling.
  As with many of the Doctor’s adventures, the larger-
  scale event provides the backdrop whilst the action 
  itself is zoomed in and seen through the lens of a 
  family – in this case, the Connollys. 
  We see the true horror of the Wire by what she 
  does through the Connolly family and how they 
  react to it. They’re individuals in every way: Eddie’s 
  bullying, Tommy’s compassion, Rita’s bravery. 
  They’re everything the Wire thinks of as cattle and 
  everything that will ultimately destroy her. They give 
  the adventure its human face (no pun intended) and 
  allow the scale to be focused – an important point 
  when using an ephemeral foe that can attack just 
  about anywhere.
  CHANGING THE DESKTOP THEME
  Of course you don’t have to use this family and you 
  don’t have to set it in the 1950s. You could create 
  your own tightly knit family if you prefer, in another 
  era. The adventure works just as well if the Wire is 
  hiding in the first 24 hour TV news studio or is the 
  nice lady from the radio. To bring it right up to date, 
  the Wire could be hiding in a Tumblr or Twitter feed, 
  collecting people through the Internet. And it needn’t 
   PORTABLE BRAIN (MINOR GADGET)
  Magpie’s portable TV is a remarkable achievement, 
  an electronic brain for The Wire to nest in. It can 
  be connected to any other TV or antenna, allowing 
  The Wire to target many more victims.
  Traits: Transmit, Bulky (Minor), Restriction (Must 
  be plugged in).
  Story Points: 1 
  WAVEFORM PRISON (MINOR GADGET)
  The Waveform Prison is very similar to Magpie’s 
  device with two important differences. Firstly it’s 
  designed to contain rather than act as a gateway 
  to other devices and, secondly, you can tape over 
  whatever’s on it. 
  Traits: Delete (Waveform), Scan, One Shot.
  Story Points: 1 
  THE IDIOT’S LANTERN
  
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  be the Wire itself who is the villain of the piece. What 
  if it was the Great Intelligence that was attempting to 
  hijack the broadcast instead, stealing the faces – and 
  identities – of those who witness its channel?
  FURTHER ADVENTURES
  •	
  There’s 
  every 
  possibility 
  other 
  Waveform 
  intellects swim in the vast ocean of signal that 
  radiates from the Earth. She may have been the 
  first, but Earth is entirely too delicious for her to 
  be one of the last. Just imagine what she could be 
  on Youtube. Just imagine The Wire going viral in 
  the modern day…
  •	
  There’s an urban legend about a Betamax tape 
  that, if you watch it, within 24 hours you’ll wind up 
  dead or worse – faceless. Could this be The Wire, 
  somehow escaped from wherever the Doctor 
  stashed it?
  MR MAGPIE
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  4
  RESOLVE
  2
  INGENUITY
  5
  STRENGTH
  2
  Mr Magpie is an electrical genius, an engineer 
  who in a kinder time would have been a Da Vinci. 
  Instead, he’s a TV salesman and one with a dreadful 
  secret. The Wire is in his TV and in his head. 
  SKILLS
  Knowledge 4, Science 4, Technology 5.
  TRAITS
  Boffin: Mr Magpie is an instinctive and brilliant 
  designer.
  Dark Secret: Mr Magpie knows the truth about 
  his televisions. 
  Face in the Crowd: Everyone trusts the 
  TV repairman, especially on the day of the 
  Coronation. 
  Owes Favour (The Wire)
  Technically Adept
  TECH LEVEL: 4 
   STORY POINTS: 1
  TOMMY CONNOLLY
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  Tommy is a brilliant, kind young man caught 
  between two camps. One is his father, a place of 
  duty and honour and strict principles. The other 
  is his mum, a place of kindness and love. Tommy 
  knows which he wants, but he knows which he’s 
  going to get, if Eddie has anything to say about it.
  SKILLS
  Athletics 3, Convince 2, Craft 3, Science 3, 
  Technology 3.
  TRAITS
  Brave: Tommy thinks nothing of rushing off to 
  help the Doctor.
  Empathic: +2 on rolls to read other people.
  Obligation: Tommy has to look after his family. 
  Technically Adept: Tommy is a keen tinkerer.
  TECH LEVEL: 4 
   STORY POINTS: 6
  
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  THE WIRE
  The Wire’s Resolve + Convince vs. the victim’s 
  Resolve + Ingenuity. During the conflict, the 
  victim is paralysed and unable to act. If the drain 
  is successful, the victim is left mindless – as 
  well as faceless. The victim’s consciousness is 
  stored as energy by The Wire, who hopes to use 
  the energy to reconstitute a physical form. If the 
  Wire is defeated, her victims’ minds, and faces, 
  are restored. 
  Voice of Authority: In the form of the BBC 
  Continuity Announcer, the Wire gains +2 to 
  Presence and Convince rolls to try to get people 
  to do what she wants.
  TECH LEVEL: 7 
   STORY POINTS: 12
  AWARENESS
  6
  PRESENCE
  7
  COORDINATION
  -
  RESOLVE
  7
  INGENUITY
  7
  STRENGTH
  -
  SKILLS
  Convince 4, Knowledge (Alien Cultures 5) 3, 
  Technology (Electronics 9) 7.
  TRAITS
  Alien
  Fear Factor (1): People tend to freak out when the 
  television begins to talk to them. The Wire gains a 
  +2 to any roll when actively trying to strike fear into 
  people’s hearts. 
  Immaterial: The Wire has transformed into a being 
  of pure energy. 
  Psychic 
  Special – Energy Being: The Wire has converted 
  herself to pure energy. She can no longer be 
  physically harmed, however she also cannot 
  interact in any physical way with the world. She 
  is capable of instantly transporting herself via 
  televisual signals – and with a large enough 
  broadcast tower and power behind it, can 
  effectively be in more than one place at a time. 
  Special – Mental Drain: The Wire feeds off the 
  mental energy of other beings. The victim must 
  be in the same room as a source containing The 
  Wire’s energy (such as a television) and is struck 
  by energy tendrils. This is a conflict between 
  On the planet Hermethica, a criminal syndicate took control of the major cities. They used a genetic 
  abnormality that allowed them to transform into beings of pure plasmic energy and used their new-
  found state to influence electrical signals on the planet to their own ends. The gang’s leader, known 
  only as ‘The Wire’, was captured. The people of Hermethica tried and executed her for her crimes but 
  she managed a further plasmic transformation, transmitting herself into a mobile recording device that 
  had been illegally smuggled in to film the execution. Since that time, she has travelled along signal 
  wavelengths, in the hopes of discovering a planet where she might reconstitute her physical form. 
  On Earth in 1953, she concealed herself in television signals, transferring herself from set-to-set. She 
  took basic human form within the signals, based upon a popular television presenter. She manipulated 
  Mr. Magpie, the owner of an electronics shop, using him to spread the technology to enough households 
  to allow her to feed on the resident’s mental energies. Magpie was to deliver the Wire to the broadcast 
  tower at Alexandra Palace on the day of the Coronation of Queen Elizabeth II, where the increase in 
  power and broadcast range would allow her to feed on the mental energy of the three million viewers of 
  that event (the largest television audience in history to that point) and giving her enough energy to return 
  to Hermethica to exact her revenge. Luckily, the Doctor was on hand, armed with a trusty Betamax video 
  recorder.
  THE IDIOT’S LANTERN
  
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  ‘I’ve seen fake gods and bad gods and demigods 
  and would-be gods; out of all that, out of that whole 
  pantheon, if I believe in one thing... just one thing... 
  I believe in her.’
  B  SYNOPSIS
  Sanctuary Base 6, Krop Tor, 42nd Century
  The TARDIS arrived aboard what the Doctor 
  recognised as a Sanctuary Base, a modular system 
  used for deep range exploration. Just how deep 
  became apparent when he and Rose discovered alien 
  writing that the TARDIS couldn’t translate. Above it 
  was the phrase “WELCOME TO HELL”. 
  After an initial misunderstanding with some faulty 
  translator globes, the Doctor and Rose were 
  welcomed to the base by the Ood; a race of telepathic, 
  benign aliens who were used as indentured slaves 
  by humanity, the Ood were the base’s primary 
  work force. They introduced the Doctor and Rose 
  to the human crew; Acting Captain Zachary Cross 
  Flane, Doctor Ida Scott, archaeologist Toby Zed, 
  Security Chief John Jefferson and maintenance 
  specialist Scooti Manista. They were all members 
  of the Torchwood Archive and were amazed to see 
  the Doctor and Rose there, as there was no way 
  they could have landed safely on the planet. Known 
  as Krop Tor, it was an impossible world, orbiting a 
  black hole in a stationary pattern and, barely, holding 
  together. The Torchwood Officers were drilling down 
  to the power source holding it, and the gravity funnel 
  they rode down to get to Krop Tor, in place. The Doctor 
  was delighted to find not only the impossible world 
  but humans studying it. That delight faded when he 
  realised the TARDIS had been buried in a quake and 
  he and Rose were now stranded. 
  As the drill got closer to its target, something woke 
  deep beneath the planet. Toby began hearing a deep 
  voice, and saw the words he’d been struggling to 
  translate written on his skin. Possessed, he left the 
  base and bathed in the radiation of the black hole 
  as the Beast truly awoke. Scooti saw him standing 
  outside and barely had time to react before he killed 
  her. Elsewhere, the Beast began speaking through 
  the Ood translation spheres, his messages getting 
  progressively more threatening.
  After they discovered Scooti’s body being drawn into 
  the black hole, the team realised that the drill had 
  reached its target. The Doctor volunteered to join 
  Ida in the capsule, and they descended down into the 
  the planet. There they discovered a huge circular 
  disk set in the floor of a large cavern. Covered with 
  unknown markings, the disc opened to reveal a pitch 
  black pit descending even further. On the surface, 
  the Beast manifested through Toby and possessed 
  the Ood. It began speaking through them and they 
  surrounded the surface team. Underground, the 
  Doctor contemplated falling into the darkness 
  just to see what was down there…
  On the surface, Rose, Jefferson, Danny 
  and Toby fled the Ood. Rose persuaded 
  the others to let Toby come along as he no 
  longer seemed to be possessed. With the 
  base on lockdown they fled for their lives 
  and made contact with Zach, barricaded 
  in the control room with a single shot 
  bolt gun to discuss options. The Doctor 
  made contact and told them about the 
  Pit but Zach insisted they both retreat to 
  the surface. Reluctantly, the Doctor agreed 
  but just as he and Ida got ready, the Beast spoke 
  through the Ood and explained it was the root 
  of every race’s embodiment of evil. The Beast 
  demoralised each crew member, and told 
  Rose she would die in battle. The Doctor was 
  scornful but the Beast broke the cables on 
  the Doctor and Ida’s capsule, trapping them 
  underground. On the surface, Danny realised 
  they could use the telepathic system that 
  controlled the Ood to shut them down and they 
  made their way to the Ood habitation module. 
  Zach guided them in, moving the air around the 
  robot tunnels they were using even as the Ood 
  were cutting their way in to get him. Jefferson 
  sacrificed himself to save them and, at the 
  last second, the survivors turned the system 
  off and the Ood collapsed. Zach ordered them 
  all to meet him at their ship and Rose was 
  knocked out when she refused to leave without 
  the Doctor. Unknown to all of them, Toby was 
  still possessed…
  10 miles down, the Doctor lowered himself 
  into the Pit and debated whether or not to 
  explore further. With Ida running low on 
  oxygen and his own curiosity flaring, he 
  cut himself loose, fell and… woke up next 
  to two jars and a cavern holding a colossal, 
  demonic-looking creature.
  THE IMPOSSIBLE PLANET/THE SATAN PIT
  
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  The Doctor talked himself around the situation and 
  soon realised this was the Beast’s body, but its mind 
  was elsewhere. He also realised that Krop Tor was 
  a perfect prison; if the Beast tried to leave the two 
  jars would be destroyed, shattering the gravity field 
  and dragging the planet and the Beast into the black 
  hole. He also realised that the Beast believed him 
  to be unwilling to sacrifice his companions, which 
  prevented him from destroying the jars and Rose’s 
  only chance of escape. The Doctor snarled that if he 
  believed in anything it was Rose, and destroyed the 
  jars.
  On the Torchwood ship, the gravity field collapsed and 
  the Beast manifested through Toby. Rose, thinking 
  fast, used Zach’s bolt gun to shoot the cockpit out and 
  released Toby’s harness. Toby, and the Beast, were 
  hurled out of the ship and fell into the black hole. With 
  active shields but no gravity funnel, the Torchwood 
  ship was set to follow until the Doctor rescued it. 
  Explaining he found the TARDIS during his escape, 
  he pulled them clear, returned Ida and admitted the 
  Ood had all died as he couldn’t save them too.
  The Doctor reassured Rose that the Beast was lying 
  about her death. As they left, Zach began reciting the 
  names of the dead crew, including the Ood.
  CONTINUITY
  •	
  This adventure marks the first appearance of 
  the Ood, but not the last (see also Planet of the 
  Ood and The End of Time).
  •	
  The Doctor mentions that the Beast inspired 
  malevolent deities for several races, including 
  the Draconians and the Dæmons (see The 
  Frontier in Space and The Dæmons, both in The 
  Third Doctor Sourcebook), and the Kaleds (see 
  Genesis of the Daleks in The Fourth Doctor 
  Sourcebook).
  •	
  The astronauts on Krop Tor are all from the 
  Torchwood Archive, suggesting the organisation 
  eventually leads the way on humanity’s quest for 
  knowledge in the universe.
  •	
  The TARDIS suffers from indigestion, as it has 
  done before (see The TV Movie in The Eighth 
  Doctor Sourcebook).
  •	
  The Doctor uses the TARDIS’ tractor beam 
  to tow the spaceship to safety. He’s used the 
  tractor beam before (see The Creature from the 
  Pit in The Fourth Doctor Sourcebook and Delta 
  and the Bannermen in The Seventh Doctor 
  Sourcebook).
  •	
  The Doctor claims the Time Lords invented 
  black holes.
  •	
  The Beast predicts Rose’s death “very soon”, a 
  prophecy that will (sort of) come true (see Army 
  of Ghosts/Doomsday on pg. 106).
   
   
  B  RUNNING THE ADVENTURE
  This adventure is a big, gothic, sci-fi horror writ large. 
  It’s one of the Doctor’s most epic locations – and foes 
  – so don’t be afraid to go large. Yet, for all that, as 
  before, the drama is kept surprisingly intimate and 
  personal, focusing in on a tight-knit family group 
  trapped in the confines of their home; in this case the 
  crew onboard Sanctuary Base 6. Here are the key 
  aspects to bring to the fore:
  The Dark Times: What is the language written on 
  Krop Tor, so old that even the TARDIS can’t translate 
  it? Who built the citadel the Beast is imprisoned 
  beneath? Was he the only prisoner? What role did 
  THE IMPOSSIBLE PLANET/THE SATAN PIT
  
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  the Time Lords play, if any? Who were the Disciples 
  of Light? In many ways, Krop Tor should feel like a 
  place another, epic story has already taken place, 
  long before. Emphasise the size and scale of it, and 
  the sense of isolation as this world’s time comes to 
  an end. Don’t be afraid to leave some of its mysteries 
  unsolved.
  The Dark Mirror: The Beast is everything awful 
  about whatever race he’s facing. He’s charming and 
  plausible, brutal and relentless, the voice at the back 
  of your head screaming at you to pay attention to 
  the wonderful atrocities it’s committing. The Beast 
  loves theatre and if you use that, then you’ll have a 
  memorable adventure. Have him send messages 
  through the Ood, or hallucinations, or lucid dreams. 
  He WANTS the characters to know he’s coming; it’s 
  more fun that way. And remember, this is the Beast at 
  his weakest, trapped in a prison. Imagine him freed… 
  The Ticking Clock: Whatever you choose to throw at 
  your players, remember the entire planet has a gun 
  held to its head. They must find and stop the Beast 
  before the Ood take over, escape before the gravity 
  funnel collapses, get out of the base before a quake 
  tears it in half, talk down Zach before he takes the 
  ship. Anything you want to do,  has to have urgency, 
  has to have a choice and a price attached. This is a 
  world balanced on a knife edge. Tip it over that edge 
  and watch the fireworks.
  CHANGING THE DESKTOP THEME
  By changing any of the key elements – the impossible 
  planet, the monster chained at the bottom of the pit 
  and the Ood – you can easily create something fresh 
  out of this adventure. What if the Sanctuary Base 
  was not orbiting a black hole, but at the centre of a 
  volcanic world or deep beneath the dark oceans of 
  some far-off moon? Instead of the Ood, you could 
  swap in another servitor race – the Ogrons, perhaps, 
  or the Dalek’s Pig Slaves (see pg. 43). And what about 
  the imprisoned monster? Well, that could be another 
  of the ancient enemies of the Time Lords, such as a 
  Vampire, or one of the monstrosities unleashed by 
  the Daleks in the Time War such as the Nightmare 
  Child… 
  B  THE BEAST OF KROP TOR
  The Beast is one of the last remaining creatures 
  from before the birth of this universe; an elemental 
  evil that was imprisoned under Krop Tor by the 
  Disciples of Light. The Beast has been known to 
  manifest as many different creatures that spawned 
  the legends of evil but it was commonly seen as a 
  vast humanoid, with red, pitted skin, black eyes, 
  clawed hands and horns. When imprisoned, Krop Tor 
  was placed in a geostationary orbit around a black 
  hole that would later be referred to as K 37 Gem 5. Its 
  demonic appearance, together with the presence of a 
  personification of evil in many planets’ past, suggest 
  it was not only evil but active on some level even after 
  its imprisonment. 
  The Beast is able to split its consciousness from 
  THE BEAST
  AWARENESS
  6
  PRESENCE
  5
  COORDINATION
  2
  RESOLVE
  6
  INGENUITY
  8
  STRENGTH
  12
  SKILLS
  Convince 4, Fighting 2, Knowledge 6, Subterfuge 4.
  TRAITS
  Alien
  Alien Appearance
  Fear Factor (4): The Beast looks like evil 
  personified and gains a +8 bonus when trying to 
  actively scare or intimidate someone.
  Hypnotism (Special): The Beast can possess 
  and control people to do his bidding while 
  he remains physically imprisoned, and even 
  transfer his consciousness into an unsuspecting 
  victim.
  Psychic
  Size – Huge
  Telepathy: The Beast can mentally contact and 
  communicate with people far from his prison.
  TECH LEVEL: 12 
   STORY POINTS: 12
  
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  its body and spread it across a seemingly limitless 
  number of host bodies. They must be in relatively 
  close proximity to the Beast for this to happen. The 
  Beast is also able to pick an ‘avatar’; an individual 
  host to download its full consciousness into. The 
  consciousness is still linked to its physical body but 
  is able to act independently. 
  Its presence is shown by ancient writing appearing 
  across the avatar’s skin. The Beast also appears 
  to have limited prescience and is able to see into 
  the minds and future of those nearest it. It uses 
  this information in the cruellest way possible, to 
  manipulate people into acting to further its own aims. 
  It’s also unclear whether the destruction of Krop Tor 
  actually killed the Beast or whether it simply serves 
  as a secondary prison for the Beast. The fact that the 
  Beast was able to influence countless civilisations, 
  even from within its prison in Krop Tor, suggests it 
  might be much harder to kill than anyone previously 
  thought.
  THE TORCHWOOD ARCHIVE
  It’s a long way from “If it’s alien, it’s ours” to 
  the Torchwood Archive. Or maybe not. By the 
  42nd century the organisation has abandoned 
  all pretence of being military and, instead, 
  seems to be entirely academic. There’s still a 
  constant search for knowledge but now it’s to 
  better humanity and not just protect Britain. 
  Lots more adventure, much less imperialism. 
  Good work, humanity!
  TORCHWOOD RAPID DEPLOYMENT 
  FIELD DROPSHIP
  Torchwood RDFs are short-range vessels 
  designed for manoeuvrability and toughness. 
  They are designed to deploy from larger 
  ships, fly through dangerous environments 
  and then form the heart of the Sanctuary 
  Base stored in their holds. As a result they 
  can’t operate for long by themselves and 
  conditions aboard are cramped.
  Armour: 10 
  Hit Capacity: 100 
  Speed: 100 (In zero g)
  Traits: Flight, Tough.
  TORCHWOOD SIDE ARMS
  Torchwood Archive Security Officers are 
  required to carry arms when they go on duty. 
  They have access to rail guns, adaptable to 
  use almost any material as a projectile. It is 
  designed to throw projectiles at the target 
  with huge speed and accuracy. 
  The bolt gun Zach uses is as more of a tool, 
  readily available, and, in some cases, more 
  lethal than a side arm. Designed to bolt 
  deck plates together in prolonged periods of 
  extreme stress it’s a tough, durable weapon 
  that does a lot of damage, compensating for 
  its slow rate of fire.
  Rifles: 2/8/L  
  Bolt Gun: 4/8/L
  FURTHER ADVENTURES
  •	
  What happened before the Doctor and Rose 
  showed up? What happened to the captain? How 
  did the expedition even get here? That’s got to 
  be an adventure in itself, right, especially if you 
  have the players take on the role of the crew.
  •	
  Perhaps knocking Krop Tor into the black hole 
  hasn’t destroyed the Beast. It might have even 
  spread him across time and space, explaining 
  all those horned demon sightings the Doctor 
  talks about. You could even return to Zach, Ida 
  and their team later and have them realise they 
  were sent by Torchwood to unleash the Beast – 
  but why?
  •	
  One year after the Krop Tor mission, Zach is 
  found holed up in a mothballed Sanctuary Base 
  with a bolt gun. He has no idea how he got there. 
  The same day, Ida is found in a pressure suit, 
  by the side of a cliff. Each survivor relives their 
  darkest moment from the Krop Tor mission 
  but none of them have any memory of doing 
  so. Worse, each survivor is starting to hear the 
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  TOBY ZED
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  1
  INGENUITY
  4
  STRENGTH
  4
  Toby Zed is the expedition’s archaeologist, 
  specialising in alien languages. It has fallen 
  to him to translate the text found on Krop Tor, 
  but Krop Tor is beating him. There is nothing 
  for him to understand, no sense of this being a 
  place that was alive when the oldest languages 
  Toby knows were young. Krop Tor is a relic of 
  a previous universe, and Krop Tor is starting to 
  speak to him… 
  SKILLS
  Athletics 2, Convince 4, Knowledge (Xenolinguistics 
  7) 5, Science 3, Technology 2.
  TRAITS
  By the Book
  Outcast: Toby always prefers dead languages to 
  real people.
  Insatiable Curiosity: Toby must make a Resolve 
  roll at -2 to not be caught up by a new puzzle or 
  language.
  TECH LEVEL: 7 
   STORY POINTS: 3
  ACTING CAPTAIN ZACHARY CROSS FLANE
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  Zach never asked to be in charge. He’s not 
  a scientist like Ida or Toby, nor a soldier like 
  Jefferson or the late Captain. Now, he finds 
  himself in charge and being in command 
  requires a very different set of skills to being an 
  Executive Officer. All he wants to do is help his 
  people and get off Krop Tor alive. 
  SKILLS
  Athletics 3, Fighting 2, Knowledge 3, Marksman 
  2, Medicine 2, Science 3, Survival 4, Technology 3, 
  Transport 5.
  TRAITS
  Brave: Zach took command of a mission to a 
  planet orbiting a black hole after the Captain 
  died. Nothing much phases him.
  Code of Conduct
  Empathic: +2 to all rolls required to ‘read’ 
  people.
  Friends (Minor): This is the frontier, one of the 
  very last. Zach relies on his crew utterly and they 
  on him.
  Obligation: To bring his team home.
  Technically Adept: Like all Torchwood Archive 
  officers he’s a multi-talented individual. 
  TECH LEVEL: 7 
   STORY POINTS: 4
  Beast whisper to them. The characters must 
  discover what’s really haunting them, perhaps 
  even returning back to the black hole’s event 
  horizon to find out if the Beast is truly gone.
  
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  IDA SCOTT
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  Ida Scott, the expedition’s science officer, knows 
  how much trouble they’re in. Every second on Krop 
  Tor is impossible, and every second brings the 
  chance of something bad happening closer. But 
  Ida also has absolute faith in her friends. 
  SKILLS
  Athletics 3, Convince 3, Knowledge (Krop Tor 7) 5, 
  Medicine 2, Science 4, Technology 2.
  TRAITS
  Brave: +3 to all Resolve rolls.
  Friends (Minor): The crew.
  Technically Adept: Ida’s a hands on kind of 
  scientist.
  TECH LEVEL: 7 
   STORY POINTS: 2
  JOHN MAYNARD JEFFERSON
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  SKILLS
  Athletics 3, Fighting 4, Marksman 4, Science 2, 
  Survival 4, Technology 4.
  TRAITS
  Brave: +3 to all Resolve checks.
  Code of Conduct: Stand your ground, guard your 
  people, die well. It’s not a cheery code of conduct 
  but it’s done alright by Mr Jefferson.
  Dark Secret: Jefferson was haunted by the 
  reproachful eyes of his wife.
  Tough: Jefferson is at home in conflict or battle. 
  TECH LEVEL: 7 
   STORY POINTS: 1
  DANNY BARTOCK
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  4
  RESOLVE
  2
  INGENUITY
  4
  STRENGTH
  3
  SKILLS
  Athletics 2, Convince 1, Knowledge (Ood 6) 4, 
  Science 3, Survival 2, Technology 3.
  TRAITS
  Boffin: Danny’s an instinctively brilliant Ood 
  engineer. +3 to all rolls involving Ood technology.
  Quick Reflexes: +2 to all Awareness rolls. 
  TECH LEVEL: 7 
   STORY POINTS: 1
  SCOOTI MANISTA
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  4
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  3
  SKILLS
  Athletics 2, Knowledge (Sanctuary Base Systems 
  7) 5, Science 3, Survival 4, Technology 4, 
  Transport 2.
  TRAITS
  Empathic: Scooti reads people as well as she 
  reads machines. 
  Friends (Minor): The crew.
  Technically Adept: Scooti’s an Engineering 
  prodigy.
  Unlucky 
  TECH LEVEL: 7 
   STORY POINTS: 1
  THE IMPOSSIBLE PLANET/THE SATAN PIT
  
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  THE TENTH DOCTOR SOURCEBOOK
  ‘When you’re a kid, they tell you it’s all, “Grow up. 
  Get a job. Get married. Get a house. Have a kid, 
  and that’s it.” But the truth is the world is so much 
  stranger than that. It’s so much darker. And so 
  much madder. And so much better.’
  B  SYNOPSIS
  London, Earth, 2007
  Elton Pope, in a video diary, explained that he first 
  met the Doctor when he was three or four, and came 
  downstairs because of a strange noise. He had no 
  idea who the man was until, in the wake of the Auton, 
  Slitheen and Sycorax incidents, he got involved with 
  conspiracy theorists on the Internet. On a blog run 
  by Ursula Blake, he found a contemporary picture of 
  the Doctor, recognized him and realised he was the 
  same man.
  Along with Ursula and friends Bliss, Bridget Sinclair 
  and Mr Colin Skinner, Elton formed LINDA, the 
  London Investigation ’n’ Detective Agency. They met 
  every week to discuss their hunt for the Doctor and 
  gradually became very close knit. After a while, the 
  meetings became less about finding the Doctor 
  and more about spending time with friends. 
  That changed when Victor Kennedy arrived. 
  A wealthy man who hated to be touched, he 
  took over LINDA and turned the organisation 
  into a far more regimented version. Over time, 
  members vanished, starting with Bliss. The 
  others simply assumed they’d moved on.
  Elton met the Doctor, assisting Rose in tackling 
  an alien called a Hoix, but was scared and fled. 
  Victor was furious with him and was about 
  to hit him until Ursula intervened. Changing 
  tack, Victor ordered the group to search for 
  Rose instead. Elton found Jackie Tyler and 
  accidentally infiltrated her life. He became an 
  odd job man for her and she admitted she was 
  desperately lonely without Rose. Jackie made 
  advances on Elton but stopped short when 
  Rose called. Realising just how distraught she 
  was, Elton offered to buy her a pizza and spend 
  time with her as a friend. Jackie gratefully 
  accepted but when Elton returned with the 
  pizza, Jackie met him at the door. She had 
  found the photo of Rose in his wallet. Enraged, 
  she told Elton she’d die defending her daughter 
  and threw him out.
  Elton confronted Victor about what he’d done to the 
  group and Elton, Ursula and Mr Skinner left. Mr 
  Skinner was called back and was absorbed. When 
  Ursula returned for her phone, she and Elton saw 
  the truth: Mr Kennedy was an Abzorbaloff, an alien 
  that wanted to absorb the Doctor. The members of 
  LINDA were all now part of him, their faces visible on 
  his skin. Elton watched, horrified as the Abzorbaloff 
  absorbed Ursula and fled, Mr Kennedy in pursuit.
  Horrified and cornered, Elton gave up. The TARDIS 
  arrived and Rose berated him for upsetting her 
  mum. The Abzorbaloff, Mr Kennedy’s true name, 
  tried to use Elton as a bargaining chip but the Doctor 
  called his bluff, also pointing out to the members of 
  LINDA that they still had the power to leave. Ursula 
  begged Elton to destroy Kennedy’s cane and when he 
  did, she and the others tore Kennedy apart. Without 
  the Limitation Field in his cane, the Abzorbaloff was 
  absorbed into the Earth.
  Rose and the Doctor comforted a horrified Elton, and 
  the Doctor explained what had happened the night 
  they first met. A Living Shadow had escaped from 
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  THE TENTH DOCTOR SOURCEBOOK
  the Howling Halls and the Doctor had pursued it to 
  Elton’s house. He had been too late to save Elton’s 
  mum and Elton finally realised what had happened, 
  and grieved for his mother, Ursula and his friends.
  The video diary cut back to Elton in the present day 
  who explained the Doctor then saved them one more 
  time. He was able to partially restore Ursula, who 
  lived with Elton as a face in a paving stone. It was 
  an odd life, but they were happy and the video diary 
  ended with Elton musing that the world was so much 
  darker, and better, than anyone ever knows.
  CONTINUITY
  •	
  Elton remembers the previous alien invasions 
  of Earth (see Rose and Aliens of London in The 
  Ninth Doctor Sourcebook and The Christmas 
  Invasion on pg. 52), all of which wreaked havoc 
  across the city.
  •	
  The Abzorbaloff is from Klom, the sister world of 
  Raxacoricofallapatorius, home of the Slitheen. 
  They really don’t get on.
  •	
  Victor Kennedy mentions that the Bad Wolf 
  virus corrupted Torchwood’s files on the Doctor. 
  The Ninth Doctor gave Mickey the virus to use 
  (see World War Three in The Ninth Doctor 
  Sourcebook).
  •	
  Mr Saxon is mentioned for the first time (see pg. 
  46), as is a missing planet (see pg. 217).
  B  RUNNING THE ADVENTURE
  LINDA is an interesting organisation and the first 
  example of something we see quite a bit of in the 
  Tenth Doctor’s adventures: his increased visibility. 
  He, and by extension the other Doctors, have meddled 
  in human history so often that people have started 
  to take notice. Witness the conspiracy website that 
  Mickey used to edit, or Wilfred’s friends. The planet 
  is defended, and its defender has a quiet, polite, 
  support network waiting to help him – often whether 
  he wants them to or not.
  All of these groups have a lot of potential as the basis 
  for a  campaign, with the players taking on the roles 
  of the conspiracy theorists and investigators looking 
  into strange and alien events. Elton and Ursula might 
  have inspired splinter groups, extra LINDA chapters 
  (maybe MELINDA? Manchester, Ellesmere Port and 
  Liverpool Investigation ’n’ Detective Agency?) that 
  could help find the Doctor whenever he visits the 
  country. You could even take it a step further, and 
  have a LINDA group dedicated to finding every time 
  he’s visited Earth, recorded down through history. 
  The British Museum and York Archives are just 
  two of the places national records are kept and the 
  Doctor is bound to show up multiple times in both. 
  Apparently there’s even a Curator at the National 
  Gallery you can ask about him, if you know how to 
  get to the Under-Gallery… Of course, that idea opens 
  up a wealth of adventure possibilities. Because a 
  definitive list of when and where the Doctor visited 
  Earth is like River’s diary with the volume turned 
  up. If you have that, and time travel? You can undo 
  everything he’s done, you can kill him in the past and 
  change his future. You can, through the actions of 
  a group of volunteers, alter history forever. Unless 
  they have something different to say about it, that is.
  If you want to run a LINDA campaign, remember 
  the focus has to be on investigation and social 
  interaction, with the Doctor a rare guest star. The 
  focus of their adventures will predominantly be 
  in modern day Britain but that still gives you more 
  than enough material to draw upon – many of the 
  Doctor’s adventures have been set here too! And, of 
  course, this means that sooner or later LINDA and 
  Torchwood are going to cross paths… 
  CHANGING THE DESKTOP THEME
  It’s a simple matter to change the theme for this 
  adventure – simply swap Mr Kennedy’s true identity 
  for another alien. After all, many of the Doctor’s foes 
  might think to infiltrate a paranormal investigation 
  agency to track him down. Zygons, perhaps, might 
  have swapped out some of its key members so, 
  rather than have them vanish as here, instead they 
  get replaced by rubbery aliens. The aliens could be 
  from Klom’s sister planet, Raxacoricofallapatorius, 
  Slitheen wearing skin suits to blend in. Basically, any 
  alien with a grudge against the Doctor and the ability 
  to blend in amongst a human group.
  B  THE ABZORBALOFF
  Born on the sister world of Raxacoricofallapatorius, 
  Klom, ‘Mr Kennedy’ is a bon vivant of the highest, and 
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  THE TENTH DOCTOR SOURCEBOOK
  worst order. Mr Kennedy is addicted to knowledge, 
  not in the positive way that drives the Doctor and 
  other heroes, but in the constant burning need for 
  more. He’s tried everything, absorbed everyone 
  he can and now he wants the finest delicacy in the 
  universe; almost a thousand years of Time Lord 
  knowledge and experience.
  An Abzorbaloff can physically absorb an individual. 
  The amount of time it takes varies on the size of the 
  target, with large creatures taking up to a day and 
  humans being absorbed in a matter of seconds. Once 
  the process is complete, the face of the Absorbloff’s 
  victim appears on their flesh. Their consciousness is 
  also absorbed but over a much longer period of time, 
  so for a while the faces can talk and remain aware of 
  what they’ve become. Once the process is complete, 
  the Abzorbaloff has full access to the memories 
  and skills of its victims. Up until that point, their 
  victims have access to all their memories and can 
  communicate verbally with nearby individuals. As a 
  result, the Abzorbaloff is a cautious hunter and tends 
  to wear heavy clothes to muffle their cries.
  LIMITATION FIELD (MINOR GADGET)
  The Abzorbaloff’s entire body is porous, 
  meaning anything it directly touches will be 
  absorbed – or vice versa. To prevent this, he 
  carries a cane with a pommel in the shape 
  of a pair of clenched hands. Inside that is a 
  device that projects a Limitation Field, a one-
  way, porous force field that means the bearer 
  can interact with objects but not people. The 
  Abzorbaloff is completely reliant on it and the 
  cane must be within 10 feet of it at all times.
  If broken, the hands will open and the field 
  will shut down, causing the Abzorbaloff to be 
  absorbed by whatever surface it’s standing 
  on. 
  Traits: Special (Nullifies Absorb a Lot Trait).
  Story Points: 1 
  FURTHER ADVENTURES
  •	
  The Doctor, Elton discovers, was in his house 
  back in the 1970s because an Elemental Shade 
  had escaped from the Howling Halls. It killed 
  Elton’s mother before the Doctor could stop it 
  and, in doing so, changed Elton’s life forever. 
  But what was it? 
  •	
  We catch a glimpse of another of the Doctor 
  and Rose’s adventures, as they chase a Hoix 
  through an empty warehouse. But what is it 
  doing in London, and what has led them to this 
  point?
  URSULA
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  3
  STRENGTH
  3
  Ursula is smart, brave, tough and is tired of no 
  one noticing. She knows there’s something bigger 
  than her life out there, knows the Doctor is the key 
  to it and knows that she will do anything to find 
  him and find the truth. Not just for her but for the 
  other members of LINDA.
  SKILLS
  Athletics 2, Convince 3, Knowledge (Doctor’s visits 
  to Earth 5) 3, Science 3, Technology 3.
  TRAITS
  Brave: Ursula doesn’t scare any more. She 
  defends the people she loves and pays the price 
  happily. 
  Charming
  Empathic: Ursula gets +2 to rolls to read people.
  Friends (Minor): The members of LINDA have 
  become more than just friends – especially 
  Elton.
  Unlucky: Ursula re-rolls double 6s.
  TECH LEVEL: 5 
   STORY POINTS: 2
  
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  THE TENTH DOCTOR SOURCEBOOK
  ELTON POPE
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  Elton’s a sweet natured, calm young man who 
  keeps seeing the world end. He was there when 
  the Autons rose, there when the spaceship 
  crashed into Big Ben and there when the Sycorax 
  arrived over London. Other people speculate, but 
  Elton? Elton knows the truth. This is all to do with 
  the Doctor. The man who was in his house all 
  those years ago.
  SKILLS
  Athletics 2, Convince 3, Knowledge 3, Science 1, 
  Technology 2.
  TRAITS
  Brave: Since his childhood, Elton doesn’t scare 
  easily. 
  Face in the Crowd: He’s a bit of a nobody.
  Empathic: +3 to any rolls involving reading 
  people. He really is a sweetheart.
  Friends (Minor): The members of LINDA are 
  more than just friends – they’re Elton’s family.
  Obsession: Find the Doctor.
  Unlucky: Elton’s never had much luck. 
  TECH LEVEL: 5 
   STORY POINTS: 6
  MR KENNEDY/THE ABZORBALOFF
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  3
  INGENUITY
  4
  STRENGTH
  5
  SKILLS
  Athletics 2, Convince 4, Fighting 3, Knowledge 3, 
  Subterfuge 5.
  TRAITS
  Alien
  Alien Appearance
  Charming: As Mr Kennedy, the Abzorbaloff 
  gains +1 to all Convince rolls.
  Cowardly: They don’t breed them tough on 
  Klom, but they breed them careful. 
  Obsession: Tracking the Doctor down.
  Special – Absorb a Lot: If the Absorbaloff 
  grabs hold of a victim in close combat, as well 
  as inflicting damage it may make an opposed 
  Resolve + Presence roll. If it wins, the victim 
  begins to be absorbed – they lose a level from 
  their Coordination, Strength and Resolve every 
  round they fail to escape. If any three of their 
  attributes are reduced to 0, they are irreversibly 
  absorbed. If they manage to break free, their 
  attributes all return to their normal levels 
  immediately.
  Voice of Authority: Speak loudly and carry a big 
  cane. His booming voice gets him a further +2 on 
  all Convince rolls.
  Weakness (Major) – Limitation Field:The 
  Abzorbaloff must stay within 20 feet of his cane 
  at all times or be absorbed into the Earth.
  TECH LEVEL: 6 
   STORY POINTS: 3
  LOVE & MONSTERS
  
  103
  THE TENTH DOCTOR SOURCEBOOK
  ‘Something in the air. Something’s coming. A storm’s 
  approaching…’
  B  SYNOPSIS
  London, Earth, 2012
  The Doctor brought Rose to London in 2012, on the 
  day of the opening ceremony of the Olympic Games. 
  They arrived near Dame Kelly Holmes Close, a street 
  that the torch would pass very near on its way to 
  the Olympic Stadium. However, beneath the festive 
  atmosphere, something was wrong. Several children 
  had gone missing and cars stopped whenever they 
  crossed a certain part of the street. After talking to a 
  council worker, Kel, the Doctor and Rose discovered 
  this had all happened in the last week. Unbeknownst 
  to them, a young girl, Chloe Webber, had the power 
  to draw a picture of something and trap the real 
  version inside that picture. She was responsible 
  for the disappearances and her mother, Trish, was 
  becoming more and more frightened of what her 
  daughter can do.
  Whilst looking around the Estate, Rose was attacked 
  by a bizarre creature resembling a pencil Scribble. 
  The Doctor disabled it with his Sonic Screwdriver and 
  the pair took it back to the TARDIS. There, the Doctor 
  analysed the creature and realised it was made of 
  graphite. It really was a scribble. He even erased 
  a little bit with a rubber. The scribble had been 
  animated with ionic energy by someone on the street 
  and Rose deduced it was Chloe, having seen the little 
  girl looking at them from her bedroom window.
  The Doctor and Rose visited Chloe and Trish. Trish, 
  at first, was hostile towards them but soon admitted 
  that something was wrong. They visited Chloe and 
  found a huge, angry red drawing in her closet that 
  represented her father. Talking to Chloe whilst she 
  was sleeping, the Doctor communicated with the 
  alien possessing her. They discovered it was an 
  Isolus, a tiny creature that was intensely creative 
  and emotional and travelled the universe in a cloud 
  with its four billion brothers and sisters. Isolus 
  matured over centuries and travelled very slowly so, 
  to pass the time, they created entire worlds using 
  their ionic energy capabilities to play in. A solar flare 
  from Earth’s sun had disrupted the flock and this 
  particular Isolus had fallen to Earth. Isolated from 
  its family and desperately lonely it joined with Chloe. 
  Chloe’s father was killed the year before and had a 
  monstrous, abusive presence in the family. Both 
  children, both angry and frightened, both reeling 
  from loss, the Isolus and Chloe became 
  friends.
  The Doctor noted that the Isolus’ 
  family 
  was 
  four 
  billon 
  strong 
  and they were intensely driven by 
  emotion, as well as being drawn to 
  heat and light. The Isolus had been 
  using Chloe to capture the children to try 
  and make both of them feel less lonely. It 
  wasn’t working and, before long, the Isolus 
  would want much more. Trish agreed to 
  take all Chloe’s art supplies away whilst the 
  Doctor and Rose returned to the TARDIS to look 
  for the Isolus’ pod.
  As the Doctor built a device to help 
  locate it, Chloe used hidden 
  pencils to draw the TARDIS and 
  the Doctor, stopping them from 
  stopping her. Rose raced to 
  the house and tried to reason 
  with Chloe but it was no good. 
  Chloe 
  drew 
  the 
  Olympic 
  Stadium and everyone in it 
  disappeared to the horror of 
  the newscaster covering the 
  opening ceremony. Then, Chloe 
  began drawing the planet.
  Rose, racing against time, talked 
  to Kel, who had been tarmacking 
  in the close all week. She realised 
  his tarmac was the hottest point on 
  the street. The Isolus’ pod, damaged 
  and trying to repair itself, would have 
  headed for that spot. She used a pickaxe 
  to break the tarmac open, found the pod 
  and raced towards the Olympic torch. 
  Unable to get near it, she threw the pod 
  into the air where it fed off the intense 
  emotion everyone felt for the torch and 
  reactivated. 
  The Isolus realised it could go home, 
  told Chloe it loved her and left. All 
  the missing people reappeared but it 
  dawned on Rose that the drawing of 
  Chloe’s father would come to life too. 
  She raced to the house but the doors were 
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  THE TENTH DOCTOR SOURCEBOOK
  already locked. Chloe and Trish, terrified, faced up to 
  the drawing and sung, their shared love destroying it.
  As Rose, Trish, Chloe and Kel watched the flame 
  finally make it to the opening ceremony, they saw 
  the bearer fall. He had been injured when Rose 
  reactivated the pod and couldn’t go on. The Doctor 
  picked up the flame and took it the rest of the 
  way, lighting the Olympic torch. The Isolus used 
  the focused love and excitement of the crowd to 
  reactivate its pod and return to the stars.
  Back on the close, the Doctor and Rose were reunited 
  and headed off to watch the Olympic Games. Rose 
  remarked that no one will ever tear them apart but 
  the Doctor looked worried and commented that a 
  storm was coming.
  CONTINUITY
  •	
  The Doctor admits to being a parent, presumably 
  referencing his granddaughter Susan (see An 
  Unearthly Child in The First Doctor Sourcebook). 
  •	
  This is the first time the Doctor visits the 2012 
  Olympic Games, but not his last (see The 
  Impossible Astronaut in The Eleventh Doctor 
  Sourcebook).
  B  RUNNING THE ADVENTURE
  This adventure makes for a very straightforward, 
  almost textbook, adventure. The TARDIS arrives on 
  time and on target (for once) in the vicinity of a famous 
  global event; something strange is going on, people 
  have gone missing and a strange creature attacks; the 
  Doctor, intrigued, investigates. There is a twist on each 
  of these facets, however, to change it into something 
  different. The global event is actually one in our future 
  (well, it’s in our past now, but at the time it was in our 
  future). The strange creature is not actually the villain 
  of the piece. In fact, there is no villain – the alien is 
  friendly, the little girl lonely. And, rather than have the 
  companion captured or otherwise predisposed, its the 
  Doctor and the TARDIS that find themselves trapped, 
  giving Rose a chance to save the day!
  This adventure makes for a great fire break between 
  big adventures too. Given how well the adventure 
  ends for everyone involved, it provides your players 
  with a nice feel-good moment, especially if your 
  campaign has taken (or is about to take) a turn for 
  the grim.
  CHLOE WEBBER
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  2
  Chloe Webber is a brilliant, gifted, haunted girl. An 
  abusive childhood, coupled with the sudden death 
  of her father and abuser, has severely damaged 
  her confidence. Her mother, Trish, has given her 
  the space she needs to heal but Chloe has found 
  a different way to feel strong again. Chloe has a 
  friend, and along with the Isolus, she will never be 
  lonely again…
  SKILLS
  Convince 3, Craft (Art 5) 3.
  TRAITS
  Brave: Chloe had to be tough to survive with her 
  dad. 
  Keen Senses (Sight): Chloe’s got an artist’s eye. 
  Obsession (Major): Chloe just wants to be left 
  ALONE. 
  TECH LEVEL: 5 
   STORY POINTS: 6
  FEAR HER
  
  105
  THE TENTH DOCTOR SOURCEBOOK
  IONIC ENERGY SCULPTING
  The Isolus channel ionic energy through their 
  bodies to create pocket realms they play in whilst 
  they travel. An alien with the Special – Ionic Power 
  Trait can channel ionic energy and can use it to 
  create ‘pocket dimensions’ that other people can be 
  placed inside – willingly or unwillingly. Each such 
  dimension requires a Resolve + Craft roll (Difficulty 
  12) to create.
  FURTHER ADVENTURES
  •	
  The London 2012 Olympic Games, seems to be 
  one of those moments that the Doctor keeps 
  showing up at. The Tenth Doctor lights the torch, 
  the Eleventh Doctor actually takes part and who 
  knows which other Doctors and companions 
  turn up to the greatest show on Earth? It’s a 
  unique event, with the eyes of the globe entirely 
  focused in one place. Which alien races might 
  be interested in the games and why?
  •	
  An Isolus has been forcibly joined with one of 
  the Doctor’s old enemies. When people begin 
  disappearing out of history, the Doctor and his 
  companions keep following the bread crumbs 
  back to the Isolus and the eventual realisation 
  that this isn’t about revenge but history. The 
  villain of the piece is trying to create a living 
  history of the Doctor and to do that they have to 
  collect everyone who ever knew him…
  THE ISOLUS
  Special – Ionic Power: The Isolus’ greatest power 
  is their control over ionic energy, which their 
  spores use to create elaborate fantasy worlds 
  to play in with their siblings. The Isolus can use 
  ionic power to create anything they imagine, 
  bringing things from that fantasy world to life in 
  the real world. They can also draw other living 
  beings into the fantasy world. 
  Telepathy
  TECH LEVEL: 7 
   STORY POINTS: 5-8
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  2
  STRENGTH
  1
  SKILLS
  Craft (Ionic Constructs 6) 4.
  TRAITS
  Alien
  Alien Appearance
  Empathic: Isolus are creatures of emotion and 
  empathy.
  Environmental: The Isolus can survive in space.
  Flight (Major)
  Networked: All Isolus are telepathically and 
  empathically connected.
  Hypnotism (Major): Isolus are small enough to 
  literally possess a subject, entering their bodies 
  through the mouth.
  Size – Tiny
  The Isolus are a spaceborn race who live their entire lives in the depths of space, carried along by solar winds. 
  They resemble white flowers with streaming tendrils and are incredibly long-lived, taking many thousands 
  of years to reach adulthood. Isolus are born as spores and placed in heat- powered pods by their mother. 
  These pods travel in telepathically connected sibling groups of approximately four billion individuals as they 
  grow to adulthood. To pass the millennia while they mature, the Isolus spores use their ionic power to create 
  virtual fantasy worlds in which to play. This power allows the Isolus to create entire environments, bring 
  inanimate objects to life or, in the case with a lone Isolus spore trapped on Earth in 2012, transform living 
  things into drawings, trapping them within the ionic energy. Isolus spores are empathic, requiring constant 
  companionship and strong positive emotions, such as love and hope, in order to flourish. Without the positive 
  contact of their siblings, an individual Isolus can become frightened, lonely and lash out in their pain and 
  fear, as with any other child. The problem is that this child has complete control over the ionic energy at its 
  disposal, meaning that it can create anything in an attempt to satisfy its every whim.
  
  106
  THE TENTH DOCTOR SOURCEBOOK
  ‘Five million Cybermen? Easy. One Doctor? Now 
  you’re scared.’
  B  SYNOPSIS
  London, Earth, 2007
  The TARDIS arrived back at the Powell Estate for a 
  visit and Jackie was delighted to see the travellers 
  return. They were just in time for another visitor: 
  Rose’s granddad, even though he had died years 
  previously.
  As Rose tried to reason with her Mum, a shadowy 
  figure appeared in the kitchen and Jackie swore it 
  was her father. She explained that this process had 
  been happening for months worldwide, but only for 
  a couple of minutes at a time. The Doctor, disturbed 
  by this, began to investigate. He attempted to trap a 
  ghost and identify it. He confirmed it was something 
  trying to force its way into the universe but the power 
  was shut off before he could discover the truth.
  In Torchwood Tower, nearby, Yvonne Hartman and 
  her scientists finished another test of the Ghost Shift 
  equipment, a colossal engine designed to open a 
  hole between worlds and harvest the energy from it. 
  She was disturbed to see a disruption in the pattern 
  of one test and had it traced to the Doctor who she 
  ordered brought to the Tower. Unknown to her, two 
  of her employees, Gareth and Adeola, stumbled into 
  something awful in an abandoned office and returned 
  to their desks very different people…
  The Doctor tracked the signal to Torchwood Tower 
  and arrived to find an armed, but enthusiastic, 
  welcoming committee. With Rose hiding in the 
  TARDIS, which was wheeled off to be studied, the 
  Doctor and Jackie got the tour. Yvonne explained that 
  Torchwood had been founded by Queen Victoria, the 
  Doctor was technically an enemy of the Crown and 
  now, their prisoner. Yvonne showed him the Sphere, 
  an object that had been confounding her colleague, 
  Doctor Rajesh Singh. They explained that Torchwood 
  had found a radar blackspot 600 feet above London 
  and built the tower to enclose it. The ghosts were 
  caused by Torchwood repeatedly ripping open the 
  blackspot to harness the energy contained within 
  it. This was also where they had found the Sphere, 
  which the Doctor identified as a Void Ship, something 
  used to travel between universes.
  Rose escaped the TARDIS and broke into the Sphere 
  Room where she was captured by Rajesh, who like 
  all Torchwood employees was trained to resist the 
  Psychic Paper. He called Yvonne to tell her about the 
  prisoner and the Doctor admitted who Rose was. As 
  he did so, the possessed Torchwood officers initiated 
  a Ghost Shift that kept the breach open and allowed 
  millions of ghosts to appear; the Doctor shut the 
  employees off, explaining that the officers had been 
  killed a while back. He showed Yvonne their EarPods, 
  ARMY OF GHOSTS/DOOMSDAY
  ARMY OF GHOSTS/DOOMSDAY
  
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  which had been used to take over their brains. As the 
  Torchwood staff frantically tried to close the breach, 
  the Doctor traced the signal from the EarPods and 
  discovered a group of Cybermen. Captured, he was 
  taken back to the control room where a legion of 
  Cybermen began to march out of the Void.
  Down in the Sphere Room, the Void Ship began to 
  power up. Mickey, undercover as a Torchwood officer, 
  was convinced it was the Cybermen, as was the 
  Doctor. He asked the Cyber Leader how they had built 
  it, but the Cyberman replied that they hadn’t, they had 
  simply followed it to Earth. In the Sphere Room, the 
  Void Ship opened and four Daleks emerged…
  The Daleks, the Cult of Skaro, revealed that they 
  had waited out the Time War in the Void, along with 
  an immensely powerful artefact called the Genesis 
  Ark that, for some reason, they couldn’t open. They 
  interrogated Doctor Singh, killing him. The two 
  armies tried to negotiate but mutual arrogance 
  caused war to break out between them immediately
  In the control room, the Doctor was detained 
  whilst Yvonne and Jackie were taken off for Cyber 
  conversion. Hartman, numb with horror, walked to 
  her conversion focused on her duty whilst, in the 
  control room, a team of commandos from Pete’s 
  World arrived, led by Pete Tyler, and killed the 
  Cyber Leader. The confusion gave Jackie a chance 
  to escape, and the commandos took the Doctor with 
  them. Pete explained that the Cybermen had been 
  sealed in their factories on his world, and used the 
  time to escape through the breach. Superficially, 
  Pete’s World was in a golden age, but the truth was 
  that temperatures were rising drastically. The Doctor 
  explained that each time the breach was crossed it 
  caused more damage to both planets and eventually 
  both would be sucked into the Void. 
  Rose realised that she and Mickey were being kept 
  alive because, as time travellers, they could activate 
  the Genesis Ark. She got the Daleks to reveal it was 
  Time Lord technology just as the Doctor arrived. 
  He explained the Cult of Skaro were Daleks given 
  human traits in an effort to make them more 
  effective killing machines. He gave the signal. A joint 
  task force of humans and Cybermen, temporarily 
  united against a common enemy, attacked the 
  Daleks, giving the Doctor and his friends time to 
  escape. On the way out, Mickey stumbled into the 
  Genesis Ark, activating it. The Daleks moved it to 
  the air above London and opened it. Horrified, the 
  Doctor realised what it was: a Gallifreyan prison 
  ship holding millions of Daleks.
  The Doctor and his companions fled back to the 
  Control Room; Pete had rescued Jackie but Yvonne 
  had been turned into a Cyberman. The Doctor 
  explained that everything that had passed through 
  the Void was saturated with Void stuff. By opening, 
  and reversing, the rift, the Doctor could suck each of 
  the millions of Daleks and Cybermen back into the 
  Void. The only problem was, he would be dragged in 
  too. Before she could argue, he sent Rose to go to 
  Pete’s World where her family could be reunited. She 
  returned straight away, however, and the pair began 
  preparations. They were aided by Yvonne, still aware 
  of who she had been even in her new Cyber-body, 
  who sacrificed herself to buy them time. 
  
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  They opened the rift and it began to work, but, 
  realising what was happening, one of the Cult of 
  Skaro used an Emergency Temporal Shift to escape. 
  In Torchwood Tower, the rift began to close before 
  all the Daleks and Cybermen could be dragged in, 
  and as Rose pulled the lever to open it again she 
  was sucked into the rift. At the last second Pete 
  appeared, grabbed her, and took her to his world, 
  saving her life but trapping the Doctor and Rose in 
  different universes forever. Some time later, Rose 
  had a dream where she heard the Doctor’s voice. 
  Along with Pete, Jackie and Mickey she followed him 
  to Bad Wolf Bay in Norway. The Doctor was using the 
  energy of a supernova to project an image through 
  to her world. They talked and Rose tearfully said she 
  loved him. Just as he was about to reply, the signal 
  cut out. A devastated Rose was comforted by her 
  family as, alone in the TARDIS, the Doctor wept.
  CONTINUITY
  •	
  The Void was mentioned in Love & Monsters. 
  The Cybermen escape from it again into Earth’s 
  past in The Next Doctor (se pg. 227).
  •	
  The Eternals (see The Fifth Doctor Sourcebook) 
  knew the Void as the Howling. Could this be any 
  relation to the Howling Halls mentioned by the 
  Doctor in Love & Monsters?
  •	
  The crashed alien spaceship that was excavated 
  from the base of Mount Snowdon proved to be 
  something of a boon in terms of new technology 
  – both the Magna-Clamps used here and the 
  Immortality Gate (see The End of Time on pg. 
  246) were recovered from it. Unsurprisingly, 
  UNIT purportedly had a base there too – perhaps 
  taking over after Torchwood’s demise.
  •	
  The Torchwood Institute first founded by Queen 
  Victoria (see Tooth and Claw) is functionally 
  destroyed in this adventure – although one of 
  their outposts in Cardiff, Torchwood Three led by 
  Captain Jack, survive as an autonomous entity.
  •	
  Adeola Oshodi, one of the two Torchwood officers 
  taken over by the Cybermen, is Martha Jones’ 
  cousin (see Smith and Jones on pg. 116).
  •	
  Torchwood make use of similar EarPods to those 
  produced by Cybus Industries on Pete’s World 
  and here as there they are used for mind control 
  by the Cybermen (see Rise of the Cybermen/
  The Age of Steel on pg. 83).
  •	
  The Doctor mentions that he was at the Fall 
  of Arcadia (see The Day of the Doctor in The 
  Eleventh Doctor Sourcebook).
  ARMY OF GHOSTS/DOOMSDAY
  
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  •	
  The Cult of Skaro’s Emergency Temporal Shift 
  takes them to New York in Earth’s past (see 
  Daleks in Manhattan on pg. 131).
  B  RUNNING THE ADVENTURE
  This adventure forms the climax of the Torchwood 
  story arc, and does so in a big, showy fashion. This is 
  the point at which you can reward players who have 
  been playing attention, reveal what all your clues 
  have been pointing towards and not only tie things up 
  neatly, but also get a few jaws to drop.
  This adventure is also the moment you pay off the 
  family you’ve been growing over the course of the 
  campaign (see pg. 26). You’ve spent the past dozen 
  or so weeks making friends, having adventures 
  together; now you get to ramp up the tragedy by 
  tearing it apart. This adventure is your chance to 
  really give your campaign an emotional punch, as 
  well as to shake things up, change your cast, even 
  change your setting. Having your characters, or 
  some of their loved ones, trapped on the other side 
  of the Void, gives this adventure the epic scale and 
  stakes it needs. Alternatively, use this as an excuse 
  to shake up the entire campaign and have your entire 
  group trapped on the other side of the Void. And, just 
  because the breach is closed, as Rose later proves 
  (see Partners in Crime on pg. 172), there may still be 
  ways to cross back over.
  CHANGING THE DESKTOP THEME
  This story serves two main purposes: to reintroduce 
  an alien race thought defeated, and to pit two much-
  loved alien races against one another. With this in 
  mind, you can swap in almost any other alien into for 
  Cybermen or Daleks. Who else might be trapped in 
  another dimension or in a temporal prison? Perhaps 
  Torchwood unwittingly releases an army of Ice 
  Warriors as well as waking up the Silurians. Maybe 
  it’s UNIT instead, and they wind up letting the Time 
  Lords back into our reality, closely followed by the 
  Great Vampires? Basically, imagine which alien 
  races you’d like to see facing off against one another 
  then use Torchwood’s meddling (or another shadowy 
  government organisation of your choice) as the 
  excuse to let them loose in the middle of London!
  MAGNA CLAMPS (MINOR GADGET)
  Magna Clamps are large, black hexagonal 
  devices with a handle on one side. When 
  activated they cancel the mass of the object 
  they’re attached to, allowing the user to lift 
  up to 2 tonnes one handed. 
  Traits: Boost (Strength +6), Restriction (only 
  for lifting things they are clamped to). 
  Story Points: 1 
  DIMENSIONAL TRANSPORTERS 
  (MAJOR GADGET)
  Much as a Vortex Manipulator can be used 
  to travel through time, a Dimensional 
  Manipulator can be used to travel between 
  universes, so long as cracks remain in the 
  fabric of the universe. If those cracks should 
  be sealed, they become useless.
  Traits: Teleport, Vortex, Restriction (does not 
  allow time travel).
  Story Points: 2
  FURTHER ADVENTURES
  •	
  Torchwood One is in ruins. Less than a dozen 
  staff made it out alive. The organisation is 
  disgraced. But it’s work is far from over. As 
  Torchwood buries its dead, the Van Statten 
  Estate, Naismith Industries, members of 
  multiple intelligence services and several off-
  world dealers approach the survivors of the 
  battle with offers. All of them want access 
  
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  to Torchwood’s vault and its secret national 
  underground rail system. They know something 
  big is being moved out and they know it’s the 
  only way into the vault… 
  •	
  The TARDIS arrives in Torchwood Tower 
  and helps a ragtag group of Preachers and 
  Torchwood officers fight off a barely functioning 
  Cyberman. The world is in tatters, huge sections 
  slipping into the Void even as the remains of the 
  Dalek and Cyberman armies fight over what’s 
  left. The war is over. We lost. Somehow, the 
  players must alter the past to ensure this never 
  happened…
  YVONNE HARTMAN
  AWARENESS
  4
  PRESENCE
  5
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  The head of Torchwood, Yvonne is brilliant, driven 
  and completely secure in the knowledge she’s 
  doing the right thing. The world needs to be 
  defended and she intends to be the one to do it.
  SKILLS
  Athletics 2, Convince 5, Knowledge (Aliens 5) 3, 
  Marksman 2, Medicine 2, Subterfuge 4, Survival 2, 
  Technology 3.
  TRAITS
  Brave: Yvonne remains unfazed even by the 
  invasion of both Daleks and Cybermen.
  By the Book
  Friends (Major): Yvonne is the Chief Officer of 
  Torchwood and has some friends in very high 
  places.
  Indomitable: All Torchwood staff are trained to 
  resist both the psychic paper and possession, 
  or, say, have their conscious sublimated by the 
  Cybermind.
  Obsession (Major): If its alien, it’s ours, even 
  when that might not be the best idea.
  Psychic Training
  TECH LEVEL: 5 
   STORY POINTS: 5
  DR RAJESH SINGH
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  4
  STRENGTH
  3
  Dr Singh is a genius but the last couple of years 
  of his life have proven just how little that means in 
  Torchwood’s world. He’s been set the impossible 
  task of solving the mystery of the Void Ship – a 
  mystery that steadfastly refuses to be solved.
  SKILLS
  Athletics 2, Knowledge 5, Marksman 2, Medicine 2, 
  Science 5, Survival 2, Technology 4.
  TRAITS
  Boffin
  Friends (Major): Dr Singh has all of Torchwood’s 
  resources at his disposal.
  Psychic Training: All Torchwood staff are trained 
  to resist both the psychic paper and possession.
  Technically Adept: +3 to all Technology rolls.
  Unlucky
  TECH LEVEL: 5 
   STORY POINTS: 1
  ARMY OF GHOSTS/DOOMSDAY
  
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  THE RUNAWAY BRIDE
  ‘Her name was Rose.’
  B  SYNOPSIS
  London, England, 2007
  Donna Noble’s wedding day was interrupted when 
  she began to glow yellow and vanished, only to 
  reappear in the TARDIS. She accused the Doctor of 
  kidnapping her and was amazed to find she was in 
  deep space. The Doctor returned her to Earth and 
  Donna, frantic to make it back to her wedding, hailed 
  a cab. The driver was a Roboform, the robotic aliens 
  the Doctor had encountered one year previously.
  The Doctor saw three more Roboforms, all disguised 
  as Santas, approaching. He triggered a cash machine 
  to spew money as a distraction and set off in pursuit 
  of Donna. By this time Donna had realised she’d 
  been kidnapped and a high speed chase ensued, the 
  Doctor weaving the TARDIS through traffic as he 
  tried to catch up. Rescuing Donna, he took her to a 
  nearby roof and explained that the TARDIS needed a 
  couple of hours to recharge. They chatted about their 
  pasts and Donna told the Doctor about how she had 
  met her fiancé, Lance, at her job at H.C. Clements. 
  The company was unusually swish and stuck up but 
  Lance had been kind to her and made her coffee and 
  they’d fallen in love. The Doctor talked about how he 
  spent the previous Christmas at the Powell Estate 
  but, clearly in pain, changed the subject. He gave 
  Donna a Bio-damper, a device that would hide her 
  biological footprint from the Roboform and the pair 
  decided to go to her reception, which Donna expected 
  to be grim.
  When they got there, the party was in full swing. 
  The Doctor, clearly uncomfortable around families, 
  researched H.C. Clements and found out they were 
  actually owned by Torchwood. Increasingly worried, 
  he flagged down the videographer and got them to 
  show him footage of Donna’s disappearance. He 
  recognised the field around her as Huon particles 
  and panicked, running to check the reception hall. 
  It was surrounded by Roboform Santas, who had 
  tracked them down because Huon particles were too 
  old to be masked by a Bio-damper.
  The Doctor and Donna tried to warn the guests but 
  it was too late. The baubles on the Christmas tree 
  turned out to be flying grenades. In the chaos, Donna 
  and her family were pinned down. They were saved 
  by the Doctor supercharging the sound system and 
  using it to destroy the Pilot Fish. He then traced their 
  control signal to Earth orbit but lost track of it there. 
  With Donna and Lance in tow, he set off to investigate 
  H.C. Clements.
  They discovered a network of tunnels and labs under 
  the building that went out under the Thames Barrier. 
  At the centre of them was an immensely deep shaft. 
  Looking around, the Doctor realised the company had 
  been extracting Huon particles. He was still trying to 
  work why when he and Donna were captured by the 
  Roboforms. 
  
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  Their boss finally revealed herself: the Empress of 
  the Racnoss, last survivor of a hideous, spider-like 
  race of omnivores thought dead since the start of the 
  universe. The Time Lords had fought a war against 
  them and thought them destroyed, but she alone had 
  survived.
  Lance appeared and seemed to be rescuing them. 
  However, he revealed his loyalties lay with the 
  Empress and he’d spiked Donna’s coffee with Huon 
  particles to turn her into a living battery. He didn’t 
  love her, and never had.
  The Doctor reversed the flow of the Huon particles, 
  summoning the TARDIS to them and he and Donna 
  escaped. He explained that the particles were 
  naturally drawn to each other and took them back to 
  the birth of the Solar System. A heartbroken Donna 
  watched the Racnoss park an immense spacecraft in 
  the unformed solar system and use it as the centre 
  of the Earth. The Doctor realised they needed Huon 
  energy to wake the ship’s systems up and unleash 
  the Racnoss hidden inside it. Back in the present, 
  enraged that she’d lost her ‘key’ the Empress force 
  fed Lance Huon energy.
  The Doctor and Donna returned to the present and 
  Donna was captured by the Racnoss and imprisoned 
  next to Lance above the shaft. The Empress mocked 
  them, forcing them to go through with the ‘wedding’ 
  before dropping Lance, screaming, into the centre 
  of the Earth. The Racnoss children awoke and the 
  Empress brought her ship closer to Earth to prepare 
  to conquer, and consume, the world.
  The Doctor tried to sneak past the Empress disguised 
  as a Roboform but she detected him. He revealed 
  himself as a Time Lord and she recoiled in horror. 
  He also revealed he’d kept the remote control for the 
  explosive baubles and used them to blow holes in the 
  underground lab and flood it. The Thames rushed 
  in and the Racnoss Empress screamed in grief and 
  horror as the waters flooded down into the centre 
  of the Earth and drowned her children. The Doctor, 
  burning with rage, watched her agony until Donna 
  persuaded him to leave.
  They escaped, as did the Racnoss, who returned to 
  her ship and vowed to destroy the world in vengeance. 
  However, she had depleted all her energy and the 
  ship was destroyed by human tanks. Tanks acting on 
  the orders of Mr Saxon…
  The Doctor dropped Donna home and they talked 
  about whether she wanted to travel with him. She 
  said she wanted to do something with her life, but 
  that she couldn’t live her life the way he lived his. 
  She encouraged him to travel with someone though 
  as, she explained, he needed someone to ‘stop him.’. 
  They said their goodbyes and Donna asked the Doctor 
  what the name of his friend was. Suddenly, utterly 
  heartbroken, he replied that her name was Rose and 
  left. 
  CONTINUITY
  •	
  The Racnoss were one of the ancient races the 
  Time Lords made war upon. The Great Vampires 
  were another (see State of Decay in The Fourth 
  Doctor Sourcebook). Gallifrey did love its wars, 
  right up until the end.
  •	
  The Roboforms were last seen working for the 
  Sycorax in (see The Christmas Invasion on pg. 
  52). 
  •	
  In the aftermath of Torchwood’s destruction (see 
  Army of Ghosts/Doomsday on pg. 106), it seems 
  that some of its fronts have been re-purposed to 
  more sinister ends.
  •	
  The Doctor asks if Lance is overweight with a 
  zip in his forehead, obviously wondering if he is 
  actually a Slitheen (see Aliens of London in The 
  Ninth Doctor Sourcebook).
  •	
  The Tribophysical Waveform Macro-kinetic 
  Extrapolator seems to have been incorporated 
  THE RUNAWAY BRIDE
  
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  into the TARDIS (see Boom Town in The Ninth 
  Doctor Sourcebook).
  •	
  Although Donna Noble refuses the Doctor’s offer 
  to travel with him, she later changes her mind 
  (see Partners in Crime on pg. 172).
  •	
  Mr Saxon is once again mentioned, this time as 
  having ordered the destruction of the Webstar. 
  This is the second time an alien spaceship is 
  allowed to escape by the Doctor, only to be 
  destroyed on orders of the British government 
  (see The Christmas Invasion, pg. 52). 
  •	
  Much like his fourth incarnation, the Tenth 
  Doctor claims his pockets are bigger on the 
  inside (see Genesis of the Daleks in The Fourth 
  Doctor Sourcebook).
  •	
  This is not the first secret base hidden under (or 
  in) a famous London landmark – the Nestene 
  made their base under the London Eye (see 
  Rose in The Ninth Doctor Sourcebook), whereas 
  Missy made her base inside Saint Paul’s 
  Cathedral (see Death in Heaven in The Twelfth 
  Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  This is one of the most readily adaptable adventures 
  the Tenth Doctor has, and features all the classic 
  hallmarks of a great, fun romp through time and 
  space (well, space, mostly): a previously oblivious 
  companion, a car/policebox chase, evil henchmen 
  (in full Christmassy disguise), a double-crossing 
  fiancée, an alien spaceship above London and an 
  ancient evil buried beneath the city. It even plays 
  heavily into the Tenth Doctor’s themes of tragedy 
  and loss of family, both with regard to Rose’s recent 
  departure and the death of the Racnoss Empress’ 
  offspring.
  It also makes for a great way to start a new campaign 
  or introduce a new companion. The nature of Huon 
  particles means that you can bring a new character 
  (or cast of characters) right into the middle of the 
  game – literally having them appear onboard the 
  TARDIS!
  Finally, the adventure also acts as a good one-
  shot, allowing you to mix things up a little between 
  the climax of one story arc and the beginning of 
  another, giving your players the chance to try on 
  some different characters for a change and so on. 
  However, rather than being entirely standalone, this 
  adventure is more of a ‘bridge’ of sorts: a little of the 
  aftermath of Torchwood’s legacy is explored, and at 
  the same time future story arcs are set up (in both Mr 
  Saxon and Donna Noble). 
  Of course, you don’t have to prepare all this in 
  advance – you can always retroactively pick up 
  throwaway plot threads you introduce in this (or 
  any other) adventure and weave them into a future 
  story arc, making it seem as though you have been 
  planning this all along! Your players don’t need to 
  know the truth… 
  B  THE RACNOSS
  One of the most ancient species in the universe, 
  the Racnoss are a race of large, half-humanoid, 
  half-arachnid creatures with scarlet leathery skin, 
  daubed with patches of black around the abdomen 
  and underside. They have six eyes – two positioned 
  on either side of their head, with the other four set in 
  an arc across their brow. Racnoss mouths are filled 
  with sharp, over-large teeth that make them salivate 
  and spit when speaking. 
  
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  They have eight legs and two manipulator arms, 
  all of which are used to control their craft. The 
  two arm appendages end in razor-sharp points. 
  The Racnoss have many traits shared with their 
  arachnid cousins, such as wall climbing and the 
  ability to create a web-style substance that is used 
  to capture and hold their prey.
  Over four billion years ago, they terrorised the known 
  universe, gorging on innocent species. Most of the 
  Racnoss were wiped out when the Fledgling Empires, 
  including the Time Lords, gathered together and 
  tried to eradicate them. A group of Racnoss escaped; 
  the Empress of the Racnoss in one ship, a small 
  group of Racnoss children in another. The Empress 
  of the Racnoss forced herself into hibernation and 
  hid at the far end of the universe, well away from her 
  enemies. Here she waited patiently until the time was 
  right to seek out her children and reawaken them. 
  The Webstar containing the Racnoss children hid in a 
  newly forming galaxy and began to spin. This caused 
  a gravitational force that pulled in floating space 
  rocks, gas and other elements, which all combined 
  to form the core of the Earth. The Empress called 
  this Webstar the ‘Secret Heart’ for it sat at the centre 
  of the Earth, just waiting to be unlocked by a key of 
  Huon particle energy.
  Huon particles existed during the Dark Times and 
  were used by Racnoss and other species as a source 
  of power. The last remaining particles could only be 
  found in the heart of the TARDIS. That was until these 
  dangerous elements were created synthetically by 
  the Torchwood Institute, in a secret lab under the 
  offices of H.C. Clements. Torchwood had fashioned 
  Huon particles using a hydrogen base and water 
  from the Thames but the particles needed a living 
  being to act as a catalyst, so that the Huon particles 
  could spring to life.
  TORCHWOOD’S TASTE
  As the Doctor comments, Torchwood have 
  a fondness for hiding secret bases inside 
  landmarks. This is a golden ticket to have 
  some fun with your locations. What about 
  a deniable lab beneath the white cliffs of 
  Dover? A containment facility under the 
  Forth Bridge? An alien signal station on one 
  of the old seaforts in the Thames Estuary? 
  Britain has a ton of secret historical locations 
  and they’re all perfect for Torchwood bases, 
  forgotten or otherwise.
  BIO-DAMPER (MINOR GADGET)
  Developed by enterprising thieves in the 
  22nd century, the Bio-damper is designed 
  to be a cloak of (everything but) invisibility. 
  The ring, when placed in contact with bare 
  skin, creates an electromagnetic ‘glove’, a 
  shaped force field that covers the wearer 
  from head to toe. This acts as a buffer for all 
  the natural electromagnetic energy they put 
  out, rendering them invisible to sensors, and 
  senses, designed to track it. 
  Traits: Invisible (Minor – only to sensors and 
  scanners), Restriction (Does not work on 
  Huon particles).
  Story Points: 1 
  FURTHER ADVENTURES
  •	
  Where else might the Racnoss have hid apart 
  from Earth? What about an expedition to 
  Metebelis III where the characters have to fend 
  off spider-worshipping cultists, help River Song 
  dig to the centre of the planet and talk down the 
  military unit intent on destroying Metebelis III – 
  and the Racnoss – once and for all.
  •	
  London 1814 and the Thames has frozen solid. 
  An impromptu frost fair has been erected on it 
  and the citizens of London are taking the time 
  to have some fun. Until the first one disappears. 
  Something is hunting beneath the frozen river. 
  Something that moves at will in any direction, 
  feeds on life force and leaves web shaped 
  cracks in the ice. The Racnoss children had a 
  nursemaid; it’s woken up and it’s hungry…
  THE RUNAWAY BRIDE
  
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  THE EMPRESS OF THE RACNOSS
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  9
  SKILLS
  Athletics 5, Craft 2, Fighting 2, Knowledge 2, 
  Technology 2, Transport 4.
  TRAITS
  Additional Limbs: The Racnoss have eight legs 
  and two manipulator arms.
  Alien
  Alien Appearance: She’s a massive, red spider.
  Keen Senses – Sight: The Racnoss have six 
  eyes, giving them +2 on Awareness rolls that 
  involve sight.
  Last of Her Kind: The Empress of the Racnoss is 
  alone in the universe.
  Natural Weapons – Bite and Stab: The Racnoss 
  have sharp teeth and limbs and gain +2 to 
  damage in close combat.
  Size – Huge (Minor)
  Special – Webbing: The Racnoss can produce 
  webs like a spider, making traps or strong 
  rope-like webs to hang from. The stickiness is 
  equal to a Strength of 5 and it can support over 
  1000kgs.
  Tough: The Racnoss are tough, reducing all 
  damage by 2.
  TECH LEVEL: 11 
   STORY POINTS: 8
  LANCE BENNETT
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  3
  The head of human resources at H.C. Clements, 
  Lance is bored, and clever and wants power. He 
  doesn’t care who he treads on to get it but if it’s 
  Donna, so much the better. Anything to make her 
  stop talking…
  SKILLS
  Athletics 3, Convince 5, Knowledge 4, Science 3, 
  Technology 3.
  TRAITS
  Attractive
  Charming: Lance is friendly, plausible and good 
  company. As long as you have something he 
  needs.
  Cowardly: Beneath all his bluster, Lance is 
  actually a coward.
  Dark Secret: Lance is secretly working for the 
  Racnoss Empress.
  Selfish: What’s in it for Lance?
  TECH LEVEL: 5 
   STORY POINTS: 2
  
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  ‘I’m talking to an alien? In hospital?! What, has this 
  place got an E.T. department?’
  B  SYNOPSIS
  London, Earth and the Moon, 2008
  Martha Jones, a medical student in London, had a 
  problem. She had several problems in fact and she 
  was related to all of them. On her way into work, 
  juggling peacemaking phone calls with her family, 
  Martha was stopped by an odd man who took his 
  tie off, said “Like so, see?” and disappeared. She 
  thought nothing else of it and kept on with her day.
  Later that morning, on her rounds, she and the other 
  students were quizzed about two patients. Florence 
  Finnegan, a nice old lady with a salt deficiency, and 
  John Smith who was, it turned out, both the the man 
  she met on the street and the Doctor. Except he’d 
  been in hospital since last night…
  Later still, Martha was chatting with her sister Tish 
  on the phone. Tish asked if she could see the rain 
  and Martha didn’t understand until she realised the 
  rain was moving upwards. There was a rumble and, 
  suddenly, the hospital was transported to the Moon.
  In the middle of a building-wide panic, 
  Martha and her friend Julia did their best to 
  help. The Doctor appeared and figured out 
  they still had oxygen, meaning that whoever 
  had stolen the hospital wanted them alive. 
  He went outside, Martha followed and they 
  realised they were under a forcefield. They 
  had air. But for how long?
  A colossal spacecraft appeared and landed 
  nearby. Armoured soldiers began scanning 
  everyone in the hospital. Elsewhere, Mr 
  Stoker, horrified at what he’d seen, was 
  interrupted by Florence. She explained that 
  “great tests are to come” and that she was 
  only salt deficient because she absorbed it 
  so well. She advanced on Stoker, drinking 
  his blood.
  In the foyer, the soldiers unmasked. The 
  Doctor explained they were Judoon; galactic 
  policemen for hire who were looking for a 
  non-human. He also explained that was bad 
  news for him, as the Judoon began marking 
  humans with an X on their hands. The 
  Judoon weren’t violent unless attacked, but 
  vaporised anyone who tried to defend themselves.
  Upstairs, the Doctor tried to get information from a 
  computer but discovered the Judoon had wiped it. He 
  asked Martha if anyone checked in in the last week 
  with odd symptoms and she offered to ask Doctor 
  Stoker. When she got there, she found Florence still 
  feeding off him. Martha ran, found the Doctor and 
  the pair were pursued by a Slab, one of Florence’s 
  henchmen. The Doctor destroyed the Slab with 
  an X-Ray machine and absorbed what should 
  have been a fatal dose of radiation, However, he 
  expelled the radiation from his body, dropping it 
  into a shoe and taking the other one off as he’d 
  look daft with one shoe. He was disappointed to 
  find his Sonic Screwdriver had been destroyed but 
  explained to Martha the Slab was a robot that was 
  designed to hide in plain sight. As they talked, he 
  realised Florence was drinking Stoker’s blood to 
  hide her alien nature; the Judoon scanner would 
  read her as human if she was scanned once she’d 
  fed. They raced off to stop her but were cornered 
  by the Judoon. They scanned the Doctor, decided 
  he was the alien they were looking for and pursued 
  them through the hospital. The Doctor then figured 
  out that Florence wasn’t just hiding in the hospital, 
  she was planning on using it to cover her escape.
  SMITH AND JONES
  SMITH AND JONES
  
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  He kissed Martha and ran off, asking her to distract 
  the Judoon so he could find Florence. The Judoon 
  scanned her, detected non human DNA on her lips and 
  scanned her in more detail, buying the Doctor time. 
  Meanwhile the Doctor found Florence and tricked 
  her into thinking he was a human. She explained she 
  had modified the MRI to overload, wiping the brains 
  of everyone on the Moon and the side of the Earth 
  facing it to cover her escape. She fed on the Doctor 
  and apparently kills him.
  The Judoon arrived, with Martha, who scanned the 
  Doctor and confirmed he was dead. They scanned 
  Florence too and, to her horror, detected the Doctor’s 
  alien blood. She was executed by the Judoon before 
  they left. Martha managed to revive the Doctor by 
  working CPR on both his hearts but passed out as the 
  oxygen finally ran out. The Doctor woke up, stopped 
  the MRI device and carried Martha out of the room. 
  As the Judoon left he saw the rain moving upwards 
  and realised they were going home.
  That night, Martha was trying to keep the peace at 
  her brother’s birthday. When the Doctor appeared 
  nearby, she left and he explained that she was owed 
  a trip in the TARDIS for her help. He also explained 
  it’s a Time Machine by stepping in, dematerialising 
  and reappearing with his tie undone exactly as it was 
  when she first met him that morning. Impressed, she 
  stepped aboard and as they took off, the two shook 
  hands over the console.
  CONTINUITY
  •	
  The Doctor uses his alias John Smith once again. 
  He will use it rather more permanently one day 
  soon (see Human Nature on pg. 146).
  •	
  There’s a certain irony to a character named 
  Stoker having his blood drunk.
  •	
  Vote Saxon posters can be seen up around 
  London (see The Sound of Drums on pg. 161).
  •	
  While their name has been invoked before (see 
  Rose in The Ninth Doctor Sourcebook and The 
  Christmas Invasion on pg. 52), this is the first 
  time agents of the Shadow Proclamation are 
  actually encountered.
  •	
  This is not the first time the Doctor has visited 
  the Moon (see The Moonbase in The Second 
  Doctor Sourcebook), although the Moon he 
  visits in 2070 is not the same Moon he visits in 
  2008, given that it hatches in 2049 (see Kill the 
  Moon in The Twelfth Doctor Sourcebook).
  •	
  The Tenth Doctor “loves a shop”. He is similarly 
  delighted when he finds the Library also has a 
  shop (see Silence in the Library on pg. 202).
  •	
  The Plasmavore’s confession is similar to the 
  Second Doctor’s confession to the Time Lords 
  (see The War Games in The Second Doctor 
  Sourcebook).
  •	
  The Doctor’s Sonic Screwdriver is destroyed. It is 
  neither the first time this has happened (see The 
  Visitation in The Fifth Doctor Sourcebook), 
  nor the last (see The Eleventh Hour in 
  The Eleventh Doctor Sourcebook).
  •	
  Martha asks the Doctor if the TARDIS 
  has a navigator. This was once the role 
  occupied by Adric (see Castrovalva in The 
  Fifth Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  There are three things you need to 
  remember when running this adventure:
  The Ticking Clock: The air is running out, 
  the TARDIS is inaccessible, the Judoon 
  are coming and any Time Lords or aliens 
  in your group may well be arrested or 
  executed. The characters need to find 
  the Plasmavore, stop her and hand 
  her over to the Judoon before she can 
  kill half the planet and escape. Keep 
  everything urgent and throw a new 
  problem at them every few minutes. 
  Maybe the top floor of the hospital 
  grazes the top of the forcefield, 
  maybe the forcefield’s weakening 
  or there are other, desperate aliens 
  with agendas all of their own in the hospital. 
  Give them no time and six impossible things 
  to do. They’ll do eight and feel like kings of 
  the Moon.
  An Alien Threat: The Judoon are a brilliant 
  player scoop. Any time they feel like slowing 
  down, have everyone’s favourite rhino cops 
  show up and push them along a little bit. 
  Throw other stuff in there too; maybe the 
  Plasmavore fancies eating a couple of the 
  players or some of the human patients in 
  the hospital have agendas that make them 
  dangerous too. If you want to really up the 
  threat level, dropping the hospital on the Moon 
  could have woken up someone, or something, 
  hibernating there…
  A Human Touch: Beyond the stompy rhino cops, 
  vampire grannies and lunar-bound hospital, 
  this is a story about people. Martha and 
  her need to do right by her family. Mr 
  
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  Stoker and his realisation the universe is so big and 
  he means so little. Poor Julia and her terror. Even 
  the Doctor reminiscing about his (lost) family. This 
  is a story about ordinary people, literally plucked 
  out of their ordinary lives and into an extraordinary 
  situation. Keep that in mind, show the players what 
  the stakes are again and again and they’ll rise to 
  meet them.
  B  THE JUDOON
  The Judoon are a form of ‘police for hire’, although the 
  chances of them arriving to ‘serve and protect’ are 
  pretty low. They are engaged to enforce galactic 
  law, usually on behalf of the Shadow Proclamation, 
  or to track down known criminals. While it may 
  seem to be your lucky day when a police force 
  arrive, the Judoon are single-minded and utterly 
  without mercy when it comes to the  letter of the 
  law. It is more accurate to call them licensed 
  vigilantes, bounty hunters or just plain thugs. 
  Judoon resemble large bipedal rhinoceroses, and 
  are about as gentle, understanding and easy to 
  talk to as one. 
  The main danger of the Judoon is that they arrive in 
  large numbers – very large numbers. If you can give 
  them a good enough legal reason, you can employ 
  them as your own private army, so they often work 
  for governments, corporations and rich clients (even 
  a few highly placed and rich gangsters, on occasion). 
  They care little for what is right and wrong, only for 
  what is legal and illegal. They are unshakable in their 
  belief that they are doing the right thing by following 
  the letter of the law, ignoring all moral responsibility 
  for their actions. 
  If you break the law in their presence they will 
  act as judge, jury and executioner, as long as you 
  transgress the laws they have decided to enforce. 
  The only upside of this behaviour is they are 
  just as quick to enforce laws that work in your 
  favour as those that work against you, and have a 
  comprehensive compensation package for anyone 
  they deem unfairly treated by their actions. Sadly, 
  this often means that while they will give you a 
  voucher for compensation they won’t actually 
  rescue you from certain death if you are not their 
  responsibility! 
  Judoon stand nearly six feet tall and wear a tough 
  black uniform that also functions as a space suit. 
  They are usually armed and carry a scanner that 
  doubles as a translation device. The scanner is used 
  to track their prey but only works at very close range. 
  The translator device can understand almost any 
  language but needs to sample a few words to effect 
  a translation.
  JUDOON TROOPER
  AWARENESS
  2
  PRESENCE
  4
  COORDINATION
  2
  RESOLVE
  5
  INGENUITY
  3
  STRENGTH
  8
  SKILLS
  Athletics 1, Convince 3, Fighting 3, Knowledge 
  (Galactic Law 5) 3, Marksman 3, Survival 2, 
  Technology 2, Transport 3.
  TRAITS
  Alien
  Alien Appearance
  Armour (Minor): A combination of tough skin 
  and thick leather armour reduces damage by 5.
  Code of Conduct: Uphold the Law.
  Environmental: The Judoon have a large lung 
  capacity, allowing them to survive without air, or 
  within a poisonous environment. 
  Fear Factor (2): The Judoon are huge and 
  intimidating aliens and gain +4 when actively 
  intimidating their targets.
  Slow: The Judoon are not the speediest of races, 
  all that armour and weight slows down their 
  Speed to 1.
  EQUIPMENT: Judoon Blaster (4/L/L), Translator/
  Genetic Scanner (Traits: Scan, Transmit).
  TECH LEVEL: 7 
   STORY POINTS: 3-5
  SMITH AND JONES
  
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  JUDOON CAPTAIN
  As per Judoon Trooper except as follows:
  Awareness 3, Ingenuity 4 
   
  Skills: Knowledge (Galactic Law 6) 4
  Traits: Voice of Authority: The Judoon 
  Captain’s commanding voice provides +2 to 
  Presence and Convince rolls.
  Story Points: 6-8
  B  THE PLASMAVORE
  Hidden throughout the galaxy, Plasmavores are a 
  race of vampiric genetic mimics known for their 
  dependence on blood and savage survivalist nature. 
  It is most likely that they evolved and mutated from 
  the Great Vampires who existed during the Dark 
  Times, becoming a species in their own right.
  Very little is known about the Plasmavores. They are 
  humanoid in shape but can take on the  internal, and 
  sometimes external, biology of a species by drinking 
  its blood. The blood is also essential for them as 
  it is their only form of nourishment. The fact that 
  this kills any unwilling blood donor has led to their 
  outlaw status across the galaxy. To extract the blood, 
  a Plasmavore will typically use a cylindrical tube of 
  some kind to pierce the flesh of its victim, then use it 
  as a straw to suck the blood from its veins. However, 
  when extremely hungry or in a blood lust, this practice 
  will be abandoned and the Plasmavore will get to the 
  blood any way possible, often by biting the target.
  Their ability to mimic biology was originally a way to 
  allow them to mingle with their prey undetected but 
  now is their main line of defence against a universe 
  hostile to their predatory ways. Although blood is 
  essential for them to survive, many Plasmavores 
  develop a psychosis and become addicted to the 
  pleasure of the kill and tasting many different 
  species of blood. This, combined with their predatory 
  nature, means a Plasmavore will kill any creature, 
  either for survival or from simple hatred. They have 
  no problem with destroying billions of innocent lives, 
  if it allows them to survive to drink blood another day. 
  An advanced energy weapon, such as a Judoon 
  blaster, can kill a Plasmavore but, due to the fluid 
  nature of their internal organs, any projectile or 
  stabbing weapon is less effective than on most 
  humanoids. They are a species that stalks their prey 
  and separates it from any form of help or escape 
  before attacking, making them fairly vulnerable in 
  a straight fight. This explains the relatively small 
  number of Plasmavores in existence. They are, 
  however, cunning and resourceful, able to quickly 
  formulate a plan that allows them to survive. In some 
  circumstances, a Plasmavore will use an easily 
  manipulated species or android race, such as Slabs, 
  as a form of highly expendable bodyguard.
  PLASMAVORE
  AWARENESS
  2
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  2
  INGENUITY
  4
  STRENGTH
  3
  SKILLS
  Athletics 2, Fighting 2, Medicine 1, Technology 2, 
  Transport 2.
  TRAITS
  Alien
  Alien Organs (Minor): The fluid nature of the 
  Plasmavore’s innards makes it difficult to kill 
  them. Any damage inflicted, except Lethal 
  damage, is reduced by 2. 
  Boffin: The Plasmavore is capable of building 
  deadly gadgets, such as rigging the MRI to 
  detonate the hospital and destroy part of the 
  Earth.
  Dependency – Blood: The Plasmavore needs 
  to drink blood regularly or it will take damage. 
  After six hours without consuming blood, the 
  Plasmavore will take a level of damage every 
  hour until it feeds. Once it has fed, it will heal all 
  of the damage it has taken this way.
  Shapeshifter (Minor): After drinking a creature’s 
  blood, they can adopt its form.
  TECH LEVEL: 7 
   STORY POINTS: 5
  
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  B  SLABS
  Slabs are animated and semi-sentient beings 
  that are constructed to be used as slave drones. 
  They cannot speak and generally travel in pairs. 
  Slabs are constructed of solid amounts of a single 
  material – for example, the pair used by Florence 
  Finnegan, the Plasmavore, were comprised entirely 
  of leather. Such creations may be the inspiration 
  for the legendary golems of myth; creatures made 
  entirely out of mud, clay, rock or flesh, brought to 
  life to carry out their creator’s wishes. They are 
  given vague forms so as not to provoke suspicion 
  – the Plasmavore’s Slabs appeared as motorcycle 
  couriers, features hidden under dark helmets. 
  They are capable of following the commands 
  of their recognised master and no more. They 
  possess no will of their own, nor much initiative 
  beyond following the directives they’ve been given 
  (which are usually kept very simple). High levels 
  of radiation overload a Slab’s internal make-up, 
  rendering them useless.
  H20 SCOOP (MINOR GADGET)
  H20 Scoops are a brutally efficient, but slow and 
  unsubtle teleportation method; hence why the 
  Judoon love them. The Scoop uses cloud-seeding 
  nanotechnology to arrange any water in the target 
  zone into an elaborate lattice. It then fires a brief, 
  massively powerful burst of radiation though this 
  lattice, turning it into a ‘carrier wave’ of sorts for 
  the target. This wave is then aimed at a target area, 
  dropping the lattice and everything in it intact and 
  onto the target. If lifeforms are being transported, 
  an excess of water is required to shield them from 
  the ‘flash’ of radiation. This leads to a massive build 
  up in plasma ‘coils’ or ball lightning for 12 hours 
  beforehand, which is easy  enough to detect.
  Traits: Teleport, Bulky (Major), Slow (Major), 
  Weakness (Easy to detect).
  Story Points: 1 
  JUDOON TRANSLATOR/GENETIC SCANNER 
  (MAJOR GADGET)
  Judoon Translators/Genetic Scanners are small, 
  cylindrical devices that record and match native 
  dialects with a vast database all Judoon ships 
  carry. Once the language is identified, the correct 
  information is transmitted to the Judoon via their 
  suits, allowing them to ‘fit in’.
  Traits: Scan, Transmit
  Story Points: 2 
  JUDOON SHIPS 
  Immensely powerful and magnificently ugly, Judoon 
  ships are the industrial face of galactic justice for 
  hire.
  Armour: 4 
   
  Hit Capacity: 100 
   
  Speed: 5/100 (When Jumping)
  Traits: Flight, Forcefield, H20 Scoop, Huge
  FURTHER ADVENTURES
  •	
  It’s all very handy having the Doctor in the 
  hospital at the time, but what if the characters 
  find themselves trapped on Earth. How might 
  they get to the Moon? Commandeer a rocket 
  from NASA or the ESA? Hitch a lift onboard the 
  Judoon ship? Enlist UNIT’s help?
  •	
  What if the Judoon don’t just do this regularly 
  but do it at the same spot on the Moon? The 
  hospital’s disappearance and return might be 
  a smoking gun to a group like LINDA (see pg. 
  99), but there’s lots of fun to be had in running a 
  UNIT team scrabbling to get to the Moon in time 
  to save its occupants.
  SLABS
  AWARENESS
  2
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  1
  STRENGTH
  5
  SKILLS
  Athletics 5, Fighting 4, Subterfuge 1.
  TRAITS
  Armour: A Slab is pretty much all inert armour, 
  reducing damage by 5.
  Robot
  Technically Adept
  Weakness (Minor) – Radiation: High levels 
  of radiation are instantly fatal to Slabs – 
  unfortunately, such levels are often lethal to 
  everyone else in the room too.
  TECH LEVEL: 7 
   STORY POINTS: 0
  SMITH AND JONES
  
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  THE SHAKESPEARE CODE
  ‘To be or not to be… Ooh, that’s quite good.’
  ‘You should write that down.’
  ‘Maybe not. Bit pretentious?’
  B  SYNOPSIS
  London, England, 1599
  Lilith was being serenaded from her balcony. Wiggins 
  was invited up but was horrified to find she lives in a 
  hideous cave-like apartment with her two mothers, 
  Bloodtide and Doomfinger. The three feasted on him 
  and prepared for the end of the world…
  Nearby, the TARDIS had landed and the Doctor 
  worked out they were in 1599. Martha expressed 
  concern she’d attract attention because she wasn’t 
  white but the Doctor pointed out she was far from 
  alone and suggested she “walk around like she owns 
  the place” as that always worked for him. They went 
  to the Globe theatre where the Doctor was awestruck 
  to see Shakespeare in person and… less awestruck to 
  find out he was a big-mouthed Elizabethan rockstar.
  The Doctor was more than a little worried when 
  Shakespeare announced the debut of Love’s Labour’s 
  Won the following night as that was the lost play no 
  one had ever seen performed. He 
  and Martha visited the great author 
  but their attempts to explain were 
  hampered by him mistaking them 
  for groupies, seeing through the 
  Psychic Paper and attempting to chat 
  up Martha. To make matters worse, 
  Mr Lynley, the Master of the Revels, 
  stormed in and demanded to see 
  the play. It was his job to sign off on 
  every play put on in London and when 
  Shakespeare tried to stall him, he 
  banned it from being performed
  On the way out, Mr Lynley met Lilith 
  disguised as a serving maid. She 
  stole some of his hair and wrapped 
  it around a doll she had used to 
  influence Shakespeare earlier. She 
  plunged the doll in water and Lynley 
  drowned in the middle of the street, 
  despite the Doctor and Martha trying 
  to save him.
  They settled in for the night, the 
  Doctor inadvertently hurting Martha’s feelings by 
  comparing her to Rose. Overnight, Lilith used the 
  doll to seize control of Shakespeare and made him 
  finish the play. She was interrupted by a member of 
  staff at the inn they were staying at, killed the woman 
  and in the commotion had to flee. The Doctor and 
  Martha saw her flying away and observed that she 
  looked like a witch…
  The Doctor and Martha chatted to Shakespeare 
  the following morning and realised the pages he’d 
  written overnight were vital to the witches’ plot. 
  Shakespeare remembered that Peter Streete, an old 
  friend and the architect of the Globe Theatre, had 
  mentioned witches… The Doctor and Martha visited 
  the theatre and realised it was 14 sided, and then 
  went on to Bedlam to talk to Streete. The architect 
  explained that the witches tormented him and broke 
  his mind once the work was done. Lilith spotted this 
  and dispatched Mother Doomfinger to the asylum. 
  She appeared and the Doctor finally figured out what 
  had been bothering him: the 14 walls of the Globe 
  echoed the 14 stars of the Rexel Configuration; home 
  of the Carrionites. He ‘named’ Doomfinger and she 
  screamed and disappeared. Back at Shakespeare’s 
  lodgings, the Doctor explained the Carrionites had 
  disappeared at the dawn of the Universe. They used 
  
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  words as the basis for their science and had targeted 
  Shakespeare and his astounding talent to bring their 
  species together, on Earth. The Doctor dispatched 
  Shakespeare to stop the play, which had the equation 
  to bring them to Earth encoded into its final speech. 
  He and Martha headed for the Carrionites’ lair, 
  following information given to them by Streete.
  At the theatre, Shakespeare tried to warn everyone 
  but the Carrionites used the doll to knock him out. 
  At the Carrionites’ lair, Lilith let the Doctor and 
  Martha in, taunting them. Martha tried to name her 
  and banish her but Lilith revealed it only works once, 
  then did the same thing to Martha. She found it didn’t 
  work with the Doctor but located the name ‘Rose’ in 
  his mind. When she used it, it enraged him but gave 
  her time to pluck some of his hair, attach it to the 
  doll and stab him in the heart. The Doctor collapsed, 
  apparently dead, and she flew off. 
  In reality, she only stopped one heart and Martha 
  helped him restart the heart, gently mocking him 
  for ‘faking’ his own death again. They raced off to 
  the Globe, but it was too late; the speech had been 
  completed and the Carrionites emerged from a 
  crystal Doomfinger and Bloodtide had been guarding 
  for centuries. 
  The Doctor revived Shakespeare and persuaded 
  him to improvise a verse to reverse the process. 
  He managed all but the last word, “Expelliamus!”, 
  which Martha provided by way of JK Rowling. The 
  Carrionites were trapped once again and the crowd 
  gave them a standing ovation.
  The following morning, the Doctor found the crystal 
  with all the Carrionites trapped inside and decided 
  to store it in the TARDIS. Shakespeare explained 
  that he knew they were time travellers and began 
  composing an ode to Martha. They were interrupted 
  by good news for Will and the actors and bad news 
  for the Doctor; Queen Elizabeth wanted to see the 
  play but viewed the Doctor as her sworn enemy even 
  though they hadn’t met. The Doctor and Martha fled 
  back to the TARDIS and the Doctor reflected on how 
  much fun he was going to have finding out what he 
  did to offend the Queen.
  CONTINUITY
  •	
  Shakespeare is resistant to the Psychic Paper, 
  as was Charles Dickens (see The Unquiet Dead 
  in The Ninth Doctor Sourcebook) and Agatha 
  Christie (see The Unicorn and the Wasp on pg. 
  196).
  •	
  The Carrionites are almost certainly old enough 
  to remember the Time Lords’ wars against the 
  Great Vampires and the Racnoss. No wonder 
  they’re so scared of a Time Lord.
  •	
  This is the first indication the Doctor gets that 
  Queen Elizabeth I is a little angry with him. As he 
  jilted her on her wedding night, she may have a 
  point (see The Day of the Doctor in The Eleventh 
  Doctor Sourcebook).
  •	
  The Doctor uses the title Sir Doctor of TARDIS, 
  even though he won’t officially be knighted until 
  Queen Victoria’s age (see Tooth and Claw on pg. 
  65).
  •	
  With her suggestion of “Expelliarmus” as a 
  magic word, its clear that Martha has been 
  reading about the adventures of a certain boy 
  wizard.
  •	
  The TARDIS is shot by an arrow, something that 
  has happened before (see An Unearthly Child 
  in The First Doctor Sourcebook and Silver 
  Nemesis in The Seventh Doctor Sourcebook) 
  and will again (see Robot of Sherwood in The 
  Twelfth Doctor Sourcebook).
  •	
  The Doctor claims to have met Shakespeare 
  before, saying that he was a terrible actor. Sarah 
  Jane Smith replies that this is perhaps why he 
  took up writing (see both Planet of Evil and City 
  of Death in The Fourth Doctor Sourcebook).
  THE SHAKESPEARE CODE
  
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  •	
  The Doctor finds the crystal ball imprisoning the 
  Carrionites when looking for an Agatha Christie 
  novel (see The Unicorn and the Wasp on pg. 196).
  B  RUNNING THE ADVENTURE
  One major theme runs through this adventure: words 
  as power. Words are what Shakespeare uses to make 
  sense of the world, the Carrionites use words to 
  control the world, the Doctor uses words to control 
  the Carrionites, and Martha finds words used on 
  her by both Shakespeare and the Carrionites to very 
  different effect. And it’s not just words as Word Magic 
  either, but the rich language of Shakespeare’s plays 
  and the wild, swashbuckling banter of the time. This 
  is an adventure that cries out to be crammed full of 
  memorable characters drawn from both Elizabethan 
  history and Shakespearean prose.
  CHANGING THE DESKTOP THEME
  The notion of Word Magic gives you the opportunity 
  to not set this in England at all, let alone this time 
  frame. Jack Kerouac would be a viable ‘vessel’ for 
  the Carrionites and the thought of Beat Generation 
  Witches might well get the Doctor’s attention. You 
  could just as easily have them running a similar 
  scheme in the 21st century, using social media to 
  construct a hashtag lattice of words to move Earth 
  to the Carrionites instead of moving the Carrionites 
  to Earth. Every different kind of poetry conjures up 
  ideas for different kinds of adventure, from haiku to 
  sonnets. Find a period you’re passionate about, or a 
  writer you adore and set the adventure around them. 
  After all, this adventure shows just how powerful one 
  word from JK Rowling’s books can be…
  Other aliens could be swapped in for the Carrionites 
  just as easily too. What if it was the Great Intelligence 
  that was harnessing the power of Shakespeare’s 
  words, much as it did with the power of the Internet 
  (see The Bells of St John in The Eleventh Doctor 
  Sourcebook). How about, instead of Carrionites 
  whispering into Shakespeare’s ears, it was 
  Saturnynes living in the River Thames?
  B  CARRIONITES
  From Rexel 4 in the Fourteen Stars of the Rexel 
  Planetary Configuration, the Carrionites are a race 
  of witch-like beings whose advanced word-based 
  science can appear to the untrained as magic or 
  witchcraft. One of the oldest races of the universe, 
  along with the Nestenes, the Racnoss and the 
  Great Vampires, the Carrionites were banished by 
  the Eternals to endless imprisonment. Carrionites 
  are all female, and are denoted Mother, Sister or 
  Daughter depending upon their relative ages, similar 
  to the old Earth belief in the triple aspect of Wiccan 
  Goddesses: Maiden, Mother and Crone.
  Where humanity formed their sciences based 
  around maths and the manipulation of numbers, 
  the Carrionites use words to manipulate reality with 
  almost magical effects. Three of their race  managed 
  to escape from their eternal prison and started 
  manipulating the actions of Peter Streete, architect 
  of the Globe Theatre in London, and the writings 
  of William Shakespeare, to act as agents of their 
  “word-craft”, opening the gates to release the rest 
  of their kind. Lilith, Mother Doomfinger and Mother 
  Bloodtide, the three Carrionite agents that first 
  escaped, were stopped by the Doctor and Martha, 
  and remain trapped in the crystal sphere, filed away 
  under “C” in the TARDIS.
  FURTHER ADVENTURES
  •	
  “The play’s the thing, wherein we’ll catch the 
  conscience of the King.” Shakespeare was 
  changed forever by his interaction with the 
  Carrionites. He began working on ways to defend 
  Queen and country and obsessively studied Word 
  Magic to learn a means to do so. Hamlet was his 
  crowning achievement, a play designed to function 
  as a linguistic hard drive to capture the mind of a 
  dying monarch within it. But the Carrionites never 
  stopped whispering to him and, on the thousandth 
  anniversary of the play’s first performance, the 
  Carrionites are coming home…
  
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  •	
  The story of Shakespeare’s friend and rival, Kit 
  Marlowe, is fascinating. A fellow playwright, 
  and possible spy, Marlowe was killed in very odd 
  circumstances. Before he died, he wrote Doctor 
  Faustus, the story of a scientist who sells his 
  soul for knowledge to an all-seeing all-knowing 
  demon. You can’t help but wonder whether that 
  demon was inspired by a certain Time Lord 
  and what role the Master may have played in 
  Marlowe’s death…
  WILLIAM SHAKESPEARE
  AWARENESS
  4
  PRESENCE
  5
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  William Shakespeare is a genius, but the problem 
  is that William Shakespeare knows he’s a genius. 
  The master playwright has been through some 
  dark times but now he’s inexplicably found his 
  muse –  and soon, he’ll have the greatest play of 
  his career to show them.
  SKILLS
  Convince 5, Craft 4 (Writing 7), Knowledge 3, 
  Subterfuge 4.
  TRAITS
  Brave: Shakespeare is cocksure and full of 
  bravado.
  Empathic: +4 to any roll involving reading 
  someone’s emotional state. He IS Shakespeare 
  after all.
  Keen Senses – Hearing: Shakespeare always 
  has his ears open for some choice dialogue.
  Impulsive: He’s far too quick of wit, tongue and 
  blade.
  Insatiable Curiosity: Shakespeare can’t resist 
  acting if he overhears something especially juicy.
  Voice of Authority: Shakespeare – and his 
  characters – is a commanding presence both on 
  and off stage.
  TECH LEVEL: 3 
   STORY POINTS: 3
  PETER STREETE
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  2
  INGENUITY
  4
  STRENGTH
  2
  Peter Streete is a genius but that genius has 
  doomed him. Driven mad by the Carrionites, 
  Peter is alone in his head inside Bedlam. But he 
  can still hear them whispering…
  SKILLS
  Craft (Architecture 6) 4, Survival 2.
  TRAITS
  Amnesia: Streete has tried to forget what he 
  knows.
  Dark Secret: Streete was forced to build the 
  Globe by the Carrionites.
  Eccentric: Streete has been driven mad by the 
  Carrionites’ torments.
  TECH LEVEL: 3 
   STORY POINTS: 1
  THE SHAKESPEARE CODE
  
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  THE TENTH DOCTOR SOURCEBOOK
  LILITH
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  2
  SKILLS
  Athletics 2, Convince 4, Craft (Sculpture 5) 3, 
  Fighting 3, Knowledge 3, Medicine 1, Subterfuge 2.
  TRAITS
  Alien
  Attractive: When in her young, ‘human’ form, 
  Lilith gets +2 to Presence rolls that may be 
  affected by her appearance. 
  Fear Factor (1): Gains +2 on rolls to actively 
  scare someone.
  Flight: In her human form, Lilith can appear to 
  float around on a broomstick (open flight Speed 
  of 5).
  Immortal: The Carrionites are eternal.
  Shapeshift: Lilith can appear as both the 
  youthful maiden as well as the aged crone. She 
  can revert to her natural Carrionite form, similar 
  to those released from their eternal prison.
  Special - Word-Based Magic: As with a normal 
  Carrionite, though Lilith is more powerful, 
  gaining a +2 bonus on her rolls. She can also 
  work in conjunction with Mothers Bloodtide and 
  Doomfinger using the standard Cooperation 
  rules (see the Doctor Who Roleplaying Game 
  Core Rulebook).
  TECH LEVEL: 11 
   STORY POINTS: 10
  THE CARRIONITES
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  3
  SKILLS
  Athletics 1, Convince 3, Craft 2, Fighting 3, 
  Knowledge 3, Medicine 1.
  TRAITS
  Alien
  Alien Appearance
  Fear Factor (1): Gains +2 on rolls to actively 
  scare someone.
  Immortal: Imprisoned since the dawn of time, 
  the Carrionites are eternal.
  Natural Weapons – Claws: The Carrionites 
  have sharp fingernails that can rip people 
  apart, giving them +2 to their Strength when 
  determining damage.
  Shapeshift: Carrionites can disguise themselves 
  as other races, including humans. 
  Special - Word-Based Magic: If a Carrionite 
  knows the true name of someone or something, 
  or has a part of them (like a lock of hair or a 
  nail clipping), they can effectively control them 
  as though using the Hypnosis (Special Good) 
  Trait. With the expenditure of Story Points, 
  the effects can become more drastic, such as 
  drowning a victim with no water being present or 
  other violent acts. If the Carrionite is distracted 
  from the ritual, the connection is permanently 
  severed and the Carrionite will have to find a 
  fresh connection to their target.
  TECH LEVEL: 11 
   STORY POINTS: 4-8
  
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  THE TENTH DOCTOR SOURCEBOOK
  ‘Just one trip. That’s what I said. One trip in the 
  TARDIS and then home. Although I suppose we 
  could... stretch the definition. Say one trip into the 
  past, one trip into the future. How do you fancy that?’
  B  SYNOPSIS
  New New York, New Earth, 5,000,000,053
  On New Earth, Ma and Pa, two drivers of a large 
  hover car, were panicking. Something was attacking 
  their car but they were stuck on hold with the Police. 
  They tried one last time and began to scream as 
  something vast ripped the car apart…
  The Doctor promised Martha one more trip, to the 
  future this time. She asked to see his home but the 
  Doctor dodged the question and chose New Earth. 
  Martha was delighted to go on the adventure, but 
  disturbed that the Doctor was taking her places he’d 
  taken Rose.
  Elsewhere, Novice Hame and the Face 
  of Boe discussed what to do. Boe sent 
  Hame to find the Doctor as, back on the 
  streets of the city, the Doctor and Martha 
  saw street vendors open for business. 
  Each one was selling a different mood 
  and the Doctor was horrified when he 
  saw a young girl buy ‘Forget’ so she 
  could stop thinking of her parents. She 
  explained, before taking the patch, they’d 
  gone to ‘the Motorway’. She put the patch 
  on and instantly forgot them. The Doctor 
  and Martha were still shocked by this 
  when Martha was kidnapped by a young 
  couple. The Doctor gave chase but didn’t 
  catch them before they escaped in a 
  hover car. He got information from the 
  vendors about the Motorway and gave 
  them till sundown to close forever.
  In the car, Martha met her kidnappers, 
  Milo and Cheen. She pulled one of their 
  own guns but they explained they were 
  fake. They also apologised and promised 
  Martha they’d let her off when they got 
  to New New York. They needed a third 
  passenger so they could drive in the 
  Fast Lane and with Martha aboard, their 
  journey would be really fast. They were 
  expecting to be there inside six years!
  The Doctor arrived at the Motorway and found 
  thousands of hover cars stuck in a multi-level traffic 
  jam. He began to cough in the toxic atmosphere of 
  the exhausts and the nearest car door opened to 
  let him in. The drivers introduced themselves as 
  Tom and Valerie Brannigan. Tom was a cat, Valerie 
  was a human and they were happily married with a 
  litter of adorable kittens. They had got married just 
  before they set off and had been driving for 12 years. 
  They’d covered five miles in that time. The Doctor 
  asked the Brannigans to help find Martha and they 
  called in a favour from the Cassini ‘Sisters’, an old 
  married couple. They identified the car Martha was 
  on, and told the Doctor it was headed down to the 
  Fast Lane. The Brannigans refused to go down 
  there for fear of their kittens and both they and 
  the Cassinis were horrified when the Doctor made 
  them realise they’d never seen a single emergency 
  responder in all their time on the motorway. They 
  were alone. All of them. Locked in with whatever 
  was making mysterious noises at the bottom of the 
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  highway. The Doctor tried to reason with the drivers 
  but they wouldn’t hear it, united in their journey and a 
  moment of community as they all sang along to The 
  Old Rugged Cross.
  Back in Milo and Cheen’s car, they and Martha had 
  made it to the Fast Lane but kept hearing strange 
  noises. Milo insisted it was the ventilation shafts 
  working but Martha pointed out that if they were, 
  the smog in the highway would have gone. High 
  above them, the Doctor made his own way down to 
  the Fast Lane, dropping through one car at a time, 
  using his Sonic Screwdriver to open roof and floor 
  hatches.
  He finally arrived just above the Fast Lane and 
  hacked the car he was in to trigger the ventilation 
  system. He discovered the truth; the highway was 
  infested with Macra, huge crab-like creatures that 
  were once intelligent but had devolved and now 
  fed on the toxic gases. Below him, Martha, Milo 
  and Cheen found out about this first hand as they 
  discovered that the exits were sealed and the Macra 
  were pursuing them. Realising the Macra were 
  tracking them through the light and noise put out by 
  the car, Martha had Milo cut all the power; the ruse 
  worked but now they only had 8 minutes of air left.
  Above them, Novice Hame tracked the Doctor down 
  and teleported him out to the Senate building. He 
  protested at first until she explained the truth; the 
  highway had been sealed for 20 years because of a 
  virus outbreak. The virus had mutated from the Bliss 
  mood drug, wiping out everyone not in the sealed 
  environment of the Motorway. Their last act had 
  been to seal the planet off for 100 years. Hame was 
  only saved because, after her actions with the Sisters 
  of Plenitude (see New Earth, on pg. 58) she was 
  sentenced to look after the Face of Boe as penance. 
  He protected her in his smoke and had been giving 
  his life energy to maintain the highway ever since. 
  They didn’t have the power for anything else and had 
  to keep the highway sealed to protect those inside 
  from the virus.
  In the highway, Milo, Cheen and Martha were about 
  to run out of air. Milo restarted the car and they 
  frantically dodged the Macra. In the city, the Doctor, 
  Hame and the Face of Boe rewired the power systems 
  to open the highway but it still wasn’t enough. The 
  Face gave the last of his energy to open the highway 
  and the Doctor sent a broadcast to every car, ordering 
  them to fly up. As the citizens flew, tearful with joy 
  out into the world, the Face’s glass shattered and he 
  began to die. Martha arrived at the Senate building 
  just as the Face died. His final words were; “Know 
  this, Time Lord: you are not alone.”
  The Doctor and Martha left Hame to grieve and 
  returned to the alleyway. They found all the vendors 
  had closed up. The Doctor refused to accept the 
  Face’s words but, when pushed by Martha, admitted 
  that he lied about his homeworld. She sat down 
  and asked him to tell her about it and he did as, far 
  above them, New New York began to come back 
  to life.
  CONTINUITY
  •	
  The Doctor last visited New Earth, the 
  Face of Boe and Novice Hame with 
  Rose, prompting Martha to remark 
  that he was on the ‘rebound’ (see 
  New Earth on pg. 58).
  •	
  When the Doctor last battled the 
  Macra (see The Macra Terror in 
  The Second Doctor Sourcebook) 
  they were much more intelligent. 
  Obviously feeding on passing 
  scraps from the Motorway has 
  dulled their senses.
  •	
  The Face of Boe’s dying words 
  will haunt the Doctor until he 
  arrives on Malcassairo (see 
  Utopia on pg. 157). How he came 
  by this knowledge is a mystery.
  •	
  When they arrive at New New 
  York, there is an arrow sticking out 
  of the side of the TARDIS (see The 
  Shakespeare Code on pg. 121).
  B  RUNNING THE ADVENTURE
  This adventure features a wonderfully 
  unusual setting, with the action taking place 
  not on an urban sprawl so much as one 
  giant traffic jam. The threat is interesting 
  because it is caused by the best of intentions, 
  the drivers quarantined on the Motorway 
  to save them from a virus. The supposed 
  threat to the inhabitants – the Bliss virus 
  – is actually not a threat at all, presumably 
  having died off many years before. But 
  instead, in confining them to the Motorway 
  for their own safety, the drivers are now 
  falling victim to another threat: the Macra.
  As with so many of the Tenth Doctor’s other 
  adventures, this adventure examines a 
  large-scale problem through the lens 
  
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  THE TENTH DOCTOR SOURCEBOOK
  of a small group of individuals; in this case, the 
  Brannigans, Alice and May, Ma and Pa, and Milo and 
  Cheen. We care about their dilemma because we care 
  about them. Do this in your game too; introduce your 
  players to the drivers struck in the jam, giving each 
  of them reasons to be travelling to their destination 
  that the players can invest in.
  The adventure plays on one of the ubiquitous 
  frustrations of modern life, but turns an everyday 
  inconvenience up to absurdist levels playing on 
  urban myths of people stuck in their cars for days. 
  What else might you do this for? Take the modern 
  British pastime of queueing, for example, and 
  similarly adjust the ‘dial’ to absurd. Perhaps there 
  is a planet where everybody is in one giant queue, 
  waiting to immigrate or leave. Whole generations 
  of families live and die within this one queue, only 
  inching forward a matter of inches in their whole 
  life. What sort of society might grow up in the queue? 
  What criminal underbelly might prey on the patient 
  queuers? What happens to people who try to ‘push in’ 
  the queue? What aliens might lurk nearby?
  CHANGING THE DESKTOP THEME
  The underlying story of this adventure is that a group 
  of people have been quarantined (unbeknownst to 
  them) to protect them from a virus, but they have been 
  unwittingly locked in with a dangerous alien monster 
  that is preying on them. Therefore, the story can be 
  maintained but the various details can be changed. 
  What if it’s not the Motorway they’re trapped on, but 
  a train continually circling the planet, or a space 
  port in orbit, or maybe within a city that no one ever 
  leaves. And the baddie they’re trapped with need not 
  be the Macra – it could be some other large, brutish 
  monster, such as the Zygons’ Skarasen (see Terror 
  of the Zygons in The Fourth Doctor Sourcebook). 
  Or it could be something more insidious trapped 
  in there with them, like the Beast or the entity the 
  Doctor faced on Midnight.
  B  MACRA
  The Doctor first encountered the Macra shortly 
  after his first regeneration. The Macra were a race 
  that had real power but were holding many humans 
  hostage, forcing them to work to create gas for 
  them to feed off. Since those days, the Macra had 
  regressed, grown and become more bestial. These 
  crab-like creatures were shadows of their former 
  manipulative selves, devolved and existing only to 
  feed off the fumes and poisonous gases emitted 
  from the thousands of vehicles that floated along the 
  underground highways of the city. Like food-junkies 
  they lived only to feed and little else. Some of the 
  Macra were being kept as an exhibit in the New New 
  York Zoo when the power went out and the facility 
  shut down, during the Bliss mood patch incident. 
  The Macra escaped and found that the fumes of the 
  undercity were just what they needed to survive. 
  These degenerate Macra’s hard-shelled bodies were 
  held on spindly legs that could barely hold up their 
  huge claws which snapped at everything that passed 
  them. The only way you could spot them in the smog 
  was by their glowing eyes that scanned the area for 
  their latest fix of fuel-driven food. They screeched as 
  their prey came close, as if excited that they would be 
  fed once more. The smog they lived in was so dense 
  that they could only sense an object if it was moving, 
  or making a noise. New New York was the perfect 
  feeding place for the Macra as, for the previous 24 
  years, they had gorged on the fumes of cars that 
  were piled in lanes, hundreds deep, waiting to travel 
  the underground roads of the city.
  Once the denizens of the Motorway were freed by 
  the Face of Boe’s sacrifice, the smog shrouding the 
  Macra dispersed. Whether this subsequently led to 
  their demise is unknown.
  B  MOODS
  Moods are drugs that come in the form of patches 
  laced with nanogenes. These patches are self 
  adhesive, roughly an inch across and are the 
  most dangerous thing to come out of New New 
  Earth – more dangerous even than the Macra. The 
  nanogenes can be programmed to seek out specific 
  memories, emotions or even part of the brain 
  and modify it, sometimes permanently. Popular 
  variations include Forget, which allows the erasure 
  of painful memories and Bliss, which stimulates 
  the pleasure centre of the brain. Both can be deeply 
  addictive. Bliss was ultimately responsible for the 
  death of almost everyone in New New York, as bliss 
  addicts at every level of the city were killed by a 
  virus that mutated from the drug. The drugs are 
  now outlawed but can still be found if you know the 
  right place to look.
  Forget: The most unusual and versatile of the 
  various Moods, Forget is steered by the mind of the 
  person wearing it. They simply think about what 
  they want to forget and the Nanogenes do the rest. 
  Smaller doses will remove everything from mild 
  public embarrassment to a bad breakup, while 
  larger doses will remove everything from an entire 
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  THE TENTH DOCTOR SOURCEBOOK
  childhood to the memory of bereavement or every 
  memory involving a loved one. The highest doses 
  could allow a character to start over completely 
  new. Use of a Forget patch gives the character the 
  Amnesia Trait (Minor or Major, depending on how 
  powerful the dose). At the Gamemaster’s discretion, 
  they may also remove one of their related Bad 
  Traits. Whether this is permanent or reversible is 
  left up to the Gamemaster.
  Sleep: A Sleep patch instantly shuts down the target 
  as though they had been Stunned.
  Bliss: The Mood that killed New New York. Bliss 
  was only available in one dose, a massive shot of 
  nanogenes that supercharged the pleasure centre of 
  the brain for weeks at a time. When the nanogenes 
  mutated into a deadly virus, everyone in New New 
  York died.Bliss causes a wave of euphoria to overtake 
  the character. This gives them a -2 penalty to all 
  rolls, but it also gives them the Quick Reflexes, Run 
  for your Life! and Impulsive Traits so long as it lasts.
  Calm: Calm is a slow burning Mood patch. It 
  slows down the adrenal gland and modifies stress 
  reactions, giving the wearer a far more relaxed but 
  still focused response. The user gains a  +2 bonus to 
  all Resolve rolls whilst wearing the patch, but also 
  the Unadventurous Minor Bad Trait.
  THE MODEL TT
  The Model TT is by no means pretty; a large, 
  hovering box with a grumbling engine and slit 
  windows. However it’s durable, versatile and 
  roomy, meaning that people can feel at home 
  as they drove. On-board waste recycling 
  systems 
  and 
  self-replicating 
  fuel 
  also 
  ensured that any traffic jam, of any length, 
  could be endured in relative comfort.
  Armour: 5      Hit Capacity: 15      Speed: 7
  FURTHER ADVENTURES
  •	
  What terror might the Macra have caused when 
  they were first brought to New Earth, when 
  they were still intelligent? What else has been 
  brought to the planet? 
  •	
  Where else might the mood drugs have taken 
  hold, and what might happen if they mutated 
  in different ways to New Earth? What if instead 
  of allowing the user to forget, it gave them a
  THE MACRA
  AWARENESS
  2
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  1
  STRENGTH
  14
  SKILLS
  Fighting 3.
  TRAITS
  Additional Limbs: The Macra gain +4 to their 
  effective Speed.
  Alien
  Alien Appearance
  Armour (Major): The Macra have a hard shell 
  that makes them incredibly tough, reducing 
  damage by 10.
  Dependency (Gas): The Macra need to feed on 
  exhaust gases to survive.
  Fear Factor (3):The Macra are very scary and 
  gain a +6 bonus to any roll made to actively 
  scare. 
  Huge (Major): The Macra are enormous, and 
  gain +4 to their effective Strength (added into the 
  attributes above) and gains +2 to their Speed. It 
  does make them easier to hit (+4) and to see (+8) 
  when not shrouded in smog.
  Natural Weapons – Claws: The Macra’s claws 
  can crush a car like paper, gaining +2 to 
  Strength in damage.
  Weakness – Bright Light (Minor): The Macra 
  are sensitive to bright light and if exposed 
  will temporarily be blinded (reducing their 
  Awareness to 0).
   STORY POINTS: 5-8
  
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  THE TENTH DOCTOR SOURCEBOOK
  MILO
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  3
  Married to Cheen and desperate for work, Milo 
  isn’t a bad guy. But he is backed into a corner and 
  ready to do almost anything to get by… 
  SKILLS
  Athletics 2, Fighting 2, Medicine 3, Science 2, 
  Technology 2, Transport 4.
  TRAITS
  Impulsive: Milo doesn’t really think things 
  through.
  Quick Reflexes: Milo is quick behind the wheel.
  Sense of Direction: Milo thinks he knows where 
  he’s going.
  Technically Adept: +2 to all Technology rolls.
  TECH LEVEL: 8 
   STORY POINTS: 1
  CHEEN
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  Cheen loves Milo and she wants nothing more 
  than for their family to be together. It’ll be tough, 
  raising the child in the car, but Cheen knows they 
  can do it  if they work together.
  SKILLS
  Athletics 3, Fighting 1, Science 3, Technology 2, 
  Transport 4.
  TRAITS
  Brave: Cheen is strong-willed and brave.
  Empathic: Cheen is the heart of their 
  relationship.
  TECH LEVEL: 8 
   STORY POINTS: 1
  GRIDLOCK
  THOMAS KINCADE BRANNIGAN
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  3
  The charmer of the motorway, the Wheelcat, 
  the feline with the b-line. These are all things 
  Thomas Kincade Brannigan really wants to be 
  called. However, there are two things he is more 
  often called: husband to Valerie and dad to his 
  kittens. A big, amiable tomcat with a huge heart 
  and a dashing air, Brannigan’s one of the good 
  ones, coming to the Doctor’s rescue when he 
  finds himself stranded on the Motorway.
  SKILLS
  Athletics 3, Fighting 2, Transportation 4.
  TRAITS
  Alien
  Alien Appearance: He looks like a humanoid 
  tomcat. With flying goggles.
  Natural Weapons – Claws: Catkind have very 
  sharp claws that add +2 to their Strength when 
  used in close combat.
  TECH LEVEL: 8 
   STORY POINTS: 3
  moment of another person’s life that they could 
  relive? Or the personalities of lost loved ones 
  encoded onto the patch? People paying to be 
  haunted or ghosts slowly altering users’ brain 
  chemistry to get a second chance at life could 
  make for an interesting adventure.
  
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  DALEKS IN MANHATTAN/EVOLUTION OF THE DALEKS
  ‘Daleks are bad enough at any time but right 
  now they’re vulnerable. That makes them more 
  dangerous than ever.’
  B  SYNOPSIS
  New York City, USA, 1930
  The Doctor and Martha materialised at the bottom of 
  the Statue of Liberty’s pedestal in November 1930. 
  The Empire State Building was almost finished, the 
  country was in the grip of the Great Depression 
  and people were going missing from Hooverville 
  in Central Park. They travelled to the park and met 
  the people of Hooverville. The community, formed 
  of people who had lost everything a year previously 
  when the stock market crashed, were eking out a 
  living. Food was scarce and work scarcer but under 
  the leadership of war veteran Solomon they at least 
  had their dignity. What they didn’t have was safety, 
  as the Doctor discovered.
  In the Empire State Building, Mr Diagoras found 
  one of his workers unwilling to continue on the 
  punishing schedule he’d set. He introduced the man 
  to his true masters: the Daleks. The man was taken 
  away and the Daleks mused on the city beneath 
  them, and humanity’s refusal to die. Diagoras 
  explained that he vowed to survive in the war and 
  Dalek Sec complimented him on being most like 
  a Dalek. He ordered Diagoras to the basement 
  where he was taken hostage and prepared for the 
  ‘final experiment’. Dalek Sec explained the Daleks 
  needed to evolve to survive and opened its casing. It 
  wrapped its body around a screaming Diagoras and 
  dragged him inside.
  The Doctor had led a party into the sewer tunnels and 
  had found an odd piece of organic matter and, not long 
  after, a Pig Slave, a man horribly melded with a pig. 
  They tried to help him but other Pig Slaves attacked 
  and force them to run. Frank, one of Hooverville’s 
  residents, held them off and was captured whilst 
  the others fled into the Majestic Theatre. There they 
  met Tallulah, a singer and showgirl. She was looking 
  for her boyfriend, Laszlo, who had disappeared two 
  weeks ago, and agreed to help. 
  Solomon returned to Hooverville to warn the 
  others whilst the Doctor built a device to study the 
  genetic material. Tallulah performed for the night 
  and Martha spotted Laszlo in the wings, partially 
  transformed into a Pig Slave. She pursued him but 
  disrupted the performance and he got away. The 
  Doctor analysed the genetic material, realised it was 
  from Skaro just as Martha was kidnapped by Pig 
  Slaves. The Doctor and Tallulah pursued them 
  and found Martha and a group of hostages being 
  held by the Daleks. They also found Laszlo, who 
  escaped before the genetic bonding process that 
  made the Pig Slaves could be completed. Martha 
  met Frank, also a captive, and the hostages were 
  assessed for low or high intelligence. Martha 
  was selected for high and the Doctor, having 
  reunited Tallulah and Laszlo, joined her in the 
  hostage group.
  They were taken to the Daleks’ Transgenic 
  Lab under the Empire State Building. As they 
  arrived, the Doctor had Martha asked what 
  was going on and they were told they 
  were witnessing the evolution of 
  the Dalek race. Dalek Sec’s casing 
  opened and he emerged, fused with 
  Diagoras. The humanoid Dalek 
  turned to everyone in the room and 
  said “I am your future.”
  The Doctor confronted Dalek Sec 
  and, to his surprise, Sec prevented 
  the others from exterminating 
  him. He produced a radio and 
  used his Sonic Screwdriver to 
  trigger a devastating blast of 
  sonic energy from it. The Doctor 
  and the humans fled back to 
  Hooverville where the Doctor 
  told Solomon what happened. 
  He prepared the camp for 
  war as, back at the Empire 
  State Building, Thay and Caan 
  discussed their doubts over 
  the newly humanised Sec’s 
  leadership. 
  In Hooverville, the Pig Slaves 
  attacked 
  and 
  herded 
  the 
  humans into the centre of 
  the camp. The humans were 
  holding their ground until Thay 
  and Caan arrived and strafed 
  the camp from the air. Solomon 
  tried to reason with them but was 
  exterminated. Enraged, the Doctor 
  
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  demanded the Daleks killed him too in return 
  for sparing the other Hooverville residents. Sec 
  prevented Thay and Caan from doing so and instead 
  ordered them to bring the Doctor to him. The Doctor 
  passed Martha the psychic paper and was led away. 
  She, Frank and Tallulah figured out the Doctor 
  wanted them to go to the Empire State Building and 
  used the paper to break in.
  At the transgenics lab, Sec explained that he 
  wanted to create a new race from combined Dalek 
  and human DNA. He planned to use the Dalekanium 
  panels on the Empire State Building to conduct the 
  gamma radiation from a massive solar flare down 
  into the lab, using that radiation to force the two 
  DNA strands together. The Doctor asked when this 
  was scheduled to take place and he was told the 
  flare would strike in 11 minutes. If he helped fix the 
  problems with the equipment, he’d be instrumental 
  in creating a race of Daleks that, if not peaceful, 
  could at least be negotiated with. Sec explained the 
  plan was for the hybrids to have human emotions 
  but Dalek intelligence, and that the Daleks’ constant 
  need for supremacy could not be carried across to 
  this generation. 
  The Doctor was amazed to hear a Dalek express 
  peaceful views, but Caan and Thay were horrified. 
  They led a mutiny, taking the Doctor and Dalek Sec 
  hostage. They loaded pure Dalek genetic solution 
  instead of the Dalek/human hybrid DNA into the 
  system and prepared to raise their army. Laszlo 
  found the Doctor, broke him out and together they 
  headed for the top of the building.
  By the time they arrived, Martha and Tallulah had 
  worked out that the Dalekanium had been placed on 
  the very top of the spire. The Doctor climbed up to 
  remove the Dalekanium, ordering the others to stay 
  and fight off the Pig Slaves. Laszlo weakened as 
  the genetic modification started to break down but 
  refused to leave the imminent fight. With seconds 
  left, Martha worked out they could use the lightning 
  as a weapon and the group rigged a metal frame 
  from the outside of the building to the lift doors.
  On top of the building, the Doctor removed one strip 
  of Dalekanium but dropped his Sonic Screwdriver. 
  With the solar flare seconds away, he screamed and 
  hugged the tower, putting himself into the circuit. 
  On the level below, the lightning was conducted 
  through to the lift and killed the Pig Slaves. In the 
  basement, the hybrids woke up and were armed and 
  sent into the sewers to begin the invasion.
  Martha and Frank found the Doctor and revived 
  him. They retreated to the theatre and the Doctor 
  signalled to the Daleks. They appeared, with Dalek 
  Sec in chains and the hybrid army. The Doctor 
  begged the Daleks to realise Sec was the most 
  intelligent Dalek who ever lived and they needed 
  to listen to him, but they ignored his pleas. Sec 
  sacrificed himself to stop the Daleks killing the 
  Doctor and he dared them to have the hybrids finish 
  DALEKS IN MANHATTAN/EVOLUTION OF THE DALEKS
  
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  the job. When Caan ordered the hybrids to fire, they 
  questioned his orders. The Doctor explained that his 
  own DNA was conducted through into the process, 
  giving them just a little free will. A brutal, short 
  fight broke out that killed many hybrids as well as 
  Daleks Thay and Jast. Dalek Caan sent the Destruct 
  signal, which killed all the remaining hybrids and 
  the Doctor frantically tried to reason with him, 
  explaining that they were both the last of their 
  species and he wouldn’t see more genocide done. 
  Caan, hysterical with terror, used an Emergency 
  Temporal Shift to escape. Meanwhile, Laszlo began 
  to die. The Doctor refused to lose anyone else that 
  day and used the equipment in the transgenics lab 
  to stabilise him. He’d never look human again, but 
  he’d live.
  Later, Frank told Tallulah and Laszlo that Laszlo 
  would always have a home with them in Hooverville. 
  They thanked the Doctor and Martha, who returned 
  to the TARDIS and left. Martha asks if the Doctor 
  thought he’d ever see Dalek Caan again and he 
  replied “Oh, yes. One day…”
  CONTINUITY
  •	
  We last saw the Cult of Skaro in Doomsday.
  •	
  Dalek Caan escapes using an Emergency 
  Temporal Shift. The Doctor comments that he’ll 
  see it again, “One day.” (See The Stolen Earth, 
  on pg. 217).
  •	
  Martha 
  mentions 
  being 
  on 
  stage 
  with 
  Shakespeare (see The Shakespeare Code).
  •	
  Dalekanium, the metal the Daleks’ armour is made 
  from, is first mentioned in The Dalek Invasion of 
  Earth (see The First Doctor Sourcebook).
  •	
  This is not the first time the Daleks have been 
  to New York City – they chased the First Doctor 
  here, albeit fleetingly (see The Chase in The 
  First Doctor Sourcebook).
  •	
  This is not the first time the Daleks have 
  attempted to harness the ‘human factor’ either, 
  nor is it the first time it has gone wrong (see 
  The Evil of the Daleks in The Second Doctor 
  Sourcebook).
  B  RUNNING THE ADVENTURE
  Although it’s not unheard of for the Daleks to show 
  up in Earth’s past, in the modern era of Doctor Who 
  they normally trouble the present or the future. 
  Therefore the component of this adventure is that 
  the Daleks have ‘invaded’ Earth’s history – in this 
  case, New York in the 1930s. Much like the Doctor’s 
  discovery of them here, make your players feel like 
  they are out of place – their presence here should 
  be abrupt, a juxtaposition, anachronistic. 
  Of course, much like the Cybermen’s own foray into 
  the past (see The Next Doctor on pg. 227), this is not 
  a deliberate destination for the Daleks – they have 
  found themselves stranded there after an earlier 
  encounter with the Doctor. Therefore, the Daleks 
  are actually operating somewhat on the back foot 
  (tentacle?), exterminating the humans being a 
  secondary goal for them, and rebuilding their own 
  
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  strength their main aim. Finding out what their true 
  goal is should be the player’s mission here – and 
  then thwarting it, of course.
  CHANGING THE DESKTOP THEME
  This adventure is all about the Cult of Skaro, out 
  of time. This makes it incredibly easy to change up 
  to keep your players on their toes – simply swap 
  the place they ended up when they made their 
  Emergency Temporal Shift. Where else might the 
  Daleks have landed? Egypt, at the time the Great 
  Pyramids were being built? Rome, during the Great 
  Fire? London, after the First World War. 
  Or, instead of moving the Daleks out of the sewers, 
  how about inviting a different alien foe in? The 
  Cybermen could have easily found themselves in the 
  sewers beneath London after the Battle of Canary 
  Wharf instead. Or some other monster might have 
  fled there after defeat at the hands of the Doctor – 
  the Great Intelligence and its Yetis, perhaps?
  DALEK TOMMY GUNS
  The Cult of Skaro may not have had many 
  resources but they made up for it with style. 
  Modifying the traditional Prohibition-era 
  Tommy gun to include a Dalek battery and 
  cannon meant that the hybrids would have 
  a weapon their puny human forms could 
  instinctively know how to use. It’s a standard 
  Exterminator and does 4/L/L damage.
  FURTHER ADVENTURES
  •	
  The TARDIS appears at a Precinct House and 
  the players psychic paper their way into a 
  missing persons investigation. People are 
  going missing, not just from Hooverville but 
  from a very precise five block radius. One with 
  the Empire State Building at its centre. In this 
  reality, the Cult are thinking big and planning 
  on using the Empire State as the middle of 
  an immense conversion circuit. Manhattan is 
  about to become New Skaro, unless the players 
  stop it.
  •	
  The TARDIS arrives a year late, temporally 
  thrown off course by the solar flare. He and the 
  other characters find New York is an industrial 
  behemoth, the beating heart of New Skaro with 
  Dalek Sec at its heart. The Earth is a Dalek 
  utopia, people volunteering to be ‘upgraded’ 
  and sweeping out across the stars in waves of 
  benevolent, ruthlessly efficient exploration. 
  LASZLO
  AWARENESS
  2
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  5
  Laszlo thought things were bad when he was just 
  a stage hand, trying to work up the courage to ask 
  Tallulah out. How can he do that now he’s half pig?
  SKILLS
  Athletics 3, Craft (Theatre) 3, Fighting 4, Survival 2, 
  Technology 2.
  TRAITS
  Alien Appearance: Laszlo has the head of a pig.
  Brave: +2 to all Resolve rolls.
  Keen Senses: All of them. +2 to all Awareness 
  rolls.
  Outcast: Neither Pig Slave nor fully human, 
  Laszlo needs to stay in the shadows.
  TECH LEVEL: 4 
   STORY POINTS: 3
  DALEKS IN MANHATTAN/EVOLUTION OF THE DALEKS
  
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  This is the new Golden Age. But if that’s the 
  case, why is Dalek Sec having nightmares? Just 
  how voluntary is the conversion process? And 
  what’s still sleeping beneath the Empire State 
  Building?
  •	
  All out Mob War has erupted on the streets of 
  New York and the gang coming out on top are 
  wielding deadly weapons that kill with one 
  shot. But where did the Skaro Avenue Gang 
  get their weapons? And why is there a street 
  called Skaro Avenue at all? One of the hybrids 
  survived and now, their genes burning with 
  the determination of the two most dangerous 
  species in the universe, they want it all. First 
  New York, then the world!
  MR DIAGORAS
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  2
  INGENUITY
  3
  STRENGTH
  3
  Mr Diagoras, like Solomon, fought in the Great 
  War. Where Solomon learned to look after people, 
  Mr Diagoras learned to look after himself. He’s 
  ruthless, ambitious and completely dedicated 
  to the cause – traits that Dalek Sec can identify 
  with.
  SKILLS
  Athletics 2, Convince 4, Fighting 2, Knowledge 3, 
  Subterfuge 3, Technology 3.
  TRAITS
  Quick Reflexes: Mr Diagoras always goes first.
  Selfish: Mr Diagoras always thinks of himself 
  first.
  Technically Adept: Mr Diagoras supervises the 
  Cult of Skaro’s masterplan.
  Unlucky: Mr Diagoras re-rolls double 6s.
  Voice of Authority: Mr Diagoras is in charge – of 
  the humans, at least.
  TECH LEVEL: 4 
   STORY POINTS: 1
  TALLULAH
  AWARENESS
  2
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  2
  Tallullah (Three Ls and an H) wants to be famous. 
  She also wants to be with Laszlo. If Laszlo would 
  only show up and speak to her again…
  SKILLS
  Athletics 4, Convince 2, Craft 3, Subterfuge 2.
  TRAITS
  Attractive: Tallulah is the star of the show.
  Quick Reflexes: Tallulah always goes first.
  Sense of Direction: +2 to all Navigation rolls.
  Impulsive: Tallulah acts first, and regrets later.
  TECH LEVEL: 4 
   STORY POINTS: 3
  
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  ‘It’s not the time that matters, it’s the person.’
  B  SYNOPSIS
  London, England, 2008
  The TARDIS arrived in Martha’s flat, where the 
  Doctor said his goodbyes. He thanked Martha, 
  reminded her it was just one trip just as Martha’s 
  mum rang up. She left a message saying Tish 
  was on TV and the two watched Tish and her boss, 
  Professor Richard Lazarus, issue a statement. 
  Lazarus promised that the experiment he would 
  unveil the following night would change what it 
  meant to be human. The Doctor was fascinated but 
  left, thanking Martha once more. He returned a few 
  seconds later saying, “No, I’m sorry, did he say he 
  was going to change what it meant to be human?”
  At Lazarus Laboratories, Lazarus and his assistant 
  Lady Thaw were bickering over the pressure on the 
  experiment to work. Lady Thaw reminded Lazarus 
  that Mr Saxon wanted results and then they were 
  disturbed by Tish. Lazarus attempted to flirt with her 
  and she left.
  That night, the Doctor and Martha attended 
  the reception for the experiment. Martha 
  introduced the Doctor to her family and 
  whilst Leo and Tish were pleased to meet 
  him, her mother instinctively distrusted 
  him.
  The tension was broken as the experiment 
  began and Lazarus unveiled his Hypersonic 
  Manipulator, a large capsule surrounded 
  by four pillars. He stepped inside and the 
  pillars began to spin and light up. They 
  moved faster and faster and the Doctor 
  realised that the experiment was going 
  out of control. He stopped it and Martha 
  pulled the doors of the capsule open to 
  check on Lazarus. To the amazement 
  of everyone there, he emerged looking 
  decades younger. As the crowd gathered, 
  the Doctor and Lazarus argued over how 
  safe the process was. Lazarus waved off 
  the Doctor’s concerns and kissed Martha’s 
  hand before leaving. The Doctor and Martha 
  tested the DNA in his saliva and found that 
  something had woken up in his genetic 
  structure and was trying to rebuild him.
  On the top floor, Lazarus talked to Lady Thaw. Thaw 
  was desperate to go through the process next but 
  Lazarus turned her down. They bickered and his 
  body began to spasm. Horrified, Lady Thaw watched 
  as Lazarus transformed into a massive, scorpion-
  like creature and attacked her.
  Downstairs, Martha’s family were quizzing her 
  about the Doctor when Lazarus, human once again, 
  returned. He took Tish upstairs and Martha and the 
  Doctor followed. They found the shell of Lady Thaw’s 
  body and realised Lazarus was feeding on life energy 
  to stay young. As they rushed off to save Tish, the 
  Doctor spilt a drink on Francine, Martha’s mother. A 
  mysterious man got her a new one, suggesting her 
  daughter needed better friends…
  On the roof, Lazarus pointed out Southwark Cathedral 
  to Tish and quoted TS Eliot. The Doctor and Martha 
  arrived, explained what was going on to Tish and 
  Lazarus transformed once again. He chased them 
  downstairs where he crashed the reception, killing 
  a guest and causing panic. Leo was concussed and 
  the Doctor led Lazarus away, giving Martha the 
  Sonic Screwdriver so she could open the doors.
  THE LAZARUS EXPERIMENT
  THE LAZARUS EXPERIMENT
  
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  The Doctor slowed Lazarus down with a gas explosion 
  as Martha went back into the building, against 
  her mother’s pleas, to help him. Martha returned 
  the Sonic Screwdriver and the pair were pursued 
  back through the lab, eventually hiding in Lazarus’ 
  machine. The Doctor frantically rewired it to project 
  energy outwards instead of inwards as Lazarus 
  activated the machine. The machine activated and 
  Lazarus was killed, reverting to human form.
  Outside, the mysterious man had told Francine even 
  more about the Doctor and she slapped him when 
  he returned and demanded Martha stay away from 
  him. They heard a crash and realised Lazarus was 
  still alive. They found the ambulance he had been 
  taken away in with the crew dead and tracked him 
  to Southwark Cathedral. The Doctor tried to talk 
  the confused, human Lazarus down but he began 
  to change again. Martha and Tish led him away and 
  the Doctor told them to head up as he modified the 
  Cathedral’s pipe organ.
  Martha and Tish were cornered at the top of the 
  Cathedral. Martha was knocked over the top most 
  balcony and hung on for dear life as Lazarus 
  prepared to strike. The Doctor magnified the sonic 
  energy from the organ using his Screwdriver and 
  began playing. The sonic energy disrupted Lazarus’ 
  fragile genetic structure and he fell to his death, 
  reverting to his human form one last time.
  The following day in Martha’s flat, the Doctor offered 
  her one more trip. Martha refused to be a mere 
  passenger and the Doctor agreed. They headed off 
  to another adventure, not noticing Martha’s mother 
  calling to warn her that Mr Saxon had shown her 
  proof the Doctor was dangerous…
  CONTINUITY
  •	
  Mr Saxon is mentioned, a lot, during this 
  adventure. He’s clearly already well placed in 
  the British political and industrial circles and 
  seems to want Professor Lazarus’ tech for 
  something oddly specific…
  •	
  The Doctor mentions experiencing the Blitz 
  (see The Empty Child and The Doctor Dances 
  in The Ninth Doctor Sourcebook).
  •	
  Francine Jones joins Jackie Tyler in the list 
  of ‘Mums Who Have Slapped the Doctor’ 
  (see Aliens of London in The Ninth Doctor 
  Sourcebook).
  •	
  LazLabs’ symbol – seen throughout Lazarus’ 
  laboratory – is the same as on the Master’s ring 
  (see Last of the Time Lords on pg. 161).
  •	
  The Doctor reverses the polarity – something 
  his third incarnation was known for doing (see 
  The Third Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  The Lazarus Experiment is a straightforward 
  science horror story that can be run fairly 
  straight. In it the Doctor is confronted by a 
  supposed marvel of science that seems too 
  good to be true (and it is), either because the 
  science is iffy or the motives behind it aren’t true. 
  Confronting the scientist, the Doctor’s suspicions 
  are confirmed and he must defeat whatever alien 
  monster is unleashed, as well as saving/defeating 
  the scientist too.
  The twist in play here is the Harold 
  Saxon connection – while it might not 
  seem it at the time, this episode forms 
  a key part of the season arc. Not 
  only is Harold Saxon an off-screen 
  presence, noticed by the characters 
  for the first time, but it also 
  provides a vital piece of the arc’s 
  climax in the form of Lazarus’ 
  device. Introducing key pieces of 
  technology or alien creatures in 
  another set-up can make the big 
  reveal at the end of the season all 
  the more satisfying.
  Not every adventure in an arc has to be 
  immediately identifiable as such – some 
  can seem unrelated until looked at with the 
  benefit of hindsight.
   
  B  PROFESSOR LAZARUS
  As a child, Professor Richard Lazarus took 
  shelter in Southwark Cathedral, escaping the 
  London Blitz during the Second World War. As 
  he sat, he listened to the sound of the planes 
  overhead, the bombs dropping and the sound of 
  the death all around. The next morning, Lazarus 
  left the Cathedral. The fires had died down; and 
  he was alive. It was in that moment that he fully 
  realised his fear of death and he vowed never again 
  to face it so defenceless. He would arm himself 
  for the fight and he would beat death. 
  As he grew up, he thought often about how this 
  would be achieved. When he was old enough, he 
  studied the sciences, to find a way to survive. His 
  attempts were futile, however, nothing seemed to 
  
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  work. As the years passed and Lazarus grew older, 
  the reality began to slowly hit him: he was going to 
  die. By the early 21st century, Lazarus had all but 
  given up on his dream of immortality. He had turned 
  his back on the world, shunned by the scientific 
  community, alone and tired. Until, one day, he was 
  visited by Harold Saxon. Saxon told him that he 
  had read all his work and studied closely all of the 
  equations and calculations Lazarus had performed
  in his struggle for life. And he told him he was 
  wrong. He hadn’t been looking in the right area. 
  Saxon gave Lazarus the right equations and 
  funded the research into Sonic technology to bring 
  around rejuvenation of the body’s cells. A year 
  went by, with only occasional contact from Saxon 
  to correct small mistakes and to set the research 
  on the right track. Eventually, the project was 
  complete and was launched to the world at a gala, 
  attended by some of the most important people 
  PROFESSOR RICHARD LAZARUS
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  3
  INGENUITY
  6
  STRENGTH
  2
  SKILLS
  Convince 4, Knowledge 2, Medicine 6, Science 5, 
  Technology 6.
  TRAITS
  Boffin: Lazarus is able to create fantastic 
  devices and gadgets, including the Genetic 
  Manipulation Device.
  Charming: Lazarus gains +2 to Presence when 
  trying to charm or manipulate his way.
  Friends (Major) – Harold Saxon: Lazarus has 
  been aided with the technological knowledge of 
  the Master in his guise as Harold Saxon.
  Obsession (Major): Lazarus is obsessed with 
  staying young and becoming immortal.
  Selfish
  Technically Adept: Lazarus is good with gadgets 
  and technology, gaining +2 on Technology rolls.
  TECH LEVEL: 5 
   STORY POINTS: 6
  THE LAZARUS CREATURE
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  6
  RESOLVE
  5
  INGENUITY
  2
  STRENGTH
  8
  SKILLS
  Athletics 3, Fighting 3, Survival 1.
  TRAITS
  Additional Limbs: The Lazarus Creature has an 
  additional pair of arms and a prehensile tail.
  Alien Appearance
  Climbing (Major): The creature can climb walls 
  and across ceilings with ease.
  Fear Factor (3): The creature is terrifying, 
  gaining a +6 bonus to rolls to actively scare.
  Natural Weapons (Bite, Clawed Arms, Stinger 
  Tail): Each gains +2 Strength in damage.
  Shapeshift: Lazarus changes into the creature 
  in a matter of moments when he needs to feed 
  or is enraged.
  Size (Huge)
  TECH LEVEL: 5 
   STORY POINTS: 12
  THE LAZARUS EXPERIMENT
  
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  in the scientific world. Lazarus demonstrated his 
  sonic device in front of the assembled crowds. 
  Stepping in a 76-year-old man, he emerged from 
  the process young, attractive and fresh. To the 
  assembled crowd, the project appeared a success. 
  But Lazarus still felt frail, weak. He may have 
  looked young but he was still lacking the life force 
  he had  expected.
  The process had altered the DNA in Lazarus’ body, 
  awaking long dormant genes that evolution had 
  discarded at various points along the journey to 
  create humans. Lazarus morphed, evolving into a 
  large, insectoid creature, that could suck the life 
  energy from guests at the party.
  HYPERSONIC SOUNDWAVE MANIPULATOR
  The Hypersonic Soundwave Manipulator shouldn’t 
  work. It involves two entirely disparate pieces of 
  technology combining to do something extraordinary; 
  reprogram the human genome. The first is a massive, 
  focused dose of hypersonic sound waves that 
  destabilise anyone inside the chamber on a genetic 
  level. Once this is done, and they’re held in a state
  of cellular malleability, the second level of 
  technology kicks in. A metagenic program scans 
  the subject and alters their DNA to a pre-selected 
  pattern. As the Doctor puts it “Basically, he 
  hacked into his own genes and instructed them to 
  rejuvenate.” This is both immensely complex and 
  insanely dangerous as Lazarus’ experiment shows. 
  Every species’ genetic structure is a map of roads 
  not taken as well as the ones evolution chose and 
  there’s no way to control the process with any 
  degree of precision. After all, even Time Lords have 
  no idea what they’ll regenerate into until they do.
  In game terms, the Manipulator can be used any 
  number of ways, as Mr Saxon will show us later on 
  this chapter (see The Sound of Drums on pg. 161). 
  It works best as a pre-selected dramatic device; 
  Lazarus will turn into the crab monster we see, the 
  device can be manipulated to forcibly age people 
  and so on. 
  WEAPONISED PIPE ORGAN (MAJOR GADGET)
  The Doctor does dreadful things in the name 
  of music in this adventure but it’s worth it. His 
  weaponisation of the Southwark Cathedral 
  organ creates something similar to the DJ’s 
  Rock’n’Roll Cannon (see Revelation of the 
  Daleks in The Sixth Doctor Sourcebook) just 
  on a much larger, more sustained scale. 
  Traits: Zap (Major), Bulky (Major), Restriction 
  (only affects victims of the Genetic Manipulator 
  – any other targets are merely Stunned).
  Story Points: 2
  FURTHER ADVENTURES
  •	
  It’s a safe bet that Lazarus’s work is quarantined 
  after the disastrous test. But what if it wasn’t? 
  What if Saxon had different labs perfecting 
  it? Is Lazarus’ technology the start of what 
  will become the Flash Clone mills we see in 
  The Doctor’s Daughter (see pg. 191)?
  •	
  The TARDIS lands on a barren, ruined Earth. 
  The characters discover it’s 2020 and the 
  planet is deserted aside from nightmarish, 15-
  foot humanoid bugs. Lazarus’ technology was 
  released to the public, tore humanity apart and 
  ended the world. Now, they must travel back in 
  time and stop the experiment – but it’s already 
  starting to wreak its changes on them…
  LADY THAW
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  2
  Lady Thaw wants to be young and powerful again. 
  She’s patronised Lazarus for years and now, at 
  last, it’s paid off. Lazarus’ work is a success, she’s 
  landed Mr Saxon as a backer and at long last she 
  will have the life she deserved, not the life she’s 
  endured.
  SKILLS
  Convince 5, Knowledge 4, Science 5, Subterfuge 2, 
  Technology 4.
  TRAITS
  Friends (Major): Lady Thaw has secured the 
  backing of Saxon and the British government.
  Obsession (Staying Young)
  Selfish
  TECH LEVEL: 5 
   STORY POINTS: 1
  
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  ‘BURN WITH ME!’
  B  SYNOPSIS
  SS Pentallian, orbiting the Torajii Sun, 42nd Century
  The Doctor adjusted Martha’s phone to give her 
  ‘universal roaming’ and told her it would now work 
  everywhere and everywhen. She was just about to 
  call her mum when they picked up a distress signal. 
  The Doctor homed in on it and they arrived aboard 
  the SS Pentallian, a freighter. The bad news was 
  the ship was adrift, the worse news was they were 
  quickly isolated from the TARDIS and the worst 
  news was that they only had 42 minutes before the 
  ship fell into the local sun…
  The Doctor led a repair effort but they found 
  everything in the engine room had been sabotaged. 
  It was still possible to save the ship but the controls 
  they needed were in the Bridge, behind over 20 
  sealed doors. Crewman Riley Vashtee volunteered 
  to go, and Martha went with him. She found that the 
  doors were all keyed to trivia only the crew would 
  know as a security measure. The only problem was, 
  some of the crew had left since they had set the 
  answers and they only had one chance at each door.
  The Doctor and the others were called to sickbay 
  by Abi Lerner, the ship’s medical officer.There 
  they found Hal Korwin, Captain Kath McDonnell’s 
  husband in the middle of a seizure, screaming 
  “It’s BURNING ME!”. The Doctor helped Abby put 
  Korwin in a stasis chamber and she agreed to run 
  tests to find out what’s wrong. Martha and Riley 
  continued to make their way through the doors, 
  bonding as they went. The Doctor, McDonnell and 
  the other crewmembers kept trying to repair the 
  ship. In sickbay, Abi finished the tests on Korwin. 
  She called the Doctor, but didn’t see Korwin get up, 
  despite supposedly being in stasis. She turned to 
  find Korwin behind her and screamed as his eyes 
  opened to reveal two blazing lights.
  The Doctor and his team ran to help, but when they 
  got there all they found was a flash shadow on the 
  wall. The Doctor checked Abi’s tests and found that 
  Korwin was being attacked by an extremely hostile 
  virus that had flooded his system with hydrogen. 
  Even worse, they found that Korwin was responsible 
  for sabotaging the ship and, once he escaped, had 
  destroyed their repairs.
  At the doors, Martha was stumped by a pair of 
  questions and the Doctor could only help with 
  the first. She called her mum, who was insistent 
  on wanting to speak to her about the Doctor and 
  Martha snapped at her. Her mum gave her the 
  answer but, unaware of the situation Martha was 
  in, said they’d talk about the Doctor soon. As she 
  hung up, Francine looked across at the government 
  official monitoring the call… 
  42
  42
  
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  On the Pentallian, McDonnell asked for the truth 
  about whether her husband could be saved. 
  The Doctor told her he was already dead, and, 
  reluctantly, she warned the crew to look out for 
  him. Erina Lessak, one of the engineers, fell victim 
  to Korwin.
  The Doctor became increasingly suspicious but 
  McDonnell insisted she had no idea why the attacks 
  were happening. At the same time, Korwin tracked 
  down and possessed crewman Ashton. Ashton then 
  found Riley and Martha and pursued them. They 
  hid in an escape pod and played a frantic game of 
  mathematical cat and mouse as Ashton tried to 
  trigger the launch whilst Riley threw ever more 
  difficult codes in his path.
  Elsewhere, Korwin tracked down McDonnell and 
  chased her, saying it was her fault over and over. 
  She was only saved by Scannell who used the 
  coolant system to douse Korwin in freezing gas.
  Ashton broke through Riley’s codes and the escape 
  pod launched. The Doctor got there seconds too late 
  and screamed at Martha that he’d save her. Martha 
  called her mum again, convinced they had minutes 
  to live and could barely contain her terror. Francine 
  pushed, yet again, about the Doctor and Martha 
  hung up.
  Back on the ship the Doctor prepared to go outside 
  in a spacesuit, magnetise the hull and retrieve 
  the pod. Scannell tried to talk him out of it but he 
  refused. In sickbay, McDonnell lured Ashton into the 
  stasis chamber and froze him to death.
  Outside, the Doctor was able to magnetise the hull. As 
  he climbed back in though, he realised the star was 
  alive and was infected by the same thing as Korwin. 
  An overjoyed Martha and Riley found him contorted 
  in agony on the deck, his eyes tightly closed. 
  Dragging him to sickbay, the Doctor accused 
  McDonnell of illegally scooping fuel from the star 
  and inadvertently maiming the alien life form that 
  was part of it. McDonnell pled ignorance once again 
  and the Doctor told her the star had infected him and 
  he knew the truth . Finally confessing, McDonnell 
  explained they had been in a hurry, couldn’t afford 
  the time needed to refuel lawfully and had used the 
  illegal plasma scoop on the ship. 
  The Doctor pleaded with the others to lower his 
  temperature to -200 using the pod as that would 
  kill the infection. Terrified, the Doctor tried to tell 
  Martha about regeneration but she refused to listen. 
  The process began and the Doctor screamed in 
  agony, but, below decks, Korwin revived and turned 
  the power to the pod off before the process could 
  be completed. McDonnell went off to deal with him 
  as the Doctor told Martha to get to the bridge and 
  jettison the fuel so the sun particles could return 
  home.
  McDonnell was hunted through the ship by Korwin 
  and finally hid in an airlock. She waited for her 
  former husband to find her, opened the door, 
  embraced him and told him she loved him. Then 
  she opened the airlock and the pair of them were 
  sucked into space and killed.
  Martha was sprinting for the bridge when the Doctor 
  called her on the comms system, saying he couldn’t 
  fight it any more. His voice dropped to an inhuman 
  tone and he said “BURN WITH ME” as the sun took 
  full control. With barely a minute to spare before 
  they hit the sun, Scannell and Riley got to the 
  bridge, followed a few seconds later by Martha. 
  They restarted the engines, vented the sun 
  particles and the Doctor writhed in agony as 
  the particles left.
  With the ship back on course, Riley and 
  Scannell gently chided the Doctor about 
  the size of the TARDIS. Riley asked Martha 
  if they’d ever see each other again, having 
  clearly fallen for her, and she let him down 
  gently, then kissed him goodbye.
  In the TARDIS, the Doctor gave her a TARDIS 
  key and a delighted Martha called her mum 
  again. She reassured Francine and agreed 
  to come round that night for dinner and a 
  chat. Unseen by Martha, the mysterious 
  woman and her agents were recording the 
  call. After Francine hangs up, the woman 
  assured her that Mr Saxon would be very 
  grateful.
  CONTINUITY
  •	
  Mr Saxon has begun to infiltrate 
  Martha’s life, with Francine a 
  (mostly) willing participant in phone 
  tapping her daughter at this point.
  •	
  The Doctor’s spacesuit comes from 
  Sanctuary Base 6 (see The Impossible 
  Planet/The Satan Pit on pg. 93, and 
  also The Waters of Mars on pg. 239 
  and Hide in The Eleventh Doctor 
  Sourcebook).
  
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  •	
  The Doctor can survive a temperature of -200ºC 
  – as his first incarnation did so (see The Space 
  Museum in The First Doctor Sourcebook).
  •	
  The Torajii Star is not the last sentient star the 
  Doctor will meet (see The Rings of Akhaten in 
  The Eleventh Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  The most notable feature of this adventure is that it 
  takes place in real time – over a span of 42 minutes, 
  to be precise. The idea of running an adventure in 
  real time is really fun, and it’s actually very easy 
  to do. Simply tell the players how long they have 
  at the start of a session, set a stopwatch and let 
  them go; everything, from discussions to combat 
  to toilet breaks (if you’re feeling particularly cruel) 
  takes place in real time. If your timer runs out, the 
  game’s up: the spaceship crashes into the sun, the 
  TARDIS explodes, the universe is sucked into a 
  black hole. 
  Whatever you set the stakes as, happens! This way 
  of playing really ups the tension and creates an 
  exciting, fraught atmosphere around the table.
  But, such a style of game might not be suitable 
  for every group, or every story. Instead, you could 
  say that every half hour of game play around the 
  table equates to 15 minutes in the adventure, 
  meaning that they have an hour and a half instead 
  of 42 minutes. You could even use the stopwatch 
  but only trigger it when the players are discussing 
  something in character or trying to do something. 
  You’ll be amazed how quickly that cuts down on out 
  of game chatter and focuses their attention!
  THE SS PENTALLIAN
  A colossal bulk freight hauler, the SS 
  Pentallian is an old ship whose functions are 
  largely automated. But, even in the future, 
  someone needs to make sure the machines 
  don’t get confused so there’s a small crew on 
  a ship that once housed over 100.
  Armour: 20
  Hit Capacity: 100
  Speed: 4 (Docking thrusters)
    
      20 (Manoeuvring engines)
   
     100 (Pentallian Drive)
  DEV ASHTON
  AWARENESS
  2
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  4
  Dev Ashton knows engines and he knows the SS 
  Pentallian. He’s trying to show his apprentice, 
  Erina Lessak, the ropes.
  SKILLS
  Athletics 2, Craft 3, Fighting 1, Science 5, Technology 
  5, Transport 4.
  TRAITS
  Boffin: Dev can build gadgets.
  Insatiable Curiosity: Dev has a tendency to 
  investigate where he shouldn’t.
  Slow Reflexes: Dev incurs a -2 penalty on 
  Awareness rolls.
  Technically Adept: +2 to all Technology rolls.
  TECH LEVEL: 7 
   STORY POINTS: 1
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  THE MYSTERIOUS MYSTERY 
  OF THE MYSTERIOUS WOMAN
  Mr Saxon steps up his intelligence gathering 
  this episode with the arrival of the mysterious 
  woman at Francine’s house. Miss Dexter 
  is far more connected to Mr Saxon than her 
  predecessor and ties into the idea of groups 
  like LINDA or even UNIT and Torchwood 
  keeping an eye out for a certain blue police 
  box. The Doctor isn’t subtle when he arrives 
  and anyone who knows how to look can find 
  him. So, if you’re playing with the Mr Saxon 
  plot, make sure there’s something new every 
  time the players return to their home time. 
  An election broadcast, an interview, Saxon 
  posters, lots of things reminding them how 
  things are changing during their absence. Yet…
  FURTHER ADVENTURES
  •	
  The Toraji sun is an interesting ‘villain’, and one 
  worth exploring. Is it unique? If so it’s a safe bet 
  that when the truth about what happened comes 
  out, scientists will want to study it. But how do 
  you communicate with an alien intelligence so 
  colossal planets orbit it? 
  •	
  Once you have set up communication with it, 
  what does it know? And, more interestingly, 
  what does it want? How many stars are like it? 
  What connection does it have to Akhaten’?
  •	
  Once you’ve got the Torajii Sun talking and 
  found out what it needs and knows, what do you 
  then? A future adventure could see voluntary 
  sun hosts used to explore inhospitable 
  environments or a different star using them 
  as cultists to spread like an infection across a 
  solar system.
  THE TORAJII SUN
  Environmental (Heat): Those possessed by 
  the Torajii Sun can withstand immensely high 
  temperatures.
  Hypnotism (Special): The Torajii Sun can 
  possess anyone who looks at it – or one of its 
  hosts – for more than a few seconds. The victim 
  must make a Resolve + Strength, opposed by 
  the Torajii Sun’s Resolve + Convince. If they 
  pass, they resist the Torajii Sun but have a clear 
  memory of what it was trying to do. If they fail, 
  the Torajii Sun possesses them and immediately 
  gains access to their memories. 
  Natural Weapon – Incineration: The Torajii 
  Sun’s hosts run extremely hot but can channel 
  heat that would normally destroy their host body 
  outright. This is in the form of a beam of energy 
  fired from the eyes that inflicts 4/L/L levels of 
  damage. Additionally, anyone not moving out of 
  line of sight will be turned into a flash shadow 
  on death.
  Tough: The Torajii Sun’s hosts reduce the 
  amount of damage inflicted by 2 levels.
  Weakness: Cold severely damages but doesn’t 
  kill the Torajii Sun’s hosts. Any host body can 
  be Stunned with a blast of cold air, gas or ice. 
  If the host’s body is lowered down to -200ºC for 
  ten seconds they will be killed outright and the 
  Torajii Sun’s particles returned to it. 
  STORY POINTS: 8
  AWARENESS
  -
  PRESENCE
  7
  COORDINATION
  -
  RESOLVE
  7
  INGENUITY
  4
  STRENGTH
  -
  The Torajii Sun is an almost unknown creature; a 
  sentient star. Whilst normally benign, the crew of 
  the SS Pentallian unwittingly incurred its wrath 
  when they used an illegal fusion scoop to harvest 
  some of its gas. It could possess a victim, raising 
  their body temperatures to hundreds of degrees and 
  eventually causing them to be incinerated.
  While the attributes, skills and traits are listed 
  below for the Torajii Sun, they only really apply to 
  those possessed by it – the Sun itself is much too big 
  and powerful to be tackled directly.
  SKILLS
  Convince 6.
  TRAITS
  Alien Appearance: Those eyes of those possessed 
  by the Torajii Sun burn intensely brightly, 
  immediately giving away the possession – unless 
  they wear a welding mask or keep their eyes 
  closed. 
  
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  CAPTAIN KATH MCDONNELL
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  Kath McDonnell is the captain of the SS Pentallian. 
  Her focus is on running her ship and getting her 
  crew home safely, but in her dedication she may 
  have doomed them all instead.
  SKILLS
  Athletics 2, Convince 2, Fighting 1, Science 3, 
  Survival 2, Technology 4, Transport (Spaceships 6) 4.
  TRAITS
  Brave: Kath does not flinch, even in the face of 
  great – and otherworldly – danger.
  Dark Secret: Kath siphoned illegal fuel from the 
  sun, dooming them all.
  Obligation: Kath is responsible for getting her 
  crew home, whatever the cost.
  Tough: Kath is tough as old boots.
  Voice of Authority: Captain’s ship, Captain’s rules.
  TECH LEVEL: 7 
   STORY POINTS: 2
  RILEY VASHTEE
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  Riley set off to see the universe. He’s seen a fair 
  bit of it and got drunk in most of it. Now if he 
  could just find someone to share it with…
  SKILLS
  Athletics 3, Knowledge 3, Science 4, Technology 4, 
  Transport 4.
  TRAITS
  Attractive: Riley’s rugged good looks have 
  charmed many a lady.
  Brave: +2 to all Resolve rolls.
  Charming: +2 to all Convince rolls.
  Lucky: Riley was one of only two survivors from 
  the Pentallian.
  Technically Adept: +2 to all Technology rolls.
  TECH LEVEL: 7 
   STORY POINTS: 2
  42
  
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  ORIN SCANNELL
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  2
  INGENUITY
  4
  STRENGTH
  3
  Scannell had a bad feeling about this run. If only 
  they’d listened to him… 
  SKILLS
  Athletics 2, Knowledge (Ship Systems 6) 4, Science 
  4, Technology 4, Transport 4.
  TRAITS
  Lucky: Orin was one of only two survivors from 
  the Pentallian.
  Technically Adept: +2 to all Technology rolls.
  Unadventurous: Orin incurs a -2 penalty on any 
  roll involving breaking the rules or leaving the 
  ship.
  TECH LEVEL: 7 
   STORY POINTS: 1
  HAL KORWIN
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  2
  INGENUITY
  4
  STRENGTH
  3
  Married to the Captain means an easy life, some 
  people think. In reality, Hal Korwin works twice as 
  hard for twice as long. Even then, he and Kath see 
  the bills not being paid, the runs barely being made 
  in time. Sooner or later something’s got to give…
  SKILLS
  Convince 2, Fighting 3, Knowledge 4, Science 5, 
  Subterfuge 2, Technology 4, Transport 4
  TRAITS
  Tough: Korwin is almost as tough as his wife. 
  Dark Secret: Korwin knows what they did. Now 
  he’s paying the price.
  TECH LEVEL: 7 
   STORY POINTS: 1
  ABI LERNER
  AWARENESS
  2
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  3
  The ship’s medic, Abi is used to treating everything 
  from radiation burns to hangovers. But how do 
  you treat a possession?
  SKILLS
  Convince 3, Fighting 1, Medicine 5, Science 3, 
  Technology 3, Transport 4.
  TRAITS
  Empathic: +2 to all rolls reading people’s 
  emotional state.
  Screamer! Anything attacking Abi is stunned for 
  a turn
  TECH LEVEL: 7 
   STORY POINTS: 1
  ERINA LESSAK
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  4
  Erina Lessak knows three things: engines, people 
  and that she’s better with both than her boss, Dev 
  Ashton. If he’d only give her a shot…
  SKILLS
  Athletics 3, Craft 4, Knowledge 5, Science 5, 
  Technology 5, Transport (Spaceships 6) 4.
  TRAITS
  Boffin
  Impulsive: Erina is desperate to prove herself. 
  Sense of Direction: Erina knows her way around 
  a spaceship.
  TECH LEVEL: 7 
   STORY POINTS: 1
  
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  ‘Then we discovered why — why this Doctor, who 
  had fought with gods and demons, why he had run 
  away from us and hidden: he was being kind.’
  B  SYNOPSIS
  Farringham, England, 1913
  The Doctor and Martha sprinted to the TARDIS, 
  barely making it in time, as gunfire followed them. 
  The Doctor triggered the time rotor and explained 
  that it wouldn’t be good enough. The aliens following 
  them could track them anywhere. He handed Martha 
  a watch and told her his life depended on it.
  At the Farringham School for Boys, John Smith, a 
  new master still settling in, woke up after an odd 
  dream. He discussed it with his maid, Martha Jones, 
  and explained he’d imagined himself a time traveller. 
  She pointed to the newspaper and assured him he 
  was completely human. Over the course of the 
  day, Smith spoke to Matron Joan Redfern and took 
  several classes. After an accidental fall, Matron 
  checked him over and refused to let Martha do the 
  same. Doctor Smith intact, the pair chatted about his 
  dreams and the curious things in them. The Daleks, 
  the Cybermen, the TARDIS…
  Elsewhere, Smith’s students were studying 
  in their dorm room. Timothy Latimer, one 
  of the youngest, was bullied by the others. 
  Hutchinson and Baines, two of the other 
  students decided to grab their stash of beer 
  and Baines went off into the woods to fetch 
  it. Nearby, Martha and her friend Jenny 
  were at the local pub, unable to go inside 
  due to the social restrictions of the time. 
  Jenny was amused by Martha’s modern 
  views but when a green light cut across 
  the sky Martha became concerned and left. 
  Elsewhere, Baines had seen the same light 
  and gone to investigate. He was snatched 
  and taken inside a spaceship. The Family 
  had found the Doctor and Baines would 
  help them get him…
  Later, Baines, looking odd, returned to 
  the school. Nearby, Martha cycled to the 
  hut where they had left the TARDIS and 
  listened to the last message the Doctor had 
  recorded for her. In it, he explained that the 
  Chameleon Arch, a system on the TARDIS 
  that changed Time Lord DNA would help 
  him hide out in the past and that the pocket watch in 
  the Arch contained the sum total of his personality. 
  The TARDIS ‘wrote’ an identity into the past and the 
  Doctor gave her a list of things to do to protect them. 
  They had been in hiding for months and, at last, they 
  were almost ready to go home.
  The following morning, Doctor Smith and Matron 
  Redfern kissed as their relationship began to 
  cautiously blossom. Later that day, Latimer was 
  asked to pick up a book from Smith’s office and was 
  drawn to the Pocket Watch. He heard whispers of 
  the Doctor’s adventures coming from it and on a 
  whim, stole it. Nearby, Baines picked up the scent 
  and animated an army of Scarecrows to serve as the 
  Family’s footsoldiers. At the same time, local farmer 
  Mr Clark, Jenny and Lucy Cartwright, a young girl, 
  were killed and replaced by the other members of the 
  Family. Back at the school, Doctor Smith was leading 
  a weapons training class. Latimer had a vision of the 
  future, and him and Hutchinson apparently dying on 
  the battlefield. Disturbed, he annoyed Hutchinson 
  who had him reported and taken away for a beating. 
  As he was taken away, Baines seemed to notice 
  something odd about the Doctor. Later, walking 
  with Matron Redfern, Doctor Smith asked her to the 
  village dance. She agreed and they got ready. 
  HUMAN NATURE/THE FAMILY OF BLOOD
  HUMAN NATURE/THE FAMILY OF BLOOD
  
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  Martha was interrogated by Jenny and realised 
  her friend had been possessed. She escaped, with 
  the Family in pursuit and confronted the Doctor at 
  the dance. Both ‘Doctor Smith’ and Nurse Redfern 
  refused to believe her and the situation only got worse 
  when the Family arrived. Panic spread through the 
  dance as they forced the Doctor to choose who they 
  should kill first: Martha or Matron Redfern. Nearby, 
  Latimer opened the watch containing the Doctor’s 
  essence. The Family were distracted and Martha 
  disarmed one and turned their own weapon against 
  them. Reluctantly backing down, the Family left. The 
  Doctor, the Matron and Martha ran back to the school 
  to raise the alarm as the Family planned an assault. 
  The pupils of the school were armed to defend it, 
  horrified by what was about to happen, Martha ran to 
  get the pocket watch only to find it gone. She talked 
  to Matron Redfern about the Doctor and slowly 
  convinced the other woman that everything she was 
  saying was true.
  The Family attacked as Matron Redfern began to 
  show Doctor Smith how fragile his back story was. 
  She told Doctor Smith, whoever he was, he knew it 
  was wrong for the children to be sent to fight. Despite 
  this, the battle began in earnest and the boys were 
  only saved by Latimer using the pocket watch to draw 
  the Family away.
  The Family retrieved the TARDIS and taunted Smith 
  with it. Realising that it was one of the things he 
  had drawn, he pleaded with them to let him remain 
  himself. The Family responded by returning to their 
  ship and attacking the village.
  Martha, Doctor Smith and Matron Redfern hid out in a 
  nearby cottage and Latimer joined them. The shelling 
  increased. Wracked with indecision over what to do, 
  Doctor Smith and Matron Redfern shared a vision of 
  themselves growing old and dying together. Smith 
  was desperate to reach that future but Redfern 
  was far more concerned about the consequences 
  of the Family getting what they wanted. It was an 
  impossible choice; live and see others die, or die 
  and save others. They couldn’t win. Not long after, 
  Doctor Smith appeared at the Family ship. Stumbling 
  and horrified he surrendered and handed them the 
  watch. The empty watch.The Doctor was back and 
  he had triggered a chain reaction that destroyed the 
  Family’s ship.
  The Doctor’s vengeance came next. He gave the 
  Family exactly what they wanted: immortality. Father 
  of Mine was chained in a dwarf star, Mother of Mine 
  was thrown into the event horizon of a collapsing 
  galaxy and Sister of Mine was trapped in every mirror, 
  everywhere. Finally, Son of Mine was suspended in 
  time, dressed as a scarecrow to watch over England 
  forever.
  The Doctor visited Joan Redfern one last time and 
  asked her to travel with him. Disgusted, she said 
  she could never travel with a man wearing her dead 
  lover’s face and who was responsible for so much 
  death. The Doctor returned to the TARDIS, leaving 
  her and thanking Martha for saving him. Before they 
  went, Latimer returned and the Doctor gave him the 
  empty pocket watch. Not long after, during the 
  War, Latimer experienced the moment he’d seen 
  in the vision. He saved Hutchinson from a shell 
  attack and survived the war. 
  In the present day, an older Latimer was 
  attending a Remembrance Day service, still 
  holding the watch. He saw the Doctor and 
  Martha, wearing poppies, a way off from the 
  ceremony. They silently nodded to one another 
  and the time travellers left.
  CONTINUITY
  •	
  The Doctor uses his regular alias of John 
  Smith to create his new persona.
  •	
  This is the first time the Chameleon Arch 
  and Pocket Watch are used. It will not be 
  the last (see Utopia on pg. 157).
  •	
  The TARDIS can extend its perception 
  filter to other artefacts, such as Smith’s 
  pocket watch.
  •	
  John Smith has drawn a variety of 
  aliens in his Journal of Impossible 
  Things, amongst them a Dalek, the 
  Moxx of Balhoon, a Slitheen and 
  a Clockwork Droid. He’s also 
  drawn some of the Doctor’s past 
  incarnations, and Rose Tyler.
  •	
  John Smith tells Joan that he 
  learned to draw on Gallifrey. 
  •	
  Much like his fifth incarnation, 
  the Tenth Doctor has a good 
  aim with a cricket ball (see Four 
  to Doomsday in The Fifth Doctor 
  Sourcebook). 
  B  RUNNING THE ADVENTURE
  This is a difficult adventure to run, as it requires 
  a certain amount of buy in from your players in 
  advance. As a result, of course, it’s also one of the 
  most rewarding to pull off. There are six major 
  
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  themes and ideas, that are key for this adventure to 
  work:
  Prejudice: The years running up to the First World 
  War were full of discrimination and prejudice at 
  every level. Servants, and the servants quarters 
  and entrances to buildings Martha has to contend 
  with, were commonplace. They were also completely 
  overlooked a good deal of the time. If you have 
  characters who have to pose as servants, especially 
  female characters and characters of colour, then 
  they will experience being discriminated against. 
  Often it’ll be the sort of polite, cheery discrimination 
  as when Martha’s jokingly reminded to use the 
  servant’s entrance. A lot of the time it will be far 
  more malicious. The best way to tackle this in your 
  game is is to be honest about it. Talk to your players 
  beforehand and ask what sort of level of realism they 
  want. If they’re happy dealing with regular class and 
  race based prejudices then fine, if they’re not, that’s 
  just as fine. It’s all too easy to equate your character’s 
  feelings with your own, so make sure you discuss 
  what level is comfortable beforehand. 
  Note that Doctor Who doesn’t always address such 
  political, moral and historical issues directly, instead 
  often examining them through the lens of alien or 
  futuristic societies. However, in such an adventure, 
  when much of the drama arises from the Doctor and 
  his companions being immersed – trapped, even – in 
  the past, it’s important to approach such issues. Just 
  remember to do so sensitively and carefully.
  Freedom: This is a story about freedom and what 
  happens when we know it’s being taken away. John 
  Smith has the freedom of a blissfully normal life and 
  finds it’s a sham. Tim Latimer has the freedom of the 
  watch and the things it tells him, but knows (or thinks 
  he knows) he only has a year to live. Joan Redfern 
  has the freedom of a new school, a new start and a 
  new love and is forced to tell him to kill himself for 
  the greater good. The central idea of no freedom 
  without cost, is where most of the emotional meat of 
  the story lies.
  Heroism: This is an adventure packed with heroes 
  and heroines. Martha’s dogged determination to 
  get through three tough months, Joan Redfern 
  sacrificing the love of her life to save the world, 
  John Smith allowing himself to die to so the Doctor 
  can live again. Even the Headmaster going out to 
  confront Hutchinson is heroic. None of these acts 
  of heroism end entirely well and that’s where the 
  adventure’s dramatic muscle lies; in the idea that 
  heroism sometimes has to be its own reward. Keep 
  setting the players up with impossible situations, 
  keep giving them the chance to shine and have their 
  heroic actions rewarded with more problems. The 
  resolution of this story should come as a relief rather 
  than a victory.
  Love: John Smith and Joan Redfern heal each other 
  through their polite, quiet romance. This is part of 
  the adventure that you really need to discuss with 
  the players beforehand. You don’t have to dwell on 
  the romantic subplot if you don’t want to; look at how 
  John and Joan’s romance is constantly interrupted 
  by Martha, for example. You can use that technique to 
  skip the adventure forward in time every scene. But, 
  the love the two share closes the circle started by 
  the previous two themes, adding dramatic weight to 
  the proceedings and upping the stakes considerably.
  Loyalty: England is a tremendously patriotic and, 
  by extension, martial country at this point. The 
  sort of training the boys receive at school wasn’t 
  unprecedented and it was expected, especially 
  amongst upper class families, that children would 
  enter the Armed Forces not just as a career but as 
  their patriotic duty. This even continued up through 
  the First World War, with theatre shows encouraging 
  men to enlist enjoying a huge amount of success. This 
  is, for characters from the 21st century, something 
  within sight of madness. But at the time it made 
  perfect sense. The United Kingdom was part of an 
  empire, and its populace were tremendously loyal 
  to their rulers. A lot of people in the 21st century 
  feel the same way but express that loyalty through 
  attending official functions and buying tea towels. It’s 
  much less bloody but just as fervent.
  The War: The First World War is still a year away at 
  the time of this adventure. It changes Europe forever, 
  all but wiping out a generation across the entire 
  continent. The pall of sadness that lies over the 
  adventure, and the young lives at the school that are 
  saved only to die the following year, is a vital part of the 
  HUMAN NATURE/THE FAMILY OF BLOOD
  
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  story. Take time to make the boys and schoolmasters 
  individuals and remind your players that almost all of 
  them do not have long to live. The coda scene here, 
  where the Doctor and Martha attend a memorial 
  service in the 21st century is a perfect example of 
  how to do this. It’s difficult, and it’s a desperately sad 
  note, but this is a tragic story and tragedies need to 
  end on moments of full-on grief, or pride tinged with 
  sadness. 
  B  THE FAMILY OF BLOOD
  The Family of Blood were an arrogant, parasitic race 
  of single-minded and incredibly vicious aliens, who 
  would kill without a second thought but were cursed 
  by their limited life-span. They tracked down their 
  enemies using their overdeveloped sense of smell, 
  with a seemingly limitless range. This allowed them 
  to follow their prey across the universe as well 
  as through time. The Family were a brutal breed 
  who had a single goal – to use up and merge into 
  as many life-forms as they possibly could, to help 
  prolong and preserve their own existence. When 
  they possessed or ‘took over’ a new life form they 
  behaved almost exactly as the original person but 
  with subtle differences, such as walking more 
  stiffly and sniffing the air more regularly (at times 
  incredibly loudly), that would give them away. 
  The Family retained the memories of their host 
  although they lacked the adaptability to be totally 
  convincing. They hoped that by capturing a Time 
  Lord body they would achieve their ultimate goal: 
  to be able to live for eternity. Four members of this 
  violent family unit encountered the Doctor – Father 
  of Mine, Mother of Mine, Son of Mine and Daughter 
  of Mine – but it is possible more exist. All could 
  communicate telepathically as well as controlling 
  animated objects. 
  Death appears to be sport to them, as they witnessed 
  bereavement and slaughter without giving a thought 
  to the consequences. This is probably due to their 
  selfish, over-confident attitude of self-importance. 
  Everything revolved around their survival but they 
  are not as tactically aware as other predatory races, 
  such as the Sontarans.
  NURSE JOAN REDFERN
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  Joan Redfern has come to the school to heal – 
  not just others, through her job, but also herself, 
  for she still misses her late husband dreadfully. 
  She hopes that perhaps being here, amongst the 
  young, will help her get past it. What she didn’t 
  expect was to fall in love anew.
  SKILLS
  Athletics 2, Knowledge 4, Medicine 5, Science 2, 
  Transport 2.
  TRAITS
  Brave: Joan is resolute and defiant, even when 
  secretly terrified.
  Code of Conduct: Joan’s first thought is always 
  for her wards.
  Empathic: Joan has a keen eye for what others 
  are feeling.
  TECH LEVEL: 4 
   STORY POINTS: 5
  
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  B  THE CHAMELEON ARCH
  When observing other races and cultures, the 
  possible side effects from the presence or personality 
  of a Time Lord means sometimes, in particular 
  cases, just ‘blending in’ isn’t enough and a Time Lord 
  needs to be able to hide in plain sight. To do that, they 
  have to give up everything that makes them a Time 
  Lord, or even Gallifreyan for that matter. It was for 
  just such occasions that the Chameleon Arch was 
  invented.
  By donning the Arch, the Time Lord’s entire biology 
  is physically (and very painfully) rewritten; genes 
  are short circuited and rerouted, the body is broken 
  down and regrown internally and externally, until all 
  that remains is indistinguishable from the race the 
  Arch is programmed to replicate. This is only half
  of the disguise, however. In addition to the physical 
  changes, the mind is overwritten with memories 
  and thought patterns native to that species and a 
  whole history is actually reverse engineered into the 
  timestream to fit those memories and provide a place 
  in reality for this new being. The final phase of the 
  process sees the memories, personality and biodata, 
  the whole essence of the Time Lord’s being, stored 
  into a compact Device, typically a humble fob watch. 
  FATHER/MOTHER OF MINE
  AWARENESS
  2
  PRESENCE
  4
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  4
  SKILLS
  Athletics 2, Convince 1, Fighting 3, Knowledge 1, 
  Marksman 1, Subterfuge 2, Survival 3, Technology 2, 
  Transport 2.
  TRAITS
  Alien
  Alien Senses – Smell: The Family have an 
  incredibly good sense of smell, gaining +4 to 
  Awareness rolls to allow them to track their prey 
  over great distances.
  Fear Factor (1): The family gain +2 on rolls to 
  actively scare someone.
  Hypnotism (Special): In their natural form, the 
  Family of Blood are green gaseous forms that can 
  take control of their victims, though this process 
  usually destroys any remnant of the target.
  Psychic
  Telepathy: The Family remains in telepathic 
  contact with each other.
  EQUIPMENT: Energy Pistol (4/L/L)
  TECH LEVEL: 8 
   STORY POINTS: 10
  AKA FARMER CLARK/JENNY
  DAUGHTER OF MINE
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  4
  SKILLS
  Athletics 2, Fighting 1, Knowledge 1, Subterfuge 4, 
  Survival 2, Technology 1.
  TRAITS
  Same as Father/Mother of Mine.
  EQUIPMENT: Same as Father/Mother of Mine.
  TECH LEVEL: 8 
   STORY POINTS: 11
  AKA LUCY CARTWRIGHT
  SON OF MINE
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  4
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  4
  SKILLS
  Athletics 3, Convince 2, Fighting 3, Knowledge 1, 
  Marksman 3, Subterfuge 2, Survival 3, Technology 3, 
  Transport 2.
  TRAITS
  Same as Father/Mother of Mine.
  EQUIPMENT: Same as Father/Mother of Mine.
  TECH LEVEL: 8 
   STORY POINTS: 12
  AKA JEREMY BAINES
  HUMAN NATURE/THE FAMILY OF BLOOD
  
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  The moment the rightful owner opens this object, the 
  process is completely reversed and the Time Lord is 
  reborn.
  While in their alien disguise, a Time Lord will have 
  no inkling of their previous life. Indeed, any attempts 
  to remind them of it will cause severe mental 
  discomfort. The Device carrying their personality 
  aids in this with an in-built perception filter that tells 
  them the item is important enough to keep nearby, 
  but not important enough to fool around with or 
  open. This filter might work until a set date or time or 
  it might be set to never willingly reveal its contents, 
  especially if the Time Lord is hiding from something 
  that they really don’t want to find them. Ever. 
  Programming and activating the Chameleon Arch 
  requires an Ingenuity + Technology roll at Difficulty 
  15. If the process takes and the Time Lord is later 
  confronted with their true identity, they must make a 
  Resolve + Convince roll at Difficulty 9. If they succeed, 
  they refuse to believe it. The difficulty of the roll is 
  increased by 3 for every separate instance of proof 
  that points to their being someone other than whom 
  they think they are. Once they fail the roll, they will 
  endeavour to open the Device, and once they do, they 
  are returned to normal. 
  The Device, carrying as it does the entire essence of a 
  Time Lord, is highly charged with Artron energy and 
  those who have the Psychic Trait will find themselves 
  drawn to it. If they touch it and pass an Ingenuity + 
  Resolve test at Difficulty 15, they will receive flashes 
  of insight into the identity of its owner. For every Level 
  of Success, the Psychic will receive an important fact 
  in a cryptic mental message. If they score a Fantastic 
  Success, for example, they might hear ‘The Lord of 
  Time is in danger. Find his servant, the healer, and 
  help him phone home’ which is the psychic’s rough 
  interpretation of the message ‘John Smith is a Time 
  Lord, the servant Martha is his companion, and he 
  needs his TARDIS.’
  The Chameleon Arch is only built for use on Time 
  Lords. It may work on other species, but no one has 
  ever attempted it, and any other being that uses it 
  takes their life into their own hands…
  MOLECULAR FRINGE ANIMATION
  Molecular Fringe Animation is often referred 
  to as ‘sewing with atoms’. It’s a process 
  perfected by gaseous lifeforms who wanted 
  tangible encounter suits and works off the idea 
  of shaping electromagnetic ‘gloves’ around pre 
  existing matter. The Family of Blood used this 
  technology to animate scarecrows found in the 
  fields around Farringham School for Boys, but 
  almost any other inanimate object will work.
  FURTHER ADVENTURES
  •	
  What if Daughter of Mine starts passing 
  messages through mirrors? What if it’s her 
  subtle whispering in the Doctor’s mind that 
  leads to him breaking the rules at Bowie Base 
  One? What if she talks to a companion, tricking 
  them into releasing her?
  •	
  Likewise, Son of Mine is still watching over the 
  fields, decades after he was left there. What’s he 
  become? Mad with rage and grief? Horrified at 
  what he’s done? Or is he a penitent soul, spread 
  across countless scarecrows, defending the 
  country?
  THE SCARECROWS
  AWARENESS
  2
  PRESENCE
  1
  COORDINATION
  2
  RESOLVE
  2
  INGENUITY
  1
  STRENGTH
  4
  By utilising molecular fringe animation, Son of 
  Mine created an army of scarecrows to help root 
  out the Doctor and brought carnage and fear to 
  an unsuspecting village. The scarecrows weren’t 
  armed but seemed unstoppable as bullets failed 
  to halt their march.
  SKILLS
  Athletics 2, Convince 4, Craft (Sculpture) 2, 
  Fighting 3, Knowledge 3, Medicine 1, Subterfuge 2. 
  TRAITS
  Alien
  Dependency – Family Control: The Scarecrows 
  are under the control of the Family of Blood, 
  without them they are lifeless.
  Fear Factor (2): Scarecrows gain +4 on rolls to 
  actively scare people.
  TECH LEVEL: 8 
   STORY POINTS: 10
  
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  ‘The Angels have the phone box.’
  B  SYNOPSIS
  London, England, 2007
  Sally Sparrow, a photographer, had broken into an 
  old abandoned house, Wester Drumlins. The house 
  was old, derelict and had peeling wallpaper. As Sally 
  explored the house, she noticed writing beneath 
  the wallpaper. Writing that looked like a message. 
  Curious, she peeled the wallpaper away to reveal 
  first “BEWARE OF THE WEEPING ANGELS”, then a 
  message to duck. Addressed to her. Signed by the 
  Doctor in 1969
  Disturbed, Sally visited her best friend Kathy 
  Nightingale and met Kathy’s brother, Larry. Kathy 
  agreed to come with her to the house the next day. 
  When they got there, the pair split up, Sally exploring 
  the bottom floor and Kathy the top. Alone, Kathy 
  noticed a statue of an angel in a nearby room. It was 
  disconcerting, almost too lifelike and she found she 
  couldn’t stop staring at it. Then, a knock at the door 
  made her blink and she opened her eyes… in 1920, 
  in a field in Hull. In the present day, Sally answered 
  the door and was given a letter. It was written by the 
  messenger’s grandmother, Katherine Wainwright 
  nee Nightingale. Kathy had been thrown into the 
  past, lived a long life and died. Deeply disturbed, 
  Sally threw the man out and stormed off to the room 
  where she had left Kathy. There was no sign of her, 
  just three statues. None of which had been in the 
  room before, one of which was holding a key. Sally 
  left and read the letter in full. It finished with one 
  instruction: “Don’t Blink”.
  Visiting Larry at the DVD shop where he worked, she 
  told him about Kathy and he showed her the Easter 
  eggs he’d found hidden on some DVDs. There was 
  an entire internet discussion community about them 
  and, as Larry paused and unpaused the DVD of the 
  Easter eggs cut together, it almost seemed like they 
  were reacting to what Sally was saying.
  The Easter eggs were all of the Doctor, warning her. 
  Sally left to go to the police and met DI Billy Shipton, 
  who agreed to help. The pair instantly got on well 
  and Billy showed her the large number of cars found 
  outside Wester Drumlins with no sign of their owners, 
  along with a strange blue police box, also recovered 
  from the site. Sally agreed to meet Billy for a date 
  and left.  Smiling, Billy turned, saw the Angel statues 
  surrounding the TARDIS, blinked and… opened his 
  eyes in 1969. The Doctor and Martha appeared and 
  explained that the statues were Weeping Angels, 
  quantum-locked assassins who fed off life energy. 
  Billy had been ‘lived’ to death and the Doctor needed 
  him to give Sally Sparrow a message…
  Back in the present, Sally received a call from Billy 
  Shipton. He was in the hospital and, despite her 
  talking to him earlier that day, an old man. Stunned, 
  Sally listened to Billy’s final message: “look at 
  the list”. He explained that he had got into video 
  production and was responsible for the Easter eggs. 
  She stayed with him until he died and then called 
  Larry. She’d realised what the DVDs had in common: 
  they were the only DVDs she owned. She met Larry 
  at Wester Drumlins and the pair ran the full message 
  from the Doctor. To their amazement, it synced 
  perfectly with what they were saying. The Doctor 
  explained that he had a copy of their ‘dialogue’ on his 
  autocue and told them about the Weeping Angels. 
  They were incredibly fast and could turn to stone the 
  moment they were looked at by anyone. He explained 
  that was why they were ‘weeping’, they could never 
  look at each other. Instead, they fed off the life their 
  victims never had and the TARDIS was an irresistible 
  BLINK
  BLINK
  
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  feast. Because Sally had the TARDIS key, that made 
  her a target. The Doctor apologised for asking her to 
  help and told her she had to use the key to send the 
  TARDIS back to pick him up. 
  The Doctor’s transcript ended and he realised the 
  Angels were closing in. A Weeping Angel had come 
  into the room, claws outstretched and Larry looked 
  at it as Sally searched for a way out. With every door 
  locked, and the Angel inches away from Larry, the 
  pair fled to the cellar. They found the TARDIS and ran 
  towards it, surrounded by four Weeping Angels. Sally 
  got the door open just in time and they fled inside. The 
  DVD of the Doctor’s full message was recognised as 
  a control disc and as they inserted it into the console 
  the TARDIS began to dematerialise around them. The 
  Angels, on each side of it, looked at each other and 
  were forever locked in place.
  One year later, Sally and Larry were running the 
  store together and still fixated on what happened. 
  Trying to understand what had gone on, Sally had 
  compiled a massive dossier on the events. Out of 
  nowhere, Martha and the Doctor appeared outside, 
  armed and clearly on their way somewhere. Sally 
  rushed outside, handed the Doctor the dossier and 
  told him it was about something that hadn’t happened 
  yet. The Doctor asked her name and then the pair ran 
  off. Hand in hand, Sally and Larry watched them go.
  CONTINUITY
  •	
  This is the first appearance of the Weeping 
  Angels and shows them weak and powerless, 
  trapped on Earth. 
  •	
  Sally Sparrow’s DVD triggered Security Protocol 
  712, causing the TARDIS to dematerialise and 
  return to the Doctor. It’s similar – hologram 
  of the Doctor and all – to Emergency Program 
  One (see The Parting of the Ways in The Ninth 
  Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  Welcome to one of the toughest adventures to run in 
  the Tenth Doctor’s era, but it’s also one of the most 
  rewarding. Let’s look at the challenges faced first:
  NEW CHARACTERS
  First off, new characters. We’ve never met Sally, 
  Cathy, Billy and Larry before. We never see them 
  again. Yet without them this adventure can’t happen 
  and, crucially, without their total lack of knowledge 
  about the Doctor, this adventure cannot happen. 
  Their uniqueness and strength is also their ignorance 
  and that’s something very difficult to play effectively. 
  There are ways to do it though. 
  You might decide that this is an opportunity for 
  your players to take a break from their regular 
  characters. Instead get them to make up a new 
  group of characters, or hand them some ready-
  made characters. One advantage to this approach is 
  that you can kill off their characters with impunity – 
  they’re not their regular character, after all.
  You might also decide to make this the first adventure 
  in a new campaign. Talk to your group beforehand 
  about just what they want to do: do they want to play 
  characters with knowledge of the Doctor? Do they 
  want to play a LINDA-style group or a group of UNIT 
  or Torchwood officers? Or regular people like Sally 
  and Larry? Then decide just what you want them to 
  know. There’s a case, and it’s a strong one, for setting 
  this up as a starting adventure but making it a ‘blind’ 
  one.
  Have your players create characters that are 
  slightly generic ‘modern day supernatural 
  investigators’ and run them through the 
  opening mystery of Wester Drumlins. If 
  they’re familiar with the adventure they’ll 
  have recognised the clues you’re giving them 
  and either try and break free of the story or 
  play along. If they do the second, great. If 
  they break out of the story, then be ready 
  to improvise for a bit until they get back 
  on track. After all, no adventurers worth 
  their salt will want to leave the Doctor and 
  Martha in the lurch. If they do? Remember, 
  London is covered in statues…
  FAMILIARITY BREEDS BOREDOM
  The second challenge you face is 
  familiarity. If your players work out 
  what’s going on and who they’re dealing 
  with, then make sure you change what’s 
  going on and who they’re dealing with. 
  The Angels themselves are familiar but 
  the fields of statues and gargoyles all 
  over the city are anything but. Use the 
  pacing of the adventure to constantly throw 
  your players off guard, as people appear and 
  disappear and, on top of that, change the rules. 
  What if a building covered in Angels was one 
  gestalt entity that could feed on anyone inside 
  it when no one else was looking at it? What if 
  there was an entire floor of a building laid out 
  
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  in the shape of an angel that could feed constantly 
  on whoever wandered in there? What would happen 
  if the TARDIS materialised in that room? Use the 
  Angels as worker bees for a larger organism, or 
  as part of a much larger swarm. The Angels Take 
  Manhattan (see The Eleventh Doctor Sourcebook) 
  proves they can take different forms and if they can 
  do that your players will never see them coming.
  NON-LINEAR STORYTELLING
  Perhaps the biggest issue with running this 
  adventure is the non linear nature of the storyline – 
  the saving grace for the Gamemaster’s sanity is that, 
  for the protagonist (Sally), the story is linear. It’s just 
  for the other characters – the Doctor, Martha, Kathy 
  and Billy – that the story takes place in a somewhat 
  out-of-sync manner. Make sure you have a firm grasp 
  on the ‘behind the scenes’ goings on with the story 
  and the timeline, so that you can leave the players 
  clues and strange messages from the past. The 
  characters can then experience the events in a linear 
  manner – unless one of them gets sent back in time, 
  of course! In which case you can enlist their help in 
  communicating with their companions in the future.
  EASTER EGGS AND OTHER SURPRISES
  The DVD Easter eggs idea used by the Doctor to 
  communicate with Sally in this episode is both 
  brilliant and tricky to pull off in at the tabletop. That 
  doesn’t mean you can’t do something similar though. 
  In fact, there are ways to ensure the characters’ 
  interaction with the Doctor is just as unusual but still 
  gives you room to move them along and give them 
  the clues they need. Here are some ideas:
  •	
  A Numbers Station. Numbers stations are very 
  weird, semi-automated voices that have been 
  sending out radio signals for decades. They’re 
  widely believed to be espionage information 
  written in code, but there’s nothing to say one 
  couldn’t appear all of a sudden, in 1969, repeating 
  audio comments over and over that name the 
  player characters, years before they were born…
  •	
  A Graphic Novel. The players are all conspiracy 
  fans who are obsessed with a particular graphic 
  novel. The characters in it seem to be similar to 
  them and strange events start in their lives on a 
  particular day at a party. The characters throw 
  a party on the day the events in the book start 
  and that’s when the lights go out and the statues 
  start appearing.
  •	
  Letters from the Past. The players are all sent 
  letters from the Doctor (He does like doing this, 
  especially in later lives) telling them where 
  and when they need to be. Once they get there, 
  they meet each other, investigate and find other 
  letters. Ones telling them about things that 
  haven’t happened yet…
  •	
  Geocaching. The characters are all keen 
  geocachers and spend a happy weekend looking 
  for, and finding, a legendary series of caches 
  that no one else has found. Ones filled with 
  transcripts of conversations that mention them 
  by name…
  •	
  Groupies. The characters are being followed 
  by Men in Black, and the conspiracy theorists 
  amongst them don’t know whether to be thrilled 
  or terrified. Of course the MiBs are actually 
  Torchwood officers. When they’re confronted 
  have them reveal there are huge files on the 
  players and the thing they will do at Wester 
  Drumlins. The only problem is no one knows 
  quite when that will start happening. You could 
  even have them there as unofficial ‘groupies’, 
  curious how everything turns out.
  •	
  Back in Time. You could have something similar 
  to Sally’s adventure, with a mysterious informant 
  guiding the players via email, or phone calls or 
  mail who is ultimately revealed to be… a victim 
  of the Angels themselves. They want to to help 
  other people avoid the same fate.
  TIMEY-WIMEY DETECTOR (MINOR GADGET)
  A box that’s one part reel to reel tape recorder, 
  one part microwave and part transistor radio, 
  the Timey-Wimey Detector is the fastest, most 
  effective paradox detector 1960s Earth can 
  provide. It can lead the user, via a rising static 
  noise, to the nearest temporal anomaly. Or it 
  will boil the nearest egg. Either way, it goes 
  ding when there’s stuff.
  Traits: Scan, Skill (Craft: Cooking), Restriction 
  (temporal anomalies – and eggs – only).
  Story Points: 1
  BLINK
  
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  THE WEEPING ANGELS
  SKILLS
  Fighting 3 Knowledge 4 Subterfuge 4.
  TRAITS
  Alien
  Alien Appearance (Minor)
  Alien Senses (Blind Sense)
  Armour (Special): When quantum-locked, the 
  Weeping Angel is made of the toughest stone. 
  Bullets may chip it a little, but they are incredibly 
  tough and resilient to damage, reducing any 
  damage sustained by 15.
  Immortal (Special): Weeping Angels are timeless 
  and eternal. They can also regenerate any physical 
  damage they may have sustained, though this can 
  be a slow process taking decades and a source of 
  radiation.
  Natural Weapons (Minor) – Teeth and Claws: A 
  Weeping Angel gets +2 to Strength on attacks. 
  Damage (2/5/7).
  Weakness (Being Seen): If the Angel is seen by 
  anyone, quantifying its existence, it cannot move.
  Special – Don’t Blink: Angels move at incredible 
  speeds so long as they are unobserved and may 
  act once in every phase, talking (if they have some 
  method of communicating), moving, doing and 
  attacking all in the same round. Alternatively, they 
  may forgo the first three phases in order to rend a 
  victim to shreds, attacking four times in one round. 
  An Angel at full strength moves like the wind but 
  as it weakens from  hunger or damage, it will slow 
  down. As such, an Angel’s Speed is equal to their 
  current Story Point Total.
  Special – Infection: The Weeping Angel, at their 
  strongest, can infect anything that can record its 
  image, becoming another Angel. If a living being 
  stares into the eyes of an Angel for long enough, the 
  Angel makes a Presence + Resolve roll (opposed by 
  the target’s Resolve + Strength). If the victim gets 
  a Bad or Disastrous Result the Angel has infected 
  them and they will gradually become an Angel 
  themselves. The victim will have to succeed at 
  Resolve + Strength rolls every hour (with a Difficulty 
  of 12, +3 for every hour that passes after the first). 
  Failure results in losing  Resolve (1/2/3) and when 
  the victim’s Resolve 
  reaches 0 the transformation is 
  complete. Curing the infection is 
  difficult, and involves removing the 
  mental image or memory of the Angel 
  from the victim. The Doctor lured 
  the Angels into the crack in the 
  universe to erase the one in Amy, 
  though memory alteration may 
  also prove to be successful. 
  Special – Lights Out: Angels can 
  interfere with the normal flow of 
  electricity by spending their own energy, 
  typically to short out light sources that are 
  keeping them visible to their victims. The 
  amount of Story Points varies from 1 to short 
  out all the flashlights in the immediate vicinity 
  for a round or permanently suppress one light 
  source, to 6 or more for countering a magnetic 
  lock. Groups of Angels can and will pool Story 
  Points for large tasks, especially if there’s a meal 
  at the other end.
  Special  – Temporal Exile: The Angels consume 
  potential temporal energy by ripping living beings 
  out of their time line and throwing them backwards 
  in time. If the Angel is striking to feed and lands a 
  successful  physical attack, the victim is thrown 
  back in time a number of years equal to the roll 
  of two dice multiplied by ten, per level of Success. 
  The Angel gains 1 Story Point for every Level of 
  Success it scores on this attack, up to a maximum 
  of 9 Story Points.
  TECH LEVEL: UNKNOWN 
   STORY POINTS: 6-8
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  3
  THEATRICS
  Whatever you go for, use theatre. This adventure is 
  an excuse to have fun, so bring props, record audio, 
  mess with the lights or hide a cardboard Angel in 
  your bathroom to scare the players during a break. 
  Do whatever you can to make this a weird, fun 
  experience. Just remember: don’t blink.
  B  THE WEEPING ANGELS
  On first appearance, the Weeping Angels seem to be 
  a quartet of harmless static statues – classic marble 
  sculptures of the type that have adorned churches 
  and graveyards for centuries. In reality, they are 
  an ancient alien race who can destroy lives just by 
  
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  touching their innocent victims. Their origins are 
  unknown and are thought to be as old as the known 
  universe itself. Also dubbed ‘The Lonely Assassins’, 
  they don’t kill their prey, as such. Instead, they send 
  their victims back in time, usually to a different 
  location, long before they were born. The Angels feed 
  from the chronon energy of the days that their victims 
  would have lived, in their original time stream. The 
  victim is abandoned in a different time to live the rest 
  of their natural existence, while the Angels feed off 
  the potential energy.
  To survive, they are doomed to constantly seek out 
  victims. The name ‘Weeping Angels’ comes from the 
  fact that they can’t look at each other, for if their eyes 
  met they would turn each other to stone. So, they hide 
  their eyes behind their hands as if they were crying. 
  The winged Angels have demonic faces when they 
  attack, displaying their sharp, fanged teeth which 
  jut from their mouths, as well as elongated finger 
  nails which help them to reach out to their victims. 
  Blank eyes adorn their faces that are totally devoid of 
  wrinkles or any other sign of ageing. 
  The Angels, when observed, can’t move – they are 
  ‘quantum locked’ and become like rock. As the 
  Doctor has pointed out: you can’t kill stone. However, 
  when you look away, even for the blink of an eye – 
  they move at great speed.
  FURTHER ADVENTURES
  •	
  Assuming every angel statue on the planet (or at 
  least most of them) are Weeping Angels opens up 
  a couple of really interesting questions. Firstly, 
  why are they so attracted to Earth? Secondly, 
  are the angel statues predators or guard dogs? If 
  there are so many then they’re guarding a stable 
  food supply, us. But what from?
  •	
  What happens when a Weeping Angel eats an 
  immortal time traveller, like Captain Jack? Well, 
  we’re about to find out as the National Museum 
  Cardiff is about to unveil a new exhibit, featuring 
  religious statues from throughout the ages. 
  Problem is, one of them’s a Weeping Angel intent 
  on feeding on the Rift. Or Jack. Or both. Grub’s up!
  KATHY NIGHTINGALE
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  Sally’s best mate, partner in crime and all around 
  back-up family, Kathy never met a problem 
  she couldn’t solve. She’s tough, charming and 
  completely pragmatic. She’s going to need to be 
  too, catapulted back in time to 1920s Hull.
  SKILLS
  Athletics 2, Convince 2, Knowledge 4, Science 3, 
  Medicine 3, Survival 3, Technology 3. 
  TRAITS
  Brave: +2 to Resolve rolls.
  Indomitable: No one messes with Kathy 
  Nightingale.
  Time Traveller (TL 5)
  Tough: Kathy is made of stern stuff.
  TECH LEVEL: 5 
   STORY POINTS: 2
  LARRY NIGHTINGALE
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  Larry knows everything you need to know about 
  any film made in the last 40 years. His big focus 
  though, are the Easter eggs hidden in DVDs and 
  what they mean. That and remembering to wear 
  pants in company.
  SKILLS
  Athletics 3, Convince 2, Knowledge (Film 5) 3, 
  Survival 2, Transport 2.
  TRAITS
  Lucky: Larry re-rolls double 1s.
  Technically Adept: Working in a DVD store, Larry 
  has picked up some stuff. +2 to Technology rolls.
  TECH LEVEL: 5 
   STORY POINTS: 2
  BLINK
  
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  UTOPIA
  ‘You Are Not Alone.’
  B  SYNOPSIS
  Malcassairo, 100,000,000,000
  The TARDIS arrived in Cardiff in the present day to 
  refuel. The Doctor explained about the rift in the 
  city and compared it to the San Andreas fault. Whilst 
  they were refuelling, he saw Jack sprinting towards 
  them across the square, screaming for the Doctor to 
  wait. He ignored his old friend and dematerialised. 
  The TARDIS accelerated, hurtling to the end of time 
  with Jack, screaming, clinging for dear life on the 
  outside…
  They arrived in the year 100 trillion and the Doctor 
  almost managed to keep a straight face when he 
  explained they shouldn’t look outside. They began 
  to explore and Martha found Jack, apparently dead. 
  The Doctor didn’t seem to care and, a second later, 
  Jack returned to life, shocking Martha. The Doctor, 
  a little reluctantly, welcomed his old friend and 
  they explored. They soon discovered the ruins of 
  an abandoned city and a man being pursued. They 
  rescued him from his pursuers, the Futurekind, a 
  feral offshoot of humanity. The group found their 
  way to the Project Utopia silo and were introduced to 
  Professor Yana and Chantho. Chantho was a native 
  of Malcassairo, the planet they were on, whilst Yana 
  was the last human scientist left alive. The good news 
  was, humanity had picked up a radio signal telling 
  the last survivors to head for a particular area called 
  ‘Utopia’, the bad news was the rocket to take them 
  there wouldn’t fly and Yana couldn’t make it work. 
  The Doctor, Martha and Jack agreed to help. Martha 
  befriended Creet, a bright young boy who worked at 
  the silo, reconnecting refugees with their families 
  as well as the gentle, funny Chantho. Jack and the 
  Doctor assisted in bringing the rocket online and 
  the Doctor asked Lt Atillo, the leader of the security 
  forces, to retrieve the TARDIS if possible.
  As work continued, a stet radiation leak meant 
  the the only person who could finish the repairs 
  was Jack. As he and the Doctor talked, the Doctor 
  explained that Jack was now a fixed point in time 
  thanks to Rose, and it hurt to even look at him. 
  He couldn’t die and, whilst Jack admitted he once 
  wanted to, he found the resilience of the last humans 
  left alive inspiring.
  They finished repairs and the rocket launched, even 
  as Martha realised something awful: Professor 
  Yana had a pocket watch. It had never told the time 
  and he’d never paid much attention to it. The reason 
  for that was the Perception Filter laid over it. He was 
  a Time Lord and the watch was from his TARDIS’ 
  Chameleon Arch…
  She ran to tell the Doctor as Yana noticed the 
  watch for the first time, opened it and was reborn 
  as his true self: the Master. He murdered Chantho, 
  enraged at the amount of time she had let him 
  remain Professor Yana, opened the silo gates to 
  the Futurekind and prepared to steal the TARDIS. 
  With her last breath, Chantho shot him, forcing him 
  to regenerate. The Doctor, Martha and Jack arrived 
  and the Doctor frantically tried to reason with 
  his old foe as the Futurekind stormed the 
  base. The Master regenerated, mocked the 
  Doctor, and Martha realised she knew 
  his voice from somewhere. The TARDIS 
  dematerialised as the Futurekind 
  overran the silo, leaving the Doctor, 
  Martha and Jack stranded at the end 
  of time…
  CONTINUITY
  •	
  Captain Jack returns to the TARDIS for 
  the first time since the Doctor abandoned 
  him on Satellite 5 (see The Parting of the 
  Ways in The Ninth Doctor Sourcebook). 
  He also confirms he can’t die and that 
  he’s been working with the remnants of 
  Torchwood in the Doctor’s honour.
  •	
  The Doctor says that not even the Time 
  Lords had travelled this far into the 
  future. They had a rule that they must not 
  travel past a certain time (see Frontios 
  in The Fifth Doctor Sourcebook).
  •	
  The Chameleon Arch makes a return 
  (see Human Nature/The Family of 
  Blood on pg. 146), this time used by a 
  much less pleasant Time Lord.
  •	
  Yana was found naked on the shores 
  of the Silver Devastation. This is 
  where the Face of Boe comes from 
  (see The End of the World in The 
  Ninth Doctor Sourcebook).
  •	
  The TARDIS refuels over the Cardiff 
  Rift once again. He tells Martha he had a little 
  trouble with the Slitheen the last time he was 
  
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  THE TENTH DOCTOR SOURCEBOOK
  there but that he was a different man back 
  then (see Boom Town in The Ninth Doctor 
  Sourcebook).
  •	
  The Doctor says he is a doctor of practically 
  everything, much as his predecessors have (see 
  Spearhead from Space in The Third Doctor 
  Sourcebook and Four to Doomsday in The Fifth 
  Doctor Sourcebook).
  •	
  Captain Jack has kept the Doctor’s severed hand 
  (see The Christmas Invasion on pg. 52) in a jar 
  for him. It will come in handy one day soon (see 
  The Stolen Earth on pg. 217).
  •	
  The Master makes his return for the first time 
  since he was seen falling into the TARDIS’ Eye 
  of Harmony (see The TV Movie in The Eighth 
  Doctor Sourcebook). Initially disguised as 
  Professor Yana, the Master was hiding out at the 
  end of the universe.
  B  RUNNING THE ADVENTURE
  Much like Blink, this is an adventure whose impact 
  is entirely dependent on how you and your players 
  operate. If you want to run through it exactly as it’s 
  presented then that’s great. There’s a wonderful 
  sense of creeping doom to the adventure and the joy 
  you’ll feel when you finally get to let the Master out 
  to ‘play’ is a truly lovely thing.
  If you do go down this route, remember the two 
  things this adventure is entirely dependent on are 
  the end of the universe and Professor Yana. The 
  end of the universe is vital and gives you a perfect 
  excuse to have some fun. Emphasise the quiet, the 
  darkness, the sense of everything being a slowly 
  closing tomb as the universe dies. Feel free to move 
  the adventure to a different planet altogether if 
  you like. A final return to New Earth would be an 
  excellent fit or maybe even a space station orbiting 
  the bloated red sun of Old Earth? 
  Even better, if there’s a location your players have 
  spent a lot of time in have, that make a return as 
  the construction site for the Utopia Project. This 
  is humanity’s last, best hope and it needs to be 
  somewhere your players are going to want to root for 
  and support. If you really wanted to make it clear how 
  desperate the situation is, have the last remaining 
  member of an enemy race – a Dalek or a Cyberman, 
  perhaps – now working side by side with the project.
  Then there’s the Professor. He’s the biggest, most 
  important part of this adventure and also the part 
  your players are all but certain to see coming from 
  a mile off. That’s not necessarily a problem but it 
  does mean you will lose the surprise and impact of 
  the reveal. It’s also an opportunity to surprise your 
  group in a really fun way. Here are some ideas:
  •	
  Use someone else. The Rani would be a perfect 
  fit for this sort of role. If you really wanted to 
  push the boat out, bring back someone from the 
  Doctor’s past like the Meddling Monk. He may 
  not be alone, but that doesn’t mean The Master 
  has to be the other last Time Lord standing. 
  Harriet Saxon does have a nice ring to it too.
  •	
  Make him a regular cast member. There are 
  two ways you can shake this out. The first is you 
  consult with one of your players beforehand 
  about the possibility of them playing Yana. 
  You could even go further and have them take 
  full control of the Earth during the Year that 
  Never Was (see pg. 161). That would be hugely 
  rewarding, and give your players an immense 
  stake in trying to shut down Yana’s control 
  before it goes too far. He’s one of them, lost 
  and terrified and mad with grief and shame but 
  he’s one of them. They don’t just have to stop 
  him, they have to save him and that way some 
  seriously fun drama lies.
  •	
  Make him a patron. Those messages in 
  Blink? Sent by him. The invitation to Lazarus’ 
  experiment? Him. The text message with the 
  last door answer aboard the Pentallian? Him. 
  He’s been guiding the players to him all through 
  this series of adventures. He knows what he is, 
  a Time Lord hidden by a Chameleon Arch. What 
  he doesn’t know is WHO he is and whether the 
  players wake him up or not is, again, a massive 
  moral dilemma that changes the nature of the 
  adventure.
  B  MALCASSAIRO
  Malcassairo is a Mausoleum World. The planet’s 
  own inhabitants died back to almost nothing when 
  the stars began to burn out but their last act was 
  the most selfless of any species. They left their 
  Conglomeration, a vast underground city beneath 
  one of the last active generators. They created a 
  bubble of atmosphere, sealed it and as they died, 
  sent the last message out. Shelter can be found on 
  Malcassairo. Please come. Please don’t be alone 
  when it ends. The planet itself is arid to the point 
  of desert in most places, but the death of the stars 
  has rendered it a frozen block outside the bubble. 
  Inside it, Malcassairo is a barren, desolate quarry-
  like place. Only the hardiest weeds cling to life and 
  the only landmark is the Utopia silo and, beyond it, 
  the endless, empty city.
  UTOPIA
  
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  THE TENTH DOCTOR SOURCEBOOK
  B  FUTUREKIND
  The Futurekind are humanoid hunters who live in 
  several packs on the planet Malcassairo, around 
  the year 100,000,000,000. The planet is a barren, 
  harsh, rocky world and the Futurekind have evolved 
  to survive in the environment. Tough skin gives 
  them some protection against the sharp rocks on 
  the surface, while battlescars are proudly displayed 
  as trophies of battle. They file their teeth down to a 
  point to give themselves a more fearful appearance 
  and to help them in the hunting of their prey. They 
  wear piercings with pride, handed down family lines 
  showing allegiance to their clan.
  Futurekind are carnivorous, hunting for human 
  meat. They once hunted the insectoid population 
  of Malcassairo, the Malmooth, until the fall of the 
  Conglomeration and the near-extinction of the 
  race. The few survivors took shelter in a silo built 
  by humans who had come to the planet, migrating 
  from near-by worlds that were beginning to fall 
  apart with the end of the universe approaching.
  The last of the Human empire had come to the 
  planet as refugees, seeking passage to ‘Utopia’. 
  Deep inside the Silo, Professor Yana was building 
  a rocket ship with his assistant, Chantho. He 
  believed it would provide the escape that the 
  humans were looking for. The humans were scared 
  of the Futurekind and guarded their base fiercely, 
  checking the teeth of those they admitted.
  It was said amongst the refugees that the Futurekind 
  are what they were destined to become, should they 
  not reach Utopia, though this was only speculation 
  and myth. In reality, they are the descendants of a 
  crashed spaceship, carrying an entire human colony 
  to the Silo, some 20 generations ago. Crashing on 
  the far side of the planet, the survivors turned feral 
  and evolved down the generations to better survive 
  the harsh environment of Malcassairo.
  WHAT ABOUT THE SILVER DEVASTATION AND THE DARK MATTER REEFS?
  What about them indeed? The origin of the Silver Devastation has been hinted at, a few times but 
  always seems to be different. It certainly sounds a lot like the sort of name you’d give to an area of 
  the universe infested by Cybermen, doesn’t it? But it’s also been described as the edge of a vast area 
  of devastation where two galaxies collided and several other things too. Like Dark Matter reefs, the 
  Silver Devastation is used as colour but never explored. That doesn’t mean you can’t in your games, 
  of course. It also means you and your Time Lord should feel free to come up with your own distinctive 
  place names of your own. The Ice Falls of Trenna, the Andromeda Regret, the Prouvier Epiphany? 
  See? Easy. Have a go yourself. I’ll bet the Prouvier Epiphany has brilliant cake shops…
  FUTUREKIND
  AWARENESS
  4
  PRESENCE
  2
  COORDINATION
  4
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  4
  SKILLS
  Athletics 4, Convince 1, Fighting 4, Knowledge 1, 
  Subterfuge 2, Survival 3.
  TRAITS
  Brave: The Futurekind are fearless and receive a 
  +2 bonus to Resolve rolls when facing something 
  scary.
  Fear Factor (2): Futurekind gain +4 bonus on 
  rolls to actively scare someone.
  Natural Weapons – Teeth: +2 to Strength in 
  damage if the Futurekind bites someone.
  Tough: They have a natural toughness that 
  reduces the amount of damage they take from 
  injury by -4.
  TECH LEVEL: 6 
   STORY POINTS: 6
  
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  THE TENTH DOCTOR SOURCEBOOK
  FURTHER ADVENTURES
  •	
  What happens to Malcassairo after the Utopia 
  rocket leaves? Perhaps it is revealed to be the 
  same world that Colonel Orson Pink explored 
  (see Listen, in The Twelfth Doctor Sourcebook). 
  Perhaps Malcassairo is a prison just like Krop 
  Tor, one designed to hold the Master.
  •	
  Speaking of the Master, why not have Professor 
  Yana turn up a couple of times before this? 
  He’s a charming figure, compassionate, hard 
  working and grumpily heroic. Imagine just how 
  much the knife would turn when the characters 
  found out their friend was actually the Time 
  Lord’s most infamous criminal.
  •	
  Then there’s Utopia itself. If it’s a paradox then 
  on the one hand the Doctor could save every 
  human going there from the horrifying fate that 
  awaits them with no consequences. Or he could 
  rip a second, bigger hole in time. Just how 
  victorious is the Time Lord feeling?
  PROFESSOR YANA
  AWARENESS
  3
  PRESENCE
  5
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  Professor Yana feels like such a fraud. He’s 
  worked for almost two decades with Chantho, has 
  got used to the respect and admiration of everyone 
  at the Project Utopia site but somehow still hasn’t 
  finished the rocket. If only he could get the sound 
  of drums out of his head, just for a moment, he 
  might be able to concentrate.
  SKILLS
  Craft 4, Knowledge 6, Medicine 4, Science 6, 
  Survival 4, Technology 6, Transport 4
  TRAITS
  Boffin: Professor Yana’s engineering is at the 
  heart of the Utopia Project.
  Dark Secret: The Professor has heard drums his 
  whole life…
  Slow Reflexes: Age is catching up to Yana… 
  Technically Adept: +2 to all Technology rolls.
  Voice of Authority: +2 to all Presence rolls.
  TECH LEVEL: 8 
   STORY POINTS: 5
  CHANTHO
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  Chantho has worked with Professor Yana for 
  her entire life, almost as though she were his 
  companion. She has never been happier and never 
  wanted anything more than to complete the work 
  and see her mentor rest. For now though, she 
  remains the hard-working, polite right hand of the 
  greatest, and last, scientist, left in the universe.
  SKILLS
  Athletics 2, Craft 4, Knowledge 4, Marksman 3, 
  Science 5, Survival 4, Technology 5
  TRAITS
  Alien
  Alien Appearance
  Armour: Chantho’s skin is slightly armoured, 
  offering a reduction of -2 on any damage taken.
  Brave: +2 to Resolve rolls.
  Boffin: Can build Gadgets.
  Charming: A peaceful people, the Malmooth 
  are naturally charming, gaining +2 on Presence 
  rolls. 
  Eccentric: Chan Chantho can only speak in 
  sentences that start and end with her name tho.
  Empathic: Can read people. +2 to any rolls 
  reading people’s emotions.
  Special – Food Storage: The Malmooth can 
  exist for days without needing to eat or drink, 
  surviving off of their own internal milk. For every 
  day after the first they go without food or drink, 
  they will have to make a Resolve + Strength 
  roll, with a +4 bonus (Difficulty 9 + 1 for every 
  additional day). Failing means a single point of 
  damage.
  Technically Adept: Chantho gains a +2 bonus to 
  all Technology rolls.
  TECH LEVEL: 8 
   STORY POINTS: 5
  UTOPIA
  
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  THE SOUND OF DRUMS/LAST OF THE TIME LORDS
  ‘Who is he? How come the ancient race of Time 
  Lords created a psychopath?’
  B  SYNOPSIS
  London, England, 2008 and Alternative England, 2009
  The Doctor, Martha and Jack appeared in a back 
  alley in present-day London. The Doctor had been 
  able to repair Jack’s Vortex Manipulator just as the 
  Futurekind stormed the silo and traced the TARDIS 
  back to this point in time. They discovered they had 
  arrived on the day after the general election and 
  Martha finally recognised the Master’s voice: Harold 
  Saxon, the new Prime Minister who was about to 
  enter Downing Street with his wife, Lucy.
  At Downing Street, Saxon killed his cabinet for 
  betraying their parties by siding with him, telling the 
  press the Cabinet were in ‘seclusion’. Vivien Rook, a 
  columnist, talked her way in to see Lucy Saxon and 
  tried to warn her about the incredible danger she 
  was in from her husband. Lucy deferred to Harold, 
  who summoned some mysterious metal spheres – 
  the Toclafane – which murdered Mrs Rook. Lucy was 
  fearful they would be discovered but Harold assured 
  her “tomorrow, the world will end.”
  The Doctor, Martha and Jack made it to Martha’s flat, 
  where the Doctor realised the Archangel mobile phone 
  network contained a hypnotic drum beat designed 
  to make people trust the Master. They watched a 
  Prime Ministerial address that mentioned all the 
  alien events over the last few years and announced 
  peaceful first contact with the Toclafane, a name the 
  Doctor recognised as an old Gallifreyan myth. The 
  broadcast turned threatening and the Master mocked 
  Martha’s profession. Realising it was a trap, the 
  three fled just before Martha’s flat exploded. Martha, 
  panicked, called her family but realised something 
  was badly wrong when her dad warned her. The 
  three drove over to her mother’s house just in time 
  to see the family, aside from Leo, arrested. Francine 
  realised the mistake she’d made and screamed a 
  warning to her daughter and the others to escape.
   
  Hiding out, the three were phoned by the Master. 
  The Doctor tried to reason with him but the Master 
  revealed they were now wanted criminals and 
  had no choice but to run. The Doctor told Jack and 
  Martha about his shared childhood with the Master 
  on Gallifrey and built basic Perception Filters using 
  their TARDIS keys. As long as they were wearing 
  them, and didn’t draw attention to themselves, 
  no one would see them,
  At a military air base in London, US 
  President Arthur Winters met Saxon and 
  took an instant dislike to him. Furious 
  over the UK’s control of the situation, the 
  President took over, Saxon letting him. 
  Unknown to anyone, the TARDIS crew were 
  there too and, and when they heard first 
  contact would take place aboard the aircraft 
  carrier Valiant, teleported aboard. The Doctor 
  and Martha were stunned to find the Valiant 
  was a colossal airborne aircraft carrier. One 
  designed, it turned out, by Harold Saxon. They 
  found the TARDIS but were horrified to see 
  the Master had turned it into a machine 
  designed to sustain a paradox.
  The President announced first contact 
  and the Toclafane appeared, stunning 
  the watching masses. The Toclafane 
  complained that the President wasn’t 
  the ‘Master’ and Saxon finally stood 
  up, admitting it was him. He ordered 
  the Toclafane to kill the President 
  and revealed he knew the Doctor 
  and the others were there. He killed 
  Jack, and used Professor Lazarus’ 
  machine to age the Doctor 100 
  years. As the world began to panic, 
  the Master triggered the Paradox 
  Machine. A rift was torn open in 
  the sky and six billion Toclafane 
  fell through towards Earth. As 
  the Master ordered them to kill 1 
  in 10 of the entire population, Jack 
  resurrected and told Martha to 
  run. The Doctor, aged but alive, 
  whispered something to her 
  and, using the manipulator, she 
  teleported to Earth. As Martha 
  vowed to return, the Master 
  led the Doctor to the window 
  and showed him the end of the 
  world…
  One year later, the Earth was 
  under quarantine and Dr Tom 
  Milligan was waiting for Martha Jones 
  on the British coast. Martha had spent 
  
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  a year travelling the planet and Tom was in awe of 
  her achievements. She had walked across what was 
  left of Russia, was the only person to get out of Japan 
  and, a year after the end of the world, she’d come 
  back to the UK to kill the Master. She asked him to 
  take her to Professor Alison Docherty and, as they 
  got to know one another, he told her how legendary 
  she’d become.
  On the Valiant, the Master taunted the Doctor and 
  Martha’s family as Lucy Saxon, clearly traumatised 
  and sporting a black eye, looked on. He reminded the 
  Doctor there was one day till launch. He explained 
  that he’d turned the planet into a shipyard to launch 
  the battleships of the new Time Lord empire. 
  Unknown to him, the Jones family passed messages 
  to each other and Jack, chained up in the bowels of 
  the ship. They attempted to take the ship but were 
  easily stopped.
  On the ground, Martha and Tom found Professor 
  Docherty. The Master taunted them via the TV, 
  showing the apparent death of the Doctor as he 
  aged him still further using Lazarus’ machine. 
  Undeterred, Martha told them she knew how to 
  find out what the Toclafane were. They trapped and 
  stunned one, and finally cracked its sphere open. To 
  the horror of everyone, the Toclafane contained a 
  living, cyberneticised human head; Creet, the boy 
  Martha had met at the Utopia silo. She realised 
  the truth: the Master had sent the transmission, 
  luring the last humans from Malcassairo to 
  ‘Utopia’ where, dead and dying, they were forced to 
  cannibalise themselves to survive. The Master then 
  brought them to the present thought the rift in time 
  and space. 
  Martha explained about a gun that could kill a Time 
  Lord developed by UNIT and that she only needed one 
  more of its chemicals. She was setting off for London 
  to retrieve it and thanked Docherty for her time. Once 
  she and Tom left, Docherty informed on them in 
  return for information about her captured son. They 
  barely got to the safe house, where Martha told the 
  story of the Doctor, before the Master arrived. She 
  gave herself up, Tom was killed trying to save her 
  and the Master destroyed the gun.
  The Master took her to the Valiant and broadcast 
  live to the world, explaining about the countdown 
  and telling the Doctor Martha would die when it was 
  finished. To his amazement, she started to laugh. 
  She explained the gun was a lie and for the last year, 
  she’d travelled the world telling a story. The story 
  of the Doctor. She’d ordered everybody to think of a 
  single word at the same time, when the countdown 
  was finished: Doctor.
  The countdown ended and the psychic link everyone 
  had through the Archangel Network healed the 
  Doctor and returned him to his youthful appearance. 
  The Master tried to kill Martha’s family but he 
  stopped him, telling the other Time Lord “I forgive 
  you.” Enraged, the Master ordered the orbiting 
  Toclafane fleet to Earth. Jack destroyed the Paradox 
  Machine, his immortality allowing him to battle his 
  way through the Toclafane guards. 
  The Master tried to teleport away but the Doctor 
  hitched a ride. The Master threatened to destroy the 
  ships and the Doctor made him realise that would 
  be suicide, something the Master could never do. 
  The Master relented and they returned to the Valiant 
  where Jack destroyed the Paradox Machine just in 
  time to stop the Toclafane overrunning the ship. The 
  year rewound, the Valiant hurtling through the sky 
  until they arrived a few minutes after the US President 
  had been assassinated. No one else remembered 
  THE SOUND OF DRUMS/LAST OF THE TIME LORDS
  
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  THE TENTH DOCTOR SOURCEBOOK
  what had happened; only those onboard the Valiant 
  remembered the year that never was. The Master 
  made a run for it, but was captured and the Doctor 
  vowed to care for him and keep him on the TARDIS. 
  Lucy Saxon suddenly grabbed a gun and shot her 
  husband. The Master refused to regenerate and died 
  in the arms of a tearful Doctor. His last words were 
  “I win.”
  Later, the Doctor and Martha said their goodbyes to 
  Jack. Martha also chose to leave, to help her family 
  get over what had happened. The Doctor thanked her 
  for her incredible courage and prepared to travel 
  alone. As the Doctor cremated the body of the Doctor, 
  unbeknownst to him the Master’s ring dropped to the 
  floor. After the Doctor has left, a mysterious woman 
  wearing red nail polish retrieved the ring… 
  CONTINUITY
  •	
  The Master was resurrected by the Time Lords, 
  presumably after he died falling into the Eye 
  of Harmony (see The TV Movie in The Eighth 
  Doctor Sourcebook).
  •	
  Harold Saxon becomes Prime Minister after 
  the fall of Harriet Jones’ government (see The 
  Christmas Invasion on pg. 52).
  •	
  The Master and his wife are seen snacking on 
  the Fourth Doctor’s favourite snack: jelly babies 
  (see The Fourth Doctor Sourcebook).
  •	
  The Valiant ends up serving as UNIT’s primary 
  command carrier for several years after these 
  events (see The Stolen Earth on pg. 217).
  •	
  The Toclafane are a Gallifreyan monster, a 
  bedtime story used to frighten children. 
  •	
  The 
  Doctor 
  describes 
  Gallifrey’s 
  sky 
  as 
  burnt orange – his granddaughter, Susan 
  once described them the same way (see The 
  Sensorites in The First Doctor Sourcebook).
  •	
  The Master uses Professor Lazarus’ machine to 
  weaken and age the Doctor. Harold Saxon was 
  previously indicated to be a patron and funder 
  of Lazarus (see The Lazarus Experiment on 
  pg. 136). This is not the first time the Doctor 
  has been artificially aged (see The Leisure Hive 
  in The Fourth Doctor Sourcebook), nor is it 
  the last time we see the Doctor as an old man 
  (see The Time of the Doctor in The Eleventh 
  Doctor Sourcebook). It’s not even the first time 
  the Master has aged his victims (see The Time 
  Monster in The Third Doctor Sourcebook).
  •	
  The Master has heard the sound of drums all his 
  life – since he looked into the Tempered Schism, 
  at the age of 8. He will find out why one day soon 
  (see The End of Time on pg. 246).
  •	
  The Doctor wishes to meet Agatha Christie; he 
  fulfils that wish in the not too distant future (see 
  The Unicorn and the Wasp on pg. 196).
  •	
  Earth is known intergalactically as Sol 3 (see 
  The Deadly Assassin in The Fourth Doctor 
  Sourcebook).
  •	
  UNIT has long had a base in central London (see 
  also Spearhead from Space and Terror of the 
  Autons in The Third Doctor Sourcebook).
  •	
  The Master mentions closing the time-space rift 
  in the Medusa Cascade – Davros later uses the 
  Medusa Cascade for his base (see The Stolen 
  Earth on pg. 217).
  •	
  Much as the Master turns the TARDIS into a 
  Paradox Machine here, the Eleventh Doctor one 
  day implies he also knows how to use the TARDIS 
  to maintain a paradox (see The Girl Who Waited 
  in The Eleventh Doctor Sourcebook).
  •	
  The identity of the mysterious woman who 
  retrieves the Master’s ring is not revealed until 
  The End of Time.
  B  RUNNING THE ADVENTURE
  Welcome to the big finish for this story arc, wherein 
  Harold Saxon is revealed to have been the Master 
  all along, and his master plan very nearly comes to 
  fruition. This adventure makes for a truly big finish to 
  the arc, not only wrapping (pretty much) everything 
  up, but doing so in a dramatic, blockbuster style. 
  It’s proper world-shattering stuff, that invites you 
  to burn down everything the players know and love; 
  with the added advantage that, as a game about time-
  travel, they might just be able to put it right again.
  Although presented as a classic two-parter (using 
  Utopia as a prologue of sorts – see pg. 157), with the 
  villain’s diabolical plot revealed (and enacted) in part 
  one, and then foiled in part two, this adventure also 
  has a ‘missing’ third part that takes place off-screen. 
  The Year that Never Was, wherein Martha walks the 
  
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  Earth, putting the Doctor’s counter-plan in motion, 
  makes compelling ground for you to set your own 
  adventures in.
  The players might be trying to pull off the same 
  trick as Martha, they might also be involved in 
  other operations to counter the Master. Perhaps 
  they’re being used as decoys by UNIT, unwittingly or 
  otherwise. You could even have them realise this just 
  as Martha is captured, meaning they have to finish 
  her plan…
  There’s nothing to stop the gun Martha was 
  supposedly hunting for being a real thing, which the 
  characters must hunt down and build. Or perhaps 
  they’re searching for some other equally important 
  device, such as an experimental UNIT time machine; 
  as Turn Left will show (see pg. 213), we know that 
  UNIT are branching out into that field. Maybe a frantic 
  search for an abandoned time machine prototype, 
  with a couple of side adventures as the machine 
  takes them on unplanned ‘expeditions’, would fit in 
  nicely.
  Of course, you can always pull the same trick that the 
  original story does and simply start your next session 
  ‘One Year Later’. Give your players the chance to pick 
  some bonuses, traits and events they’d like and work 
  out how their characters have changed over the 
  course of the year. Then, once the year is ‘rewound’, 
  they’ll start running into the people and events that 
  never happened in very different contexts. Witness 
  Martha and Tom…
  B  TOCLAFANE
  To the children of Gallifrey, the Toclafane were the 
  monsters under the bed. They were the terrors from 
  faerie stories designed to make children do as they 
  are told and behave. However, when the Master 
  visited Utopia at the end of the universe, he made the 
  Toclafane real and brought them to Earth.
  Although he named them, the Master didn’t invent 
  the Toclafane. In the furnaces of Utopia he saw them 
  created, a last desperate attempt for a doomed race 
  to survive the ultimate cataclysm. He made a deal 
  and opened a hole in time so they could conquer 
  the Earth. However, the most terrible thing about 
  the Toclafane is that these desperate creatures, 
  corrupting themselves for the sake of survival, are 
  actually the future of the human race.
  Even at the end of all things, the human race did all it 
  could to survive. The Utopia project was created with 
  that goal in mind. However, they soon discovered 
  there was nowhere to go, no matter what form the 
  human race took. Humans had spent billions of years 
  evolving into clouds and new races, finally returning 
  to their humanoid form. In the furnaces of Utopia 
  they were made into machines. A fragment of each 
  person was built into a small, heavily armoured 
  sphere. To survive the process with some sanity, each 
  Toclafane was linked to a hive mind and reduced to a 
  childlike state. In this way they craved only ‘fun’ and 
  understood little of morality and kindness. When the 
  universe finally crushed their armoured forms, they 
  would at least die uncomprehending the enormity 
  and desperation of their position.
  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.
  While the Toclafane were sent back to the end of the 
  universe by the Doctor, they were not destroyed. Out 
  there in the fires of Utopia the Toclafane remain, 
  playing in the ruins of the universe, awaiting the end. 
  However, they will not go quietly into the final night 
  of the universe. As the suns fade, they plot a way to 
  survive, whatever the cost.
  THE SOUND OF DRUMS/LAST OF THE TIME LORDS
  
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  THE ARCHANGEL NETWORK (MAJOR GADGET)
  A network of 15 satellites put in orbit 
  around the Earth as the first truly global 
  communications 
  system, 
  the 
  Archangel 
  Network was one of Harold Saxon’s earliest 
  and biggest successes. 
  Unknown to the inhabitants of the planet, it 
  also transmitted a subliminal drumbeat to 
  every phone on the system. This was a low 
  frequency, audio version of a perception filter, 
  designed to make Saxon attractive rather than 
  invisible. Everyone who used it was effectively 
  hypnotised and made especially pliable to the 
  words of Harold Saxon.
  Traits: Hypnotism (Minor), Networked, Scan, 
  Bulky (Special).
  Story Points: 2
  THE HMS VALIANT
  The Valiant is the pride of UNIT; a colossal, 
  flying aircraft carrier designed to be able to 
  go anywhere on the planet and respond to any 
  crisis. 
  Another one of Saxon’s ‘triumphs’, the Valiant is 
  a colossal vessel, easily able to accommodate 
  multiple jet liners on its runways. Staffed by 
  several hundred dedicated staff, the ship is 
  a rapid response weapons platform, a base 
  of operations and a symbol of humanity’s 
  preparedness to defend itself.
  See 
  Defending 
  the 
  Earth: 
  The 
  UNIT 
  Sourcebook for more information about the 
  Valiant.
  PARADOX MACHINE (SPECIAL GADGET)
  The Paradox Machines was created by 
  enslaving the TARDIS and locking its time 
  motor into a constant, repeating cycle that 
  never allows the ship to dematerialise. This 
  essentially functions as a ‘time hammer’, the 
  constant action of the TARDIS weakening the 
  fabric of space and time and allowing a rift to 
  be held open. As long as the Paradox Machine 
  is functioning, the rift will stay open and 
  anything can travel through, in either direction, 
  regardless of whether or not that should be 
  impossible. The Master intended to use it to 
  maintain the paradox that would inherently 
  arise when the descendants of humanity (the 
  Toclafane) murdered their ancestors (us).
  In game terms, a Paradox Machine is all but 
  impossible to create and is far more of a ‘plot 
  device’ to be stopped rather than used. If the 
  players insist, however, they’re going to have 
  to find a TARDIS to torture and abuse, and 
  then spend pretty much every Story Point they 
  can lay their hands on. Ripping a hole in space 
  time is the definition of a last ditch effort. 
  Make sure if you do allow the group to use one 
  that the consequences of it are far reaching. 
  Even Time Lords don’t play with paradoxes 
  unless they have to. See The Time Traveller’s 
  Companion for more information.
  PERCEPTION FILTERS (MINOR GADGET)
  The Doctor uses his companions’ TARDIS keys 
  to create a Perception Field, a low-level psychic 
  field that convinces others to ignore, look away 
  from or actively avoid the bearer.
  Traits: Face in the Crowd, Restriction (characters 
  with the Psychic or Psychic Training Traits are 
  unaffected).
  Story Points: 1
  
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  THE DAMOCLES GUN
  The gun Martha ‘travels the world’ collecting 
  is a beautifully nasty idea. So much so, if you 
  were so inclined, you could make it real. It’s a 
  nice, neat campaign structure; four chemicals, 
  the gun and killing the Master. Alternatively, 
  you could touch on it in later adventures, either 
  as something that actually is being developed, 
  was developed and destroyed or that led to the 
  R&D project that led to the Osterhagen Key.
  FURTHER ADVENTURES
  •	
  The 
  Doctor 
  is 
  invited 
  to 
  the 
  Valiant 
  recommissioning ceremony. The ship has been 
  cleaned of all Saxon tech and the hope is that 
  the memory of what happened there will fade. 
  With a contingent of dignitaries aboard, the ship 
  lifts off and heads for the exact coordinates it 
  was at when President Winters was killed a 
  year previously. Then the President appears on 
  the bridge. Then the controls shut off. Then a 
  Toclafane appears. 
  The Paradox Machine left a scar on time, and 
  impressions of everything that happened during 
  the Year That Never Was have been left there. 
  The Valiant is becalmed in the middle of the 
  scar and the characters must work out how to 
  repair the ship and heal it before the Toclafane, 
  massing on the other side of the paradox, break 
  through.
  •	
  4200 people were aboard the Valiant when the 
  Master killed the President of the United States. 
  4202 people were aboard when the ship landed. 
  Two guards who weren’t on the ship when it took 
  off were aboard when it landed. The characters 
  DR TOM MILLIGAN
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  4
  Tom has seen a lot of bad stuff over the last year. 
  It stays with him, but now, he has something he 
  never expected to have again: hope.
  SKILLS
  Athletics 3, Fighting 2, Knowledge 4, Marksman 2, 
  Medicine 5, Survival 4, Technology 2.
  TRAITS
  Brave: +2 to all Resolve rolls.
  Face in the Crowd: Tom can get lost in a crowd. 
  Quick Reflexes: Tom has learnt to be constantly 
  on his guard.
  TECH LEVEL: 5 
   STORY POINTS: 1
  PROFESSOR ALISON DOCHERTY
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  Alison Docherty is a genius. That’s what’s keeping 
  her alive. That and the hope that if she does 
  something for Saxon, her son might live…
  SKILLS
  Athletics 1, Fighting 2, Knowledge 5, Science 6, 
  Survival 2, Technology 6.
  TRAITS
  Dark Secret: The Professor is working both 
  sides, but not by choice.
  Obligation: Saxon is holding her son hostage; 
  she’d do anything to get him back.
  Technically Adept: +2 to all Technology rolls.
  Voice of Authority: +2 to all Convince rolls.
  TECH LEVEL: 5 
   STORY POINTS: 1
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  investigate and find out the two, Isobel Jenkins 
  and Arturo Ligotti, have names that correspond 
  with UNIT staff who were killed in the field at the 
  exact moment the President was assassinated. 
  The two are walking paradoxes, sucked into 
  this timeline by the Paradox Machine and slowly 
  coming apart at the seams…
  THE TOCLAFANE
  AWARENESS
  4
  PRESENCE
  2
  COORDINATION
  6
  RESOLVE
  2
  INGENUITY
  2
  STRENGTH
  2
  SKILLS
  Athletics 6, Fighting 4, Marksman 2.
  TRAITS
  Alien
  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.
  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: 8 
   STORY POINTS: 1-2
  LUCY SAXON
  AWARENESS
  2
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  3
  Lucy loves Harold. Soon the universe will end and 
  they’ll be together forever and that will be a good 
  thing, surely? Yes. A good thing.
  SKILLS
  Athletics 2, Knowledge 2, Marksman 3, Subterfuge 
  4, Survival 3.
  TRAITS
  Dark Secret: Lucy knows what her husband is 
  capable of.
  Eccentric: Life with the Master has made Lucy a 
  little odd… 
  Tough: Lucy is a survivor. She has to be to live 
  with her husband.
  TECH LEVEL: 5 
   STORY POINTS: 5
  
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  ‘Allons-y, Alonzo!’
  B  SYNOPSIS
  SS Titanic, orbiting the Earth, 2008
  The Doctor was stunned to see the Titanic smash 
  through the side of the TARDIS. The TARDIS repaired 
  itself and he went off to explore the odd vessel. 
  Opulent dining rooms, carpets, wood furnishings and 
  old uniforms abounded. All of them in space aboard 
  the SS Titanic, the most famous ship orbiting the 
  Earth…
  He soon befriended Astrid, one of the waitresses and 
  on a whim took her down to Earth on a sight-seeing 
  trip run by Mr Copper. An ‘Earthonomics’ expert, Mr 
  Copper was completely wrong about everything he 
  told them but the trip was fun and Astrid was amazed 
  to be on a new world. The Doctor chatted to an old 
  man, Wilfred, who was working a newspaper stand. 
  The city was all but deserted and Wilfred explained 
  why; after the last couple of years no one wanted to 
  be in London at Christmas just in case. The tourists 
  were suddenly called back to the ship and the Doctor, 
  realising something was wrong, began to investigate.
  On the bridge, the Captain of the Titanic ordered 
  everyone off the bridge but a young Midshipman 
  opted to stay. Midshipman Frame was horrified as 
  the Captain first magnetised the hull to attract some 
  nearby meteors and then shot him.
  The meteors hit the Titanic and it was horribly 
  damaged. The Doctor began to make his way to 
  the bridge, accompanied by the Van Hoffs, a couple 
  who won passage, Bannakaffalatta, a small alien 
  passenger, Rickston, a businessman, Astrid and Mr 
  Copper. It soon became apparent that the Heavenly 
  Host, the angelic robots designed to serve the crew 
  and passengers, were homicidal and they were 
  attacked at every turn.
  Along the way both Van Hoffs and Bannakaffalatta 
  were killed. Bannakaffalatta revealed his true nature 
  as a cyborg and killed himself to protect the others 
  using an EMP generator in his chest. 
  Shortly before the Doctor split off from the main 
  group, he asked Astrid to travel with him in the TARDIS 
  and she agreed. The Doctor was almost immediately 
  captured and asked to be taken to the Hosts’ leader. 
  They obliged and their leader was revealed to be Max 
  Capricorn, owner of the shipping line. 
  Actually a cyborg, like Bannakaffalatta, Max had 
  gone into hiding due to the prejudice on the Titanic’s 
  home world against cyborgs. His shipping line was 
  VOYAGE OF THE DAMNED
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  THE TENTH DOCTOR SOURCEBOOK
  failing and his plan was to crash the Titanic into 
  Earth and sweep in to ‘rescue it’. He ordered the 
  Doctor killed but, unknown to them both, Astrid had 
  used the teleport to follow the Doctor. She drove a 
  forklift into Max’s colossal cybernetic frame, and the 
  pair of them plunged into the engine of the Titanic to 
  their deaths.
  With no time to mourn, the Doctor realised Max’s last 
  action was to shut the engines down and the Titanic 
  was in free-fall over London. Using the Host to get 
  him to the bridge on time, he reignited the engines 
  using the heat from re-entry and rode the ship back 
  to orbit. 
  Waiting for rescue, the Doctor suddenly realised 
  Astrid had recently used the teleporter. That meant 
  there was a ‘backup’ of her held on the system and he 
  frantically rigged it to try and bring her back to life. 
  But the ship was too badly damaged and all he could 
  create was a ghostly version of her. Finally, he set her 
  free and told her she could explore the stars forever.
  Mr Copper, during the crisis, revealed that he’d faked 
  his Earth expert qualifications and was expecting to 
  be arrested. The Doctor gave him a teleport bracelet 
  to Earth and together they walked to the TARDIS. 
  There, the Doctor informed Mr Copper that the credit 
  card he had for the tours was worth huge amounts of 
  money. Delighted, he danced off, vowing not to forget 
  Astrid. The Doctor looked up and smiled as Astrid 
  danced overhead.
  CONTINUITY
  •	
  The Titanic is of course named for the SS Titanic, 
  the ‘unsinkable’ passenger liner that tragically 
  sunk on 15th April 1912. Several incarnations of 
  the Doctor interacted directly with the original 
  ship. The Ninth Doctor visited it at least twice and 
  survived the sinking on one of those occasions by 
  clinging onto an iceberg (see Rose and The End 
  of the World in The Ninth Doctor Sourcebook). 
  Likewise the Fourth Doctor was suspiciously 
  vocal about having nothing to do with the sinking 
  (see The Invasion of Time in The Fourth Doctor 
  Sourcebook) and Mels, later Melody Pond, was 
  adamant the Titanic only sank because the 
  Doctor didn’t save it (see Let’s Kill Hitler in The 
  Eleventh Doctor Sourcebook).
  •	
  The Doctor has long had a friendly relationship 
  with Queen Elizabeth II (see Silver Nemesis in 
  The Seventh Doctor Sourcebook and Planet of 
  the Dead on pg. 232).
  •	
  Earth is a Level 5 planet (see City of Death in The 
  Fourth Doctor Sourcebook, The Eleventh Hour 
  in The Eleventh Doctor Sourcebook, Partners 
  in Crime on pg. 172 and Smith and Jones on pg. 
  116).
  TELEPORT BRACELETS (MINOR GADGET)
  Used by the Titanic’s guests, the teleport 
  bracelets are all routed through a central 
  Transmat console. As soon as the teleport is 
  concluded, the user’s entire cellular structure 
  is mapped. 
  In this way, in the rare event of an accident, 
  someone can be reconstituted from their last 
  signal, stored as a ‘back-up’ – this will take an 
  Ingenuity + Technology roll (Difficulty 20), plus 
  at least a couple of Story Points.
  Traits: Teleport.
  Story Points: 1
  
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  IMPACT CHAMBER (MAJOR GADGET)
  Made of dwarf star metal, Impact Chambers 
  are the ultimate panic room. Anyone can 
  survive anything as long as it’s in one. The 
  secret is, of course, making sure people know 
  to come and get you, not to mention having the 
  food and drink needed to survive until eventual 
  rescue. 
  Traits: Immunity, Restriction (physical damage 
  only).
  Story Points:  2 
  B  RUNNING THE ADVENTURE
  This adventure is a big, crazy disaster movie of 
  a story and there’s a ton of fun to be had playing it 
  that way. Load it full of doom-laden foreshadowing 
  and dramatic irony, and bring out a whole cast of 
  personalities for your players to grow attached to. 
  Roll out heroic sacrifices and dramatic deaths when 
  you need to, and keep using the Host to make sure no 
  one feels particularly safe. Once the collision course 
  is locked in, you should pile on the pressure and keep 
  up the pace.
  The Titanic has to be the star of the adventure. The 
  vast, beautiful, utterly wrong ship is a massively 
  atmospheric set-piece, but don’t be afraid to fool 
  around with it. Throw in extra survivors, vignettes as 
  people realise how much trouble they’re in or even 
  onboard intrigue to rival Max’s plans. Everything 
  is grand, everything is beautiful and everything 
  is dangerous especially due to the total lack of 
  understanding the Sto residents have about Earth.
  Alternatively you could use this adventure as a 
  jumping on point for a new campaign. Have the 
  players as people who’ve won passage on the ship 
  and who end up being rescued by the Doctor. Or more 
  fun, maybe they get to rescue him for once. That gives 
  the group an instant reason to bond together and 
  opens up some fun possibilities like spacewalking 
  to the TARDIS or contacting UNIT for help. Similarly, 
  you could have the characters as crewmembers 
  who save the ship, and the Earth themselves and 
  are inspired to buy the old girl and take off seeking 
  adventure in the galaxy… 
  MAX CAPRICORN
  AWARENESS
  5
  PRESENCE
  5
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  5
  Max Capricorn had been the owner of Max 
  Capricorn Cruiselines for 176 years until he was 
  ousted by his own board, who discriminated 
  against him for being a cyborg. In revenge, he 
  sabotaged the Titanic’s voyage, but was foiled 
  when Astrid Peth drove them both into an engine 
  using a forklift.
  SKILLS
  Athletics 2, Fighting 4, Knowledge 5, Science 5, 
  Survival 5, Technology 5, Transport 5.
  TRAITS
  Cyborg
  Keen Senses (Major): Max has cybernetically 
  enhanced senses.
  Dark Secret: Max is really a cyborg and a 
  particularly unsettling one at that. 
  Outcast: Unable to show anything but his face in 
  public, Max is a recluse. A dangerous recluse.
  TECH LEVEL: 7 
   STORY POINTS: 4
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  FURTHER ADVENTURES
  •	
  The board of Capricorn Cruises will be desperate 
  to make it up to the survivors of the attack. Gold 
  tickets, good for a journey anywhere in their 
  network, are a given, as is an all-expenses paid 
  trip to the location of their choosing. Or, perhaps, 
  they’d like to transfer to the Orient Express?
  MIDSHIPMAN ALONSO FRAME
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  2
  STRENGTH
  4
  Alonso is a newly qualified midshipman eager to 
  make a name for himself. His instructors had high 
  praise for him but warned that following the rules 
  to the letter might get him in trouble. He’s about to 
  find out they had a point.
  SKILLS
  Athletics 3, Fighting 2, Knowledge 3, Science 3, 
  Survival 4, Technology 3, Transport 4.
  TRAITS
  Brave: Alonso refuses to leave his post, even 
  though it means almost certain death.
  By the Book: This is Alonso’s first trip, and he’s 
  not about to break any rules on it!
  Lucky: Alonso should be dead twice over. 
  Technically Adept
  Tough: Alonso ignores the first 2 levels of 
  damage to get through armour.
  TECH LEVEL: 7 
   STORY POINTS: 5
  THE HEAVENLY HOST
  AWARENESS
  5
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  2
  INGENUITY
  4
  STRENGTH
  6
  Service robots designed to look like golden angels, 
  the Heavenly Host served aboard Capricorn 
  Cruiseliners’ Starcruisers. They were meant to 
  assist the passengers by providing information 
  and guiding guests around, but as they were 
  slaved to their master they could be subverted to 
  commit criminal acts or even kill.
  SKILLS
  Craft 4, Fighting 4, Knowledge 4, Marksman 4, 
  Science 4, Subterfuge 2, Technology 5, Transport 4.
  TRAITS
  Code of Conduct: The Host will obey whoever 
  is the most senior Capricorn Cruises officer on 
  deck. Or else the most senior passenger…
  Face in the Crowd: The Host are identical and 
  everywhere. Tracking down a specific unit is 
  difficult.
  Fear Factor (2): The Heavenly Host are designed 
  to be awe-inspiring and get a +4 bonus when 
  actively trying to scare or intimidate someone.
  Flight
  Natural Weapon – Razor Halo: The Heavenly 
  Host can throw their razor-sharp halos, inflicting 
  4/L/L levels of damage.
  Robot
  Technically Adept: +4 bonus to all Technology 
  rolls.
  TECH LEVEL: 7 
   STORY POINTS: 2-4
  
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  THE TENTH DOCTOR SOURCEBOOK
  ‘I ain’t mating with you, sunshine!’
  B  SYNOPSIS
  London, Earth, 2009
  The Doctor and Donna Noble, were both investigating 
  Adipose Industries, independently of one another. 
  Neither was aware of the other’s presence, even 
  though they were often in the same room at slightly 
  different times. Both were looking into Adipose 
  Industries’ revolutionary new weight-loss system, 
  a pill that eliminated fat seemingly overnight. Both 
  sat in on a press conference where Miss Foster, 
  the head of the company, explained how the pill 
  worked. Penny Carter, a journalist, questioned 
  Miss Foster on her findings but she evaded giving 
  a straight answer. Later, both the Doctor and Donna 
  both found that a gold necklace, in the shape of an 
  Adipose pill, was being given out as a free gift to 
  people buying the plan.
  That night, the pair interviewed two successful users 
  of the pill. Donna went to see Stacey Campbell, a 
  woman who had been given a new lease on life by 
  the pill and the Doctor interviewed Roger Davey, who 
  had also enjoyed success. However, Roger also had 
  a problem. He was woken at the same time every 
  night by his burglar alarm and nothing he’d done to 
  repair or replace it had had any effect. The Doctor 
  deduced that was because something was leaving 
  his house through the cat flap. At the same time, 
  Donna, idly fiddling with the necklace Stacey had 
  been given, caused Stacey to convulse and burst 
  into small, seemingly friendly alien creatures. Miss 
  Foster detected the unscheduled ‘birth’, as did the 
  Doctor. A van appeared and swept up the creatures. 
  Nearby, the Doctor lost the signal and Donna and the 
  Doctor departed, again unaware they were working 
  the same case. That night, the Doctor brooded 
  alone in the TARDIS and Donna visited Wilfred, her 
  granddad. Donna asked her granddad to keep an 
  eye out for a blue box and he agreed.
  The next day, both continued their investigations 
  and were surprised to find Penny Carter had also 
  been snooping about. Donna watched as she was 
  captured and interrogated by Miss Foster, as did 
  the Doctor from outside. The pair finally spotted 
  each other just as Miss Foster saw them. A chase 
  ensued and the Doctor and Donna tried to use a 
  window cleaner’s platform to make it to the ground. 
  Miss Foster used her Sonic Pen to stop them and 
  the Doctor only saved them when he used his Sonic 
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  PARTNERS IN CRIME
  
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  Screwdriver to knock her pen out of her hand and 
  escaped into the building. 
  The pair were captured and Miss Foster revealed 
  herself to be Matron Cofelia of the Five-Straighten 
  Classabindi Nursery Fleet. She’d been hired by 
  the Adipose First Family to help raise their young, 
  the creatures Donna saw emerge from Stacey. The 
  Doctor asked why this was happening and Miss Foster 
  admitted that the Adipose had lost their nursery 
  planets, hence the illegal hatching on Earth. She 
  ordered the Doctor and Donna killed but the Doctor 
  rammed the two sonic devices he had together, 
  causing a high-pitched shriek. They escaped in the 
  confusion and headed for the basement. Miss Foster, 
  realising she was running out of time, ordered the 
  Adipose to all hatch early. She triggered the Inducer, 
  which sent a signal to the pendants to begin the 
  process. The Adipose users across London all begin 
  to convulse as the little creatures formed from their 
  bodyfat and headed for the office, leaving chaos in 
  their wake.
  In the basement, the Doctor used one of the pendants 
  to hack into the Inducer and stop it. Miss Foster 
  doubled the power and the Doctor panicked, as he 
  couldn’t stop the Inducer from rendering everyone 
  who’d used the pills down into Adipose. Donna gave 
  him the pendant she stole earlier and he used that 
  to stop the process once and for all. 10,000 Adipose 
  had been born and Miss Foster was confident that’d 
  be enough.
  A colossal nursery ship arrived over London and the 
  Doctor intercepted a signal from it, realising Miss 
  Foster was now in serious trouble. He and Donna 
  went to the roof where levitation beams were starting 
  to lift the young into the ship. Miss Foster floated 
  past and the pair tried to persuade her the Adipose 
  First Family would want to cover up evidence of their 
  crime. She refused to believe them, until the beam 
  was deactivated and she plummeted to her death. 
  The Doctor admitted he needed a friend to travel 
  with and said he’d love for Donna to come with him. 
  Delighted, she ran to her car, parked very near the 
  TARDIS, and unloaded suitcases she’d already 
  packed for just this occasion. Donna called her mum 
  to tell her where the car was and asked a young 
  woman in a purple jacket to give her mum directions 
  when she arrived. Donna ran off and the young 
  woman, Rose Tyler, turned and vanished…
  Later, at the allotment, Wilfred was skywatching. He 
  saw the TARDIS and yelled for Donna. Looking closer, 
  he saw her, and the Doctor, waving to him from the 
  ship, and danced for joy as they flew off.
  CONTINUITY
  •	
  We’ve met both Donna and Wilfred before (see      
  The Runaway Bride on pg. 111 and Voyage of the 
  Damned on pg. 168 respectively). 
  •	
  Donna refers to the Titanic above Buckingham 
  Palace at Christmas, but dismisses it as a 
  hoax (see Voyage of the Damned).
  •	
  Donna first mentions the disappearance 
  of the bees, which later turns out to 
  be part of the season’s story arc (see        
  The Stolen Earth on pg. 217).
  •	
  The Adipose only come to Earth because 
  their nursery world has disappeared. 
  Wherever could that have got to?
  •	
  The Shadow Proclamation are revealed 
  to be an organisation, not just a series of 
  alien treaties invoked by the Doctor (see 
  Rose in The Ninth Doctor Sourcebook, 
  The Christmas Invasion on pg. 52 and 
  Fear Her on pg. 103).
  •	
  Rose Tyler makes her return to this 
  universe too, albeit only briefly, for the first 
  time since the Battle of Canary Wharf (see 
  Army of Ghosts/Doomsday on pg. 106).
  B  RUNNING THE ADVENTURE
  Like a lot of Donna’s adventures with the Doctor, 
  this is a surprisingly versatile adventure that 
  can easily be used in your own game. It’s a 
  great, done in one, romp of a story with lots of 
  running about and fiddling with important tech. 
  Also, the Adipose are a lovely combination of 
  cute and disturbing and there’s a lot of fun to 
  be had corralling them.
  Much like Gridlock (see pg. 126), it takes 
  a modern-day problem – in this case an 
  obsession with weight loss and dieting – and 
  ramps it up to monstrous levels. Rather than go 
  down the route of “how high a price is a good-looking 
  body worth paying for?”, it instead asks if an almost-
  instant magic pill is too good to be true. The answer, 
  of course, is yes. Interestingly, the villain of the piece 
  is not the alien, but rather their nursemaid – Matron 
  Cofelia. The Adiposian First Family remain off 
  screen, and although it is their illegal machinations 
  that Cofelia is enacting, it is desperate measures that 
  have driven them this far. Although we do not realise 
  it at the time, the disappearance of their nursery 
  planet is the work of the Daleks (see The Stolen 
  
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  Earth on pg. 217). If you wanted to play up this clue, 
  what if the Adipose approach the players’ characters 
  looking for help instead? Where might that lead 
  them, and what lengths might they go to instead?
  CHANGING THE DESKTOP THEME
  This adventure could be reskinned in a couple of 
  different ways. At its heart, it’s a story about an alien 
  race using humans as hosts for their offspring, albeit 
  using a seemingly benign method. What other races 
  might use humans in this way? Perhaps Cybermen 
  are using self-help CDs to secretly brainwash a 
  new generation of Cyber-drones? Perhaps a new 
  design of nicotine patches designed to help people 
  quit smoking are really laced with hypnotic drugs 
  that make them more susceptible to control by the 
  Master? Perhaps a new sushi restaurant is really a 
  front for Sea Devils to infest customers with their 
  young?
  B  ADIPOSE
  The Adipose are an unusual species; long-lived, 
  incredibly numerous and remarkably peaceful. The 
  Adipose young are small, blocky creatures with 
  front-facing facial features, a single fang and small, 
  stubby limbs. They consist entirely of fat removed 
  from a host species, wrapped around a unique 
  nervous system. They breed by the million, 
  ADIPOSE
  AWARENESS
  2
  PRESENCE
  2
  COORDINATION
  1
  RESOLVE
  1
  INGENUITY
  1
  STRENGTH
  1
  SKILLS
  None (newborn Adipose are innocent, waddling 
  creatures)
  TRAITS
  Alien
  Alien Appearance
  TECH LEVEL: 7 
   STORY POINTS: 1
  MATRON COFELIA
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  2
  SKILLS
  Convince 4, Fighting 1, Knowledge 3, Medicine 2, 
  Science 2, Technology 4.
  TRAITS
  Alien
  Attractive: Miss Foster gets +2 to Presence rolls 
  that may be affected by her appearance.
  Empathic: To successfully raise and understand 
  her ‘children’, Miss Foster has an innate ability 
  to empathise with them, granting a +2 bonus 
  to rolls to discern the feelings or motives of 
  someone.
  Obligation: Miss Foster has been hired by 
  the Adiposian First Family to look after their 
  children.
  Voice of Authority: Being a ‘nanny’ means that 
  when she speaks, the kids will listen.
  TECH LEVEL: 7 
   STORY POINTS: 5
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  THE TENTH DOCTOR SOURCEBOOK
  leaving their children in the skilled hands of the staff 
  of their Nursery World, where the young Adipose 
  are taught how to be part of their society. There is 
  some speculation that the Adipose are, in fact, one 
  individual spread across millions of bodies. Whilst 
  the Adiposian First Family have individual identities, 
  there is some evidence to support the theory.
  The Adipose are very hard to kill once they’re past 
  the larval stage. Their biology means that whilst 
  their physical bodies are easy to destroy, their 
  nervous system is remarkably tough and can often 
  be implanted into other bodies. As a result, Adipose 
  are remarkably long lived.
  In extreme circumstances, it’s also possible for adult 
  Adipose to ‘bud’, or place a section of themselves into 
  a host. This then grows to maturity and removes itself 
  of its own accord. The process takes place while the 
  host is asleep and, most of the time, is completely 
  painless.
  They are a remarkably calm, peaceful species who 
  have been largely content to keep to themselves 
  and out of the recent tumultuous events in galactic
  politics. That changed when their Nursery World 
  was stolen by the Daleks to form part of the delivery 
  mechanism for Davros’ reality bomb. Unable to raise 
  their young normally, the Adiposian First Family were 
  forced to use underhand tactics for the first time in 
  the species’ history. They employed Matron Cofelia 
  of the Five Straighten Classabindi Nursery Fleet 
  (Intergalactic Class) under the alias of Miss Foster, 
  an alien ‘midwife’, to implant Adipose children into 
  overweight humans, using their fat to form the 
  children’s new bodies.
  SONIC PEN (MAJOR GADGET)
  Similar in many ways to the Sonic Screwdriver, 
  Matron Cofelia’s Sonic Pen was used to open 
  deadlock seals, activate the Parthenogenesis 
  Inducer and, when combined with the Sonic 
  Screwdriver itself, used to emit a sonic 
  screech. The Doctor didn’t think much of it, 
  however, throwing it in the bin.
  Traits: Open/Close, Restriction (Tricky Controls), 
  Scan, Transmit.
  Story Points: 2 
  FURTHER ADVENTURES
  •	
  The Adipose may have been birthed successfully 
  but they still need to be carried home safely. 
  What if the Adiposian First Family arranged for 
  that UFO full of babies to be diverted? Who’d 
  take the blame; Matron Cofelia or Earth? 
  The characters could end up in a very weird 
  first contact situation, chasing down a ship 
  full of baby Adispose in unexplored space.
  •	
  Tony Kincaid lost weight the night 
  Adipose were born, just like everyone 
  else. But not every Adipose being 
  grown in Tony’s fat wanted to leave. 
  He has a friend, an Adipose who 
  whispers in the back of his mind. 
  Tony calls him Harvey. But what 
  Tony doesn’t know is Harvey is 
  the heir to the Adiposian throne 
  and his people need him. War 
  is coming to the Adipose and the 
  hero they need is currently sitting in 
  Tony Kincaid’s belly. Agents loyal to the 
  Adipose’s enemies have been sent to find 
  Harvey and both he and Tony need help.
  PENNY CARTER
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  Penny Carter is a science correspondent. A 
  woman who deals in facts and figures and 
  certainty. Adipose Industries’ PR snow job has 
  offended her so much it has her attention. But 
  she has no idea what she’s getting into…
  SKILLS
  Athletics 2, Convince 4, Craft (Writing 5) 3, Science 
  4, Subterfuge 2, Survival 2, Technology 4.
  TRAITS
  By the Book: Penny knows how to get her 
  stories. She’ll break the rules to do it but the 
  surreal stuff? Aliens made of fat? Sonic Pens? 
  That’s RIDICULOUS.
  TECH LEVEL: 5 
   STORY POINTS: 2
  
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  THE TENTH DOCTOR SOURCEBOOK
  ‘We’re in Pompeii. And its Volcano Day.’
  B  SYNOPSIS
  Pompeii, Italy, 23rd-24th August, AD79
  The Doctor and Donna arrived in what the Doctor 
  claimed was Rome. Donna was amazed and pointed 
  out the signs were English. The Doctor explained 
  that the TARDIS translated for them and Donna, 
  intrigued, decided to say something in Latin. 
  The Roman she talked to smiled politely, loudly 
  explained he didn’t speak Celt and left. Then the 
  ground shook. It turned out the Doctor had landed 
  in the Roman Empire. But not in Rome. They were in 
  Pompeii. On Volcano Day…
  Donna was adamant they should save everyone but 
  the Doctor refused, saying it didn’t work that way. 
  They argued their way back to the TARDIS only to find 
  it gone. It had been sold to local marble merchant 
  Caecilius as a piece of ‘modern art’. They raced off 
  to retrieve it while, nearby, a red-robed priestess 
  reported that the blue box had arrived…
  At Caecilius’ house, his wife Metella was tending to 
  their daughter. Evelina was sickly, but gifted with 
  prophecy and about to join the Sybylline sisterhood. 
  Caecilius for his part was more concerned with the 
  imminent arrival of the town’s augur, Lucius Petrus 
  Dextrus, and the special work he’d commissioned. 
  Quintus, Caecilius and Metella’s son, was more 
  concerned with getting drunk. The Doctor and Donna 
  arrived just as a tremor hit and the Doctor caught 
  the one item they couldn’t save in time. The pair both 
  adopted the alias ‘Spartacus’ and were in the middle 
  of successfully retrieving the TARDIS when Lucius 
  arrived. The Doctor and the augur instinctively 
  disliked each other, and the Doctor was intrigued 
  by the stone circuit that the augur had had Caecilius 
  make. Then both Caecilius and Evelina named the 
  Doctor and Donna and their places of origin. Evelina 
  fainted and Lucius left.
  The Doctor and Donna stayed and helped the family, 
  the Doctor discovering that the hypocaust system 
  in the house was linked directly to Vesuvius. The 
  hypocaust moved hot air around the building and 
  the vents it used ran directly underground . Earlier, 
  Evelina had seen a centurion like figure in one… 
  Meanwhile, Donna was tending to the prophetess 
  and discovered her arm was turning to stone.
  Whilst Donna stayed and helped, the Doctor and 
  Quintus broke into Lucius’ house and discovered 
  six separate stone circuits, all made by different 
  merchants. At the house, Donna tried to warn Evelina 
  about the eruption but the sisterhood overheard 
  and ordered Donna be captured and sacrificed. The 
  Doctor and Quintus had just as bad luck, captured 
  by Lucius. The Doctor discovered Lucius’ entire arm 
  was stone and the pair escaped. Lucius ordered 
  them to be captured and something immense began 
  stomping through the tunnels beneath the streets. 
  THE FIRES OF POMPEII
  THE FIRES OF POMPEII
  
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  They fled back to the house where the creature, a 
  huge, stone alien, emerged. The Doctor was forced 
  to destroy it, using water to drastically cool it, but 
  Donna was captured.
  Donna woke up in the Sisterhood’s temple. The 
  Doctor arrived and made it clear he knew the founder 
  of the order and she’d be disgusted by what they’d 
  become. He asked to speak to the High Priestess, 
  and discovered she was made entirely of stone. He 
  demanded to speak to the creature changing her, 
  demanded its name and it screamed “PYROVILE!” 
  A stand-off ensued, the Doctor using a water pistol 
  to hold the Pyrovile off as it explained itself. It had 
  crashed millennia ago, shattering on impact and 
  was awakened by the earthquake in the year 62. A 
  telepathic race, the Pyroviles had bonded with some 
  of the local humans. The sisters attacked and the 
  Doctor and Donna fled into the hypocaust, and under 
  the mountain.
  Donna again tried to get him to save them but the 
  Doctor explained that Pompeii was a fixed point in 
  time; it had to happen. They reached the centre of 
  the volcano and found a huge stone structure with 
  a ship at its centre. Lucius, with the circuit boards, 
  arrived and Donna guessed the Pyroviles were using 
  the eruption to return to space. When they were 
  confronted by Lucius, the Doctor politely asked him 
  what the Pyroviles’ plans were. Lucius explained 
  they were using the eruption to spread across the 
  world. Satisfied the planet was in fact at stake, the 
  Doctor and Donna fled into the pod.
  Safe, but locked in the ship, the Doctor’s worst fears 
  were confirmed. The Pyroviles were using a fusion 
  matrix system to convert millions of humans into 
  them. The matrix would take up so much energy 
  the eruption would never happen. The Doctor was 
  faced with an impossible choice; save the world and 
  condemn 20,000 people to death or let the Pyroviles 
  act and save the city. Horrified, he prepared to pull 
  the lever that would cause the eruption but couldn’t. 
  Donna put her hands over his, and they pulled it 
  together. The eruption destroyed the Pyroviles 
  instantly and catapulted the ship out of the volcano. 
  Battered and bruised, the two landed and ran for the 
  TARDIS. 
  At the Caecilius family home Donna pleaded with 
  the Doctor to help them but he refused, going 
  straight to the TARDIS and starting it up. Donna 
  boarded too and begged the Doctor to go back, 
  pleading with him to save just one person. He 
  relented and saved the family. They watched from 
  the nearby hills as the city was destroyed 
  and Evelina was asked what she saw in 
  the future. She explained her visions 
  had gone and the Doctor realised the 
  truth. The eruption was so powerful 
  it tore a rift in time that gave the 
  sisters their uncanny accuracy. 
  With history back on track, the 
  rift was sealing. The Doctor and 
  Donna left the family to grieve, the 
  Doctor quietly admitting Donna 
  was right and he needed someone 
  to travel with him.
  Six months later, in Rome, the 
  Caeciliuses were successfully 
  re-established and happy. As 
  Quintus headed off to his studies, 
  he was told to give thanks to 
  the household gods and did so, 
  kneeling before a bas relief of the 
  Doctor, Donna and the TARDIS…
  CONTINUITY
  •	
  Dextrus says there is something on Donna’s 
  back (see Turn Left on pg. 213). He also says that 
  “she” is returning, referring to Rose.
  •	
  The TARDIS’ translation circuits have been 
  mentioned before but we find out what happens 
  if you try and speak the native language through 
  them here. It apparently turns you Welsh. Must 
  be all that time refuelling in Cardiff…
  •	
  The Doctor visited Rome before, but only played 
  “a little bit” of a role in the Great Fire (see Inferno 
  in The First Doctor Sourcebook).
  •	
  The Pyroviles mention their homeworld was 
  ‘lost’ – might it have gone the same was the 
  Adiposian nursery worlds (see Partners in 
  Crime on pg. 172)?
  •	
  Evelina says that the Doctor’s name is hidden 
  in “the Cascade of Medusa herself” (see The 
  Stolen Earth on pg. 217).
  •	
  Amongst the things the Tenth Doctor keeps in 
  his pockets are a small telescope (see also 
  Robot in The Fourth Doctor Sourcebook) and 
  a water pistol.
  •	
  There are some familiar faces in Pompeii. 
  Caecilius looks a lot like the Twelfth Doctor 
  and one of the Sybylline sisters has a certain…
  Pond-y air to her. Coincidence?
  •	
  The Doctor has been arguing about not 
  interfering with history since his first 
  incarnation argued about it with Barbara (see 
  The Aztecs in The First Doctor Sourcebook).
  
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  B  RUNNING THE ADVENTURE
  There’s immense fun to be had in this adventure, in 
  some really surprising ways. It’s a great introduction 
  to historical romps, and the way it’s structured can 
  provide the inspiration for other adventures:
  Stakes: Look at the cost of intervening here; the trade 
  off between losing Pompeii and losing the world is 
  an incredible dramatic weight that gives everything 
  the Doctor and Donna do meaning. That combination 
  of historical fact and fictional adventure has real 
  power to it and it’s a structure you can apply almost 
  anywhere. Imagine having to choose between saving 
  Coventry from being firebombed in World War 2 or 
  letting the Cyberman factory beneath run rampant? 
  Or saving Archduke Ferdinand from assassination 
  knowing he’s an impostor and his people will conquer 
  the Earth? Weight and consequence are king here.
  Family: This adventure also shows how important 
  the people on the ground are. Without them, there’d 
  be no sense of danger or reality to the situation. With 
  them, you get an idea of just how much the Pyroviles 
  have infiltrated Roman society and through that, a 
  sense of the human cost of the disaster. You don’t 
  always have to set an adventure on Earth but you do 
  always have to have people your players want to help 
  involved. Make sure the people they meet are vital 
  and interesting, like they are here. Overplan them a 
  little, give them some backstory you don’t need. That 
  sense of completeness will help immensely. Plus, 
  you may wind up using them again anyway…
  Foreshadowing: The moment where Lucius and 
  Evelina reveal they know the truth about the Doctor 
  and Donna is electric with tension. It’s made even 
  more so by Lucius’ line about there being something 
  on Donna’s back (foreshadowing Turn Left). If you’ve 
  got the inclination, and have planned far enough 
  ahead, you can fold this exact sort of thing in.
  B  PYROVILE
  The universe is host to a myriad of harsh and 
  dangerous environments. However, life often finds a 
  way of surviving, even thriving, in places that might 
  vaporise many creatures. Such is the case with 
  the Pyroviles, beings of flame and magma that are 
  capable of living in the heart of a volcano.
  A fully grown Pyrovile is an imposing sight. They 
  stand over five metres tall and seem to be built of 
  living stone and magma. Their body is made of 
  burning rock and liquid fire glows through the joints. 
  Their eyes burn with flame and they are able to 
  breathe great blasts of fire on their enemies, drawn 
  from the furnace inside them. The blast of this breath 
  weapon can incinerate wood and people in seconds, 
  reducing them to nothing more than ash.
  Like most creatures designed to live in a specific 
  environment, Pyroviles are not suited to any other 
  habitat. So, while they have learnt the secrets of space 
  travel, the Pyroviles are not naturally conquerors. 
  Few planets are of interest to them as their needs 
  are so specific. However, the fires within them make 
  them an angry and impatient people. They are quick 
  to burn and destroy, so despite their lack of a need 
  for conquest, they are not a peaceful people.They 
  will seek to turn the planet into a molten wasteland 
  of fire and stone which, while very comfortable for 
  the Pyroviles, is significantly less so for most other 
  races.
  THE FIRES OF POMPEII
  
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  As a race of fire and flame, the Pyroviles are not 
  so much a people as an ‘essence’. In a sense, their 
  bodies are unimportant, little more than an outward 
  expression of how much essence they contain. 
  They can reproduce by simply dividing and waiting 
  for each half to attain maturity, although this takes 
  time and a lot of energy. However, even the smallest 
  fragment of their bodies is a living Pyrovile. While 
  their physical form might be destroyed, under the 
  right circumstances, the dust of their physical 
  form might ‘infect’ other races and turn them into 
  Pyroviles themselves.
  Corrupting another race into a Pyrovile is not a 
  simple matter. They require energy, heat and a 
  compatible race to convert. Unfortunately, humans 
  are eminently compatible and in Mount Vesuvius the 
  Pyroviles discovered heat and energy enough for 
  their purposes. Many of the humans at  Pompeii used 
  the volcano’s energy to heat their homes, digging 
  ventilation shafts to carry the heat under the floors 
  of their villas. 
  The Pyroviles who came to Earth had been shattered 
  into dust by the  impact of their landing. This dust was 
  carried by Vesuvius’ heat and steam into the houses 
  of Pompeii. In this way they invaded the bodies of 
  anyone who breathed in the volcanic vapours and 
  began to convert them.
  The conversion process is very slow. Gradually the 
  victim begins to turn to stone. This begins with a grey 
  stain appearing somewhere on the victim’s body, that 
  then becomes stone. This stain then begins to spread 
  from the affected area until it covers the whole body. 
  As the conversion progresses, the victim becomes 
  less human and more Pyrovile. When they have lost 
  a limb to the infection they are usually too far gone 
  to be saved. Luckily, the Pyrovile infection cannot 
  spread on its own. The  victim must continue to 
  breathe in Pyrovile essence, or the infection cannot 
  grow. If the victim is no longer exposed to Pyrovile 
  essence, and the infection is not too pronounced, the 
  effects will heal as if it was a wound.
  For creatures of stone, it is a little surprising that 
  Pyroviles have a powerful psychic ability. While 
  they do not have a hive mind, they have the ability 
  to communicate with each other telepathically. Not 
  only can they send messages to each other but also 
  visions and images. This means that those infected 
  with their essence have access to this psychic 
  network. Humans have an untapped psychic ability 
  that is unlocked by Pyrovile infection. However, the 
  Pyroviles can also use this network to mentally 
  control their victims, or send them visions that a 
  superstitious people might interpret as messages 
  from the gods. Such messages usually insist that 
  breathing in the vapours where Pyrovile essence can 
  be found is a remarkably good idea.
  EVELINA
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  2
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  2
  Evelina is gifted with psychic powers, and so is 
  to be inducted by the Sybilline Sisterhood as a 
  priestess. She is taking the vapours and in doing 
  so learning the future. She’s not sure if this is a 
  good thing or not, and her arm hurts badly, but the 
  future sings to her and she can’t help but listen. 
  Little does she know that her powers are the effect 
  of the Pyroviles’ presence.
  SKILLS
  Athletics 2, Convince 4, Knowledge 3, Science 2, 
  Subterfuge 3.
  TRAITS
  Brave: +2 to all Resolve rolls.
  Dark Secret: Evelina is hiding the fact that she is 
  turning to stone… 
  Empathic: +3 to all rolls involving someone’s 
  emotional state.
  Precognition: The influence of the Pyroviles 
  means that Evelina can see the future.
  Psychic: Evelina is mildly psychic, due to the 
  vapours she’s consuming.
  TECH LEVEL: 2 
   STORY POINTS: 3
  
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  B  THE SIBYLLINE SISTERHOOD
  The Sisterhood of Sibyl is an old order, dedicated 
  to the understanding of prophecy. The order began 
  with a talented seer named the Sibyl (who, according 
  to the Doctor, was a talented dancer as well). For 
  many hundreds of years, the Sisterhood guarded the 
  Sibyl’s prophecies, preserved as a series of scrolls, 
  and sought to interpret her visions for the benefit 
  of Pompeii. The coming of the Pyroviles disturbed 
  the natural order of the sisterhood, although it 
  granted them exceptional powers. As well as the 
  gifts of prophecy, they developed powerful telepathic 
  powers, allowing them (like other seers) to read 
  the surface thoughts of other people. The bonds of 
  sisterhood and community they developed helped 
  them to also be able to communicate with the other 
  members of the order over any distance, creating 
  a telepathic network that any of them might use 
  to relay visions and  messages. The order was 
  destroyed in the fall of Pompeii, along with everyone 
  else corrupted by the Pyrovile.
  FURTHER ADVENTURES
  •	
  It’s entirely possible that the Pyroviles survived, 
  albeit in dust form. It would take them centuries 
  to reassemble but there’s nothing stopping you 
  running a sequel set in the present day with a 
  curiously familiar Italian antiques dealer and 
  family…
  •	
  Perhaps other Pyrovile ships landed elsewhere 
  on Earth? Is Stonehenge really a Pyrovile site? 
  Did they build the Pandorica, perhaps to survive 
  an even greater catastrophe?
  YOUNG PYROVILE
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  6
  SKILLS
  Athletics 2, Craft 1, Fighting 3, Science 2, Survival 
  2, Technology 2.
  TRAITS
  Alien
  Alien Appearance
  Alien Senses
  Armour (Special): Made of stone, the Pyrovile is 
  immune to most physical damage.
  Environmental – Fire and heat
  Immunity – Flame, fire and heat
  Natural Weapon: The Pyrovile can attack with 
  its flaming breath, inclicting 4/L/L levels of 
  damage.
  Networked
  Psychic
  Possess: But only if the victim inhales Pyrovile 
  essence.
  Slow Reflexes
  Weakness – Water and Cold
  TECH LEVEL: 7 
   STORY POINTS: 3-5
  GIANT PYROVILE
  AWARENESS
  2
  PRESENCE
  3
  COORDINATION
  2
  RESOLVE
  6
  INGENUITY
  3
  STRENGTH
  10
  SKILLS
  Athletics 2, Craft 1, Fighting 3, Science 2, Survival 
  2, Technology 2.
  TRAITS
  Alien
  Alien Appearance
  Alien Senses
  Armour (Special): Their stone skin shrugs off 
  most physical damage
  Environmental – Fire and heat
  Immunity – Flame, fire and heat
  Natural Weapon: The Pyrovile can attack with 
  its flaming breath, inclicting 4/L/L levels of 
  damage.
  Networked: All Pyroviles are connected 
  psychically.
  Psychic
  Possess: Pyroviles can take over victims that 
  have ingested their essence.
  Slow Reflexes
  Weakness – Water and Cold
  TECH LEVEL: 7 
   STORY POINTS: 3-5
  THE FIRES OF POMPEII
  
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  SIBYLLINE PRIESTESS/CONVERT
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  4
  When the Pyrovile essence takes control, the 
  victim is no longer truly human although they are 
  not completely Pyrovile. The Sibylline Priestess’ 
  skin was almost entirely stone, gaining many of 
  the Pyrovile abilities.
  SKILLS
  Athletics 1, Convince 2, Fighting 2, Knowledge 2, 
  Science 1, Subterfuge 2, Survival 2, Technology 1.
  TRAITS
  Alien
  Alien Appearance
  Armour: Made of stone, thought not as solid or 
  indestructible as a full Pyrovile, the skin reduces 
  damage by 5 but is brittle and shatters easily.
  Environmental – Fire and Heat
  Networked: May communicate psychically with 
  other members of the Sisterhood.
  Psychic
  TECH LEVEL: 2 
   STORY POINTS: 3-5
  SIBYLLINE SISTER
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  2
  SKILLS
  Athletics 2, Convince 2, Fighting 1, Knowledge 
  (Prophesy) 4, Subterfuge 2.
  TRAITS
  Precognition
  Psychic
  Networked: May communicate psychically with 
  other members of the Sisterhood.
  TECH LEVEL: 2 
   STORY POINTS: 3-5
  LOBUS CAECILIUS
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  4
  STRENGTH
  3
  Caecilius is a marble trader who aspires to a 
  loftier position by impressing the augur, Lucius 
  Petrus Dextrus.
  SKILLS
  Athletics 3, Convince 5, Fighting 2, Knowledge 3.
  TRAITS
  Charming: +2 to all Convince attempts.
  Empathic
  TECH LEVEL: 2 
   STORY POINTS: 2
  LUCIUS PETRUS DEXTRUS
  AWARENESS
  5
  PRESENCE
  5
  COORDINATION
  2
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  3
  Lucius is Pompeii’s augur. He can see everything. 
  He knows exactly what is to come and he knows 
  his role in it.  
  SKILLS
  Athletics 2, Convince 5, Fighting 2, Knowledge 5, 
  Subterfuge 3.
  TRAITS
  Argumentative
  By the Book
  Keen Senses – All: +3 on all Awareness rolls.
  Precognition: The influence of the Pyroviles 
  means that Lucius can see the future. 
  Psychic: Too much dust has made Lucius 
  psychic.
  Slow Reflexes: Lucius is at -2 on all physical 
  rolls. After all, he’s half the man he used to be.
  TECH LEVEL: 2 
   STORY POINTS: 2
  
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  THE TENTH DOCTOR SOURCEBOOK
  ‘The message has gone out. That song resonated 
  across the galaxies, everyone heard it. Everyone 
  knows. The rockets are bringing them back. The Ood 
  are coming home.’
  B  SYNOPSIS
  The Ood Sphere, 4126
  The Doctor had set the TARDIS to random. Donna, 
  excited and terrified by her first alien world stepped 
  outside and…was freezing. Disgusted by the snowy 
  weather, she got changed and the pair of them set 
  off to explore. They discovered an Ood, dying in the 
  snow. Donna comforted the alien as the Doctor tried 
  to find out what happened but all it could say was 
  “the circle must be broken” The Ood died and the pair 
  set off, following the flight path of a colossal rocket 
  towards some nearby buildings.
  The owner of the rocket, Mr Halpen, was the CEO 
  of Ood Operations. Arriving onworld to deal with a 
  spate of violent Ood attacks (Including the one the 
  Doctor and Donna found), Halpen quizzed his staff 
  about happened. His chief scientist, Doctor Ryder, 
  had no idea what was going on and, disgusted, 
  Halpen demanded a drink from his personal Ood, 
  Sigma. Balding, Mr Halpen had taken to drinking hair 
  tonic and always had Sigma on hand to supply him 
  with some.
  The Doctor and Donna bluffed their way into a 
  buyers’ meeting run by Solana Mercurio, head of 
  PR. The Doctor kept hearing an unusual sound but 
  was distracted by how close he was to the Sensorite 
  homeworld, somewhere he had visited before. An 
  alarm sounded and Solana covered for it, whilst, 
  nearby, Security Chief Commander Kess hunted and 
  trapped a rabid Ood with glowing red eyes.
  Nearby, the Doctor was explaining to Donna that 
  humanity had spread out across three galaxies and 
  that Ood Operations were present in each one. Donna 
  was disgusted by the way humans were treating Ood 
  and tried to talk to one of the Ood. At first it avoided 
  the question but then began talking about ‘the circle’. 
  They decided to leave and discovered the Ood were 
  being kept as slaves. The Doctor was stricken with 
  guilt, as he hadn’t realised the last time he was in 
  this century. The two watched as Halpen, clearly 
  the boss and a man to be avoided, strode across the 
  compound.
  He was on his way to Warehouse 15, where the 
  secret of the Ood was kept; their central brain, a 
  vast, exposed, limbless creature that Halpen’s family 
  had kept for centuries. Halpen loathed the brain, 
  spitting insults at it and demanding more tonic even 
  as Ryder explained there had been no change and the 
  suppression field it was kept inside was still active. 
  When Halpen was told Donna and the Doctor had 
  false credentials it only made him angrier and he 
  demanded they be found.
  The Doctor and Donna were nearby, talking to 
  a group of Ood. The pair were horrified to find 
  the aliens not only stored in packing crates but 
  apparently accepting of their fate. Kess discovered 
  them and in the chase, Donna was captured and 
  thrown into one of the crates whilst Kess pursued 
  the Doctor using a packing crane. Just as Kess was 
  about to kill him, Solana turned the power off and 
  demanded they be brought to Halpen alive. However, 
  when security freed Donna they also freed the rabid 
  Ood she’d been trapped with and a full scale revolt 
  began. Reluctantly, Solana directed them to where 
  the natural-born Ood were, then ran off.
  To the Doctor’s horror, the noise was what he’d 
  heard from the moment they first arrived and when 
  they found the natural born Ood he realised what it 
  was; their song. An impossibly sad song of captivity, 
  he opened Donna’s mind to it but she couldn’t stand 
  to hear it. Even worse, they found out the Ood had a 
  secondary brain they carried in their hands that Ood 
  Operations cut away and replaced with a translation 
  sphere. Repulsed by humanity’s cruelty, Donna asked 
  to go home but before they could leave the pair were 
  arrested. Taken to Halpen, the pair were interrogated 
  and ‘confessed’ that they were members of Friends 
  of the Ood. Halpen preened and gloated that the 
  entire batch was contaminated and he was going to 
  have to gas them all. He also admitted that there was 
  a third part of the Ood’s biology but that it “wouldn’t 
  be around much longer”. Suddenly, the natural Ood 
  began to sing again and triggered red eye in every 
  Ood aside from Sigma. A full scale revolution began 
  across the entire facility and both Solana and Kess 
  were killed. The Doctor and Donna barely escaped as 
  the Ood were ‘cured’ long enough to free them and 
  help them get to Warehouse 15.
  There, they found the brain, Halpen and Ryder. Ryder 
  admitted that he was in fact a member of Friends 
  of the Ood and had been slowly working his way up 
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  PLANET OF THE OOD
  
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  the corporate ladder. A few hours previously, when 
  Halpen had taken him to see the brain, he’d lowered 
  the field around it to its minimum setting. The brain 
  was free, and Halpen responded by throwing Ryder 
  to his death on top of it. He was about to shoot the 
  Doctor and Donna when Sigma appeared and offered 
  him a drink. The Doctor realised that the Ood had 
  been planning this for years and Halpen’s tonic was 
  actually Ood graft. They watched as the terrified 
  executive transformed into an Ood, The revolution 
  was over and the Doctor asked, and was given, 
  permission to formally drop the field around the 
  brain. He did so and the Ood song echoed across the 
  planet.
  Later, the Doctor and Donna prepared to leave. Sigma 
  told them they would always have a place in the Ood’s 
  song and that all the Ood were coming home. The 
  Doctor replied that he had his own song and Sigma 
  pointed out that it would end, as all songs do. They 
  left, as the Ood’s song rose to the stars, welcoming 
  their brethren home.
  CONTINUITY
  •	
  The Ood were last seen in at Krop Tor (see The 
  Impossible Planet/The Satan Pit on pg. 93).
  •	
  The Ood’s physical similarity to the Sensorites 
  is explained by the fact their home worlds are 
  in the same star system (see The Sensorites in 
  The First Doctor Sourcebook).
  •	
  Ood Sigma’s prophecy that the Doctor’s song is 
  ending foretells his eventual regeneration (see 
  The End of Time on pg. 246).
  B  RUNNING THE ADVENTURE
  Like so many of the Tenth Doctor’s adventures this 
  adventure has an interesting moral dilemma, a great 
  location and some nice reveals with the Ood. Even 
  better, this neatly puts some pieces in play for the 
  end game.
  If you, and your group, are inclined the Ood can 
  become a study for how a race goes from docile 
  enslavement to a major galactic power. Reference 
  the Ood any time your players are off world and in the 
  42nd century, have the Ood pop up here and there, 
  almost as though they are part of the furniture. 
  This is a difficult, sensitive subject, much like the 
  treatment of race was in The Family of Blood. The 
  Ood are, after all, indentured slaves who’ve been 
  mutilated to be better – and more docile – in that 
  role. As a result, don’t pull any punches: the Ood 
  have difficult lives. Showing your players that will 
  inspire them to do something about it and give 
  them an immense sense of accomplishment when 
  they do.
  
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  CHANGING THE DESKTOP THEME
  This adventure is a morality tale of sorts; a harmless 
  alien race are enslaved, but their slaver ends up 
  turning into one of them. You could replace the Ood 
  with another indentured, or otherwise benign race 
  – how about the Flesh or Gangers, for example, or 
  even the Toclafane? You could keep the Ood, but 
  swap the location; instead of the Ood Sphere, what 
  might the adventure look like when set in the lavish 
  apartments of New New York, all with an Ood as 
  standard, of course?
  FURTHER ADVENTURES
  •	
  If the Ood are spread across three galaxies then 
  it’s a safe bet some people will be less keen 
  with letting their Ood go than others. How do 
  the others all get back safely? Do they all want 
  to? Are there other free Ood worlds out there? 
  Other Ood Brains even? How does humanity 
  deal with the sudden loss of its involuntary 
  workforce? From working with Ood priests to 
  guarding Ood on the pilgrimage home, there’s a 
  lot to for the Friends of the Ood to do.
  •	
  In the distant future the Ood have evolved to 
  become an early warning system of sorts for 
  the galaxy, their song reverberating across 
  space, connecting everyone who hears it in a 
  telepathic web that supports and uplifts them. 
  But something’s wrong: everyone connected 
  to the Song is having bad dreams. Dreams 
  of a black hole, and the cackling, hideously 
  distended form of a man orbiting it. The Beast 
  is awake. The Beast is calling. The Ood will have 
  to answer.
  KLINEMAN HALPEN
  AWARENESS
  2
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  2
  STRENGTH
  3
  Mr Halpen has had enough. His family have run 
  the company for generations and all it’s got him is 
  bald and miserable. At least Ood Sigma is always 
  there for him…
  SKILLS
  Athletics 3, Convince 6, Knowledge 4. 
  TRAITS
  Adversary (Minor) – The Ood Brain: There are 
  days where all he wants to do is kill it. There are 
  days when he wonders why he hasn’t yet.
  Dark Secret: Halpen is keeping the Ood Brain 
  enslaved and cut off from the other Ood.
  Selfish: Halpen always looks after himself first.
  Dependency: Halpen is addicted to hair tonic. Little 
  does he know that it is turning him into an Ood.
  TECH LEVEL: 7 
   STORY POINTS: 1
  DR RYDER
  AWARENESS
  4
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  Dr Ryder is a member of Friends of the Ood and 
  has been secretly working to free the Ood for over 
  a decade. 
  SKILLS
  Athletics 2, Convince 4, Knowledge 5, Medicine 5, 
  Science 5, Technology 4.
  TRAITS
  Boffin: Dr Ryder can make gadgets.
  Brave: Dr Ryder risks it all to help the Ood.
  Friends (Minor): Friends of the Ood are 
  everywhere and whilst Dr Ryder leads a double 
  life, he always has people to call on.
  TECH LEVEL: 7 
   STORY POINTS: 1
  PLANET OF THE OOD
  
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  THE SONTARAN STRATAGEM/THE POISON SKY
  ‘No, the Sontarans are fed by probic vent in the back 
  of their neck. That’s their weak spot. Which means 
  they always have to face their enemies in battle. Isn’t 
  that brilliant? They can never turn their back.’
  B  SYNOPSIS
  London, England, 2009
  At the Rattigan Academy, journalist Jo Nakashima 
  was thrown out by the headmaster. Luke Rattigan 
  was a teenage genius and one Jo was convinced was 
  up to no good. She drove to UNIT HQ but the ATMOS 
  navigation system in her car, designed by Rattigan, 
  crashed her into the river instead…
  The Doctor received a call from Martha Jones 
  asking him to return to Earth. He introduced her 
  to Donna and the two hit it off. She’d called him to 
  Earth to help investigate the central ATMOS plant. 
  ATMOS, invented by teen genius Luke Rattigan, was a 
  revolutionary system fitted to every car on the planet 
  that removes all carbon emissions. UNIT became 
  concerned when, the previous day, 52 people around 
  the world were simultaneously poisoned to death in 
  their cars. Suspecting the ATMOS technology was 
  alien, UNIT had moved in. 
  Martha introduced the Doctor to Colonel Mace, the 
  new head of UNIT, and they got to work. Unbeknownst 
  to them, Harris and Gray, two UNIT privates, found 
  something unusual in the basement of the building. 
  Two strangely calm employees were blocking a door 
  and when the soldiers ordered them to move aside 
  they did, but only on the orders of their mysterious 
  ‘employer’. The two soldiers found a tank of liquid 
  with a humanoid creature inside it and called for 
  backup. Their radios were jammed and a short alien 
  in a spacesuit appeared. The pair mocked him but 
  he disabled them with ease. Taking his helmet off, 
  the alien introduced himself as General Staal of the 
  Tenth Sontaran Battle Fleet and explained that he 
  had need of them…
  The Doctor examined the ATMOS equipment and 
  concluded that it wasn’t alien, but was highly 
  advanced. Donna arrived and explained she’d 
  examined the factory office and noticed something 
  odd. No one had taken a sick day. Ever. The Doctor 
  decided to go and visit Luke Rattigan, the inventor 
  of ATMOS, and Mace insisted he take protection. 
  Reluctantly, the Doctor agreed and he and Private 
  Ross Jenkins set off for the Academy. Donna hitched 
  a ride to go and see her family, after being warned by 
  Martha to look after them whilst she was travelling 
  with the Doctor. 
  After they left, Harris and Gray found Martha 
  and brought her to the basement, claiming 
  Colonel Mace was there. Instead she 
  was kidnapped and connected up to the 
  creature in the tank. 
  Donna returned home and let her 
  grandfather know where and 
  when she’d been. Wilfred was 
  delighted but insisted they 
  didn’t tell her mum, Sylvia. 
  At the Rattigan Academy, the 
  Doctor and Ross met Rattigan. 
  He was an arrogant, petulant 
  teenager who had assembled 
  a group of the best and brightest 
  minds in the world. The Doctor 
  seemed blithely impressed and 
  wandered through to Luke’s office 
  where he played with a large, tunnel-
  like structure. He identified it as a 
  teleport pod and teleported to the 
  Sontaran battle cruiser in orbit. 
  The Sontarans noticed him, the Doctor 
  teleported back, sabotaged the device 
  and confronted the Sontaran who followed 
  him through; Staal. Stunning him with an 
  extremely well placed ricochet, the Doctor 
  and Ross fled. Staal recovered, fixed the 
  teleport and ordered his second, Skorr, to 
  begin the invasion. Skorr visited Martha, 
  explained they needed a clone of her and 
  knocked her out, copying her memories 
  and appearance to the clone.
  Staal attempted to kill the Doctor and 
  Ross by using the ATMOS to drive their 
  car into a river. They escaped but Staal 
  assumed they were dead and conferred 
  with Rattigan. Luke assured him the test 
  run on ATMOS, which had caused the 52 
  deaths, was perfect and the system was 
  ready. 
  On Earth, the Doctor went to pick up 
  Donna and was recognised by both 
  
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  Sylvia and Wilfred. The Doctor called UNIT to warn 
  them that the Sontarans were behind ATMOS and 
  reached Martha. Unaware she was a clone, he told 
  her to warn Colonel Mace and she agreed, but did 
  nothing. At Donna’s house, the Doctor examined the 
  ATMOS in more detail and found something unusual. 
  He triggered a poison gas release from the device but 
  stopped it. Unfortunately, the Sontarans detected the 
  release. Wilfred tried to move his car as the Doctor 
  realised there were 400 million cars on Earth and 
  the Sontarans had made them all into weapons. He 
  tried to warn Wilfred, as Staal ordered every ATMOS 
  car deadlocked and the converters activated. Wilfred 
  began to choke to death as ATMOS units triggered all 
  over the world…
  Wilfred was saved by Sylvia, who smashed the 
  windscreen with an axe. Ross arrived in a non-
  ATMOS vehicle and took the Doctor and Donna back 
  to the factory. There, the Doctor realised the ATMOS 
  technology had components a second out of sync 
  with the rest of the universe and asked Donna to wait 
  in the TARDIS. 
  The Doctor planned to take the TARDIS to negotiate 
  with the Sontarans but the clone of Martha had it 
  teleported up to the ship before he could use it. 
  Making contact, the Doctor tried to negotiate but 
  Staal refused to talk. The Doctor subtly let Donna, 
  watching in terror, know he knew she was there and 
  cut the line. To his horror, Colonel Mace decided to 
  use nuclear weapons against the Sontarans. Clone 
  Martha, who had access to the launch codes, stopped 
  the launch at the last minute and continued to do so 
  every time communications were re-established. 
  The Sontarans mobilised to protect the Martha clone 
  and Colonel Mace ordered his men to engage, despite 
  the Doctor’s orders. They were all killed, including 
  Ross.
  Back at the Rattigan Academy, Luke Rattigan returned 
  to gather his students and told them of the new world 
  the Sontarans had for them. Horrified, they abandoned 
  him and he shamefacedly confessed his failure. Staal 
  told him it was all a lie and his pupils were going to be 
  slaughtered anyway. Rattigan teleported away before 
  the Sontarans could kill him and Staal ordered the 
  teleport locked to stop him returning.
  On Earth, UNIT regrouped, using the Valiant’s 
  engines to blow the ATMOS gas away. Using steel 
  jacketed bullets that didn’t react to the Sontarans’ 
  weapon jamming technology, they staged a counter 
  offensive. The Doctor walked Donna through getting 
  out of the TARDIS and finding and re-opening the 
  teleportation system, all the while taking ‘Martha’ to 
  look for alien technology in the basement. There they 
  found the original Martha and the Doctor revealed he 
  had known from the start that she’d been replaced by 
  a clone. He yanked the umbilical from Martha’s back 
  and the clone screamed and collapsed. As she died, 
  the original comforted her, using the memories they 
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  shared to persuade her to change sides. The clone 
  admitted the gas was actually feed; the Sontarans 
  were planning on making Earth a clone farm.
  The Doctor finished guiding Donna to the teleport 
  and teleported her away just as she was discovered. 
  He then moved all of them to the TARDIS and, 
  from there, to Rattigan’s school. There he cobbled 
  together an atmospheric converter that ignited the 
  ATMOS gas and caused a wave of fire to sweep the 
  atmosphere. It was a gamble but it worked; the skies 
  were now clear.
  The Doctor steeled himself and said goodbye to 
  Donna, Martha and Rattigan who he told to “do 
  something clever with his life”. He explained he was 
  going to the Sontaran vessel because he had to give 
  them a chance to surrender even though he knew 
  they wouldn’t. He teleported away, confronted Staal 
  and a stand-off ensued; the Doctor, armed with an 
  atmospheric converter that would burn the air in 
  the ship, and Staal backed up by his Sontarans. Just 
  as they were about to open fire, Rattigan modified 
  the teleporter, explained he was doing ‘something 
  clever’ and swapped places with the Doctor. He 
  triggered the atmospheric converter and died along 
  with the Sontarans.
  With the crisis averted, the Doctor and Donna 
  prepared to leave. Donna asked if Martha wanted to 
  come along but she refused. Then the TARDIS was 
  yanked into flight. They were moving, but no one was 
  at the controls…
  CONTINUITY
  •	
  Jo Nakashima is clearly a graduate of the Sarah 
  Jane Smith School of Journalism.
  •	
  The ATMOS devices are a temporal pocket one 
  second out of sync with real time. Davros uses 
  the same trick to hide his base in the Medusa 
  Cascade (see The Stolen Earth on pg. 217).
  •	
  This is Martha Jones’ first appearance since 
  she left the TARDIS (see Last of the Time Lords 
  on pg. 161). In the meantime she has finished 
  training to become a doctor, joined UNIT, worked 
  with Torchwood and got engaged to Tom Milligan.
  •	
  The Doctor has not faced the Sontarans since 
  his sixth incarnation (see The Two Doctors in 
  The Sixth Doctor Sourcebook). They have used 
  hypnosis to control humans before (see The 
  Time Warrior in The Third Doctor Sourcebook). 
  •	
  Whilst wearing a gas mask, the Doctor asks 
  Colonel Mace “are you my mummy?” (see The 
  Empty Child/The Doctor Dances in The Ninth 
  Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  The Sontarans’ twisted concept of honour is one of 
  the (emission-free) engines that drives the story and 
  if you get them right, then everything else will fall 
  into place. Here are the three things to remember 
  with them:
  •	
  The 
  Sontarans 
  are 
  psychopathically 
  rambunctious. They live for war and die for it 
  too if they’re very lucky. They are completely 
  at peace with this idea, to the point of being 
  positively evangelical about it. The Sontarans 
  love to fight, they love to die and they love to talk 
  about the joy of this to the very people they are 
  fighting, killing or being killed by. They are, in 
  short, a Gamemaster’s dream; a villain who is 
  physical, ruthless and adores to monologue.
  •	
  Under the oddly charming, baked potato-faced 
  exterior, they’re all warrior. The Sontarans 
  will kill you, or die trying. They see no honour 
  in surrender and boundless honour in death. 
  They’re the most gregarious, and ruthless, 
  enemies your players will face.
  
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  •	
  These two things mean they also have a bit of 
  a complex about dishonour. And their height. 
  And their probic vents. Sontarans are very easy 
  to provoke and, if your players do it right, they’ll 
  be easy to outwit. Stopping them? That’s another 
  story.
  UNIT’S INVOLVEMENT
  Then there’s UNIT, who are presented in a really 
  interesting, post-Harold Saxon way here. An 
  organisation who, in the past, were almost a 
  passive/policing/investigation group are now overtly 
  militaristic and, on several occasions, completely 
  outmanoeuvred as a result. The adventure does 
  a really good job of paralleling Colonel Mace’s 
  understandable, if wrong, approach with General 
  Staal’s. Neither man (or Sontaran) is an idiot, but 
  both are stuck in a militaristic mindset. Colonel 
  Mace moves outside his comfort zone, just a little, 
  and wins. Staal doesn’t and dies. Keep that complex, 
  nuanced view of them central. 
  If you’re running a UNIT-focused campaign this 
  adventure is the perfect starting point for a series 
  of adventures leading to the development of the 
  Osterhagen Project. 
  THE HUMAN FACTOR
  Finally, as ever with the Doctor, there’s the human 
  cost. Ross’ death, the two UNIT privates hypnotised 
  by Staal, Clone Martha and Donna’s family all provide 
  a much-needed human perspective on events. 
  Focus on the cost of Staal’s attack this way, make 
  sure each decision has weight and make sure those 
  decisions remain in the players’ hands, not UNIT’s. 
  Don’t be afraid to roll with the consequences of their 
  decisions, either. If UNIT launch the nuclear weapons, 
  then Earth will have a ring of radioactive debris in 
  orbit, a serious dent in its communications satellites 
  and, most importantly, be at war with the Sontaran 
  Empire. That’s fertile ground for a campaign all by 
  itself.
  CHANGING THE DESKTOP THEME
  In this adventure, a group of aliens are using a child 
  genius to terraform the Earth so they can use it to 
  farm clones for their war effort. With this set up it’s 
  easy to substitute a different, but equally warlike, 
  alien race: the Daleks, the Cybermen, the Zygons 
  or even the Flesh all spring to mind as plausible 
  candidates working behind the scenes. You could 
  also swap the Rattigan Academy and ATMOS out 
  for another institute, duped by the aliens. Perhaps 
  a government think-tank, working on a source of 
  clean energy, is secretly being controlled by the 
  terraforming aliens. Or maybe an environmental 
  group, working on a device to clean the oceans, is 
  really a front for the invaders, and the device will 
  actually introduce harmful new chemicals into the 
  world’s water.
  CLONES
  The Sontaran’s clones are exact duplicates of 
  whoever they sample, but are utterly loyal to 
  the Sontarans and have the following traits: 
  Enslaved, Dependency (if the link between 
  them and their original is cut they will die).
  ATMOSPHERIC CONVERTER (MAJOR GADGET)
  The Atmospheric Converter is a fast and 
  dirty version of one of the later Gallifreyan 
  terraforming tools. It’s essentially an atomic 
  workshop; breaking down the atoms of the 
  atmosphere around it and using the energy 
  released to power their conversion into a 
  more desirable element. In a lot of cases it’s 
  completely harmless. This is not one of those 
  times.
  Traits: Convert (ATMOS gases), Zap (Major), 
  Restriction (can only be activated in person).
  Story Points: 2
  FURTHER ADVENTURES
  •	
  The Rattigan Academy is ripe for takeover 
  and rehabilitation. Maybe The Mr Copper 
  THE SONTARAN STRATAGEM/THE POISON SKY
  
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  Foundation make an offer? Or perhaps Jack 
  buys it and rebuilds it as a finishing school for 
  future Torchwood Officers. Either way, it’s a 
  lovely chance to introduce plot and show the 
  consequences of the players’ actions. 
  •	
  The first reports come in a week after the sky 
  burns. A vigilante, active in Bristol. Physically 
  apt. Insanely tough. Ridiculously short. UNIT are 
  dispatched there and soon discover the truth: 
  Frix is a Sontaran. He’s a Sontaran defector, the 
  first in the history of the race. Disgusted by his 
  clone brothers’ actions, Frix escaped the ship 
  when the atmosphere burned and has vowed 
  to defend humanity. But Frix isn’t alone. Other 
  Sontarans have survived and want to bring him 
  back.
  COLONEL MACE
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  Colonel Mace is in charge of the British division of 
  UNIT. Although initially overawed by the Doctor, he 
  found himself clashing with the Doctor’s dismissal 
  of his military tactics. 
  SKILLS
  Athletics 3, Convince 3, Fighting 3, Knowledge 2, 
  Marksman 3, Medicine 1, Science 1, Subterfuge 2, 
  Survival 2, Technology 2, Transport 2.
  TRAITS
  Brave: +2 to all Resolve rolls.
  By the Book: Colonel Mace deals with his 
  frequently impossible job by sticking to protocol.
  Friends (Major) – UNIT: Mace can call down 
  anything from an infantry squad to the Valiant. 
  Military Rank – Colonel
  Obligation – UNIT
  Voice of Authority
  TECH LEVEL: 5 
   STORY POINTS: 6
  LUKE RATTIGAN
  AWARENESS
  5
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  6
  STRENGTH
  3
  Luke is a genius, inventing the Fountain Six 
  search engine when he was just 12, making him a 
  millionaire. He’s underappreciated here on Earth, 
  however, which is why he’s sold out his world to 
  the Sontarans, who seem to appreciate how great 
  he really is, in exchange for Earth-Point-Two.
  SKILLS
  Athletics 2, Convince 5, Knowledge 6, Science 5, 
  Technology 5.
  TRAITS
  Boffin: Where does he get such wonderful 
  Gadgets? He makes them. With a little help…
  Dark Secret: Luke is secretly working with the 
  Sontarans to betray his people.
  Technically Adept: +3 on all Technology rolls.
  Outcast: Luke is NOT good with people.
  Selfish
  TECH LEVEL: 5 
   STORY POINTS: 6
  
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  GENERAL STAAL
  General Staal has the same stats as a Sontaran 
  Trooper, with the following additions:
  Attributes: Awareness 4, Ingenuity 5, Presence 
  5.
  Skills: Convince 4, Subterfuge 4, Technology 4.
  Traits: Voice of Authority: General Staal is in 
  charge of the fleet and none disobey him, +2 to 
  Presence rolls to command.
  Story Points: 12
  COMMANDER SKOR
  Commander Skor has the same stats as a 
  Sontaran Trooper, with the following additions:
  Attributes: Ingenuity 4
  Skills: Subterfuge 4, Technology 3.
  Traits: Impulsive: Skorr leaps into battle 
  without a care for the consequences, even if 
  it is against unbeatable odds.
  Story Points: 10
  PRIVATE ROSS JENKINS
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  4
  Ross is assigned to Operation BLUESKY. He 
  was killed when his weapon was jammed by the 
  Sontarans.
  SKILLS
  Athletics 2, Convince 1, Fighting 3, Marksman 2, 
  Medicine 1, Subterfuge 2, Survival 3, Technology 2, 
  Transport 2.
  TRAITS
  Brave: +3 to all Resolve rolls.
  Friends – UNIT
  Obligation – UNIT
  Tough: Ross ignores the first 2 levels of damage 
  to get through any armour.
  TECH LEVEL: 5 
   STORY POINTS: 1
  SONTARAN TROOPER
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  6
  INGENUITY
  3
  STRENGTH
  6
  SKILLS
  Athletics 2, Convince 2, Fighting 5, Marksman 5, 
  Medicine 1, Science 4, Subterfuge 3, Survival 4, 
  Technology 2, Transport 3.
  TRAITS
  Adversary: The Sontarans have been at war with 
  the Rutans for thousands of years.
  Alien
  Alien Appearance
  Brave: A Sontaran fears nothing! They receive a 
  +2 bonus to any Resolve rolls against fear.
  By the Book: A Sontaran never disobeys an 
  order from their superior officer. 
  Tough: Being bred for war means that they 
  are incredibly tough, reducing any damage to 
  Attributes by 2. 
  Weakness (Minor): The Sontaran’s only weak 
  spot is the probic vent on the back of their 
  necks. A single hit will disable a Sontaran 
  (effects like a normal Stun). Hitting the vent 
  is tricky though and the Sontaran needs to be 
  facing away. There is a -4 penalty for aiming for 
  the vent. 
  EQUIPMENT: Shock Staff (S/S/S), Armour - Sontaran 
  body armour is incredibly strong, reducing any 
  damage taken by 5.
  TECH LEVEL: 7 
   STORY POINTS: 3-5
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  THE DOCTOR’S DAUGHTER
  ‘Love the running!’
  B  SYNOPSIS
  Messaline, 24th July 6012
  The TARDIS was yanked off course and careened 
  through space. The Doctor, Martha and Donna hung 
  on for dear life, the Doctor noticing that his severed 
  hand, which Jack had returned to him  was excited 
  about it.
  They arrived in what seemed to be a maintenance 
  tunnel and were immediately apprehended by 
  human soldiers. Their leader, Cline, noticed their 
  hands were ‘clean’ and dragged the Doctor over to a 
  machine which grabbed his arm and removed a skin 
  sample. The Doctor pulled his hand out and he and his 
  companions watched, stunned, as a nearby cabinet 
  opened and a young woman stepped out. 
  She was made from his genetic material, 
  his daughter. She smiled and said “hello 
  Dad.”
  The area was overrun by Hath, fish-like 
  aliens that attacked the humans. A gunfight 
  broke out and Cline ordered the tunnel 
  destroyed. The Doctor refused to do it, but 
  his daughter obeyed. In the battle, Martha 
  was captured by the Hath whilst Donna and 
  the Doctor escaped with the humans. The 
  Doctor and Donna both wanted to rescue 
  Martha but the Doctor’s daughter wrote her 
  off as ‘collateral damage’. Cline took them 
  to General Cobb for interrogation.
  On the other side of the rubble, Martha 
  woke up to find herself next to an injured 
  Hath, Peck. She treated him, despite his 
  comrades’ initial hostility. Realising she 
  could be trusted, Hath Peck reassured 
  its comrades and, realising she was safe, 
  Martha demanded to know what was going 
  on. She was taken back to their camp and 
  welcomed for her role in saving Hath Peck.
  On the other side of the rubble, Donna 
  talked to the Doctor’s daughter. The Doctor 
  pointed out she was born with military 
  knowledge but no name. Describing her as 
  a generated anomaly, he inspired Donna to 
  name her Jenny, which she rather liked and 
  adopted. As they chatted, Donna found out the Doctor 
  had been a parent and that Jenny, ripped from his 
  DNA, didn’t count as far as he was concerned. Donna, 
  and Jenny, both thought differently. They arrived at 
  the camp, which, to Donna’s surprise was, a theatre. 
  The two introduced themselves to General Cobb, 
  who was amazed to see their hands were clean. He 
  explained that the buildings were built into the ground 
  when colonists first arrived on the planet, named 
  Messaline, because the surface was inhospitable. 
  The Hath and the humans came there together but 
  began to quarrel and war broke out. Five generations 
  later, the Hath and the humans were at war over an 
  artefact called the ‘Breath of Life’. They had a shared 
  myth that a goddess had created the universe, 
  sighed and that sigh was caught and was somewhere 
  in the tunnels. Whoever got to it first would win the 
  war. The Doctor studied a holographic map that 
  
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  Cobb showed him and realised there was secret 
  information encoded into it. He hacked the map and 
  revealed the extra data; a map that seemed to point 
  to the Breath of Life. Unbeknownst to them, the Hath 
  were accessing the same map and the Doctor’s hack 
  revealed the same information to them. Both sides 
  prepared to launch an attack the location the next 
  morning, despite the Doctor, Donna and Martha’s 
  attempts to persuade them otherwise.
  The Doctor tried to reason with Cobb but he ordered 
  the Doctor, Donna and Jenny arrested. In the cell, 
  Donna noticed a plaque similar to those she’d seen 
  everywhere else. The Doctor and Jenny discussed 
  escape plans and Jenny laughingly pointed out 
  that for someone who wasn’t a soldier the Doctor 
  was an awful strategist. The Doctor mocked Jenny 
  and retorted that he always tried to stop violence 
  without fighting himself. Jenny replied that every 
  soldier wanted that. Changing the subject, the 
  Doctor upgraded Donna’s phone and called Martha 
  to reassure her. She told him the Hath had the map 
  too and, realising time was running out, the Doctor 
  advanced their escape plans. Donna, tired of the 
  Doctor refusing to acknowledge Jenny wasn’t his 
  daughter proved she had two hearts. Together, the 
  three of them escaped and headed for the temple.
  At the Hath base, Martha and Hath Peck looked at the 
  holographic map to try and find a way to the Breath 
  of Life. Martha realised that by going across the 
  surface she could beat the humans to the temple, but 
  couldn’t stay up there for long due to the radiation. 
  Hath Peck reluctantly went with her and, when 
  Martha was caught in quicksand, sacrificed his life to 
  save her. Grief-stricken, Martha made it back below 
  the surface.
  At the human base, Jenny seduced the guard, 
  grabbed his gun and ordered him to release them. 
  They escaped and made their way to the secret 
  entrance to the temple, closely pursued by Cobb. 
  Along the way, Donna noticed more plaques and the 
  Doctor and Jenny bonded. The Doctor asked her to 
  come with them and she joyfully agreed. Realising 
  the Doctor needed time to get the temple defence 
  systems shut down, she faced off with Cobb and 
  distracted him. Back flipping through the reactivated 
  defence system, she rejoined Donna and her dad, 
  as well as Martha. They made it to the temple and 
  discovered it was actually the original colony ship 
  and weirdly well maintained. Far too well maintained 
  for a vessel five generations old…
  Then Donna figured it out. The numbers she’d been 
  seeing were completion dates, the city built outwards 
  in sections from the spaceship. Amazingly, the city had 
  only been finished a week ago. The Doctor realised 
  that ‘generation’ didn’t mean what they thought it 
  meant. The clone technology could produce twenty 
  generations in a day and each successive generation 
  had less idea of just how long the war had been going 
  on. The war had barely lasted a week.
  Smelling flowers, the group rushed off and found 
  themselves in a huge botanical garden. In the centre 
  THE DOCTOR’S DAUGHTER
  
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  of it was the ‘Source’ and the Doctor finally figured out 
  what it was; a terraforming seed. When released it 
  would render the planet inhabitable almost instantly 
  and the Doctor, declaring the war over, smashed it 
  in front of both armies. The soldiers, awestruck by 
  the change in their world laid down their weapons. 
  But Cobb, unable to accept peace, shot at the Doctor. 
  Jenny leapt in front of the gun, sacrificing her life to 
  save her dad.
  The Doctor held his daughter and comforted her 
  as she died. His last shred of hope that she might 
  regenerate gone, he strode over to Cobb, took his 
  gun and pointed it at the soldier’s head. Then, he 
  handed it over and told him he never would. The 
  Doctor demanded both armies build their world on 
  that basis of peace and then, dejectedly, sat down 
  next to his daughter’s body.
  Later, as they were preparing to leave, the Doctor 
  realised that Jenny was the reason the TARDIS had 
  brought them to Messaline, but it arrived too soon 
  thus ensuring she would be created. He agreed to let 
  Cline and the others give his daughter a proper burial 
  and took Martha and Donna home.
  Back on Messaline, regeneration energy was expelled 
  from Jenny’s mouth and she sat up. Grinning, the 
  Doctor’s daughter took one of the escape shuttles, 
  heading off into the universe to save planets, rescue 
  civilisations, have adventures and do a hell of a lot of 
  running.
  CONTINUITY
  •	
  The 
  Doctor 
  used 
  to 
  travel 
  with 
  his 
  granddaughter, Susan (see The First Doctor 
  Sourcebook). Jenny is not Susan’s mother, 
  however. Until now, the Doctor did not know if 
  he had any living relatives (see The Tomb of the 
  Cybermen in The Second Doctor Sourcebook 
  and The Curse of Fenric in The Seventh Doctor 
  Sourcebook).
  •	
  The Doctor has talked about parenthood before 
  (see The Empty Child in The Ninth Doctor 
  Sourcebook and Fear Her on pg. 103).
  •	
  The Doctor lost his hand in a sword fight with a 
  Sycorax (see The Christmas Invasion on pg. 52). 
  Captain Jack returned it to him when they were 
  reunited at Malcassairo (see Utopia on pg. 157).
  B  RUNNING THE ADVENTURE
  The first big element of this story is the ethical 
  dilemma. The war itself is fascinating, the 
  compressed perception of time the clones have 
  combining with the enclosed environment to create 
  a very memorable situation. The inherently pacifistic 
  nature of the Doctor makes for a fascinating choice 
  for any group; do you stop a war by executing 
  its leaders or do you stop a war by stopping all 
  executions? Why are the Hath helping out? Why was 
  Cobb so intent on the war? Why did they come to 
  Messaline? What’s waiting out there? There are no 
  easy answers and if you wanted to, there’s a string 
  of adventures you could run on Messaline. It’s all 
  good, crunchy, military science fiction for your 
  players to get their teeth into. And that’s before we 
  get to Jenny.
  THE QUESTION OF JENNY
  There are two issues to deal with here; the idea of 
  including a family dynamic as part of your group and 
  the fact that she’s at least partially a Time Lady. The 
  first is something you can dial up or down very easily 
  depending on the makeup of your group. Here are a 
  few ways to do it:
  •	
  Brand New: Jenny, or a flash clone, is a perfect 
  way to introduce a new player. It gives them a 
  natural means of interacting with the group and 
  ensures that your adventures all feel like they 
  have consequences.
  •	
  Runner: No one plays Jenny but you. Having an 
  NPC in the group is a little risky but gives you the 
  chance to both interact with them directly and 
  steer them along if they’re going off beam.
  
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  •	
  Double Act: If you have a couple of players who 
  naturally get along, it make sense to give one of 
  them a flash clone to play. It plays up the familial 
  dynamic and means you can naturally drop it into 
  adventures. Alternatively, and this is a riskier 
  proposition, you could take two players who 
  aren’t especially close and give one the flash 
  clone of the other’s character. The potential for 
  failure is higher there but so is the potential for 
  reward.
  CHANGING THE DESKTOP THEME
  The underlying military theme is actually secondary 
  to the main plot of this adventure – to the extent 
  that the location and the aliens involved could be 
  readily substituted for any other alien race or world 
  where humanity might be caught in a conflict – 
  the Sontarans and the Rutans, for example, or the 
  Daleks. The real story revolves around the Doctor’s 
  relationship with Jenny. As discussed above, this can 
  be changed up depending on the personalities in your 
  own party. But consider, instead of having the Doctor 
  produce an off-spring, what about one of the other 
  companions? They’re just as ‘clean’, after all.
  B  HATH
  The Hath are a race of aquatic humanoids, who 
  became allies of humanity in the 61st century. 
  Together they and the human race mounted a joint 
  colonisation effort to bring both of their people to 
  the stars. To a human, the Hath are a very strange 
  species. They stand a little taller than the average 
  human but are significantly bulkier and a little 
  stronger. What makes them odd is that they are not 
  descended from land dwelling creatures, like much 
  life in the galaxy. Instead they have evolved from 
  fish, very similar to Earth Lungfish. Unlike fish, the 
  Hath have developed hands and feet like a human, 
  although they still need to breathe water rather than 
  air. This requires them to wear a special breathing 
  mask filled with a nutrient liquid, when on dry land. 
  The fluid in their mask has a greenish tinge but this is 
  due to purification chemicals that recycle the water 
  and make it more  pleasant to breathe. Without their 
  mask, a Hath can breathe air for around five minutes 
  before beginning to suffocate. However, if they can 
  get to any form of reasonably clean water in that time 
  they will be fine.
  As they usually wear a mask, the Hath are unable 
  to speak in the same way humans do. Underwater, 
  they use a language that relies on body movement 
  and signals as much as it does a sub-vocal  gargling. 
  When wearing a mask the bubbling is muted and less 
  distinct, making the Hath use greater body language 
  to communicate. The limitations of communicating 
  through their masks have made the Hath extremely 
  empathic when it comes to body language. They are 
  able to understand even the most confused attempts 
  at communication from other species far better 
  than most. Unfortunately, few other races share this 
  ability, making it often a one-sided communication.
  Sadly, despite their appearance, the Hath are very 
  much like humans when it comes to paranoia and 
  violence. Misunderstandings can lead to warfare as 
  easily as it can with humans, even though both races 
  are capable to great courage, decency and empathy.
  FLASH CLONE MILLS
  Flash cloning was developed to aid in rapid 
  colonisation of inhospitable worlds. The idea was 
  simple; instead of waiting around the 16-18 years 
  for colonists to have children and those children to 
  be old enough to pitch in, the clones would simply 
  accelerate the process. A cell sample is combined 
  with a programmable skill set and the cell sample 
  of a willing partner and in seconds, a clone ‘child’ is 
  created. In theory, the process is flawless.
  The truth is that the flash clones still need what every 
  child needs; guidance. They appear fully formed and 
  mature, with skills already learned, but have no sense 
  of time or morals. As a result, as the Messaline War 
  showed, they can turn-in on themselves very easily.
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  FURTHER ADVENTURES
  •	
  Jenny is a whole plot arc waiting to happen. Leave 
  it a few adventures then have reference made to 
  her in the myths of a planet the characters visit. 
  Or maybe a TV show based on a legendary blonde 
  superhero who saved the world in its hour of 
  greatest need. After all, there’s no way she’s not 
  going to get her hands on a time machine sooner 
  rather than later – it’s in her DNA, after all.
  •	
  The Seed is a lovely, and horrifying, piece of 
  technology that you can have all sorts of fun 
  with. Imagine an entire system being forcibly 
  terraformed to the same standard or one 
  detonated inside a ship, causing the entire thing 
  to become a huge pressurised jungle.
  GENERAL COBB
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  4
  Cobb has wanted a war his whole life. But how 
  long has he been alive?
  SKILLS
  Athletics 3, Convince 5, Medicine 6, Science 5, 
  Technology 5.
  TRAITS
  Code of Conduct: Cobb wants his war and wants 
  to win it. He’ll do so at any cost.
  Military Rank – General
  TECH LEVEL: 7 
   STORY POINTS: 1
  HATH
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  4
  The following are statistics for a Hath soldier (like 
  Peck). Individual Hath might come from a variety 
  of other professions, for which you should adjust 
  their skills accordingly.
  SKILLS
  Athletics 3, Fighting 3, Knowledge (Weapons +2) 3, 
  Marksman 3, Science 1, Subterfuge 1, Survival 2, 
  Technology 2.
  TRAITS
  Alien
  Alien Appearance: They’re walking, talking fish-
  men.
  Armour – Flak jacket: Reduces damage to the 
  chest by 4 points.
  Empathy
  Environmental (Minor) – Aquatic
  Special: The Hath all wear breathing equipment 
  on dry land. This acts as a filter that makes them 
  immune to most toxic gases or to suffocation. 
  Effectively, it is as if they are wearing a gas mask 
  and have their own air supply.
  EQUIPMENT: Flame Rifle (4/L/L)
  TECH LEVEL: 7 
   STORY POINTS: 3-5
  
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  ‘Go on, buttle off.’
  B  SYNOPSIS
  Eddison Manor, England, 1926
  The TARDIS arrived outside a country estate in 
  the UK in the 1920s. The owner, Lady Eddison was 
  just about to start a garden party and the two time 
  travellers gatecrashed.
  They weren’t alone though. Other guests included 
  Lady Eddison’s husband, Colonel Hugh, and their 
  son, Roger. In addition, academic Professor Peach 
  and local priest Reverend Golightly arrived as did 
  society darling Robina Redmond. The Doctor was 
  starstruck by Agatha Christie, Donna managed to 
  inadvertently inspire one of her books and everything 
  went swimmingly. Until Professor Peach was 
  clubbed to death. With an iron pipe. In the library. By 
  a giant wasp.
  Springing into action, the Doctor and Donna posed 
  as Scotland Yard investigators and began to search 
  for clues. The Doctor discovered morphic residue, a 
  byproduct of shapeshifting, and that something odd 
  was going on. He also took the opportunity to work 
  with Agatha Christie, one of his favourite authors, 
  whilst sending Donna off to look around upstairs.
  The Doctor and Agatha Christie called the guests 
  together and questioned them. It became clear 
  they all had something to hide; Lady Eddison was 
  drinking, Robina was loading a pistol, Roger was 
  spending time with his lover, Davenport, one of 
  their servants; Colonel Hugh claimed to be reading 
  military history but was actually looking at racy 
  pictures whilst only the Reverend Golightly seemed 
  to have been telling the truth. With little to go on, 
  the Doctor mused about Poirot, again inadvertently 
  inspiring Agatha Christie. He also had a flashback 
  of his own, remembering an adventure in Belgium 
  looking for Charlemagne. He and Agatha Christie 
  bantered and the Doctor revealed he saw her hide a 
  clue. It was a burnt piece of paper with most of the 
  word ‘maiden’ written on it.
  Upstairs, Donna discovered a locked door. She 
  questioned Greeves the butler who explained Lady 
  Eddison had ordered the room locked 40 years ago, 
  after convalescing in it from a bout of malaria. Donna 
  persuaded him to open the door and discovered 
  children’s toys inside and an unusual buzzing noise 
  being caused by a vast wasp just outside the window. 
  It attacked Donna and she used her magnifying 
  glass to burn it, distracting it long enough for her to 
  escape. The Wasp’s immense sting broke through 
  the door as the Doctor and Agatha Christie arrived. 
  The Doctor took a sample of the venom and told them 
  that a wasp that size would regrow its sting.
  Elsewhere, Miss Chandrakala, Lady Eddison’s Maid, 
  realised what Professor Peach was killed for and ran 
  to find Lady Eddison, but she was killed by a falling 
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  THE UNICORN AND THE WASP
  
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  gargoyle before she could find her. The Doctor, 
  Donna and Agatha Christie found her and heard her 
  last words: “the poor little child”. Seeing the wasp 
  nearby, they chased it only for it to vanish and resume 
  its human form.
  Again, the Doctor called everyone together and 
  Lady Eddison begged Agatha Christie to solve the 
  murders. Feeling pressured, Agatha Christie left for 
  the garden. Donna followed her and they bonded over 
  their recent partner troubles. Donna also, again, 
  inadvertently gave Agatha Christie information about 
  the future that also seemed to help. Heartened, 
  Agatha Christie spotted a clue; some trodden flowers 
  nearby… Discovering a box, the two took it to the 
  Doctor who opened it and found a thief’s tools inside. 
  The Unicorn, a legendary criminal, was present at 
  the party.
  The Doctor explained that the venom was from a 
  Vespiform, a race of aliens who lived in hives in the 
  Silfrax Galaxy. What didn’t make senses was why it 
  was on Earth and acting like a murderer from one 
  of Agatha Christie’s books. Someone attempted to 
  poison the Doctor’s drink. Agatha Christie deduced 
  the poison was cyanide and Donna helped the 
  Doctor find ginger beer, walnuts, anchovies and 
  finally a shock to trigger his detox reflex. He spewed 
  noxious smoke and recovered, to Agatha Christie’s 
  astonishment.
  Later that night, at dinner, the Doctor revealed he’d 
  put pepper in the soup, a substance traditionally 
  used as an insecticide. Lightning flashed, a window 
  broke and the wasp appeared. Panic followed 
  but when the lights came back on, the wasp was 
  nowhere to be seen. Neither was Lady Eddison’s 
  necklace, the Firestone. Even worse, the wasp had 
  killed Roger. Frantically trying to learn the truth, the 
  Doctor was overjoyed when Agatha Christie gave 
  him the clue he needed. He told her her books were 
  so good because she knew the human mind and if 
  anyone could solve the case, it would be her. Newly 
  inspired, Agatha Christie asked for the survivors 
  to gather in the sitting room. The time had come to 
  unveil the murderer. In short order, the following 
  became apparent: 
  Robina was the Unicorn. Agatha Christie spotted her 
  common language and realised she was pretending 
  to be a society débutante.
  Colonel Hugh wasn’t disabled. He stayed confined to 
  the chair because he thought it was the only way he’d 
  keep his wife. 
  Lady Eddison told the story of finding the Firestone 
  and Agatha Christie deduced she was pregnant when 
  she returned from India. She had concealed the child 
  with the aide of Miss Chandrakala and that was the 
  information Professor Peach had discovered. 
  It was no ordinary pregnancy either. Lady Eddison 
  had seen a purple shooting star land nearby and 
  the following morning had met a young man named 
  Christopher. They fell in love and he revealed he was 
  a Vespiform. Uncaring, Lady Eddison accepted him 
  but he died in the great monsoon later that year. The 
  Firestone was her only memory of her love and Lady 
  Eddison kept it, but put her baby up for adoption.  The 
  Doctor then deduced that Lady Eddison was such 
  an admirer of Agatha Christie’s work that it had an 
  unusual effect. She was reading a Agatha Christie 
  novel the previous Thursday night when the killer 
  discovered their true identity…
  That same night that Reverend Golightly subdued two 
  burglars in his church. Despite them being younger, 
  stronger and outnumbering him. The Reverend had 
  become angry for the first time in his life, breaking 
  the genetic lock on his form and changing for 
  the first time. The terrified thieves fled and the 
  Reverend realised the truth about his nature.
  The Doctor revealed that the Firestone was 
  actually a Vespiform telepathic recorder that 
  contained the personality and essence of Golightly. 
  When he transformed for the first time all that 
  information was beamed to him, along with the 
  template of Agatha Christie’s work. Because Lady 
  Eddison was wearing the Firestone whilst reading 
  the novel, the narrative structure became part 
  of the Reverend’s personality. He became 
  a killer because he thought that was what 
  he should be. Golightly tried to plead his 
  innocence but finally admitted he wanted the 
  Eddison inheritance and changed form.
  Horrified by what her work had inadvertently 
  caused, Agatha Christie grabbed the 
  Firestone and fled in a car, vowing to 
  stop Golightly. The Doctor and Donna 
  followed her to the nearby lake. There, 
  Agatha Christie called Golightly to her 
  using the stone. The Doctor pled with 
  Golightly to spare Agatha Christie but, 
  unable to take the risk, Donna hurled the 
  stone into the lake. Golightly jumped in after 
  it and drowned. Agatha Christie collapsed 
  and the Doctor realised the two were linked; 
  if Golightly died, so would Agatha Christie. 
  
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  THE TENTH DOCTOR SOURCEBOOK
  Then, at the last second, a purple glow surrounded 
  her. The Doctor realised Golightly had cut the 
  connection to save Agatha Christie’s life. Agatha 
  Christie would survive but the psychic trauma was 
  the reason for her famous disappearance. The two 
  helped her aboard the TARDIS and delivered her to 
  the Harrogate Hotel, ten days in the future, to ensure 
  history stayed on course.
  As they left, Donna was saddened that Agatha 
  Christie never saw how good her work was. The 
  Doctor comforted her bu pulling a chest of souvenirs 
  beginning with ‘C’ from the TARDIS. Aside from the 
  Carrionite globe and a Cyberman chest plate, he 
  pulled out a copy of Death in the Clouds, an Agatha 
  Christie novel. The printing was from the year five 
  billion and there was a giant Wasp on the cover. Not 
  only was Agatha Christie the most popular writer 
  in human history but she never quite forgot what 
  happened…
  CONTINUITY
  •	
  The Doctor can tell the time period by its smell.
  •	
  The Doctor tells Donna to stop putting on an 
  accent, as he has done to Rose (Scottish – see 
  Tooth and Claw) and Martha (Elizabethan 
  English – see The Shakespeare Code).
  •	
  Writers seem particularly adept at seeing 
  through the Psychic Paper. Charles Dickens, 
  William Shakespeare and Agatha Christie all 
  perceive it as blank. 
  •	
  Donna comments that meeting Agatha Christie 
  is like meeting Charles Dickens, surrounded by 
  ghosts, at Christmas (see The Unquiet Dead in 
  The Ninth Doctor Sourcebook).
  •	
  When the Doctor is looking for his Agatha 
  Christie novel in his chest of things beginning 
  with C, he throws aside a Cyberman chest plate 
  and the sphere he’s imprisoned the Carrionites in
  •	
  Sir Hugh says he fought in the Boer War at the 
  Relief of Mafeking. The First Doctor was also 
  there (see The Daleks’ Master Plan in The First 
  Doctor Sourcebook and The Invasion of Time in 
  The Fourth Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  There are few adventures easier to run than a 
  whodunnit. The genre is so universal that everyone 
  at the table will instantly get it and have fun with 
  it too. The Vespiform commits a murder at Lady 
  Eddison’s dinner party and the characters all 
  investigate, try to find the truth and try very hard 
  not to die next. This is pretty much how the Doctor’s 
  own adventure plays out, and if you go this route 
  fully embrace the genre, add in loads of suspicious 
  characters – each with their own motive for murder 
  – properly ham it up and have loads of fun as the 
  players try to solve the mystery. 
  You could even take inspiration from the players’ 
  own guesses, letting them spend Story Points to 
  introduce clues, make their own deductions and 
  eliminate suspects – whoever they decide is the 
  murderer, you decide is the murderer too! 
  B  VESPIFORM
  These insectoid creatures are very similar to wasps 
  (bearing a close resemblance to a ‘Yellow Jacket’ 
  which are also known as genera Vespula), meaning 
  they have classic attributes such as a three-part 
  body (head, thorax and abdomen), compound eyes, 
  yellow and black markings, hind and fore wings, 
  large antenna, six legs and a sting that re-grows 
  after use. What sets them apart from a normal 
  wasp, besides being over two metres long, is 
  their ability to morph into other creatures.  After 
  they have transformed they leave behind a trail of 
  morphic residue.
  THE UNICORN AND THE WASP
  
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  FURTHER ADVENTURES
  •	
  There’s lots of potential for some lovely paranoia 
  here. How many wasps on Earth are actually 
  Vespiforms? Why are they here? What attracts 
  them?
  •	
  Shakespeare began with Love’s Labours Won, 
  Agatha Christie continued with the work with 
  Death in the Skies. Countless others followed, 
  each adding an annotation here, a word there. 
  Each one helping build the DNA of a virus made 
  of words, wrapping tighter and tighter around 
  the human brain. And the first word in that virus 
  is ‘Carrionite’. It’s Halloween 2015 and tonight, 
  at a reading given by the characters’ favourite 
  authors, the Carrionites will return.
  AGATHA CHRISTIE
  AWARENESS
  6
  PRESENCE
  5
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  5
  STRENGTH
  3
  The greatest author in human history and a 
  deductive genius, Agatha Christie is a woman 
  struggling with her demons. She never expected 
  that struggle to be physical though…
  SKILLS
  Athletics 2, Convince 5, Craft 6, Knowledge 5, 
  Meidicne 4, Science 4, Subterfuge 5, Technology 2, 
  Transport 2.
  TRAITS
  Empathic: Agatha Christie has made a career of 
  her interest in people.
  Keen Senses: Agatha Christie is always on the 
  look out for what’s really going on.
  Quick Reflexes: Agatha is a woman of action.
  Sense of Direction: +2 to any rolls involving 
  navigation.
  Weakness – Self Confidence: Agatha is crippled 
  by a lack of self belief. 
  TECH LEVEL: 4 
   STORY POINTS: 5
  VESPIFORM
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  4
  SKILLS
  Craft 2, Knowledge 3, Marksman 1, Medicine 2, 
  Survival 3, Technology 2, Transport 2.
  TRAITS
  Alien
  Alien Appearance
  Keen Senses – Sight: The Vespiform gains +2 to 
  rolls when using their sight.
  Natural Weapons – Stinger: The Vespiform’s 
  stinger is sharp, providing +4 to Strength in 
  damage, but it also delivers a deadly poison 
  that is usually lethal (4/L/L) if the stinger does 
  enough damage to penetrate armour.
  Shapeshift: The Vespiform can appear as 
  another form to blend into a planet’s society. 
  When angered, it will usually transform back to 
  its natural form.
  Weakness – Water: The Vespiform cannot swim 
  and falling into water is fatal.
  TECH LEVEL: 6 
   STORY POINTS: 4-6
  
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  DAVENPORT
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  4
  Roger’s lover. A brave young man whose love for 
  his murdered partner is tempered with sadness 
  that he cannot mourn openly for him.
  SKILLS
  Athletics 4, Convince 2, Fighting 3, Marksman 3, 
  Medicine 2, Subterfuge 4, Transport 2.
  TRAITS
  Brave: +3 to all Resolve rolls.
  Dark Secret: Davenport is secretly Roger’s lover.
  TECH LEVEL: 4 
   STORY POINTS: 1
  ROBINA REDMOND/ADA MULLINS
  AWARENESS
  4
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  5
  STRENGTH
  3
  Robina Redmond is really the alter-ego of Ada 
  Mullins, the Cockney master thief known as the 
  Unicorn. She is at the party to steal the Firestone.
  SKILLS
  Athletics 4, Convince 5, Fighting 1, Marksman 3, 
  Medicine 3, Subterfuge 5.
  TRAITS
  Charming
  Dark Secret: Robina is actually the Unicorn, 
  master thief, adventuress and society warrior.
  Face in the Crowd: Adept at blending in.
  Quick Reflexes: The Unicorn always moves first 
  in her turn.
  Resourceful Pockets: Ada can spend a Story 
  Point or roll a double on two dice to find just 
  what she needs.
  TECH LEVEL: 4 
   STORY POINTS: 1
  REVEREND ARNOLD GOLIGHTLY
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  3
  The Reverend Golightly is a very English vicar. But 
  he’s also a Vespiform, born from the tryst between 
  Lady Eddison and a Vespiform named Christopher. 
  A genetic lock has kept Golightly’s true heritage 
  hidden, until he gets angry for the first time… 
  SKILLS
  Athletics 3, Convince 3, Knowledge 3, Transport 2.
  TRAITS
  Code of Conduct: Reverend Golightly is a man of 
  God and holds himself to high moral standards.
  Dark Secret: Reverend Golightly is not only Lady 
  Eddison’s child, but also a Vespiform.
  TECH LEVEL: 4 
   STORY POINTS: 2
  LADY CLEMENCY EDDISON
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  6
  INGENUITY
  3
  STRENGTH
  3
  Lady Eddison is the wife of Hugh Curbishley and 
  mother to Roger Curbishley and (secretly,) Arnold 
  Golightly. She makes it her business to know 
  everything. But what secrets is she keeping? 
  SKILLS
  Athletics 3, Convince 5, Medicine 6, Science 5, 
  Technology 5.
  TRAITS
  Dark Secret: Lady Eddison fell in love with a 
  Vespiform named Christopher. She gave up their 
  son Arnold to an orphanage.
  Voice of Authority: +2 to all Presence and 
  Convince rolls.
  TECH LEVEL: 4 
   STORY POINTS: 1
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  MISS CHANDRAKALA
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  3
  STRENGTH
  3
  Lady Eddison’s faithful retainer and loyal to the 
  death.
  SKILLS
  Athletics 2, Convince 3, Craft 4, Knowledge 4, 
  Medicine 2.
  TRAITS
  Dark Secret: Miss Chandrakala knows the truth 
  about Lady Eddison’s son and will take it to her 
  grave.
  Obligation: Miss Chandrakala serves Lady 
  Eddison first, the house second.
  TECH LEVEL: 4 
   STORY POINTS: 1
  GREEVES
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  4
  STRENGTH
  4
  The butler. But what did he do?
  SKILLS
  Athletics 3, Convince 4, Craft 4, Knowledge 4.
  TRAITS
  Keen Senses: +2 to all Awareness rolls. A butler 
  is always ready.
  Obligation: Greeves is intensely loyal to 
  Lady Eddison and her family – to the point of 
  incriminating himself.
  Sense of Direction: Greeves knows all the 
  secrets of the house.
  Voice of Authority: +2 to all Presence and 
  Resolve rolls.
  TECH LEVEL: 4 
   STORY POINTS: 1
  ROGER CURBISHLEY
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  4
  The heir apparent has a tragic secret: he is in 
  love with Davenport, a love that cannot be spoken 
  aloud in his day.
  SKILLS
  Athletics 3, Convince 4, Fighting 3, Marksman 3, 
  Subterfuge 4.
  TRAITS
  Brave: +3 to all Resolve rolls. 
  Dark Secret: Roger is secretly in a relationship 
  with Davenport, one of the servants.
  Tough: Roger’s had to be tough to survive in the 
  time he lives in.
  TECH LEVEL: 4 
   STORY POINTS: 1
  COLONEL HUGH CURBISHLEY
  AWARENESS
  3
  PRESENCE
  5
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  3
  STRENGTH
  4
  The Colonel’s war is over. So why is he still keeping 
  secrets?
  SKILLS
  Athletics 3, Convince 5, Fighting 5, Marksman 4, 
  Subterfuge 3.
  TRAITS
  Dark Secret: The Colonel is not really confined 
  to a wheelchair, but fears his wife would leave 
  him otherwise.
  Indomitable: The Colonel is not easily cowed.
  Tough: The Colonel is a veteran of the Boer War.
  Voice of Authority: A +2 on all Resolve and 
  Presence rolls.
  TECH LEVEL: 4 
   STORY POINTS: 1
  
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  ‘Hello, sweetie!’
  B  SYNOPSIS
  The Library, 51st Century
  A little girl sat in session with her therapist, Doctor 
  Moon. He asked her to describe her dreams. She 
  talked about a world of books; peaceful, endless and 
  deserted. Aside from a panicked Doctor and Donna, 
  running from… something…
  Slightly earlier, the TARDIS arrived on a planet-
  sized library called, appropriately, the Library. 
  They had been called there by a message on the 
  Psychic Paper and wandered the stacks happily, 
  exploring the massive library. After talking to a 
  node, an information point with a face donated by a 
  benefactor, they found out they were the only people 
  on the planet. That was odd. The lights going out was 
  much more unsettling.
  Fleeing from, something, the Doctor and Donna 
  sprinted into a room, barred the door and began 
  talking to a circular, floating camera. A camera the 
  little girl perceived as herself. The Doctor examined 
  it with his Sonic Screwdriver and the little girl 
  screamed at the noise it made. On the camera, a 
  message begging for the Doctor to stop appeared 
  and he did so.
  The doors opened and a group of astronauts 
  appeared. One, Professor River Song, recognised 
  the Doctor even though he’d never seen her before. 
  They revealed they were on the Library to find out 
  what had happened to the last people on the world a 
  century ago. One message had been sent before the 
  world was quarantined:  4022 saved. No survivors
  Realising what was chasing them, the Doctor ordered 
  the team to set up a circle of protective light. Whilst 
  that was being set up, River chatted to the Doctor and 
  revealed a blue book with a cover that resembled the 
  TARDIS. It was her diary, given to her by the Doctor. 
  River revealed she and the Doctor knew each other 
  very well, and was surprised at how young he looked. 
  She described him as opening the TARDIS doors with 
  a “click of his fingers” and talked of their adventures 
  even though he’d never met her before. Horrified at 
  what that might mean, she changed the subject and 
  the Doctor began hacking the camera. It worked and, 
  in the little girl’s reality, the Doctor and River’s team 
  appeared on a television set. 
  The Doctor tried to talk to the little girl as, unnoticed, 
  Miss Evangelista, Lux’s PA, opened a secret door 
  SILENCE IN THE LIBRARY/FOREST OF THE DEAD
  SILENCE IN THE LIBRARY/FOREST OF THE DEAD
  
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  and went off exploring. She was killed by the Vashta 
  Nerada. They were the creatures hunting them in 
  the shadows; tiny, implacable, unstoppable. Miss 
  Evangelista’s skeleton was discovered and, to Donna’s 
  horror, she was still talking. Her consciousness had 
  been recorded by the communication device in her 
  suit and Donna tearfully comforted the young woman 
  as the pattern wound down and finally died.
  In the little girl’s world, Doctor Moon took her to one 
  side and explained there are two worlds; dreams and 
  reality. Except her dreams were real and her reality 
  was an illusion and only she could save the people in 
  the Library…
  Back in the Library, the Doctor proved the Vashta 
  Nerada were real by throwing a chicken leg through 
  an apparently empty shadow; it landed as a bone. As 
  he was ordering the team around, Donna and River 
  began chatting. Donna asked whether she was with 
  the Doctor in the future and River couldn’t answer 
  her… Donna pressed her for answers but, before 
  she could, the Doctor pointed something out. Proper 
  Dave, the team pilot, had acquired a second shadow…
  The Doctor used his Sonic Screwdriver to ramp the 
  density of Dave’s suit up and was amazed to see River 
  had a Sonic Screwdriver too. The Doctor dragged 
  Donna to the nearest teleport pad, explaining that 
  they needed to leave and she had no suit. He tricked 
  her into going first then ran back to the others. 
  Donna appeared in the TARDIS and then, apparently, 
  disintegrated. Elsewhere, Proper Dave was killed by 
  the Vashta Nerada. Worse, they were able to move 
  using his suit. The others were cornered until River 
  used a Squareness Gun to open a hole in the wall. 
  Escaping, the Doctor stopped and asked a node 
  where Donna was, realising he hadn’t been told she’d 
  got to the TARDIS safely. The node had Donna’s face. 
  She had been ‘saved’.
  Donna woke up in a hospital being treated by Doctor 
  Moon. She was confused and frightened but Doctor 
  Moon reassured her she’d been there for years 
  under his treatment. Slowly, Donna realised that 
  time moved how she willed it, not how it should. She 
  appeared by the river after Moon suggested they go 
  for a walk but was reassured by him that this was 
  normal. He introduced her to another patient and, in 
  seconds, the pair had fallen in love, got married and 
  had children.
  But something still bothered Donna and when a 
  hooded figure contacted her and asked to meet she 
  realised what it was. The figure was Miss Evangelista, 
  whose consciousness had been transferred to the 
  new world when she had died. She warned Donna 
  this world wasn’t real but Donna refused to believe 
  it. Until she realised every child in the playground 
  where they were talking was identical…
  The little girl panicked, as she saw what was 
  happening, causing both Doctor Moon and her 
  father to disappear. 
  In the Library, tensions were running 
  high. Seeking to calm him down, River 
  whispered something to the Doctor and 
  he was staggered, suddenly trusting 
  her implicitly. However, Anita had also 
  gained a second shadow. Both Daves 
  were dead and the others fled, whilst the 
  Doctor faced down the Vashta Nerada. 
  He discovered the truth; they had come 
  to the Library as spores on the books 
  and hatched.
  The Doctor finally realised the significance 
  of the number 4022, transmitted by the 
  Library shortly before it shut down. It 
  was the amount of people there, who the 
  Library had ‘saved’ to its hard drive when 
  the Vashta Nerada attacked. They were 
  still alive, which meant Donna was too.
  The team travelled to the computer 
  core of the planet and discovered the 
  truth: the little girl was the hard drive, 
  given the name and personality of Lux’s 
  youngest daughter, Charlotte Abigail Lux 
  (or CAL, the symbol the Doctor had seen 
  on the Library computers). She was dying and 
  Lux admitted he’d made her an imaginary world to 
  live in and every book ever written for her to read. 
  He also created a ‘doctor moon’, a planet-sized AI to 
  look after her, but the stress of carrying everyone 
  inside her mind was too much. She was in agony and 
  had triggered her self destruct.
  The Doctor realised that she didn’t have enough 
  memory to restore those she’d saved and decided 
  to connect himself to the core to give her the extra 
  memory. River refused to let him, explaining it 
  would kill him. He sent her and Lux away and River 
  ordered Anita to watch him to make sure he didn’t 
  do anything stupid. The Doctor then explained to 
  Anita he was planning on evacuating the planet and 
  leaving it to the Vashta Nerada. He also revealed he 
  knew Anita was already dead and he was talking 
  directly to them. He dared the Vashta Nerada 
  
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  to try something, suggested they look him up and 
  they backed off, agreeing to give him one day to get 
  everyone off world.
  River returned, found Anita dead, and knocked the 
  Doctor out. He woke up handcuffed to a wall and 
  saw River about to link her mind to the computer. 
  Frantically pleading with her, he admitted she 
  told him his real name and that meant they were 
  connected in a way neither could quite say out loud. 
  She smiled sadly and explained that for all the time 
  they’d spent together and would spend together, this 
  was always going to be the moment when she died. 
  She linked her mind to the computer and was killed.
  In the Library, those that had been saved returned, 
  including Donna. She was unable to find her ‘husband’ 
  and as the evacuation began, found the Doctor. He 
  was looking at River’s diary, musing about his future 
  lives and the pair agreed they were ‘fine’ in a secret 
  Time Lord way that meant not actually fine at all. The 
  Doctor decided to leave the diary, and River’s Sonic 
  Screwdriver, in the Library and the pair turned and 
  left… 
  …only for the Doctor to come sprinting back. If he 
  knew River’s fate, then his future self would have had 
  years to find a way to save her and if that was the case 
  then why would he give his Sonic Screwdriver without 
  a very good reason? The Doctor looked around the 
  device and found a hidden relay. River’s data ghost 
  was held on the chip but fading fast. The Doctor 
  sprinted off to the computer core, just getting there 
  in time. River woke up in a virtual reality created by 
  Charlotte, reunited with her team.
  With the hard drive repaired, Charlotte could provide 
  a home for the team. River settled into her new life, 
  reading Donna’s children, and Charlotte, stories 
  about the Doctor. Out in the real world, the Doctor 
  stood in front of the TARDIS and clicked his fingers. 
  The doors opened, just as River said they would. 
  He smiled and entered the ship, leaving the Library 
  behind forever.
  CONTINUITY
  •	
  The Doctor has received a message on his 
  Psychic Paper before (see New Earth on pg. 58).
  •	
  This is the first time the Doctor meets River and 
  this is the last time she meets him. Although that 
  isn’t quite true (see The Time of the Doctor in 
  The Eleventh Doctor Sourcebook).
  •	
  River has an extremely heavily modified version 
  of the Tenth Doctor’s Sonic Screwdriver, not the 
  Eleventh Doctor’s. River knows the Doctor’s 
  real name, something it’s only implied his wife 
  would know. As we have seen before (see The 
  Shakespeare Code on pg. 121) and will see again 
  later (see Time of the Doctor, in The Eleventh 
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  Doctor Sourcebook), names have real power, 
  and the Doctor’s doubly so. It’s a long while yet 
  before we discover River’s true relationship to 
  the Doctor (see The Wedding of River Song and 
  A Good Man Goes to War in The Eleventh Doctor 
  Sourcebook)
  •	
  When checking her diary, River mentions visiting 
  the end of the universe with the Doctor (see The 
  Big Bang in The Eleventh Doctor Sourcebook) 
  as well as the crash of the Byzantium (see The 
  Time of Angels/Flesh and Stone in The Eleventh 
  Doctor Sourcebook). 
  •	
  The Doctor tells Donna to use Emergency 
  Programme One to take her home (see The 
  Parting of the Ways in The Ninth Doctor 
  Sourcebook).
  •	
  River knows what will become of Donna (see The 
  Stolen Earth/Journey’s End on pg. 217).
  •	
  Another future companion of the Doctor’s, Clara 
  Oswald, was present during this adventure too 
  (see Time of the Doctor in The Eleventh Doctor 
  Sourcebook).
  •	
  River comments that sometimes “everybody 
  lives”, something the Doctor has said before 
  (see The Empty Child/The Doctor Dances in The 
  Ninth Doctor Sourcebook).
  B  RUNNING THE ADVENTURE
  Feeling daunted about running this adventure? No 
  one would blame you if you were. This is a massive 
  adventure, with colossal implications for the Doctor’s 
  future, immense ideas and a planet-sized library 
  filled with microscopic killers.  
  It is a huge adventure with huge implications 
  but use some of these ideas, or your own and 
  you’ll find it’s not only completely accessible, 
  it’s also something you can play with the 
  consequences of for weeks after it’s done. 
  It might seem like intimidating stuff to get 
  right but you can, and will, by taking things 
  one step at a time.
  WHO IS RIVER SONG?
  First off, let’s talk about Professor River 
  Song. Her introduction here is perfect, 
                 PROFESSOR RIVER SONG
  Keen Senses – Sight: +2 to all 
  Awareness rolls involving sight.
  Run for Your Life! +1 bonus to Speed 
  when being chased.
  Charming: Brilliant, witty and 
  cheerfully flirtatious, River is a 
  disarming conversationalist. 
  Technically Adept: +2 to all 
  Technology rolls.
  Time Traveller (All): River is a 
  seasoned time traveller, and has 
  been all her life… 
  Vortex (Special)
  Argumentative
  Distinctive: Due to her past, Professor 
  Song is easily recognisable.
  Dark Secret: More like, Dark Secrets.
  Insatiable Curiosity: River is a shoot 
  first, ask questions later kinda girl.
  EQUIPMENT:  Blue diary (Spoilers!), 
  Sonic Screwdriver, Squareness Gun 
  (see Doctor Who Roleplaying Game 
  Core Rulebook for stats).
  TECH LEVEL: 8 
   STORY POINTS: 6
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  6
  STRENGTH
  3
  River Song is an exuberant archaeologist, a woman 
  who loves very little more than shaking the past by 
  the ankles and seeing what falls out of its pockets. 
  She’s been everywhere, seen everything and is 
  absolutely secure in her own abilities to survive. But 
  today is the day she has been dreading most of all – 
  not because she is going to die, but because she is 
  going to see her beloved Doctor and he is not going to 
  know who she is.
  SKILLS
  Athletics 2, Convince 4, Craft 1, Fighting 2, Knowledge 
  5, Marksman 4, Medicine 2, Science 5, Subterfuge 4, 
  Survival 3, Technology 5, Transport 2.
  TRAITS
  Attractive
  Brave: River stoically faces her future – even though 
  she knows what it contains.
  
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  THE TENTH DOCTOR SOURCEBOOK
  barrelling through the doors of the Library with plot 
  in one hand and swagger in the other. Used right, 
  she’s phenomenally good fun and her and her team 
  are the key to the entire story. Through them, and 
  Donna, you get a sense of the human scale and cost 
  of what went wrong in the Library. The team’s deaths 
  are each hard, meaningful and, in the end, sacrifices 
  important for the greater good. These people may 
  not know it, but they’re all heroes. River, once she 
  realises when the Doctor is in their relationship, 
  knows it and knows what she must do to save the 
  man she loves. 
  In the context of the adventure, River is your best 
  friend. She knows the plot, she knows what needs 
  to be done, she can seed other adventures as she 
  goes and she’s ‘on stage’ just long enough for you to 
  miss her when she’s gone. Lean on her to steer the 
  adventure straight.
  This adventure is a huge nexus point for the Doctor’s 
  next life. Change something here and you spin 
  things off into a drastically different timeline. It’s 
  daunting, but it has so much potential for fun gaming 
  experiences that it’s worth considering. Make some 
  changes, have some fun. River certainly is.
  HOW TO HANDLE THE VASHTA NERADA
  Then there’s the Vashta Nerada. Treat them exactly 
  as they are here; a force of nature that, once they’ve 
  taken over a host, can at least be negotiated with. It’s 
  all about a fear of the dark with the Vashta Nerada, 
  tapping into that age-old primal fear again. Make 
  the players jump at shadows – especially their own 
  shadows. Constantly mix up how you’re using them 
  to keep your characters on their toes, too. Here are 
  some things for your bag of tricks:
  •	
  Keep track of the time of day – the lower the sun, 
  the longer the shadows.
  •	
  The Vashta Nerada start turning the lights off.
  •	
  The players find themselves trapped in a cupola 
  and must climb up the stacks, avoiding the 
  Vashta Nerada to manually open the blinds and 
  let the sun in.
  •	
  The Vashta Nerada hold a character hostage.
  •	
  The Vashta Nerada might also be negotiated with. 
  The ideas above are just the start, and there’s 
  lots of fun to be had with the Vashta Nerada as 
  everything from the bogeyman in the shadows 
  to an unusually militant set of librarians wearing 
  oddly new looking encounter suits…
  B  VASHTA NERADA
  In the darkness, in the shadows, lie the Vashta 
  Nerada. You can see them sometimes, the motes in 
  beams of sunlight, but it is when you cannot see them 
  that you should be the most afraid. They are a swarm 
  of darkness, a killing shadow. They have a hundred 
  names on a million different planets and every name 
  is fear and death. They are the reason that we fear 
  the dark. 
  Vashta Nerada are microscopic organisms that hunt 
  in swarms. Each individual Vashta Nerada seems to 
  absorb light and, when they are swarming in great 
  numbers, it is as if the dark itself is hunting you. 
  However, they are so minute that when they gather in 
  small numbers they are almost invisible. 
  When they hunt, they are looking for one thing: flesh. 
  Unlike most microscopic organisms, they are entirely 
  carnivorous; existing only to consume meat in any 
  form they can find it. In smaller numbers, they exist 
  on road kill and anything else they find that cannot 
  ENCOUNTER SUITS (MAJOR GADGET)
  51st century archaeology is an action science. A full contact combination 
  of espionage, swashbuckling, archaeology and adrenalin, it requires 
  vast resources, vast planning and suits that will keep you safe long 
  enough to get tenure. Encounter Suits are designed to both keep their 
  users safe in hostile environments and protect them from potential 
  predators. The suits’ molecular density can be altered, allowing them to 
  withstand up to 1000 atmospheres of pressure and sustained assaults 
  from the elements, pressure or alien beam weaponry. What they do not 
  provide protection against, however, is a swarm of Vashta Nerada… 
  Traits: Armour (5), Environmental (Major), Slow.
  Story Point: 2
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  defend itself. In very large numbers, the swarm 
  is so dense that they can turn a human being into 
  nothing more than a bleached skeleton in a matter 
  of seconds.
  Luckily, Vashta Nerada are usually found in small 
  numbers. They are an arboreal creature mostly 
  found in forests. Plenty of people wander in such 
  places and get little more than a rash, as the Vashta 
  Nerada are only strong enough to consume a layer 
  or two of skin. In most cases they are only numerous 
  enough to hunt the remains of other animal’s kills, 
  or the slower moving, older animals. It is easy to
  VASHTA NERADA
  AWARENESS
  3
  PRESENCE
  1-4
  COORDINATION
  3
  RESOLVE
  1-3
  INGENUITY
  1-8
  STRENGTH
  0
  (Variable values change depending on the size 
  of the Swarm. That changes depending on how 
  much trouble you want your players in.)
  The ‘Shadows that melt the flesh’ don’t really 
  need any specific statistics. They are a force of 
  nature rather than an alien you can fight off. 
  In game terms it is easier to think of them as 
  an area effect weapon than a living being. You 
  can’t even negotiate with them unless some 
  piece of technology or advanced psychic power 
  is available, making their Presence immaterial. 
  They fear little or nothing (although the Doctor’s 
  reputation gave them pause) so Resolve is no use. 
  Their Ingenuity is dependent on the size of the 
  swarm but even so they will only be concerned 
  with eating and hunting. However, Awareness 
  can be used to determine if the Vashta Nerada 
  have noticed you and Coordination to decide how 
  long it will be before they get to you.
  SKILLS
  Athletics 2, Subterfuge 5.
  TRAITS
  Alien
  Alien Senses
  Fear Factor (2): Vashta Nerada give good reason 
  to be afraid of shadows, +4 to any attempts to 
  actively scare.
  Flight (Minor)
  Immunity (all Physical attacks)
  Natural Weapon: Touching the swarm or an 
  ‘infected’ shadow does 4/L/L levels of damage.
  Networked
  Special – Almost Invisible: The Vashta Nerada 
  are very difficult to detect in shadows.
  STORY POINTS: 3-5
  SPACESUIT ZOMBIE
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  1
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  4
  SKILLS
  Athletics 1, Fighting 2, Subterfuge 2.
  TRAITS
  Alien
  Alien Senses
  Fear Factor (2): A skeleton in a space suit gets 
  +4 to actively scare someone.
  Immunity: All physical attacks.
  Natural Weapon: Release swarms of Vashta 
  Nerada (4/L/L).
  Networked
  Slow
  STORY POINTS: 3-5
  
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  identify the places they exist in greater numbers, as 
  the area will be curiously devoid of animal life. When 
  they exist in vast numbers, few people ever return 
  to tell anyone else what the signs of their presence 
  might be.
  FURTHER ADVENTURES
  •	
  What about River’s ‘pre-Doctor’ adventures? It 
  certainly seems like she has been with this crew 
  for a while – what other scrapes might they have 
  gotten themselves into?
  •	
  The Library, and the Vashta Nerada that now own 
  it, is rife for future exploration. Perhaps there’s a 
  single copy of a book somewhere on the Library 
  that’s vital to saving the galaxy. The characters 
  must choose between breaking in and trying 
  to avoid the Vashta Nerada or negotiating with 
  them. But what might they want in return?
  MR LUX
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  6
  INGENUITY
  3
  STRENGTH
  3
  Strackman Lux is the grandson of the creator of 
  the Library, Felman Lux. He has waited a century 
  to get his family’s business back, and it has taken 
  three generations of the family to break the seals 
  to gain access to the Library, but now he can finally 
  find out the truth of what happened here. 
  SKILLS
  Athletics 3, Convince 5, Knowledge (Library +2) 4, 
  Technology 3.
  TRAITS
  Unadventurous: Mr Lux does not intend to 
  deviate from Professor Song’s agreed mission in 
  the slightest.
  TECH LEVEL: 8 
   STORY POINTS: 1
  MISS EVANGELISTA
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  3
  Miss Evangelista is Mr Lux’s personal assistant. 
  She is mocked by the rest of the crew for being 
  dumb, but when she’s saved to CAL’s hard drive a 
  transcription error moves the decimal point in her 
  IQ and she became super intelligent.
  *Post death Miss Evangelista adds 2 to her 
  Awareness, Resolve, Presence and Ingenuity.
  SKILLS
  Athletics 3, Convince 3, Craft 2, Knowledge 2, 
  Technology 2.
  TRAITS
  Attractive
  Empathic: +2 on all rolls involving reading 
  people’s emotional state.
  Screamer: Miss Evangelista knows how to 
  attract attention.
  Unlucky
  TECH LEVEL: 8 
   STORY POINTS: 1
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  MIDNIGHT
  ‘Taking a bus full of strangers across a diamond 
  planet called “Midnight”, what could possibly go 
  wrong?’
  B  SYNOPSIS
  Midnight, The Future
  The Doctor and Donna had come to the planet Midnight 
  for a holiday. Donna was happy sunbathing (Under 
  15 foot thick glass to protect her from the planet’s 
  endless, X-tonic sunlight) but the Doctor wanted to 
  go and explore. He signed on for a bus tour out to the 
  Sapphire Falls and, when Donna refused to join him, 
  settled in to get to know the other passengers. This, 
  along with his fondness for Italian, annoyed the tour 
  Hostess but as her passengers relaxed around one 
  another she accepted it.
  The other passengers included a family Val, Biff and 
  their teenage son Jethro Cane; Professor Hobbes, 
  an expert on Midnight, and his assistant Dee Dee 
  Blasco; finally, Sky Silvestry kept herself to herself, 
  a quiet, polite woman who had just broken up with 
  her partner. As they talked and bonded, it became 
  clear just what an odd place Midnight was. Hobbes 
  and Jethro both made the same point; the planet’s 
  surface couldn’t be walked on safely due to the 
  X-tonic radiation so, in a sense, whilst humanity lived 
  on Midnight, it had never seen the world. 
  The bus stopped and the Doctor, concerned, went 
  into the cockpit. There, Joe and Claude, the driver 
  and mechanic, explained that there was nothing 
  wrong with the bus. They shouldn’t have stopped. 
  They reassured the Doctor that a recovery vehicle 
  was coming and he persuaded them to open the front 
  visor just for a moment. The three men gazed in awe 
  on a planet bathed in constant sunlight and gleaming 
  like a colossal diamond. Then, Claude noticed a 
  shadow moving towards them. 
  The Doctor returned to the cabin and reassured 
  the passengers. He repeated the white lie Joe and 
  Claude had told him; that the fuel needed balancing. 
  Dee Dee, who was the daughter of a mechanic, knew 
  this wasn’t true and panic began to spread through 
  the passengers. The Doctor calmed them down.
  Then, something began to knock on the hull. The 
  passengers panicked again and continued to do so as 
  the knocks began moving down the hull towards a 
  
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  door. It got even worse when the knocks responded 
  to a passenger knocking on the hull. Professor 
  Hobbes tried to explain but no one would listen and 
  the knocks closed in on an increasingly terrified 
  Sky. A dent appeared in the door Sky was standing 
  next to and the knocks stopped abruptly. The lights 
  went out, the bus shook and when the lights came 
  back on, Sky had… changed. The seats near her had 
  been ripped off the floor and she was hunched over, 
  refusing to turn around. As the passengers tried 
  to talk to her, the Hostess opened the door to the 
  cabin and only saw X-tonic light. The entire cabin 
  had been ripped free. Joe and Claude were dead.
  The Doctor tried talking to Sky and she began 
  repeating everything he said. The passengers began 
  to panic once again when they realised that Sky had 
  started repeating everything they said too. Suddenly, 
  she was saying it at the same time they were. The 
  Doctor warned the passengers that the next stage 
  would be her stealing a voice but no one listened
  The passengers discussed throwing Sky out, to the 
  horror of the Doctor. When he tried to reason with 
  them they threatened to throw him out too, punching 
  holes in all his usual white lies. They demanded to 
  know his name, where he was from, what he was 
  doing there, why he seemed excited by the way events 
  had gone. A confrontation built but was diffused when 
  Sky began repeating just what the Doctor was saying. 
  The Doctor returned to Sky and offered to help her 
  find a voice of her own but it was too late. She was 
  saying what he was saying before he said it.
  Unable to move, the Doctor could only repeat what 
  Sky was saying. The creature used her words and 
  the perceptions of the other passengers to imply 
  the creature was now in the Doctor and they should 
  throw him out. The passengers agreed and the 
  Doctor was hauled towards the airlock, unable to 
  do anything. The only passengers who believed him 
  were Dee Dee and the Hostess but no one listened. 
  It was only when Sky used the Italian phrases 
  the Doctor had said earlier that the Hostess was 
  convinced. Sky had stolen his voice. She was the 
  entity. The Hostess grabbed Sky, opened the airlock 
  and the two were sucked out onto the planet’s 
  surface. They died instantly, the Doctor was freed 
  and the horrified passengers realised what they 
  had been about to do. 
  Back at the spa, Donna hugged the Doctor and asked 
  what he was going to do. The Doctor decided to tell 
  the Leisure Palace company to leave the planet and 
  Donna realised she had no idea what the Doctor 
  would be like without a voice. She repeated ‘Molto 
  bene’ but the Doctor, still haunted by events, asked 
  her not to do that again.
  HEIGHTENING THE TENSION
  One way you can heighten the tension amongst the group is by keeping it ambiguous who amongst the 
  passengers is the bad guy. If the passengers are all NPCs, then this is quite easy to do – just make sure 
  they all arouse the players’ suspicion at various times. But, if the other players are taking on the roles 
  of the passengers, how do you maintain the mystery then? Make sure they all have good motives for 
  acting suspiciously, and then pass one of them a secret note when they become possessed. Or make 
  some cards, one of which says ‘Possessed’ on it, then deal one out to each of the players so that even 
  you don’t know who’s been possessed until that moment. You might even instruct them to swap cards 
  occasionally as the entity changes hosts.
  MIDNIGHT
  
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  CONTINUITY
  •	
  Rose is seen briefly on the monitors in the bus. 
  She’s clearly yelling ‘Doctor!’ and trying to 
  attract his attention.
  •	
  The Doctor mentions Rose when he and Sky are 
  talking about significant others who have left 
  them.
  •	
  Dee Dee’s dissertation on the Lost Moon of 
  Poosh was what attracted Professor Hobbes to 
  her potential. Oh look, another lost planet… (see 
  The Stolen Earth on pg. 217).
  •	
  The Doctor is alarmed by the appearance of a 
  strange shadow, perhaps recalling his recent 
  encounter with the Vashta Nerada (see Silence 
  in the Library on pg. 202).
  B  RUNNING THE ADVENTURE
  There are a couple of different ways you might choose 
  to handle this adventure. You might choose to run it 
  as solo story to use for a week when most of your 
  group can’t make it, or as a fallback adventure in case 
  something else doesn’t work out. Or, you might run 
  it for your regular group but hand the other players 
  character sheets for the other bus passengers. 
  Either way, this adventure allows you to turn the 
  focus entirely on the Doctor and what happens 
  when he’s no longer in control. Be aware though, 
  this is a nasty, dark paranoid adventure and players 
  should be comfortable with in-character conflict. 
  This is a story designed to test the Doctor and the 
  people around him to their limits, and those limits 
  are cold, dark places. Consider sitting your group 
  down beforehand, explaining what’s going to happen 
  and talking about boundaries and how to ensure 
  everyone still feels comfortable and has fun. The 
  other thing to consider with running this adventure is 
  its lack of closure. This is one of the very few times 
  the Doctor encounters something and not only 
  doesn’t beat it but doesn’t understand it any better 
  once he’s survived. It’s a fascinating adventure as a 
  result, and it’s crammed full of consequences and 
  implications, but if your group likes answers, they 
  may find this adventure somewhat frustrating.
  This is an adventure that no one comes out 
  of looking good. Pull no punches, especially 
  if you pre-warn your group and emphasise 
  the implacable, gleeful malevolence of 
  whatever the thing on Midnight is. If you do 
  that, whatever it is won’t matter. What will 
  is your players will have stared into the 
  abyss and will remember that for a long 
  time.
  You might want to consider running a lighter 
  adventure immediately after – this will really 
  help get your group’s overall mood back to 
  normal. So if you haven’t run an Adipose 
  adventure or had a famous author drop in 
  yet, now’s the time. It’ll help. Or, you could 
  run Turn Left and really ratchet up the 
  drama… 
  FURTHER ADVENTURES
  •	
  This can’t be mankind’s first encounter 
  with the Midnight entity. A century earlier, 
  when the colony was under construction, a 
  mining outpost dug deep into the planet’s 
  surface before falling abruptly silent. 
  The characters arrive just in time for that 
  ill-fated shaft to be sunk and something 
  horrendous to be released…
  •	
  Did the Hostess succeed in killing the entity, 
  or just destroying its body? And does that 
  mean the entity is still out there, in the 
  desert, or has it somehow escaped along 
  with the rest of the passengers…?
  X-TONIC RADIATION
  X-tonic radiation is one of the most lethal forms of radiation in the galaxy. Any organic matter will be 
  destroyed if exposed to X-tonic rays for more than a few seconds. Non-organic matter is unaffected. 
  Midnight, bathed in perpetual X-tonic radiation, has been settled and mined for the priceless crystals 
  on its surface. Without a suit, characters will take 4/L/L damage every turn they’re exposed to it.
  
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  THE HOSTESS
  AWARENESS
  5
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  6
  INGENUITY
  3
  STRENGTH
  3
  For some people this is the trip of a lifetime. For the 
  Hostess, this is just another (long) day of work and 
  her patience is wearing increasingly thin. Although 
  she initially believes the entity is in the Doctor, 
  the Hostess is eventually convinced that it is still 
  possessing Sky and sacrifices herself to destroy it.
  SKILLS
  Athletics 2, Convince 4, Fighting 1, Medicine 2, 
  Science 2, Technology 2, Transport 4.
  TRAITS
  Brave: She eventually makes the ultimate sacrifice.
  Charming: It’s her job to keep smiling.
  TECH LEVEL: 6 
   STORY POINTS: 1
  SKY SILVESTRY
  AWARENESS
  5
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  3
  Sky Silvestry feels doomed. Abandoned by her 
  partner, acrimoniously, and alone on an alien 
  world. When a strange entity starts banging on the 
  hull of the bus she is convinced that it has come 
  for her, and it is drawn to her fear.
  SKILLS
  Athletics 2, Convince 4, Knowledge 4, 
  Technology 3.
  TRAITS
  Face in the Crowd: Sky blends in amongst the 
  other passengers.
  TECH LEVEL: 6 
   STORY POINTS: 1
  THE MIDNIGHT ENTITY
  AWARENESS
  *
  PRESENCE
  6
  COORDINATION
  *
  RESOLVE
  6
  INGENUITY
  6
  STRENGTH
  7
  *As per victim.
  The Midnight entity was encountered on Midnight 
  by the Doctor, when it possessed a passenger on 
  the bus he was travelling on. It began its possession 
  by mimicking the speech of others, but as it was 
  psychic in nature it slowly started to repeat other’s 
  words before they had spoken them. Its host was 
  eventually destroyed when it was sucked out 
  of an airlock by the Hostess, although whether 
  that actually destroyed the unnamed creature is 
  unknown.
  SKILLS
  Convince 6. 
  TRAITS
  Eccentric: The entity repeated the words of 
  those around it. 
  Environment (Radiation): The entity lives on 
  the radiation-bathed surface of Midnight.
  Fear Factor (3): The entity delights in scaring 
  its victims, gaining +6 when attempting to 
  actively scare.
  Hypnosis (Special): The Midnight entity can 
  possess a victim, even through the thick 
  steel of its hull (see below). As well as fully 
  possessing a victim, it can also possess a 
  victim, paralysing them and forcing them to 
  say what it wanted – effectively ‘stealing’ their 
  voice.
  Precognition: The entity knew what its victims 
  were going to say.
  Psychic
  Selfish: The entity enjoyed toying with its 
  victims, but to what end remains unknown.
  MIDNIGHT
  
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  TURN LEFT
  ‘There’s something on your back.’
  B  SYNOPSIS
  Shan Shen and Parallel England, 2007-2009
  The Doctor had taken Donna to the planet Shan Shen 
  where the pair were enjoying the culture at a local 
  market. Separated for a moment, Donna was enticed 
  in by a fortune teller. The woman asked her a series 
  of increasingly specific questions, each causing a 
  vivid flash of memory. And then, something landed 
  on Donna’s back and…
  … she was on Earth, months before she had met the 
  Doctor for the first time. Donna was having a blazing 
  argument with her mother, adamant that a job at 
  a photocopy business would be better for her than 
  temp work at H.C. Clements. Donna, the first time 
  through, had insisted on H.C. Clements and turned 
  left towards that job, and the future with the Doctor 
  she knew and loved. This time, however, she turned 
  right…
  That Christmas, the newly promoted Donna watched 
  in horror as the Webstar arrived over London and 
  began to attack. Running towards the scene, she 
  found a stretcher being pulled out of the base under 
  H.C. Clements. A nearby UNIT soldier reported 
  that the Doctor had been killed before he could 
  regenerate. Donna had no idea who the ‘Doctor’ was 
  but watched in horror as a hand slipped from under 
  the sheet on the stretcher and his Sonic Screwdriver 
  clattered to the floor.
  Heading home, Donna ran into Rose Tyler, sprinting 
  frantically towards the scene. Donna comforted her 
  and was surprised to see Rose vanish in the middle 
  of a deserted street.
  A few months later, Donna was let go from her job. 
  The Thames had been drained by the Doctor and 
  London was still cut in two. Her boss, Mr Chowdry, 
  couldn’t keep the business going. Donna was in the 
  middle of clearing out her desk when news reports 
  came in of the Royal Hope Hospital disappearing. 
  Donna, too angry to care, stormed home.
  That night, she saw the news. The Hospital had 
  returned but only medical student Oliver Morgenstern 
  had survived. A colleague of his, Martha Jones, had 
  sacrificed her life to save him. Morgenstern also 
  mentioned that a reporter, Sarah Jane Smith, had 
  been on site and had successfully stopped some 
  kind of bomb. She, along with her teenage charges, 
  had died when the oxygen ran out. Donna, numb 
  
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  with shock at the events of the day, went out to buy 
  chips for her mum and granddad. She met Rose who 
  told her the raffle ticket she had in her pocket was a 
  winner and that she needed to take the family for a 
  Christmas vacation that year.
  Donna, increasingly disturbed, acted on Rose’s 
  advice. She and her family settled into a luxurious 
  hotel but watched in horror as the Titanic fell out of 
  the sky and obliterated the city. 
  A few months later, Donna and her family were 
  relocated to Leeds as part of a refugee resettlement 
  program. Crammed into a house with a dozen 
  other people and sleeping in one room, they were 
  miserable but eventually settled in. Things finally 
  started to improve as the US announced an aid 
  program for the beleaguered UK. Then in 2009, 60 
  million Americans died as they turned into Adipose. 
  No aid would be coming.
  With her mother slipping further into depression, 
  Donna and her granddad did their best to keep 
  everyone’s spirits up. Until, one night, they heard 
  gunfire and found soldiers firing on cars. Every car 
  in the country was spewing poisoned gas and, seeing 
  Rose arrive, Donna followed her. Rose explained that 
  it was the ATMOS system and that, as they watched, 
  a small team of fighters were trying to save the 
  planet. The sky burned and Rose, almost detachedly, 
  explained that was Gwen Cooper and Ianto Jones’ 
  last act. The only surviving member of Torchwood, 
  Captain Jack Harkness was now being taken prisoner 
  to the Sontaran homeworld.
  Donna pressed Rose for her name but instead 
  she told Donna where she was from. An alternate 
  universe, drawn to Donna’s because nothing was 
  right about. Rose explained that Donna had met the 
  Doctor and she was vital to the plan to save the world. 
  Donna walked away but Rose told her she’d see her 
  again in three weeks and that Donna would die.
  Three weeks later, every non English refugee was 
  taken to ‘work camps’. Wilfred tearfully acknowledged 
  just how bad things were getting and, that night, Donna 
  found her granddad using his telescope. He’d noticed 
  something awful: the stars were going out. As Donna 
  watched, she saw this for herself, realised what was 
  going on and told Rose that she was ready.
  Rose whisked her away to a UNIT base run by Captain 
  Erisa Magambo. There, Donna saw the dying TARDIS 
  and the time mirrors UNIT had derived from it. They 
  used the mirrors to show Donna the beetle on her 
  back. Rose explained it fed on time and that Donna 
  herself was unusual, reality bending around her just 
  as much as the beetle. Donna realised other people 
  had sensed the beetle, Rose included and, horrified, 
  asked for the mirrors to be shut off.
  The plan was simple; send Donna back to the decision 
  she made to turn right and make her turn left. UNIT 
  had built a one-shot time machine using the mirrors 
  and Donna was hooked up to it. As the machine fired 
  up,Donna jubilantly told Rose that she realised now 
  she’d live. Donna watched, horrified, as Rose’s face 
  fell. All she could do was apologise.
  Donna arrived in June 2007, with four minutes to go 
  and half a mile to cover. Realising she’d never make it 
  in time, she finally figured out what Rose had meant. 
  For the world to live, Donna had to die. She stepped 
  out into the road and was knocked down and killed. 
  Less than half a mile away, her death caused a traffic 
  jam and her old self, too impatient to wait, turned left.
  As Donna died, Rose appeared and asked her to say 
  two words to the Doctor…
  On Shan Shen, the fortune teller recoiled in horror 
  as the Time Beetle fell from Donna’s back. The other 
  woman fled, questioning just what Donna was as 
  the Doctor arrived. He identified the Time Beetle 
  TURN LEFT
  
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  as part of the Trickster’s Brigade and said that it 
  normally affected just one person and the universe 
  compensated around them. Instead, though, Donna 
  found herself in an entire parallel universe. He 
  mused that there seemed to be a lot of odd things 
  about Donna; the parallel realities she was thrown 
  into, the fact he’d met her and her grandfather again 
  and again… He told her they were linked in some way 
  and she was brilliant. That triggered the memory of 
  Rose and she told him about the woman she’d met. 
  The Doctor, starting to realise the truth, quizzed her 
  until Donna finally remembered the two words Rose 
  had asked her to say: Bad Wolf.
  The Doctor sprinted out of the building and Donna 
  followed. Every word on every poster and sign on 
  the planet, and even the TARDIS, said ‘Bad Wolf’. The 
  TARDIS control room was bathed in red light, and the 
  Cloister Bell was tolling. Donna asked what it meant 
  and the Doctor replied, “the end of the universe.”
  CONTINUITY
  •	
  Donna not being present when the Doctor 
  confronts the Empress of the Racnoss (see The 
  Runaway Bride on pg. 111) proves her point 
  about the Doctor needing someone to stop him. 
  He dies beneath the Thames.
  •	
  Royal Hope Hospital is still taken to the Moon 
  (see Smith and Jones) , and the Plasmavore is 
  stopped instead by Sarah Jane, but at the cost 
  of almost everyone inside. Martha’s last breath, 
  in that universe, saves Oliver rather than the 
  Doctor.
  •	
  Without the Doctor, Max Capricorn’s plan (see 
  Voyage of the Damned) is successful and the 
  Titanic crashes into London, destroying the city.
  •	
  Without London, Matron Cofelia raises the 
  Adipose in the US, causing death and destruction 
  on a far larger scale.
  •	
  The world recovers enough for the ATMOS 
  system to still be rolled out. However, in this 
  THE TIME BEETLE
  Invisible
  Psychic
  Special – Temporal Change: The Time Beetle 
  can isolate a critical moment in someone’s life 
  and change it, feeding on the ensuing chaos 
  as the universe compensates. To do so it must 
  succeed at an opposed Resolve + Convince roll. 
  If successful, the victim’s life is changed in a 
  manner decided by the Gamemaster.
  Weakness: The Time Beetle can be seen by 
  characters with the Psychic Trait. If successfully 
  resisted, or the change to a victim’s timeline 
  reversed, the Time Beetle is destroyed. 
  TECH LEVEL: 5 
   STORY POINTS: 15
  AWARENESS
  6
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  5
  STRENGTH
  4
  The Time Beetle was a servant of the Trickster, a 
  mysterious alien entity who delighted in causing 
  chaos. It attached itself to an unsuspecting victim, 
  changing a single event in their lives and soaking 
  up the discord created. Normally only their lives 
  changed, the rest of the world compensating instead. 
  But if attached to the back of a temporally significant 
  figure – such as a time traveller – a whole new parallel 
  reality would be spawned by this change instead. 
  The Time Beetle is invisible, except to psychically 
  sensitive types, but could be revealed in a circle of 
  mirrors.
  SKILLS
  Convince 8.
  TRAITS
  Alien
  Alien Appearance
  Feel the Turn of the Universe: The Time Beetle can 
  feel the underlying fabric of time-space.
  Immunity: The Time Beetle is immune to physical 
  damage.
  
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  reality Gwen Cooper and Ianto Jones sacrifice 
  their lives to burn the ATMOS gas off the 
  atmosphere, and Captain Jack Harkness is 
  taken prisoner by the Sontarans.
  •	
  Presumably without the Doctor, the Master 
  remains as Professor Yana, the last of the Time 
  Lords… (see Utopia on pg. 157).
  •	
  Wilfred observes that the stars are going out – 
  have the Daleks succeeded in detonating their 
  Reality Bomb (see The Stolen Earth on pg. 217).
  •	
  A circle of mirrors was once used to reveal 
  the Mara (see Kinda in The Fifth Doctor 
  Sourcebook), as it revealed the Time Beetle.
  •	
  The Time Beetle bears more than a passing 
  resemblance to the Eight Legs – both races 
  latch onto the backs of their victims and remain 
  invisible (see Planet of the Spiders in The Third 
  Doctor Sourcebook).
  •	
  After Donna passes on Rose’s message to the 
  Doctor, all writing, everywhere, changes to read 
  ‘Bad Wolf’ (see Bad Wolf in The Ninth Doctor 
  Sourcebook).
  B  RUNNING THE ADVENTURE
  This is a great adventure to run if the Doctor’s player 
  isn’t present one week. It’s a great game of ‘what 
  if?’ that will require some work to tailor it to the 
  storylines of your own campaign, especially if you’ve 
  not been running the adventures from this book. But 
  that’s no bad thing, as it’s a fun exercise in itself. 
  Here’s how to go about building yourself a parallel 
  timeline:
  •	
  Start by picking a character who has been 
  central to your campaign – this will typically be a 
  Time Lord, but it could be any of the group.
  •	
  Consider how the adventures in your campaign 
  would have played out had that character not 
  been present. 
  •	
  Who might have died had they not been there to 
  stop the villain?
  •	
  What would their enemies have done had they 
  won?
  •	
  What would the world be like?
  Don’t play through the adventures, but explore the 
  consequences to the wider setting. This is a great 
  way to shine a spotlight on a character, emphasising 
  their significance by the hole they leave when they’re 
  no longer present.
  CIRCLE OF MIRRORS (MAJOR GADGET)
  In Donna’s alternative reality, UNIT had 
  constructed an experimental time machine 
  from the Doctor’s dying TARDIS. In it, Donna 
  could see the Time Beetle on her back, as well 
  as travel back in time in an attempt to thwart 
  its plans.
  Traits: Scan, Vortex, One-shot.
  Story Points: 2 
  FURTHER ADVENTURES
  •	
  Surely the presence of a second Donna Noble 
  might spark UNIT to investigate how she 
  travelled back in time, and perhaps set them 
  on the path to creating their own time machine, 
  one that requires the power of a solar flare or a 
  supernova or a captive TARDIS… 
  •	
  The Time Beetle was merely an instrument 
  of the Trickster’s Brigade. Was it employed 
  opportunistically here, or did the Trickster 
  deliberately target Donna? And what of the 
  Doctor’s other companions – who else’s timelines 
  might the Trickster have meddled with?
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  THE STOLEN EARTH/JOURNEY’S END
  ‘I’m sorry. We’re dead.’
  B  SYNOPSIS
  Earth, the Shadow Proclamation and the Medusa 
  Cascade, 2009
  The Doctor and Donna rushed back to Earth but all 
  seemed well. The TARDIS appeared on a Saturday, 
  they stepped outside, looked around and nothing 
  was wrong. The moment they stepped back into the 
  TARDIS though, all hell broke loose. By the time they 
  got the ship back under control and the doors opened, 
  they’d seemingly been hurled light years away. Then 
  the Doctor checked the controls. They were still at 
  Earth’s coordinates. But Earth wasn’t. Across the 
  planet, the Doctor’s companions struggled to make 
  sense of what was going on. Martha, working with 
  UNIT in New York; Jack, Ianto and Gwen at Torchwood 
  in Cardiff; and Sarah Jane Smith and her son Luke 
  all knew something awful was happening. The Earth 
  had been stolen. 26 other planets now hung in the 
  sky above them.
  UNIT, Torchwood and Sarah Jane’s alien computer, 
  Mr Smith, all detected a massive fleet of ships 
  heading towards Earth. As they braced to find out 
  whether or not they were friendly, a single word 
  transmission was detected. Across the planet, 
  the Doctor’s companions reacted in horror; Sarah 
  tearfully kissing her son, Martha recoiling and Jack 
  embracing his last two surviving officers and telling 
  them there was nothing they could do. A single 
  word, repeated over and over: “EXTERMINATE!” The 
  Daleks were coming for humanity.
  Back in the TARDIS, the Doctor arrived at the 
  Shadow Proclamation. He explained to Donna that 
  they were essentially a deep-space police force, 
  with the Judoon as their troops. They explained what 
  was happening and the Doctor listed the missing 
  planets. Realising that an earlier disappearance, of 
  the planet Pyrovillia, was involved too he created a 
  3D simulation of the worlds. They moved themselves 
  into formation and the Doctor pondered it, musing 
  that someone had moved Earth once before…
  On Earth, war had broken out and humanity was 
  losing. The Daleks were swarming across the world, 
  the Valiant had crashed and, in New York, Martha 
  was given her orders by General Sanchez; get clear 
  and, if needed, use the Osterhagen Key. Using an 
  experimental teleport device called Project Indigo, 
  Martha disappeared as the base was overrun. In 
  Cardiff, Jack mourned his friend; the teleporter was 
  incomplete. Martha was almost certainly dead. 
  
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  On the Crucible, a vast space station at the heart of 
  the planetary system, the Supreme Dalek ordered 
  a ground invasion to begin. The Supreme Dalek 
  conversed with an unusual figure who seemed both 
  subordinate and superior. The figure commanded 
  that the Supreme listen to Dalek Caan. Caan, his 
  casing badly damaged, babbled insanely, “He is 
  coming. The three-fold man, he dances in the lonely 
  places… oh, creator of us all… the Doctor is coming!”
  Back at the Shadow Proclamation, Donna heard an 
  odd sound – a heartbeat. She was interrupted by a 
  member of the Shadow Proclamation who consoled 
  her about her loss still to come. Rattled, Donna 
  mentioned the bees going missing and the Doctor 
  realised this was a clue; some bees were aliens from 
  the planet Melissa Majoria and were returning home. 
  They used a very specific scale of electromagnetic 
  radiation, the Tandocca scale, to communicate. By 
  tracking that they could find the Earth. The Doctor 
  and Donna raced off but were stopped by the Shadow 
  Architect who declared war and demanded the Doctor 
  lead their forces into battle. The Doctor tricked them, 
  and the pair escaped, heading for Earth.
  On Earth, the Daleks were rounding up humans for 
  transportation. Wilfred and Sylvia Noble tried to 
  escape but the Daleks detected them. They were 
  saved by Rose who introduced herself and asked 
  them when they’d last talked to Donna. She took 
  them back to their home, telling them they needed to 
  talk to the Doctor.
  The Doctor and Donna had followed the trail to the 
  Medusa Cascade, an area of space surrounding a time 
  and space rift. There was no sign of the planets and 
  the Doctor had no idea how to proceed. The scattered 
  forces on Earth were the same until, abruptly, Harriet 
  Jones appeared on the Sylvia’s laptop. She explained 
  that this had been planned for and contacted Sarah 
  Jane, Jack and Martha. This disappointed Rose as 
  she assumed the fourth contact would be her. Martha 
  explained that Project Indigo had used her own mind 
  as the stabilisation signal it had been missing and 
  brought her to her mum’s house. Harriet explained 
  they were using the Subwave Network, an intensely 
  powerful computer system set up by The Mr Copper 
  Foundation and designed to allow humanity to contact 
  the Doctor. They realised that by using the Cardiff 
  Rift as a power source and Mr Smith to tap into the 
  global telecommunications network, they could use 
  every phone on the planet to call the Doctor at once, 
  breaking through the Daleks’ interference. The one 
  problem was that it would make the origin of the call, 
  Harriet Jones’ house, visible to the Daleks.
  She ordered them to do it, and asked Jack to tell the 
  Doctor he chose his companions well. The Daleks 
  tracked Harriet down and, just before they arrived, 
  THE STOLEN EARTH/JOURNEY’S END
  
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  she transferred control of the call to Torchwood. 
  Then, Harriet Jones, former Prime Minister, stood 
  and faced her death with absolute courage and her 
  ID badge in her hand. 
  Harriet’s sacrifice was not in vain. The call connected, 
  the Doctor used it to track the Earth and the TARDIS 
  was thrown around as they punched through into 
  a pocket of space one second out of sync with the 
  universe. All 27 planets appeared and the Doctor was 
  heading for Earth when the signal cut off by a new 
  voice spoke. Davros, the creator of the Daleks had 
  returned. He explained that Dalek Caan had broken 
  through the Time Lock protecting the Time War to 
  rescue him. The Doctor mocked him and headed for 
  Earth as Davros ordered the ground forces to find 
  him. The Daleks began to mobilise both to the Doctor 
  and Torchwood, now the centre of the call.
  On Earth, Jack contacted Martha and got the teleport 
  base code from her Indigo rig, which allowed him to 
  zero in on her. He then grabbed a weapon, reactivated 
  his Vortex Manipulator and teleported away. At the 
  same time, Sarah Jane ordered Luke to stay in the 
  house and set off to find the Doctor whilst Rose 
  contacted her world’s version of Torchwood and 
  asked them to send her to the same spot. In Cardiff, 
  Gwen and Ianto watched as the first Dalek assault 
  battered, then broke down the door to the Torchwood 
  Hub. They opened fire on the Dalek as it advanced…
  The TARDIS landed and the Doctor and Donna 
  stepped out, the Doctor clearly desperate to find 
  Rose. Donna pointed out where she was and the 
  pair ran towards one another. Suddenly, a Dalek 
  appeared and shot the Doctor. Jack arrived a 
  second later, killed the Dalek and they helped the 
  Doctor into the TARDIS. There, Jack told everyone 
  to step back. The Doctor was dying. The Doctor was 
  regenerating.
  Into, it turned out, himself. He explained to 
  his stunned companions that he had used the 
  regeneration energy to heal from the Dalek shot and 
  then siphoned the rest off into his spare hand. His 
  companions were hugely relieved, especially Rose as 
  the two were reunited at last.
  Nearby, Sarah Jane was rescued from the Daleks 
  by Mickey and Jackie. In Torchwood, Gwen and Ianto 
  were stunned to see their bullets frozen in mid-air 
  and the Dalek motionless. They realised that their 
  late colleague, Toshiko Sato, had perfected a Time 
  Lock. They couldn’t get out, but the Dalek couldn’t 
  get in.
  Back at the TARDIS, the Daleks used a Chronon Loop 
  to take it to the Crucible. With the TARDIS vulnerable, 
  they had no choice but to face the Supreme Dalek 
  and near certain death. As they filed out, Donna 
  heard the heartbeat again and the door shut in front 
  of her. The Doctor blamed the Supreme Dalek who 
  denied responsibility and ordered the TARDIS be 
  dumped into the core of the Crucible where it would 
  be incinerated. Powerless to negotiate, the Doctor 
  watched as his best friend was thrown to her doom.
  In the TARDIS, already starting to burn up, Donna 
  heard the heartbeat again. Unsure quite why, she 
  touched the container the Doctor’s ‘spare’ hand was 
  in, and energy flowed from it into her. The container 
  exploded and an exact duplicate of the Doctor formed 
  from the hand. The Doctor’s duplicate dematerialised 
  the TARDIS just as it should have been destroyed. On 
  Earth, Mickey, Sarah Jane and Jackie surrendered 
  so they could be taken to the Crucible to find the 
  Doctor. Elsewhere Martha teleported to a secret 
  UNIT facility in Germany to bring the Osterhagen 
  station online. She faced off with a local woman 
  who begged her not to use it but Martha refused to 
  back down and made her way to the facility.
  Back on the Crucible, Jack got himself ‘killed’ to cause 
  a distraction whilst the Doctor and Rose were taken 
  to the Vault to see Davros. At the same time, 
  Jackie, Mickey and Sarah were brought aboard 
  and herded, along with the other humans into a 
  ‘test area’.
  In the TARDIS, the Meta-Crisis Doctor 
  began to figure out what he was. A 
  combination of the regeneration 
  energy in the hand, human DNA 
  meaning he had a single heart 
  and Donna’s mannerisms, he 
  was a biological metacrisis; a 
  creature that had never existed 
  before. 
  In the Vault, Davros explained to 
  an imprisoned Doctor and Rose 
  that the planets formed an energy 
  pattern that could be used to focus 
  Z-Neutrino energy into a ‘reality 
  bomb’, sending a wave of destruction 
  out through the Cascade and across 
  the universe. The humans, including 
  Jackie, Mickey and Sarah Jane, 
  were being used as guinea pigs 
  to test the bomb. Mickey and the 
  others only escaped because 
  
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  Mickey’s dimension jump recharged just in time and 
  were joined by Jack. Sarah Jane explained she’d 
  been given a Warp Star, an explosion contained in a 
  necklace and an unprecedented destructive force. It 
  seemed like it was a good time to use it.
  At the same time, Martha had successfully made 
  contact with two other Osterhagen bases, one in 
  China and one in Liberia. Like the Doctor would, 
  Martha contacted the Daleks and gave them a chance 
  to surrender. She explained the Osterhagen Key was 
  used to activate a string of 24 nuclear weapons buried 
  beneath the Earth’s crust. If humanity’s suffering 
  was deemed too great, they would be detonated 
  to destroy the planet and deny their enemies the 
  satisfaction of destroying them first. The Doctor, 
  overhearing this, was horrified. He was even more 
  horrified when Jack, Mickey and Sarah Jane cut in 
  holding the Warp Star and threatening to destroy 
  the Crucible. Davros mocked the Doctor, saying he 
  turned people into weapons whilst refusing to fight 
  himself, and the Doctor was stunned by the truth of 
  his claim. He remembered all the people who’d died 
  for him as Davros ordered the others teleported into 
  the room and disarmed. He then ordered the Reality 
  Bomb to be activated.
  At that moment, the TARDIS arrived and the Meta-
  Crisis Doctor and Donna attacked Davros. Both were 
  knocked flying by Davros’ electrical weapons and 
  both Doctors and companions could only watch as 
  the Reality Bomb counted down and then… Nothing.
  Donna reappeared and effortlessly used the Daleks’ 
  own control systems to shut down the bomb and 
  disable them. The Doctor realised the regeneration 
  had been a two-way process: Donna was now half-
  Time Lord just as the Meta-Crisis Doctor was half 
  human. Just as the Ood had said, there was now a 
  ‘DoctorDonna’. Working together the three Doctors 
  sent the other planets back home. Davros demanded 
  to know why Dalek Caan hadn’t seen this coming and 
  the Doctor realised he had. Caan had seen the Daleks 
  for what they were and, horrified, had manipulated 
  events to have them all destroyed.
  The Supreme Dalek arrived and accused Davros of 
  betraying his ‘children’. The ensuing fight saw the 
  Supreme Dalek destroy the equipment used to send 
  the planets back, leaving Earth behind. Jack killed the 
  Supreme Dalek whilst the Doctor tried to repair the 
  equipment. The Meta-Crisis Doctor, seeing a chance, 
  used it to destroy every Dalek and blow the Crucible 
  up. Horrified at what his other self had done the 
  Doctor ordered everyone into the TARDIS and faced 
  off with Davros one last time. The demented scientist 
  named the Doctor “the Destroyer of Worlds!”. The 
  Doctor fled into the TARDIS as Caan prophesied that 
  one of the Children of Time would still die.
  The Doctor used the energy of the Cardiff rift as a 
  ‘rope’, a stable energy field that the TARDIS could 
  use to tow the Earth back into place. With the help 
  of Torchwood, Mr Smith and K-9, they towed Earth 
  home with the Doctor’s companions helping fly the 
  ship. Well, most of them…
  With Earth back, the companions went their separate 
  ways. Sarah Jane returned to Luke, pointing out 
  to the Doctor that for a lonely man he had a huge 
  family. Jack headed out, along with Martha, after the 
  Doctor disabled his Vortex Manipulator again. Mickey 
  followed and told the Doctor there was nothing for 
  him on the other Earth after his gran had died 
  peacefully. He followed Jack and Martha. It was then 
  time to return Rose and the Meta-Crisis Doctor to the 
  other Earth.
  When they arrived, he explained to Rose that the 
  Meta-Crisis Doctor had committed genocide. He was 
  brand new, full of rage and hate and anger, just like 
  the Doctor had been when Rose had first met him. 
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  He asked her to make him better, just as she had 
  done with him, and the Meta-Crisis Doctor pointed 
  out his single heart. He was human and would live as 
  long as she did, complete with the memories of every 
  adventure they’d had. 
  On the way back to their universe, Donna’s speech 
  began to slur. The Doctor grimly told her the truth; 
  there was no way she could survive with his mind 
  in her brain. Tearfully, she begged him not to take it 
  from her but he had no choice. He suppressed her 
  memories and then delivered her home to Sylvia 
  and Wilfred. There, he explained she must never, 
  ever know about him or the knowledge would kill 
  her. Berating Sylvia for how badly she treated her 
  daughter, the Doctor stayed until Donna woke up. She 
  didn’t recognise him and had no interest in anything 
  that had gone on. 
  As rain began to fall, the Doctor left and Wilfred 
  asked if the Doctor had anyone. He explained that 
  his friends all had someone else and that was fine. 
  Wilfred promised to look for the Doctor every night 
  on Donna’s behalf and the Doctor thanked the old 
  man and then turned and left in his newly silent, 
  empty TARDIS.
  CONTINUITY
  •	
  Every missing planet is part of Davros’ reality 
  bomb: Callufrax Minor (a disguised part of the 
  Key to Time; see The Pirate Planet in The Fourth 
  Doctor Sourcebook), Woman Wept (visited by the 
  Ninth Doctor and Rose; see Boom Town in The 
  Ninth Doctor Sourcebook), Clom (twin planet to 
  Raxacoricofallapatorius; see Love & Monsters 
  on pg. 99), Pyrovillia (see The Fires of Pompeii 
  on pg. 176), Adipose 3 (see Partners in Crime), 
  the Lost Moon of Poosh (the subject of Dee Dee 
  Blasco’s research paper; see Midnight), Jahoo, 
  Shallacatop and Earth, amongst others.
  •	
  The Shadow Proclamation is visited by the 
  Doctor for the first time, although he has invoked 
  their name on many occasions (see Rose in The 
  Ninth Doctor Sourcebook, amongst others).
  •	
  Some of Earth’s bees are revealed to be 
  sentient aliens – Migrant Bees – who sensed the 
  coming disturbance and fled the planet to their 
  homeworld of Melissa Majoria.
  •	
  Harriet Jones was first encountered as MP for 
  Flydale North (see Aliens of London in The Ninth 
  Doctor Sourcebook) and was deposed as Prime 
  Minister by the Doctor (see The Christmas 
  Invasion on pg. 52). She clearly had time to dwell 
  on what happened and has made her peace with 
  both their mistakes.
  •	
  Rose has been using a Dimension Cannon to 
  travel across dimensions – much as Pete Tyler 
  and Mickey did at the Battle of Canary Wharf 
  (see Army of Ghosts/Doomsday on pg. 106). 
  •	
  Rose has not seen Captain Jack since she 
  inadvertently made him immortal, and is 
  surprised when he returns to life (see Parting 
  of the Ways in The Ninth Doctor Sourcebook).
  •	
  Davros recalls meeting Sarah Jane before (see 
  Genesis of the Daleks in The Fourth Doctor 
  Sourcebook). Sarah Jane Smith now lives at 13 
  Bannerman Road with her teenage son, Luke. 
  Sarah continued the sort of work she did during 
  her time with the Doctor. Getting into trouble, 
  righting wrongs, all the FUN stuff.
  •	
  The Doctor asks Gwen Cooper if she came from 
  a long line of family from Cardiff, a reference to 
  meeting one of her ancestors (see The Unquiet 
  Dead in The Ninth Doctor Sourcebook).
  •	
  Davros has not been seen since the Seventh 
  Doctor destroyed his ship with the Hand of 
  Omega (see Remembrance of the Daleks in 
  The Seventh Doctor Sourcebook). He was 
  supposedly killed in the early days of the Time 
  War when his ship flew into the jaws of the 
  Nightmare Child. He has ever had a tempestuous 
  relationship with his creations, and as he’s kept 
  prisoner in the Vault here that relationship does 
  not look to have improved with time. He now has 
  a metal claw in place of his hand, which was shot 
  off by a Dalek (see Revelation of the Daleks in 
  The Sixth Doctor Sourcebook).
  •	
  This is the first time the TARDIS is piloted by its 
  optimum number of pilots (six).
  •	
  The Time Lock that surrounded Torchwood 
  Three and saved Gwen and Ianto was devised by 
  Toshiko Sato (see Aliens of London/World War 
  Three in The Ninth Doctor Sourcebook), who 
  had since been killed.
  •	
  The missing planets are returned by use of 
  a Magnetron. The Time Lords once used a 
  Magnetron to transport the Solar System to a 
  
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  new location (see The Mysterious Planet and The 
  Ultimate Foe in The Sixth Doctor Sourcebook).
  •	
  The Doctor’s aborted regeneration turns out 
  to not be such a ‘free pass’ – at the end of his 
  eleventh incarnation’s life, it is revealed to have 
  used up one of his twelve regenerations (see 
  The Time of the Doctor in The Eleventh Doctor 
  Sourcebook).
  B  RUNNING THE ADVENTURE
  This adventure is the culmination not just of this 
  season’s story arc but of a couple of big ones from 
  previous adventures. It’s a huge, huge adventure 
  filled with massive ideas and characters and 
  immense emotional and action beats. It’s so huge 
  in fact that it’s difficult to know where to start. Here 
  are a few ideas about how to handle all the various 
  moving parts.
  A CAST OF THOUSANDS
  This adventure stars a lot of the Doctor’s past 
  companions – and some of their own companions too. 
  You might opt to simplify it by just using companions 
  from your own game instead. Of course, this also 
  provides the perfect adventure to bring in guest 
  players! Or, you might decide to include everybody, 
  but relegate some of them to ‘meanwhile…’ style 
  cut scenes where you describe what’s going on 
  elsewhere. This lets you give a sense of the scale of 
  the adventure, but also allows you to keep the focus 
  – and the plot – with the main characters.
  STORY POINT SAVIOURS
  For the purposes of this adventure, you might choose 
  to give every character 3 more Story Points. Each 
  time they use one of those three, it allows them to 
  introduce another character. 
  For example, one of the characters has been 
  captured by the Daleks and the Reality Bomb is about 
  to be tested on them. They spend a Story Point and 
  reveal that Mickey and Jackie are in there with them, 
  and their Dimension Cannons are fully charged. They 
  rescue the character and get to play a part in the 
  story. 
  Or, perhaps the characters are cornered by a squad 
  of Daleks and spend a Story Point. Jack zeroes in on 
  their location, kill the Daleks and help the characters 
  escape. 
  This way the other characters get to feature in 
  the story but they don’t detract from the players 
  themselves.
  BREAK IT DOWN
  Another approach to take is to expand how you run 
  your game to accommodate the size of this adventure. 
  Break down this adventure as three smaller ones 
  and run each one with a smaller group of players, or 
  maybe three entirely different groups:
  •	
  The Doctor and Donna
  •	
  Torchwood and UNIT
  •	
  Wilfred, Sylvia, Rose, Mickey, Sarah Jane and 
  Jackie.
  Each one allows you to focus on one particular 
  thread. The Doctor and Donna work the Shadow 
  Proclamation angle, Torchwood and UNIT let you do 
  full-scale action as they fight the Daleks and Wilfred 
  and co allow you to look at the human cost of the 
  invasion. Work out three plot points where the three 
  groups intersect. 
  For example:
  •	
  The Subwave Network
  •	
  The Dalek Ground Invasion
  •	
  The final battle onboard the Crucible
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  You can then build each one of the three adventures 
  around those three points. When you get to each of 
  these events, bring the groups together. That way 
  everyone gets to interact on the big plot points and 
  change the overall direction but also get to star in 
  their own individual adventures tailored to that 
  particular group.  This sort of ‘event’-style adventure 
  is perfect for running at a games convention, or for 
  teaming up with another Gamemaster at your local 
  games store. If you’ve got good players, and plan 
  well, it’ll be unforgettable.
  So that’s the structure. Now, what about the three 
  massive ideas this story drops in your lap: the Dalek 
  invasion, DoctorDonna, and the Meta-Crisis Doctor?
  THE DALEK INVASION OF EARTH
  The invasion is, oddly, the easiest thing to deal 
  with. This is absolute categorical proof of alien life. 
  It’s an immense, disaster movie of an event and 
  the ‘normal’ characters are a vital lens to show its 
  scale. Make sure you use something – or someone 
  – else to give the adventure the emotional anchor. 
  If your characters have always stayed in the same 
  city whenever they’re on Earth, have that overrun by 
  the Daleks. If they have offices or homes, have them 
  attacked. Everyone is under threat and not everyone 
  will make it out alive, and your characters need to 
  feel like it could be them at any minute. The invasion 
  is both the canvas the adventure plays out against 
  and the threat that’s always around the corner. Never 
  let your players forget that.
  DOCTORDONNA
  So, let’s talk DoctorDonna. The implications are 
  immense and should echo back and forward in 
  your campaign. Firstly, if you want to use the story 
  as presented here, then you need to walk a thin line 
  between laying clues and being obvious. The Doctor 
  and Donna’s timelines are tied together because of 
  this event and its consequences, and that echoes 
  all the way back to the Runaway Bride and up to 
  The End of Time. Use the breadcrumbs that are 
  laid through these stories, like Donna’s ability with 
  maths and the immense psychic strength she shows 
  in Turn Left to show that something is… off about her. 
  If you’re not using Donna but have characters hitting 
  similar marks then the same thing applies. Drop the 
  clues and if they react to them, accommodate those 
  reactions. There are plenty of places, and people, 
  they could go to research what’s going on with them 
  and lots of opportunities for other adventures there. 
  After all, River definitely knows what’s about to 
  happen and could be persuaded to help…
  But then there’s the fact that Donna ‘dies’, and 
  the consequences of that have far more impact 
  in a roleplaying game. It’s definitely only a plot 
  you should consider exploring with a player 
  who wants to change characters, as it packs 
  an emotional punch and is a very tragic end. If 
  you don’t have a player who’s ready to change 
  characters, then it might be a good idea to 
  come up with an alternative plot… Of course 
  you could always save her…
  There are, like so many things 
  with this Doctor, a vast array of 
  ways to save Donna or at least 
  keep her alive long enough to get 
  her help. None of them devalue 
  the danger of the metacrisis 
  either, and that’s vital. Another 
  race being exposed to Time 
  Lord 
  regeneration 
  energy 
  is incredibly dangerous for 
  everybody and a Meta-Crisis 
  character should be living 
  (albeit briefly if you don’t move 
  fast enough) proof of that.
  Some ways to save a Meta-
  Crisis character might include:
  •	
  Encoding them into the 
  Library or a similar sized 
  Artificial Intelligence.
  •	
  Using a modified version of the 
  Lazarus technology to stabilise 
  them.
  •	
  Using a teleport system to hold 
  them in stasis until they can be 
  placed in a stable biological 
  form.
  
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  •	
  Breaking the Time Lock and bargaining with 
  the Time Lord High Council to give them a set of 
  Gallifreyan regenerations so they can live.
  •	
  Using a Flash Clone mill to rebirth them into a 
  more fitting body.
  The Meta-Crisis certainly gives you the opportunity 
  to ‘upgrade’ or ‘promote’ one of your characters if you 
  save them in this way, effectively letting them take on 
  the role of the group’s Time Lord. Of course, it should 
  cost your group a hefty number of Story Points to pull 
  off such a feat – maybe that’s why the Doctor could 
  not save Donna, as he spent all of his Story Points 
  saving the Earth!
  Of course, if you’re really looking to shake-up the 
  group, how about having the Doctor save Donna by 
  sacrificing his own life? This would be a massive 
  change in the dynamics of your group but in narrative 
  terms it could work really well. The destruction 
  of the Crucible and the return of Earth is an epic 
  moment and a perfect time for a Doctor to bow out 
  and someone new to come along. On a more personal 
  note, sacrificing their life for their companions is 
  something the Doctor does, a lot, and it always has 
  massive emotional weight to it. It also shifts the 
  focus of the stories that follow it.
  THE META-CRISIS DOCTOR
  Then there’s the second Doctor. Dramatically that 
  means a couple of things, especially if you opt to have 
  Donna saved and the central Time Lord regenerate. 
  The second Doctor is a chance to not only revisit the 
  previous character but has lots of potential to be a 
  chaotic force in your campaign. Whilst he’s clearly 
  not evil, he’s also far more ruthless and the idea of 
  having to talk down a dark(er) version of your group’s 
  Time Lord has a lot of potential. 
  There are other ways to use him too:
  •	
  Meanwhile… Once in a while, you set an 
  adventure on Pete’s World and focus on the 
  Meta-Crisis Doctor. Maybe that universe’s 
  Crucible was recovered intact and Rose and the 
  Doctor are leading the team exploring it. Maybe 
  they’ve joined a combined UNIT/Torchwood 
  task force seeking out the aliens on Earth and 
  working with them to create a galactic council. 
  Doing this gives you the opportunity to take a 
  break from the main campaign and fold in hints 
  about what’s to come. Maybe Rose finds the 
  Meta-Crisis Doctor repeating the prophecy “he 
  will knock four times” over and over, that sort of 
  thing.
  •	
  Backup: Characters die. Sometimes forever. 
  If you lose the Time Lord in your campaign, 
  an adventure to go ‘recruit’ their Meta-Crisis 
  double would be a lot of fun. Alternatively, a 
  badly injured Time Lord might need help from 
  the latent regeneration energy in their ‘clone’ to 
  regenerate.
  •	
  A Necessary Evil: The Time Lords contact the 
  Meta-Crisis Doctor and make him an offer. Bring 
  the Doctor to them and they will give him a full 
  set of regenerations and a new TARDIS. All he 
  has to do is meet their agent, the Valeyard, in the 
  remains of the Crucible…
  •	
  Unnecessary Evil: The Time Lords beg for the 
  Meta-Crisis Doctor’s help. The Doctor has gone 
  mad one universe over, participating in the 
  genocide of the Silence, threatening the integrity 
  of time itself and holding the planet of Trenzalore 
  to ransom. They can help him but to do that, he 
  just needs to tell them his name.
  There’s so much in this adventure that these ideas 
  just scratch the surface. Pick what you want, go with 
  what works and don’t be afraid to try new things. It’s 
  a huge adventure but you’re up to the challenge.
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  PROJECT INDIGO (MAJOR GADGET)
  Derived 
  from 
  Sontaran 
  teleportation 
  technology, Project Indigo rigs are built like 
  parachutes, with two trigger handles on the 
  shoulders. An onboard computer hooks into 
  the global satellite network to pinpoint the 
  exact coordinates the subject is to teleport to. 
  However, the system isn’t complete and the lack 
  of a stabilisation code means that the subject 
  is more likely to appear where they want to be, 
  rather than where they’re trying to get to.
  Traits: Teleport, Restriction (target appears 
  where they want to be, not where they need to go).
  Story Points:  2 
  DIMENSION CANNON (MINOR GADGET)
  Torchwood on Pete’s World really excelled 
  themselves with the Dimension Cannon. Their 
  precision, real-time tracking of the people 
  Rose needed to find allowed them to ‘fire’ her 
  at their location with remarkable accuracy. It 
  needs time to recharge after use, however.
  Traits: Teleport, Recharge.
  Story Points: 1 
  MR SMITH
  A super computer powered by a sentient alien 
  crystal called a Xylok, Mr Smith was initially 
  a threat to Sarah Jane but is now a staunch 
  ally. Built into the attic of her house, Mr Smith 
  is the most advanced computer on the planet, 
  able to connect with and control any system 
  given enough time. He’s also an Artificial 
  Intelligence with a dry sense of humour and a 
  growing fondness for his new ‘family’.
  THE OSTERHAGEN KEY (SPECIAL GADGET)
  A weapon of last resort, the Osterhagen Key 
  is a three-part launch key for a series of 
  nuclear warheads. The warheads are buried 
  at different locations around the world and, if 
  the suffering of humanity is deemed too great, 
  three UNIT staff members in three stations 
  can agree to trigger the weapons and destroy 
  the planet. 
  Traits: Delete (the Earth), Restriction (must be 
  manually armed at each of four stations).
  Story Points:  4
  WARP STAR (MAJOR GADGET)
  Warp Stars are the plutonic ideal of an 
  explosion, contained. As destructive as they 
  are rare, they are impossibly beautiful jewels 
  that 
  contain 
  planet-cracking 
  destructive 
  power. Wars have started over Warp Stars and 
  more wars have been finished by the threat of 
  them. 
  Traits: Zap (Major).
  Story Points:  2 
  
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  REALITY BOMB
  The Reality Bomb used the gravitational 
  lensing of the 27 stolen worlds and the 
  Z-Neutrino core of the Crucible to unleash 
  a wave of energy that would sever electrical 
  bonds at the atomic level. This process will 
  destroy everything in the universe and cannot 
  be stopped once started. On a smaller scale, 
  during testing on Dalek victims, it caused 
  8/L/L damage.
  Stopping the Reality Bomb
  There are ways to stop it of course: using 
  other planets to focus the wave back on the 
  Crucible, moving the entire universe out of 
  temporal sync or using Time Lord technology 
  to ‘carve’ the Medusa Cascade off from the 
  larger universe are all possibilities. Your 
  players will have better, madder ideas. Run 
  with whatever’s going to be the most fun for 
  all of you!
  FURTHER ADVENTURES
  •	
  You could build an entire campaign out of helping 
  repair Earth, especially if the TARDIS is damaged 
  and the players cant go anywhere for a while. 
  UNIT is broken, but not bowed. The organisation 
  picks up from the ashes and begins salvaging 
  equipment from the war to use for its own ends. 
  As the Valiant II is built and the organisation 
  spearheads relief efforts across the world, the 
  characters are flown from country to country, 
  assisting where needed. They must search the 
  ruins of London, talk down a sentient Dalek 
  bomb buried under the Eiffel Tower and rehouse 
  an Adipose family trapped in the Arctic. The 
  Earth wasn’t the only planet that was stolen and, 
  as the characters work, they find more aliens 
  rallying to help them. Earth is changing. The 21st 
  century is here. And the characters are ready.
  THE META-CRISIS DOCTOR
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  5
  INGENUITY
  9
  STRENGTH
  3
  Brilliant, flamboyant, argumentative and (mostly) 
  human, the Meta-Crisis Doctor is everything 
  the Tenth Doctor was at the start of his life. And 
  everything the Ninth Doctor was at the end of his…
  SKILLS
  Athletics 3, Convince 4, Craft 2, Fighting 2, 
  Knowledge 8, Marksman 1, Medicine 3, Science 5, 
  Subterfuge 3, Survival 3, Technology 4, Transport 4.
  TRAITS
  Adversary: Davros, the Daleks.
  Boffin: Can make Gadgets.
  Brave: +3 to all Resolve rolls.
  Charming: The Meta-Crisis Doctor is brimming 
  with confidence and new knowledge.
  Feel the Turn of the Universe
  Impulsive: Brand new, the Meta-Crisis Doctor is 
  prone to acting rashly.
  Resourceful Pockets
  Run for your Life! Gains a +1 Speed bonus when 
  being chased.
  Technically Adept: +3 on all Technology rolls.
  Time Lord (Experienced)
  Time Traveller
  Vortex
  TECH LEVEL: 9 
   STORY POINTS: 10
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  THE NEXT DOCTOR
  ‘I’m the Doctor! Simply “the Doctor!” The one, 
  the only, and the best! Rosita, hand me the sonic 
  screwdriver!’
  B  SYNOPSIS
  London 1851
  The Doctor arrived in London on Christmas Eve 1851 
  and took some time to enjoy the festive atmosphere. 
  He was tired and alone and still grieving the loss of 
  Donna but it was Christmas and everything looked 
  better at Christmas and… someone was yelling his 
  name.
  The Doctor ran off and found a woman named Rosita 
  Farisi calling for help. Rosita didn’t recognise him 
  and the Doctor was stunned to see another, taller, 
  slightly older man arrive. He, it turned out, was 
  also the Doctor and the two men raised their Sonic 
  Screwdrivers and prepared to face their enemy.
  Their enemy turned out to be a bestial looking 
  creature with a brass Cyberman head that dragged 
  them up a building and almost out the other side. 
  Rosita saved the two and the two men began to chat. 
  The new Doctor had no memory of his previous 
  faces and said he had lost all memory of his past 
  since encountering the Cybermen.
  The two Doctors’ investigation led them to the 
  house of the recently deceased Reverend Aubrey 
  Fairchild. The ‘new’ Doctor explained that his 
  investigations had linked the Cybermen to a number 
  of child abductions and murders in the city that 
  had culminated with that of Reverend Fairchild. 
  The first victim was a man named Jackson Lake. 
  The name seemed to trouble the new Doctor but 
  he was interrupted by the Doctor finding a pair of 
  Infostamps in the Reverend’s desk. He explained 
  they were essentially external storage devices and 
  when he activated one, information on the history 
  of London up to the year they were in appeared on 
  a nearby wall. The Doctor realised the truth: the 
  Cyberman had continued their war with the Daleks 
  in the Void and had won, but at huge cost. They 
  were slow, primitive creatures now that needed 
  to upgrade externally. Worse, the Daleks’ Reality 
  Bomb had allowed them to slip out of the Void. 
  The new Doctor remembered he had been holding 
  an Infostamp the night he lost his memory and 
  regenerated but, before they could discuss it 
  further, the two Doctors were interrupted by a 
  Cyberman. They were chased through the building 
  and only saved when the new Doctor opened the 
  Infostamp and used its energy core to destroy their 
  attackers.
  
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  At Reverend Fairchild’s funeral, the heads of the 
  local orphanages gathered to pay their respects. 
  They were interrupted by Mercy Hartigan, a 
  ‘colleague’ who mocked them savagely for their 
  cruelty and hypocrisy. She unleashed the Cyberman 
  on the mourners and had all but four killed. Those 
  she fitted with EarPods. She had plans for them…
  The two Doctors returned to the stables where the 
  new Doctor was staying and were met by Rosita. 
  They talked and, slowly and with tremendous care, 
  the Doctor explained what he’d figured out. Jackson 
  Lake and his family had been in the wrong place at 
  the wrong time, their home invaded by the Cybermen 
  and Mrs Lake killed. Jackson had, in desperation, 
  grabbed an Infostamp and used it to defend himself. 
  The stamp had contained information on the Doctor 
  and had flooded Jackson’s brain with information. 
  Even worse, the sight of his wife’s murder had 
  triggered a fugue state and Jackson had simply 
  shut down, embracing this new identity as a means 
  to survive. The Doctor’s final proof was Jackson’s 
  watch. It resembled a Gallifreyan fob watch but 
  had initials on one side; JL. Jackson broke down, 
  overwhelmed by the truth.
  Screams echoed from outside and the Doctor and 
  Rosita investigated. They discovered the converted 
  workhouse owners leading their charges through 
  the streets to a sluice gate in the Thames. There, 
  Miss Hartigan confronted them and explained that 
  the Cyberman had offered her liberation and she 
  was working with them voluntarily. She was using 
  the children as a workforce to build something 
  and ordered the pair killed. Jackson rescued them 
  and explained the truth; that he and his family had 
  moved to London and found the Cybermen in the 
  basement. They returned to Jackson’s old home 
  and a Dimension Vault in the tunnels underneath; 
  a piece of Dalek technology the Cybermen had 
  used to escape the Void. The three headed into the 
  tunnels and found their way to the Cybermen’s base, 
  where the children were being forced to construct 
  something massive. Nearby, Miss Hartigan was 
  betrayed by her ‘allies’ and forced to become the 
  new mind of the CyberKing. She proved too strong 
  though, resisted Conversion and destroyed the 
  Cyber Leader, taking full control of the CyberKing.
  The Doctor and friends began rescuing the 
  children and almost all of them escaped before 
  Jackson remembered the final piece of his missing 
  memories; he had a son. He was alive. The 
  Cybermen had taken him and, they realised, he was 
  trapped at the top of the factory. The Doctor saved 
  him just as the CyberKing rose.
  The CyberKing was an immense Cyberman that 
  stormed across London, firing weapons into the 
  panicked streets. The Doctor got Rosita, Jackson 
  and his son clear and then borrowed Jackson’s hot 
  air balloon. He rose to the height of the CyberKing’s 
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  head and pleaded with Miss Hartigan to stop. He 
  offered her an abandoned world of her own where 
  the Cybermen could live in peace. She refused and 
  the Doctor used a barrage of Infostamps to sever 
  her connection with the CyberKing. Horror-struck 
  at what she’d become, Miss Hartigan went mad and 
  the CyberKing collapsed. The Doctor triggered the 
  Dimension Vault and returned the CyberKing to the 
  Void just before it fell. On the ground, Jackson led a 
  cheer for the Doctor.
  Later, the two men returned to the Doctor’s TARDIS 
  and Jackson was allowed inside. He was amazed but 
  decided he’d had enough adventures. He invited the 
  Doctor to Christmas dinner but he refused, finally 
  explaining that everyone who travels with him leaves 
  and, in the end, they all break his heart. Realising 
  how lonely his friend was, Jackson demanded he 
  join them for dinner and, to his surprise as much 
  anyone else’s, the Doctor agreed. The two men left, 
  the Doctor saying that of everyone who could have 
  been ‘him’ he was pleased it was Jackson.
  CONTINUITY
  •	
  The Cybermen were dragged back into the 
  Void by the Doctor and Rose during the battle of 
  Canary Wharf, along with the Daleks (see Army 
  of Ghosts/Doomsday on pg. 106). They escaped 
  when the catastrophic events in the Medusa 
  Cascade damaged the fabric of the universe (see 
  The Stolen Earth on pg. 217).
  •	
  The EarPods that Miss Hartigan uses to control 
  her subjects are similar to those manufactured 
  by Cybus Industries (see Rise of the Cybermen 
  on pg. 83).
  •	
  The Doctor uses a cutlass to fend off the 
  Cybermen. He has shown his swordsmanship 
  off before (see also The Sea Devils and The 
  Time Warrior in The Third Doctor Sourcebook; 
  The Androids of Tara in The Fourth Doctor 
  Sourcebook; The King’s Demons in The Fifth 
  Doctor Sourcebook; 
  and 
  The Christmas 
  Invasion on pg. 52).
  B  RUNNING THE ADVENTURE
  This adventure makes for a fantastic one-shot, 
  standalone adventure, that you can run at the drop 
  of a hat without intruding on your wider story arc. 
  You get a fantastic central visual, a strong couple of 
  themes, a great villainess and some stompy Cyber 
  destruction all at once. 
  However, it also offers an opportunity to a couple of 
  other really interesting things:
  Regeneration Two-Step: This is the perfect 
  adventure to start a new campaign with, especially 
  if you have a newly regenerated Time Lord in the 
  party. The companions could be drawn from this 
  time period (Jackson and Rosita would both make 
  fine companions, as might a reformed and rescued 
  Mercy Hartigan). The adventure neatly returns to 
  
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  the consequences of a previous one and also gives 
  the players plenty of opportunity to work as a team.
  Doctor Jackson: You could use the premise that 
  Jackson really is the ‘next’ Doctor as the basis for 
  a fantastic campaign. Jackson could play the role of 
  the group’s ‘Time Lord’, with his own companions. 
  Where might Jackson’s new memories take him? 
  What adventures might he have in Victorian London 
  – or beyond, perhaps, if he can get his TARDIS 
  working… (not that we’d recommend taking a hot air 
  balloon through the Time-Space Vortex). 
  Whether Jackson really is the Doctor, or whether it 
  is the Infostamp as presented here, is left up to you 
  – perhaps it could form the arc of your first season?
  Flying Solo: This adventure is perfect if most of 
  your group have to cancel at short notice. The solo 
  Doctor, small cast and self-contained nature of the 
  story mean it’s a great choice for a single-session 
  one-shot.
  B  MERCY HARTIGAN
  Before women’s rights, there was an age of 
  oppression in Victorian England. But a new age 
  was coming, one of steel, led by Mercy Hartigan, 
  a Matron of a local workhouse. She was abused 
  and oppressed by the men around her and, when 
  the Cybermen arrived in 1851, she orchestrated 
  the manipulation of powerful men and helped the 
  Cybermen acquire their child  workforce, all so that 
  INFOSTAMPS (MINOR GADGET)
  The Infostamp is a small steel memory drive with data about different subjects. If the Cybermen do 
  not have enough power to run their wireless network, they can rely on the Infostamp to share data. 
  When plugged into a Cyberman’s chest, the data is transferred into the Cyberman, giving it the data 
  that was imprinted on the stamp. There can be adverse effects to the Infostamp if not handled properly. 
  In the case of Jackson Lake, he accidentally caused one to backfire, flooding his mind with knowledge 
  about the Doctor. Jackson was already in distress over the Cybermen taking his wife and son, and the 
  data backfire caused him to actually believe he WAS the Doctor. With some fiddling, the infostamp 
  can be used as a short burst energy weapon. The power unit can be opened, unleashing an energy 
  wave strong enough to drop a Cyberman. The data inside a damaged infostamp can be restored by 
  synchronising the energy within. This process is completed by the Cyberman gripping the Infostamp 
  and modulating its own energy with that of the device.
  Traits: Skill (Knowledge – Various Subjects), Zap (Minor), Backfire, One Shot.
  Story Points: 1
  Backfire: If a roll fails resulting in a Bad or Disastrous Result when trying to use an Infostamp, the 
  information can backfire and actually replace some of the user’s own memories. While the user gains 
  a basic knowledge within the Infostamp, if the stamp is about a person they may actually think they are 
  that person.
  DIMENSION VAULT (SPECIAL GADGET)
  Dimension Vaults are Dalek devices intended to allow rapid, mass dimensional transit. Designed 
  around a Dalek manipulator arm they draw energy from the background radiation of the universe to 
  essentially tear open a hole to the next dimension over. There’s no subtlety to them and precious little 
  ability to steer where you’re going although the Vault does store the last dimension it was in as ‘home’ 
  coordinates. Using a Dimension Vault requires an Ingenuity + Technology roll (Difficulty 15). When 
  fired, it will create an expanding field that will draw anything in front of it into its ‘home’ dimension. 
  Changing the destination or tailoring the field (say, to drag Void-drenched Cyber technology back 
  whence it came) requires a roll of 20 to achieve, or a fair few Story Points. 
  Traits: Teleport, Vortex, One Shot.
  Story Points: 2
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  she could become more powerful than any man. 
  When the CyberKing was completed, Miss Hartigan 
  was betrayed by the Cybermen as they plugged her 
  into the control mechanism, exposing her to all the 
  glories of Cybermen knowledge. 
  However, Miss Hartigan’s mind was so powerful and 
  her hatred so deep that even as the CyberKing she 
  kept hold of her own will. She offered to usher the 
  Cybermen into a new age with the vengeance that 
  burned inside of her. See pg. 39 for the CyberKings 
  stats.
  FURTHER ADVENTURES
  •	
  The characters receive a time-delayed letter 
  from Jackson Lake, asking for their assistance. 
  They arrive in 1871, and find Jackson the 
  headmaster of the Lake Academy for the 
  Exceptional. He and Rosita, now married,  run 
  the Academy as a means of helping identify 
  and train people with the exceptional will of 
  Jackson and the late Mercy Hartigan. The only 
  problem is, the Academy seems to be haunted, 
  by the ghost of Miss Hartigan…
  MISS HARTIGAN
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  2
  RESOLVE
  8
  INGENUITY
  4
  STRENGTH
  2
  SKILLS
  Convince 5, Knowledge (London 5) 3, Subterfuge 4.
  TRAITS
  Attractive: Miss Hartigan is beautiful. She used 
  this to seduce the men of London. She gains +2 
  when seducing men.
  Brave: Mercy could stand around in the 
  presence of Cybermen and not even flinch. She 
  gains +2 to any Resolve test.
  Distinctive: Miss Hartigan was well known for 
  her bright red dress and her good looks. She 
  always stood out in a crowd. 
  Obsession – Hatred of Men: So angered by 
  oppressive men, Miss Hartigan was willing to 
  destroy London to see them fall to their knees.
  TECH LEVEL: 4 
   STORY POINTS: 3
  ROSITA FARISI
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  5
  STRENGTH
  4
  The ‘new’ Doctor’s faithful companion, Rosita 
  had a rough life until she and Jackson found one 
  another. Now she’s fiercely loyal to him.
  SKILLS
  Athletics 4, Convince 4, Fighting 3, Knowledge 4, 
  Survival 3.
  TRAITS
  Brave: Rosita isn’t afraid of anything, Cybermen 
  included.
  Quick Reflexes: Rosita is quick on the uptake.
  Screamer! Anything attacking her is stunned for 
  a round.
  TECH LEVEL: 4 
   STORY POINTS: 5
  
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  ‘Oh, we were made for each other!’
  B  SYNOPSIS
  London, England, and San Helios, 2010
  Lady Christina De Souza was having a busy night. 
  She’d just stolen a relic from the International 
  Gallery, had barely escaped the police and paid for 
  a bus ticket with her diamond earrings. It had gone 
  very well. Then the Doctor sat down next to her. And 
  the police began chasing the bus. Then there was the 
  wormhole.
  The Number 200 bus was catapulted through a hole 
  in space and landed in the middle of a desert. The 
  wheels were buried, the engine was wrecked and 
  the driver declared it unmovable. Christina and the 
  Doctor took charge and the Doctor explained he’d 
  been tracking the wormhole but had been surprised 
  when it had grown large enough to swallow the bus. 
  The bus driver, thinking they could simply walk back 
  through, ran at the wormhole but was incinerated. 
  On Earth, his flaming skeleton appeared out of thin 
  air and DI Macmillan, realising that things were a bit 
  more serious, called UNIT.
  Back on the alien world, the Doctor and Christina 
  took stock of who they were trapped with: Nathan 
  and Barclay were two young men who were both 
  frightened but eager; Angela was a slightly older 
  woman who was starting to panic; Lou and Carmen 
  were an older couple. Carmen muttered about this 
  being a planet of the dead and Lou explained that his 
  wife was slightly psychic and they always won £10 on 
  the lottery. The Doctor speculated that her powers 
  were being accentuated by the alien sun. Carmen 
  told them death was coming, riding on the wind, and 
  the bus began to panic.
  The Doctor calmed them down by reminding 
  everyone of what they were going home to and he 
  and Christina detailed them to start getting the bus 
  moving. Exploring a little, the pair noticed plenty 
  about each other and their surroundings; Christina 
  was ridiculously well prepared and had a backpack 
  full of equipment, whilst the Doctor was at home with 
  the alien. The storm seemed to be getting closer.
  The Doctor boosted a mobile phone signal and called 
  Earth. He got through to the UNIT officers on site, 
  Captain Erisa Magambo and Doctor Malcolm Taylor. 
  The Doctor and Malcolm bonded and he asked the 
  enthusiastic scientist to scan the wormhole for him.
  The Doctor and Christina went off exploring again 
  but were captured by a fly-headed alien, a Tritovore. 
  The Tritovore took them back to its own crashed ship 
  and the Doctor persuaded it they were friends not 
  enemies. The two surviving Tritovores sent a probe 
  out into the storm and discovered the storm was 
  PLANET OF THE DEAD
  PLANET OF THE DEAD
  
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  really made up of billions of colossal, carnivorous, 
  metal-exoskeletoned flying stingrays: the Swarm. 
  They were about to be fed on. They also found out 
  just where they were; the Scorpion Nebula on the 
  other side of the universe. The world, San Helios, had 
  been a metropolis a year before. Then the swarm 
  had come and eaten everyone and everything. The 
  sand was all that remained. The Doctor realised the 
  truth; the Swarm generated the wormhole through 
  the speed and size of the atmospheric disturbance 
  they created when they flew. Once they were fast 
  enough, the wormhole would be big enough to let 
  them through and they would feed on their next 
  world, their metal exoskeleton protecting them 
  during the journey. The next world was Earth. They 
  were all running out of time.
  Malcolm and Magambo called and revealed the 
  wormhole was now four miles wide. The Doctor took 
  another call from Nathan who explained that the 
  petrol in the engine had been exhausted. The Doctor 
  realised that they needed a crystal power source 
  in the Tritovore ship to get off world and he and the 
  Tritovore began working out how to get around the 
  ship damage to get to it.
  Christina found the shaft that led down to it, set up 
  her rappelling gear and jumped. The Doctor barely 
  disabled the security field in time, and Christina was 
  almost killed by a Swarm creature that had been 
  trapped in the ship, but she retrieved the crystal. The 
  Tritovores were killed by another Swarm creature 
  and the Doctor and Christina fled back to the bus. 
  There, the Doctor set up anti gravity clamps on 
  the four wheels and steering wheel. He persuaded 
  Christina to hand over the Cup of Athelstan, the 
  multi-million pound relic she’d stolen, to help close 
  the circuit and the bus took off!
  They made it back through the wormhole, unaware 
  that Malcolm had been ordered to close it but refused, 
  and were pursued by the first wave of the Swarm. 
  UNIT killed them, Malcolm closed the wormhole and 
  the bus landed. The passengers were led away and 
  Christina was arrested.
  As Carmen left, she told the Doctor that his song was 
  ending and “he will knock four times.” Rattled, the 
  Doctor watched Christina being led away and quietly 
  unpicked her handcuffs for her. She escaped, ran past 
  him and got on the bus, flying it away. She escaped 
  and the Doctor  was arrested by DI Macmillan. The 
  Doctor ‘arrested himself’ into the nearby police box 
  and he escaped.
  CONTINUITY
  •	
  Captain Erisa Magambo is the UNIT field officer 
  in charge of dealing with the wormhole. This is 
  the same Captain Magambo Donna met in her 
  
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  alternate timeline (see Turn Left on pg. 213). 
  In this timeline she might be in a better job but 
  is noticeably more ruthless, fully prepared to 
  sacrifice the Doctor to save the planet.
  •	
  Malcolm is the Scientific Advisor for UNIT, a job 
  the Doctor technically still holds too.
  •	
  “It is returning. He will knock four times.” 
  What does the prophecy allude to? Carmen’s 
  description of the Doctor’s song ending echoes 
  the Ood’s (see Planet of the Ood on pg. 182).
  •	
  The Doctor admits to stealing the TARDIS from 
  his own people (see An Unearthly Child in The 
  First Doctor Sourcebook).
  •	
  The Psychic Paper doubles as an Oyster Card on 
  London transport.
  •	
  This is not the first time the Doctor has 
  encountered a flying bus (see Delta and the 
  Bannermen in The Seventh Doctor Sourcebook 
  and Midnight on pg. 209). 
  B  RUNNING THE ADVENTURE
  This adventure works brilliantly as either a fill in 
  for a week where most of your group can’t make it 
  or as a break from the norm with everyone playing 
  the people on the bus. It’s a surprisingly versatile 
  adventure and each approach to it has some real 
  value.
  A JUMPING OFF POINT
  Using this adventure as a first adventure is great. It 
  introduces UNIT, sets up a possible returning bad 
  guy (the Swarm), a possible main character who you 
  can build a group around (Christina) and has plenty of 
  stuff for people to do. Plus you can dig into interesting 
  stuff later on, like why these particular people were 
  on the bus, how the Swarm knew how to find Earth 
  and what connection that had with what Christina 
  stole. This adventure also offers you a perfect way 
  to introduce a new companion to the group – simply 
  have them be a passenger, in the wrong place at the 
  wrong time and away you go! This Doctor might not 
  have invited Christina onto his TARDIS, but another 
  Time Lord might welcome a new companion from the 
  Number 200. 
  You might also decide to use the Doctor as a catalyst 
  for a new group of characters, but not necessarily 
  starring him. He might show up to help out in this 
  adventure, and return in the future, but ultimately 
  leave the new group (and their flying, possibly time-
  travelling, bus) to embark on their own adventures. 
  Here are some other ideas for using this adventure 
  as the starting point for a new campaign:
  The De Souza Affair: The players play Christina and 
  her support team. Hired by a mysterious patron to 
  steal pieces of…esoteric art. The only problem is, 
  someone has been chasing them down for a while. 
  Not just DI Macmillan either. Someone who wants 
  these artefacts, knows what they really are and 
  seems intent to let Earth be destroyed to get them. 
  Think of this like a crime caper movie, but with the 
  addition of time travel.
  Above the Law: The players are Torchwood Officers 
  assigned to investigate a series of disappearances in 
  the area. They arrive just as the bus goes through and 
  must work out how to not only close the wormhole 
  but rescue the panicked civillians on the other side 
  before it’s too late.
  Expeditionary Force: The wormhole has opened 
  at exactly the same time for the last four nights. 
  It has doubled in size every time. Now, as it opens 
  again, UNIT are ready to send an expeditionary force 
  through. The players each control two characters: 
  one on the off-world unit, one on the increasingly 
  harangued cordon set up around the wormhole.
  PLANET OF THE DEAD
  
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  In fact, there’s a lot of potential in the idea of giving 
  everyone more than one character. That not only gives 
  the events on Earth added drama but allows them to 
  potentially lose one or two and not feel left out…
  KEEPING TO THE TIMETABLE
  The key thing you have to keep in mind when running 
  this adventure is the ticking clock that will bring the 
  Swarm to the characters and then Earth. Because 
  they’re such a dangerous threat when confronted 
  face on – more a force of nature than an enemy to 
  fight – you will need to spend some time building up 
  the threat and sense of foreboding. This is really easy 
  to do, especially if you have a psychic character in the 
  group. There are some extra incidents you can throw 
  in too, like early, small waves of the Swarm breaking 
  across them or the Swarm’s motion actually causing 
  severe weather events ahead of their arrival. Either 
  way, make sure the characters never have time to 
  relax, always have a problem to solve and always 
  keep an eye on the horizon.
  THIS SONG IS ENDING
  This adventure also acts as a key point in the 
  Doctor’s final story arc, continuing to herald his 
  coming doom. You can leave aspect of the story out 
  if it does not serve your own campaign’s needs, of 
  course. You can run this adventure perfectly without 
  Carmen’s doom-laden omen but it does help quite a 
  lot, creating a real air of doom and neatly setting up 
  the end of the Doctor’s life and what he’s planning 
  to do about it. 
  Whether or not you use it also dictates where you 
  want to use this adventure. Running it at the start of 
  a campaign  adds a lot of urgency and danger, with 
  the implicit threat of the Time Lord in your campaign 
  regenerating. Putting it at the end gives it real weight 
  as a character with a huge past in the game begins to 
  face the end of their life. 
  B  THE SWARM
  Vicious and brutal, the Swarm (their real name 
  remains unknown) is the collective name for a huge 
  flying species that moves through the air at great 
  speed whilst gorging themselves on anything and 
  everything that gets in their way. They soar like a 
  billion-strong horde of locusts and, due to their 
  numbers and speed, no one really stands a chance of 
  escaping their gaping jaws. Each one is packed with 
  razor sharp teeth that can bite their way through 
  any material, no matter how dense – flesh, wood, 
  concrete or metal.
  
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  Once they have devoured everything on a planet, they 
  fly around the now-dead sphere gradually gaining 
  momentum as they go. This creates a wormhole, a 
  huge tear in space itself. The wormhole gets bigger 
  and bigger until they are able to travel through this 
  rip in space to another unsuspecting planet. From 
  here they continue their simple lifecycle of digestion 
  and progression. The creatures are constructed 
  from a metallic exoskeleton, which is constantly 
  renewed as the metal they eat from buildings passes 
  into their bones. Because the metal is replenished 
  and incredibly strong it protects their bodies as they 
  pass through wormholes. They average just over 
  4.5 metres long, with tails that have sharp, serrated 
  ends. These can be used to whip their victims to one 
  side and also cause severe damage.
  They have no remit, plan or grand evil scheme. They 
  are merely carrying out their evolutionary role. 
  When in flight, they emit a high-pitched scream that 
  forewarns their intended victims, placing their prey 
  even more on edge. When viewed from a distance 
  they have been misinterpreted as a storm, because 
  there are so many they resemble huge grey clouds. 
  The Swarm needs only the slightest source of heat to 
  take them out of their dormant stage.
  It took the Swarm only a year to devour the inhabitants 
  of San Helios, a planet in the Scorpion Nebula at the 
  opposite side of the galaxy. Here they consumed 
  everything: the 100 billion population, buildings, 
  vehicles, roads, everything. All that was left behind 
  was sand particles, the remnants of a once fertile 
  race.
  Three of the Swarm made it to Earth in 2009 via a 
  wormhole but were eventually destroyed by the 
  heavy artillery of UNIT.
  WHERE ARE THEY NOW?
  That’s up to you. With the wormhole to Earth 
  closed, the Swarm are trapped on San Helios, 
  at least in the short term. Maybe they turn on 
  each other or maybe they start flying again, 
  building up a new wormhole to go somewhere 
  different. Or, maybe they decide to try to reach 
  Earth again…
  B  TRITOVORES
  Tritovores have fly-like heads complete with two, 
  very large, compound eyes on either side of their 
  skulls. Typically for an insectoid creature, they 
  possess mouths that have many parts and mandibles 
  that can move independently of each other. They 
  consume the waste product that other creatures 
  excrete. Communication is via this ‘mouth’, and their 
  native language is made up of various clicks with the 
  tongue and slurps that sound as if it’s making a sort 
  of inverted belching noise. 
  The Tritovore skin colour is a mix of silver and grey, 
  reflecting the light around them with a petrol-on-
  water effect, similar to that of an Earth blue-bottle 
  fly. Two short antennaes adorn the top of their 
  head. Their hands are the same colour and only 
  TRITOVORE
  AWARENESS
  4
  PRESENCE
  2
  COORDINATION
  2
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  4
  SKILLS
  Craft 2, Knowledge 1, Marksman 2, Medicine 1, 
  Science 2, Survival 3, Technology 3, Transport 4.
  TRAITS
  Alien
  Alien Appearance
  Keen Senses – Sight: The Tritovore’s compound 
  eyes give them +2 to rolls when using their sight.
  Technically Adept: Tritovore gain  +2 to all 
  Technology rolls.
  Unattractive: The Tritovore looks like a giant 
  fly, and may receive a -2 penalty on some social 
  rolls.
  TECH LEVEL: 7 
   STORY POINTS: 4-6
  PLANET OF THE DEAD
  
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  have three over-sized digits but are very pliable 
  and able to use machinery and weapons. The 
  Tritovores the Doctor encountered were called 
  Sorvin and Praygat, whose spaceship had crashed 
  on San Helios. They were there to trade with the 
  inhabitants of the planet when one of the Swarm 
  creatures was sucked into the ship’s drives. 
  Unfortunately, an awakened Swarm creature killed 
  both Sorvin and Praygat.
  ANTI-GRAVITY CLAMPS (MINOR GADGET)
  Anti-Gravity Clamps are a modular system of 
  metal, four-armed braces that the Tritovore 
  used for internal power supply storage. 
  Attaching one to the front and back of a vehicle 
  is enough to create a unified AG field, but as 
  most ground vehicles have four wheels, the 
  clamps are most commonly placed on each 
  wheel. A fifth, central unit can then be attached 
  to the main steering system of the vehicle. 
  Traits: Flight (Minor).
  Story Points: 1
  FURTHER ADVENTURES
  •	
  The Swarm are an almost suspiciously efficient 
  lifeform and very advanced too. There’s a 
  lot of fun to be had in a sequel involving the 
  players (perhaps helping out on one of River’s 
  expeditions) going back to the planet to try and 
  capture one for study. Likewise, a conspiracy 
  theorist who has figured out where the Swarm 
  started and where they’re headed would be 
  an excellent villain or patron for a series of 
  adventures.
  •	
  The characters arrive on San Helios a year after 
  the events of the story. They find the weather 
  in chaos as the Swarm accelerates again and 
  two off-world groups dug into the ruins. One 
  is a cult that worships the Swarm, one is an 
  archaeological team looking for something 
  hidden on San Helios. As hostilities break 
  out between them, the characters realise the 
  Swarm are circling one spot in particular. The 
  weapon buried a millennia ago on San Helios is 
  waking up and it’s calling to the Swarm, telling 
  them the next place they need to go; the remains 
  of Mondas, where their bio-cybernetic lives will 
  be joined to the Cyber-Collective.
  SWARM
  Quick Reflexes
  Special – Wormholes: The Swarm can travel so 
  fast they can rip a hole in space,  allowing them 
  to travel to distant planets. This acts like the 
  Alien Vortex Trait, only allowing the Swarm to 
  move through space, rather than time.
  STORY POINTS: 2-4
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  4
  RESOLVE
  3
  INGENUITY
  2
  STRENGTH
  5
  SKILLS
  Athletics 5, Fighting 5, Survival 5.
  TRAITS
  Alien
  Alien Appearance
  Armour: The Swarm’s skin is made of metal and 
  reduces damage by -10.
  Flight (Major): The Swarm can fly at great speeds, 
  building up enough energy to rip a hole in space.
  Natural Weapons – Teeth: The Swarm can eat 
  anything. Damage is Strength +2 for a bite but the 
  Swarm acts as a whole and thousands of them can 
  bite within a minute. Being exposed to the whole 
  Swarm is usually fatal
  Networked: The Swarm act as one massive entity.
  
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  PROFESSOR MALCOLM TAYLOR
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  5
  STRENGTH
  2
  UNIT’s latest Scientific Advisor, Malcolm is 
  immensely enthusiastic, brilliant and a huge fan 
  of the Doctor.
  SKILLS
  Convince 1, Craft 2, Fighting 1, Knowledge 4, 
  Medicine 3, Science 4, Technology 4, Transport 2. 
  TRAITS
  Boffin: Malcolm can build gadgets like the best 
  of them.
  Clumsy (Minor)
  By the Book: +2 Difficulty on Convince rolls to 
  make him do something he shouldn’t
  Eccentric: Malcolm is what might best be 
  described as a character.
  Friends – UNIT
  Insatiable Curiosity: Malcolm gets giddily 
  excited at the prospect of investigating 
  something new.
  Obligation – UNIT: Malcolm is UNIT’s Scientific 
  Advisor, and his scientific discoveries.
  Technically Adept: +3 to all Technology rolls.
  TECH LEVEL: 5 
   STORY POINTS: 12
  DI MACMILLAN
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  4
  Macmillan wants one thing: to arrest the notorious 
  art thief Christina de Souza. He’ll do anything he 
  can to achieve that.
  SKILLS
  Atheltics 3, Convince 3, Fighting 2, Marksman 2, 
  Subterfuge 3.
  TRAITS
  By the Book: DI Macmillan operates strictly 
  within the law.
  Voice of Authority: +2 on all Convince rolls.
  TECH LEVEL: 5 
   STORY POINTS: 2
  CARMEN
  AWARENESS
  5
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  3
  Carmen is normally a little bit psychic. But under 
  the alien sun of San Helios, she’s a lot psychic. She 
  can see the future, and it’s frightening her.
  SKILLS
  Athletics 3, Craft 4, Knowledge 5.
  TRAITS
  Brave: +2 on all Resolve rolls
  Keen Senses (Major): +2 on all Awareness rolls.
  Psychic: Carmen is mildly psychic – enough to 
  guess the lottery numbers correctly some of the 
  time.
  TECH LEVEL: 5 
   STORY POINTS: 2
  PLANET OF THE DEAD
  
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  THE WATERS OF MARS
  ‘For a long time now, I thought I was just a survivor, 
  but I’m not. I’m the winner! That’s who I am. The 
  Time Lord Victorious!’
  B  SYNOPSIS
  Bowie Base One, Mars, 2059
  The TARDIS arrived on Mars and the Doctor, 
  revelling in the chance to be a tourist, set out to 
  explore. That lasted as long as it took him to realise 
  when he was: 21st November 2059. The day before 
  Bowie Base One was destroyed. A fixed point in 
  time. By the time he realised this, though, it was too 
  late. He’d been captured by Gadget, the base robot, 
  and was becoming part of history.
  The station crew were led by Captain Adelaide 
  Brooke who demanded answers from the Doctor. 
  They were only just getting started when something 
  went wrong in the Biodome and odd growls were 
  heard on the intercom. Adelaide took the Doctor and 
  station medic Tarak Ital to investigate. 
  They discovered one crewmember unconscious and 
  apparently being attacked by the other. Technician 
  Steffi Ehrlich analysed the growls they’d hear over 
  the intercom and identified the voice: Andrew Stone, 
  the other crewmember. The situation deteriorated. 
  Maggie, the crewmember who had been attacked, 
  was infected with something that cracked her 
  mouth and caused it to stream with water. Tarak 
  was infected by Andrew and the pair pursued the 
  Doctor and Adelaide out of the dome. The two men 
  hurled impossible amounts of water at them but the 
  airlock doors couldn’t be opened. The Doctor, able 
  to examine the infected men up close, realised that 
  they were the perfect carriers for a water based 
  viral lifeform; humans were 60% water already.
  The Doctor super-charged Gadget to allow them 
  to escape and the pair made it back to Control. 
  The Doctor pointed out that water always wins and 
  warned them that they wouldn’t be safe long. The 
  Doctor examined Maggie and spoke to her in an old 
  Martian dialect. She recognised it and the Doctor 
  hypothesised that they were dealing with an ancient 
  Martian lifeform that the Ice Warriors had once 
  encountered. They found a maintenance log from 
  Andy showing a filter on the glacier the base drew 
  water from had broken a few days previously. That 
  was how the virus had got in. Any one of them could 
  be infected.
  Adelaide rounded on the Doctor and demanded to 
  know how he knew so much about them. He asked 
  
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  for her story in return and she told him; when she 
  was 10, the sky changed. Her father went out to find 
  her mother and never came back. She watched as 
  what the Doctor recognised as a Dalek floated to 
  her window, looked in at her and then flew away. 
  She decided there and then to follow it to the stars. 
  The Doctor explained about her future, the children 
  she’d have and what they’d do. He also explained 
  that this moment was fixed in time and that it was the 
  loss of Bowie Base One that motivated humanity’s 
  move out into the stars. Adelaide was horrified but 
  the situation deteriorated before they could discuss 
  it further. Maggie escaped and joined with Tarak 
  and Andy. Adelaide ordered the base evacuated and 
  all but threw the Doctor out.
  The Doctor walked back to the TARDIS as the crew 
  fought for their lives. Tarak and Ital flooded the 
  bases with water, infecting Steffi. Ed, sent to fire 
  up the evacuation shuttle, was infected and blew 
  the shuttle up to save Earth. Adelaide, Yuri and Mia 
  were the only ones left and Adelaide had no choice 
  but to set the nuclear reactor of the base to self-
  destruct. History was falling into place. The right 
  people were dying at the right time.
  Until the Doctor returned to save them, Panicked 
  and near maniacal, he explained that he’d been told 
  when he would die and this wasn’t it because he 
  didn’t hear anyone knocking. At that exact moment, 
  one of the infected pounded on the door three times 
  before the Doctor electrocuted him. The Doctor 
  laughed, ranting about how he wasn’t a survivor 
  of the Time War, he was the winner and that meant 
  he could do what he wanted. He rigged Gadget 
  with a TARDIS key and drove him out to his ship as 
  the bomb entered the final seconds of countdown. 
  Bowie Base One was destroyed.
  The TARDIS appeared on Earth outside Adelaide’s 
  house. Adelaide, Yuri and Mia were saved. History 
  had been changed.
  Adelaide was horrified both by what the Doctor 
  had done and his callous description of how he’d 
  saved ‘little people’ before but never someone of 
  Adelaide’s historical importance. The Doctor was 
  unrepentant until Adelaide entered her house and 
  shot herself.
  The Doctor collapsed as history changed around 
  him. He saw Adelaide’s obituary change to reflect 
  her mysterious death on Earth, saw Mia and Yuri 
  break their silence and talk about what happened. 
  Events still played out as they should have but with 
  a much darker tone. He had done nothing but make 
  things worse.
  The Doctor looked up and saw Ood Sigma standing, 
  somehow, across from him. The Doctor asked him 
  THE WATERS OF MARS
  
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  if he’d gone too far but Ood Sigma vanished. Numb 
  with horror, the Doctor staggered back to the 
  TARDIS, stared at the console and finally decided. 
  He would run from his fate as long as he possibly 
  could.
  CONTINUITY
  •	
  The Doctor implies that the Ice Warriors 
  (see The Ice Warriors in The Second Doctor 
  Sourcebook) trapped the Flood in the ice.
  •	
  The Doctor gets even more use out of that 
  spacesuit he got from Sanctuary Base Six (see 
  The Impossible Planet on pg. 93).
  •	
  Adelaide remembers the Earth being stolen 
  and encountering a Dalek when she was 10 (see 
  The Stolen Earth on pg. 217).
  •	
  The Doctor says he hates funny robots – but 
  makes an exception for a robot dog (see 
  The Invisible Enemy in The Fourth Doctor 
  Sourcebook, and School Reunion on pg. 72). 
  •	
  The Doctor electrified bulkhead doors before 
  (see The Ark in Space in The Fourth Doctor 
  Sourcebook).
  B  RUNNING THE ADVENTURE
  This is an adventure that changes completely 
  dependent on whether you want to use the story arc 
  or not. Without it, this is perfect for a mid-campaign 
  one off, putting your players on the frontlines of 
  history and forcing them to decide whether or not to 
  interfere. They’ll interfere. They always do.
  Introducing the season story arc changes the 
  adventure completely. The final scene is emotionally 
  very heavy stuff and it’s a huge challenge to not only 
  communicate the weight of Adelaide’s decision but 
  also the impact it has on the Doctor. His arrogance 
  has led to someone he hugely admired being forced 
  to do the unthinkable. It’s a cold glass of water to the 
  face, the moment where his ego is finally stripped 
  away. It’s a harrowing experience and one that falls 
  on you to properly convey. Make sure you talk with 
  your Time Lord player before the adventure, and 
  at least warn them of what’s coming. Likewise, the 
  subject of Adelaide’s suicide is something you need 
  to discuss with players beforehand, as it’s a very 
  sensitive subject. 
  Its role in the story is vital, as it has to communicate 
  the paradox of Adelaide’s death, the horror of 
  history rewriting itself and the Doctor’s guilt at 
  realising what’s coming. Tread carefully.
  Get as untidy as the players want you to and make 
  sure there’s always a hint of a way out, but tread 
  carefully. This is a dark adventure even without 
  Adelaide’s fate. With it, for some groups, this will be 
  too much to bear.
  B  THE FLOOD
  The Flood is a microbial organism that acts like 
  a virus and lives inside water. Once ingested, the 
  virus will travel to the brain stem of its victim and 
  replicate, flooding its brain. 
  The victim is taken over and the Flood gains 
  access to their memories and bodily functions. It 
  then begins stripping its victim of any water their 
  system contains. This causes immediate, grotesque 
  
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  cracking of the skin around the mouth. The subject 
  can then draw moisture from the air around them 
  or their own body and use it as an offensive weapon. 
  This includes using water to infect others and to 
  flash-erode substances up to twenty feet thick.
  In game terms, this means a lot of things for your 
  characters, none of them good. Human characters 
  will be infected in one round if contaminated water 
  touches any part of their exposed skin. The only 
  way to avoid this is to either spend a Story Point or 
  use something terribly clever like jumping out into 
  hard vacuum to freeze their body before they can be 
  taken over. 
  Alternatively, if they can be put into stasis or given 
  a massive electric shock by a quick thinking medic 
  will halt the spread of the infection long enough to, 
  maybe, find a cure. 
  If a character is infected, it may be possible to cure 
  them, using teleportation filters, cloning, a full 
  blood flush and so on). 
  Infected characters gain the following traits:
  •	
  Alien Appearance: Characters infected by the 
  Flood have milky eyes and cracked, dry skin all 
  around their mouths.
  •	
  Environmental – Water
  •	
  Fear Factor (2): Infected characters gain +4 to 
  actively scare or intimidate their victims. 
  •	
  Natural Weapons – Water Blast: Inflicts 2/4/L 
  levels of damage, and anyone hit risks becoming 
  infected unless they spend a Story Point. 
  •	
  Natural Weapons – Erosion: 4/8/L damage to 
  any structure or vehicle.
  B  BOWIE BASE ONE
  A prefabricated base made of hardened concrete 
  and contained inside pressurised atmospheric 
  domes, Bowie Base One was once the cutting edge 
  of human technology in its day. As well as the usual 
  locations you might expect to find on a frontier space 
  base (control room, sickbay, crew quarters and so 
  on), Bowie Base One also includes the following 
  locations:
  Access Corridors
  Bowie Base One was infamous for its size. 
  Constructed by huge robots, the base wasn’t scaled 
  for the relatively small crew who live there in 
  2059 with empty, hundreds of feet long, corridors 
  connecting the various domes.
  Biodome
  Long-duration stays on Mars were only possible if 
  the crew could cultivate their own food and oxygen. 
  The biodome was designed to do just that; a stable 
  environment crammed with plants, trees and 
  cultivation equipment.
  Glacier
  Bowie Base One drew its water from a Martian 
  glacier. The pump room was a huge hollow space 
  built around the open glacier and much colder than 
  the rest of the base.
  GADGET
  Built from the construction robots that put 
  Bowie Base One together, Gadget is a small, 
  square-framed 
  and 
  caterpillar-tracked 
  robot. He is controlled via an auto glove and 
  telepresence system worn by an operator.
  Armour: 4 
   
   
  Hit Capacity: 15 
  Speed: 5/20(Sonic-enhanced turbine)
  Strength: 8 
   
   
  Coordination: 2
  THE WATERS OF MARS
  
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  APOLLO 34
  The base shuttle, Apollo 34 was a long-haul 
  vehicle with room for the whole crew and a 
  second stage to carry it to orbit. From there, 
  the ship would fire its own engines and begin 
  the long coast back to Earth.
  Armour: 4 
   
  Hit Capacity: 100  
  Speed: 5/100 (In 0g) 
  Traits: Flight
  FURTHER ADVENTURES
  •	
  Perhaps humanity has met the Flood numerous 
  times. Maybe the Ice Warriors know what they 
  shared their planet with because it’s part of 
  them, too. The Ice Warriors’ biology could 
  prevent the Flood’s true capabilities but their 
  militaristic culture would be a perfect fit for an 
  organism that wants to spread. Perhaps the 
  Flood really is everywhere, just waiting for the 
  moment to strike…
  ED GOLD
  AWARENESS
  3
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  4
  STRENGTH
  4
  Second in command at Bowie Base One, 
  Australian Ed Gold is one of the best astronauts 
  in human history. But he isn’t Adelaide Brooke, 
  and no one will ever let him forget that. Least of 
  all Adelaide. 
  SKILLS
  Athletics 3, Craft 3, Fighting 3, Knowledge 5, 
  Marksman 3, Medicine 3, Science 3, Survival 4, 
  Technology 3, Transport 5.
  TRAITS
  Brave: +2 to Resolve rolls.
  Impulsive: Ed has something to prove, and that 
  leads to him taking risks.
  Quick Reflexes: Ed always goes first.
  Technically Adept: +2 to all Technology rolls.
  Voice of Authority: Ed is second only to Adelaide.
  TECH LEVEL: 6 
   STORY POINTS: 2
  YURI KERENSKI
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  Bowie Base One’s nurse is also its chief joker. 
  Yuri loves it on Mars. After all, it is the red 
  planet. Before the Doctor interfered with his 
  timeline, he was posthumously awarded the 
  Hero of Russia title.
  SKILLS
  Athletics 3, Craft 3, Knowledge 5, Marksman 1, 
  Medicine 4, Science 3, Technology 3.
  TRAITS
  Brave: +2 to Resolve rolls.
  Charming: Yuri has a good sense of humour.
  Empathic: Yuri’s role is to look after the others.
  Friends (Minor): Everybody loves Yuri.
  TECH LEVEL: 6 
   STORY POINTS: 1
  
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  •	
  Mars is clearly colonised later down the timeline 
  and Earth has plenty of encounters with the 
  Ice Warriors. What became of the Flood? Is it 
  a shameful secret? Are there isolated pockets 
  of outbreak that characters might run into? 
  There’s a lot of potential for secret history 
  there.
  •	
  Ten years after the loss of Bowie Base One, 
  humanity honours the sacrifice of the crew. A 
  memorial is erected at the site of Bowie Base 
  One and the command crew of Adelaide Outpost, 
  its replacement, say a few words. The ceremony 
  ends when an assassination attempt is made 
  and water starts to pour from the ground. The 
  Ice Warriors have arrived. But how can humanity 
  meet them now when the first contact doesn’t 
  happen until the distant future?
  ROMAN GROOM
  AWARENESS
  3
  PRESENCE
  2
  COORDINATION
  5
  RESOLVE
  3
  INGENUITY
  6
  STRENGTH
  3
  Second Technician Groom was a child genius 
  who joined NASA at the age of 17. He built the 
  robot Gadget from the remains of the drones 
  that built Bowie Base One.
  SKILLS
  Knowledge (Robotics 6) 4, Science 4, Technology 5, 
  Marksman 1, Survival 3.
  TRAITS
  Argumentative: Roman is convinced that he 
  always right. He normally is, but not everybody 
  appreciates being told that.
  Boffin: Can make gadgets. Or in this case, 
  Gadget.
  Keen Senses – Dexterity: +2 to all Coordination 
  checks.
  Technically Adept: +2 to all Technology rolls.
  TECH LEVEL: 6 
   STORY POINTS: 1
  MIA BENNETT
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  5
  INGENUITY
  5
  STRENGTH
  4
  The base geologist, Mia’s work is as vital as that 
  of the botanists, her research proving that Earth 
  plant life could grow in Martian soil. Together 
  they’ll work out whether Mars can support life. 
  Her death was a fixed point in time, but the 
  Doctor sill saved her.
  SKILLS
  Marksman 2, Science 4 (Geology 6), Survival 4, 
  Technology 3.
  TRAITS
  Boffin: Mia is as smart as they come.
  Friends (Minor): Mia works closely with the 
  crew of Bowie Base One, especially Andy.
  TECH LEVEL: 6 
   STORY POINTS: 1
  THE WATERS OF MARS
  
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  MARGARET CAIN
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  4
  British astronaut Maggie is one of the two 
  botanists on base. That makes her and Andy vital 
  not only to the mission but the survival of the 
  whole crew. She was the second British woman 
  to walk on the Moon. She was infected by the 
  Flood, and acted as the leader of the infectees.
  SKILLS
  Knowledge 4, Science (Biochemistry 6) 4, 
  Technology 3, Marksman 2, Survival 2.
  TRAITS
  Charming: +2 on all Convince or Persuade rolls.
  Empathic: +2 on all rolls concerning emotional 
  health.
  TECH LEVEL: 6 
   STORY POINTS: 1
  TARAK ITAL
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  4
  RESOLVE
  3
  INGENUITY
  3
  STRENGTH
  4
  The base MD, Tarak’s job is simple: keep his friends 
  alive in the hostile environment they live in.
  SKILLS
  Knowledge 4, Marksman 1, Medicine (Space 
  Medicine 6) 4, Science 4, Survival 4, Technology 3.
  TRAITS
  Empathic: +2 on rolls concerning emotional health.
  Sense of Direction: +2 on all Navigation rolls.
  TECH LEVEL: 6 
   STORY POINTS: 1
  STEFFI EHRLICH
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  3
  The Chief Technician, German astronaut Steffi is a 
  scientific genius specialising in solid state physics.
  SKILLS
  Knowledge 4, Marksman 2, Science (Physics 6) 4, 
  Survival 3, Technology 5.
  TRAITS
  Charming: +2 to all Convince rolls.
  Friends (Minor): The crew of Bowie Base One.
  Technically Adept: +2 to all Technology rolls.
  TECH LEVEL: 6 
   STORY POINTS: 1
  ANDY STONE
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  4
  RESOLVE
  3
  INGENUITY
  4
  STRENGTH
  4
  Lacking in formal qualifications, Andy learned 
  a great deal about farming and botany through 
  hardship and necessity in rural Iowa. He is one 
  of two botanists on Bowie Base One, and the first 
  victim of the Flood, having eaten a carrot washed 
  with contaminated water.
  SKILLS
  Craft 4, Knowledge 4, Technology 3, Science 4, 
  Survival 4.
  TRAITS
  Resourceful Pockets: Spend a Story Point or roll 
  two dice and get a double. If you do, Andy found 
  just what he was looking for.
  Unlucky: Andy re-rolls double 6s.
  TECH LEVEL: 6 
   STORY POINTS: 1
  
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  ‘It is said that in the final days of planet Earth, 
  everyone had bad dreams…’
  B  SYNOPSIS
  London, England, 2009-2010, The Ood Sphere, 43rd 
  Century, and Gallifrey, Last Days of the Time War
  Just before Christmas, Wilfred Mott found himself in 
  a church. He was oddly drawn to the window, which 
  seemed to show a TARDIS. A mysterious Woman, 
  dressed in white, explained that the church had been 
  a monastery in the 13th century. A demon had fallen 
  from the sky and they had been saved by someone 
  called ‘the sainted physician’. She mentioned he was 
  returning and disappeared.
  On the Ood Sphere, in the 43rd century, the Doctor 
  finally went to meet his fate. Ood Sigma explained 
  that something was sending ripples out across time 
  and the Ood were evolving. The Doctor realised the 
  process was moving too fast when he saw the Ood 
  cities and their newfound ability to signal him across 
  time. When he entered a trance with the Ood elders, 
  he saw what they saw; Wilfred Mott, a businessman 
  and the Master’s laughing face. The Doctor bolted 
  for the TARDIS and headed for Earth but it was 
  too late. Cultists worshipping Harold Saxon had 
  resurrected him and his wife, Lucy Saxon, had 
  sacrificed her life to try and stop him. She’d failed. 
  The Master had returned. But he was broken and 
  wounded. The Doctor tracked him down at a nearby 
  junkyard and found his old enemy horribly changed. 
  The Master was only partially regenerated, his 
  life force enabling him to fly and shoot electricity 
  from his fingertips, but at a terrible cost. Insatiably 
  hungry, he was even more insane than before. He 
  escaped and the Doctor was reunited with Wilfred 
  and the ‘Silver Cloak’, the group of pensioners who 
  had helped Wilfred find him.
  The two men talked at a nearby cafe and Wilfred 
  begged the Doctor to heal Donna. He explained he 
  couldn’t, and Wilfred consoled them both with the 
  news Donna was engaged to a man named Shaun 
  Temple and, whilst the pair were poor they were 
  happy. They talked about their lives, and the Doctor’s 
  impending death. He was guilt-ridden by his actions 
  and Wilfred did what he could to comfort him.
  The Doctor left to continue his search and confronted 
  the Master. Despite being injured by him, the 
  Doctor reasoned with his old enemy and discovered 
  something impossible: the drumming that the Master 
  had always claimed he could hear was real. Before 
  they could work together to stop it, the Master was 
  kidnapped by a group of commandos and taken away 
  in a helicopter.
  THE END OF TIME
  THE END OF TIME
  
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  The next day, Christmas morning, Donna gave 
  Wilfred a book by Joshua Naismith but was unable 
  to say why, just that “it seemed the sort of thing he 
  should have”. Unnoticed by Wilfred, the Woman from 
  the church appeared briefly on the TV screen. The 
  Doctor contacted him and Wilfred showed him the 
  book. The Doctor recognised Naismith as the man 
  from his vision and they set off for Naismith’s estate.
  There, Naismith and his daughter Abigail introduced 
  the Master to the Immortality Gate, a piece of alien 
  healing technology Naismith had stolen from the 
  ruins of Torchwood. He asked the Master to work on 
  it, explaining that the Gate’s nuclear power source 
  had to be monitored 24 hours a day by technicians 
  in two booths. For one to come out, another had to 
  be let in.
  Seeing the Master, and panicking, Addams and 
  Rossiter, two of the scientists working on the project, 
  excused themselves. They were actually Vinvocci, 
  aliens who had come to Earth to retrieve the Gate 
  to sell. The two met Wilfred and the Doctor and 
  explained what the Gate really did: it didn’t heal an 
  individual, but rather, a planet.
  The Doctor realised what the Master was planning 
  but it was too late. He got to the Gate room just in 
  time to see the Master effortlessly slip his bonds 
  and leap into the Gate. It sent a shockwave across 
  the world. Everyone it touched began to convulse 
  and, when they stopped, they were all the Master. He 
  had copied his genetic template onto every human 
  alive. Only Wilfred and Donna were unchanged. But 
  Donna’s mother, Sylvia, and Shaun weren’t so lucky…
  Trapped behind the Time Lock, Rassilon recounted 
  these events to the assembled Time Lords. He 
  explained that the Master was just a small part 
  of the final plan and that this was the day the Time 
  Lords would return and time itself would end. The 
  assembled Time Lords cheered and Rassilon and 
  his entourage left to join the rest of the Council. They 
  explained that the Doctor still possessed the Moment 
  and that he could use it to destroy the Daleks and 
  Gallifrey to end the war. Unable to find any solutions, 
  Rassilon became enraged until a member of the 
  Council pointed out an obscure prophecy: two Time 
  Lords would survive the Time War and could be used 
  to help bring about the return of Gallifrey. 
  Realising that that the prophecy must refer to the 
  Doctor and the Master, Rassilon formed a plan. They 
  would build a bridge to the present day and the first 
  stage would be the endless four beat drumming 
  that the Master first heard when he gazed into the 
  Untempered Schism. It wasn’t a symptom of madness, 
  it was a signal; a Time Lord’s heartbeat, driving him 
  down his lives to this one moment. Rassilon sent a 
  Whitepoint Star, a rare Gallifreyan diamond, through 
  the Time Lock to land on Earth in the correct time 
  and place, and waited. Once the Master found it, there 
  would be a physical link between the two worlds and 
  times. They could escape.
  
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  Back on Earth, the Master taunted Wilfred as he 
  begged Donna to run for her life. She did so but was 
  cornered, the Master effortlessly directing his copies 
  to find her. At the last minute, a psychic shockwave 
  erupted from Donna’s head and the clones were 
  knocked out. Her head filling with images of the 
  adventures she couldn’t be allowed to remember, 
  Donna passed out too. The Doctor had not left his 
  best friend defenceless, after all…
  Wilfred and the Doctor were rescued by Addams and 
  Rossiter, who teleported to their ship in Earth orbit. 
  The Doctor sabotaged it, refusing to let them leave 
  but rendering the ship undetectable. As he began to 
  make repairs, the Woman appeared again, begging 
  Wilfred to give the Doctor his old army pistol. Wilfred 
  talked to the Doctor, who explained that to save 
  himself he’d have to kill the Master and that wasn’t 
  something he could do. Devastated, Wilfred hugged 
  the Time Lord. The Master transmitted a message to 
  them; he’d found a Whitepoint Star.
  The Doctor grabbed the gun and sprinted for the 
  control room. He explained that the Time Lords were 
  returning and that, whilst he chose to remember 
  them as noble, they had been as horrific as the 
  Daleks by the end of the war. The Doctor repaired the 
  ship and, over the Vinvocci’s protests, dove towards 
  Earth. Sending Wilfred and Rossiter to man the ship’s 
  lasers, the Doctor flew through a cloud of missiles 
  towards the Naismith mansion on what seemed to 
  be a collision course. At the last second he pulled up 
  and leapt out of the ship, plummeting into the Gate 
  room and confronting the Master and the Time Lord 
  Council, who had arrived over the time bridge. Two 
  members of the Council had voted against Rassilon’s 
  plan and, as punishment, were taken with him, hiding 
  their faces like the “Weeping Angels of old”.
  Rassilon used his Gauntlet to revert humanity back 
  to their original forms and mocked the Master when 
  he attempted to side with the Council. Suddenly, the 
  planet began to shake and something appeared in 
  the skies above Earth. Gallifrey was leaving the Time 
  Lock and appearing in orbit. There was panic in the 
  streets and Addams and Rossiter, who had landed 
  nearby, fled. Wilfred stayed to help out and let a 
  technician out of one of the booths…
  The Doctor told the Master that he hadn’t just let 
  the Time Lords and the Daleks through, but every 
  abomination the war had spawned in its final days. 
  The Master had opened Hell and whilst he claimed 
  to be delighted by it, the Doctor told him not even the 
  Time Lords could survive. Rassilon countered that 
  the Time Lords would win by destroying time itself, 
  ascending to become beings of pure consciousness. 
  The Master asked to join them and Rassilon mocked 
  him. The Master was diseased, admittedly by the 
  Time Lord’s own making but that made no difference. 
  Rassilon prepared to kill the Master and the Doctor 
  moved between them, training Wilfred’s gun on the 
  President.
  The Master and Rassilon both pled their case, the 
  Doctor switching aim between the pair of them. He 
  had no idea what to do until one of the Time Lords 
  uncovered her face; it was the Woman Wilfred had 
  met in the Church. She nodded to him and the Doctor 
  shot the Whitepoint Star, destroying the time bridge. 
  Rassilon prepared to kill him but the Master moved 
  between them. Screaming with rage, he fought the 
  Council back across the disappearing bridge and 
  into the Time Lock. The bridge finally collapsed and 
  the force blew the Doctor off his feet. He woke a few 
  seconds later, amazed to be alive. 
  Then Wilfred knocked on the booth. Four times.
  The Doctor slumped, finally realising this was why he 
  and Wilfred kept meeting. Wilfred was always going 
  to be the one to kill him and, as the Doctor looked 
  closer, he saw how. The nuclear bolt that powered 
  the Gate had gone past critical. If any control was 
  THE END OF TIME
  
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  THE TENTH DOCTOR SOURCEBOOK
  touched it would trigger a radiation leak that would 
  kill whoever was in the booths. Wilfred begged him 
  not to sacrifice himself, saying he’d had a full life and 
  the Doctor raged against how unfair the situation 
  was. Then, he walked to the booth, opened it, let 
  Wilfred out and was engulfed with radiation.
  He staggered out a few seconds later, and Wilfred 
  was amazed to see his wounds from the fall heal. 
  The regeneration was starting and the Doctor told 
  Wilfred he’d see him one more time after he “got his 
  reward”.
  His reward was meeting his friends one last time. He 
  saved Martha and Mickey from a Sontaran they were 
  chasing, and saved Luke Smith from being run over on 
  the way home. In an off-world bar, the Doctor found a 
  distraught Captain Jack and quietly introduced him to 
  Alonso Frame. At a bookshop on Earth, he met Verity 
  Newman, the great-granddaughter of Joan Redfern. 
  Verity had written a book about her grandmother’s 
  adventure with the Doctor and he asked if she’d 
  been happy, in the end. Verity was amazed when she 
  recognised the Doctor but reassured him that Joan 
  had lived a happy life.
  Almost done, he visited Wilfred and Sylvia one last 
  time, at Donna’s wedding. There, he gave them a 
  wedding present for Donna; a winning lottery ticket. 
  He’d bought it with a pound he’d borrowed a few years 
  previously from Donna’s late father. Overcome and 
  realising they’d never meet again, Wilfred tearfully 
  saluted the Time Lord as he left for one last stop…
  Rose and Jackie Tyler stumbled home hand in hand 
  on New Year’s Eve. Rose saw a man in the shadows 
  nearby and, assuming he was drunk, chatted to him 
  briefly. As she left, the Doctor asked what year it was 
  and she told him 2005. He smiled, told her she’d have 
  a great year and collapsed.
  Ood Sigma appeared and told the Doctor the 
  universe would sing him to his sleep. The song rising 
  in his mind, he dragged himself upright, staggered 
  to the TARDIS and left Earth. The ship on course, the 
  Doctor raised his hand and watched as regeneration 
  energy began to form around it. He looked up, eyes 
  welling with tears, and said his final words: “I don’t 
  want to go.”
  The regeneration energy burst out of him, ripped the 
  TARDIS’ console room to shreds. As the new Doctor 
  appeared, marvelling at both his hair and his chin, 
  he tried to remember what he was doing. Realising 
  he was crashing, the new Doctor held on for dear life 
  as the blazing TARDIS dropped back towards Earth…
  CONTINUITY
  •	
  Rassilon is one of the most important figures in 
  Time Lord history, returned to life from his tomb 
  inside the Black Tower (see The Five Doctors in 
  The Fifth Doctor Sourcebook) to help win the 
  Time War.
  •	
  The Vinvocci are related to the shorter, redder, 
  but still prickly Zocci (see Voyage of the Damned 
  on pg. 168). They are not at all related to cacti 
  (see Meglos in The Fourth Doctor Sourcebook).
  •	
  The Doctor is said to possess ‘the Moment’, with 
  which he will end the Time War by destroying 
  both Gallifrey and the Daleks (see Dalek in The 
  Ninth Doctor Sourcebook and The Day of the 
  Doctor in The Eleventh Doctor Sourcebook). 
  •	
  The Time Lord Council is meeting at the same 
  time as the General is trying to win the war 
  on Gallifrey (see The Day of the Doctor in The 
  Eleventh Doctor Sourcebook).
  •	
  The Immortality Gate was recovered by 
  Torchwood from a crashed spaceship buried 
  at the foot of Mount Snowdon. They found the 
  Gravity Clamps there too (see Doomsday on pg. 
  106). UNIT later establish a base there too.
  •	
  The Doctor introduces Captain Jack to Alonso 
  Frame (see Voyage of the Damned on pg. 168).
  
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  •	
  The Doctor meets Joan Redfern’s great-
  granddaughter, Verity (see Human Nature on pg. 
  146).
  •	
  Whilst forestalling his meeting with Ood Sigma, 
  the Tenth Doctor marries Queen Elizabeth I. This 
  means he must have also helped a previous and 
  subsequent incarnation save the world from the 
  Zygons, and Gallifrey from the Time War, even 
  though he does not remember it (see The Day of 
  the Doctor in The Eleventh Doctor Sourcebook). 
  •	
  This is not the first regeneration triggered by 
  the Master (see Logopolis in The Fourth Doctor 
  Sourcebook).
  B  RUNNING THE ADVENTURE
  Here we are, the endgame, the end of not just the 
  season arc but the Tenth Doctor’s entire character 
  arc. Very nearly everyone is back on stage. Don’t be 
  intimidated, just break it down into things you can 
  use and do. There are three primary elements you 
  have to keep in mind: 
  •	
  The past. Whether it’s Gallifrey’s or the Doctor’s 
  companions.
  •	
  The end of the Doctor’s life.
  •	
  The pay-off to the prophecy.
  This entire adventure is built from the past: the Time 
  Lords returning, the Master’s origins, old companions 
  getting one last moment to shine and this Doctor’s 
  life coming to an end. Go crazy with this, litter the 
  adventure with it; have ATMOS relaunched without 
  the Sontarans, the Doctor check in with Malcolm 
  at UNIT about the Master being back on Earth or 
  visit the The Mr Copper Foundation (see Voyage of 
  the Damned) for some much-needed advice. Throw 
  references and jokes and characters at your players 
  because each one you add will not only ground the 
  adventure but remind them of just how much is at 
  stake and how much they may be about to lose. The 
  old saying about how we’re the sum of our memories 
  most definitely applies here. This is your chance to 
  savour the history you and your players have created 
  in your own campaign.
  Then there’s the end of the Doctor’s life, which is a 
  massive event in itself. If you decide to go with the 
  four knocks as presented here, especially if Wilfred 
  is an NPC, then it’s very easy to do. He’s faced with 
  an impossible choice and he makes it, because that’s 
  what the Doctor does. This should be something you 
  work with the Doctor’s player to decide – how do they 
  go out? And when?
  However, gaming groups being gaming groups 
  you may have the following happen: people will 
  want to figure out a way to save Wilfred without 
  having to sacrifice the Doctor or players will argue 
  that Wilfred needs to be sacrificed. We’ve talked a 
  couple of times before about not being afraid to let 
  the consequences of your group’s actions form the 
  basis of the next few adventures. A Time Lord living 
  past their allotted death is a temporal catastrophe 
  waiting to happen and the consequences to the past 
  and future would power an entire campaign, starting 
  with Amy Pond never meeting the Doctor and 
  finishing with the Doctor encountering the crack in 
  time and space in increasingly bizarre and unsettling 
  riffs on adventures that now he’ll never quite have. 
  Nonetheless, it’s great dramatic material so don’t be 
  afraid to use it.
  The sacrifice of Wilfred in the Doctor’s place, on the 
  surface, looks just as rife with potential. However, if 
  you possibly can, avoid doing it. For a start the loss 
  of Adelaide in the previous adventure should have 
  tipped off any Time Lord to the horrors of tinkering 
  with history on that level. Secondly, there’s the fact 
  that Wilfred should be a familiar – not to mention 
  well-loved – presence at this point. The Doctor might 
  do many things wrong, but sacrificing a friend to 
  survive isn’t one of them. Now, if the friend voluntarily 
  sacrifices themselves? That’s a different story and 
  leads you back to the early adventures of the next 
  Doctor playing out very differently.
  Either way, the pay-off to the prophecy needs to be 
  this moment, so make sure you give your players an 
  answer and a problem all at the same time.  And then 
  there are three problems you have to solve:
  •	
  Gallifrey and when it should be.
  •	
  What to do if you don’t want to regenerate your 
  lead.
  •	
  Decide who the Woman is.
  THE END OF TIME
  
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  •	
  Then there are the problems you have to deal 
  with. First off, Gallifrey. As we find out in The 
  Day of the Doctor (see The Eleventh Doctor 
  Sourcebook), it falls no more, but that doesn’t 
  mean it can’t be here. The end of the adventure, 
  with Gallifrey returned to the last day of the 
  Time War, is a necessary event to set up future 
  adventures. That doesn’t mean it went back 
  tidily of course. There’s plenty of opportunities 
  for other Time Lords, Daleks, or any of the 
  abominations the war gave rise to stepping 
  across to Earth…
  Interestingly, Gallifrey becomes even more of a 
  focus if you decide you don’t want your Time Lord to 
  regenerate. Without the impending death of the Time 
  Lord this becomes an even more finely balanced 
  moral dilemma. Does your Time Lord rescue Gallifrey 
  from the Time War or condemn its people to oblivion 
  for a second time? Again there’s plenty of opportunity 
  here for some interesting side adventures, especially 
  hunting and rescuing any other refugees and last 
  minute trips to Gallifey to pull innocents off world.
  And then there’s the Woman. We can guess at who 
  she might be but not categorically who she is. She 
  definitely has a connection with the Doctor, and the 
  two clearly recognise each other, but that’s all we 
  know. She’s probably best left as an enigma, but here 
  are some ideas for you to consider:
  •	
  She’s the Doctor’s Mother. They know one 
  another and she clearly feels great affection for 
  him.
  •	
  She’s 
  Romana 
  (see 
  The 
  Fourth 
  Doctor 
  Sourcebook). Left behind on Gallifrey and 
  President before Rassilon’s return, she’d have 
  the ability, and knowledge, to contact the Doctor.
  •	
  She’s The Rani (see The Sixth Doctor Sourcebook 
  and The Seventh Doctor Sourcebook). We know 
  the Master and Rassilon were both resurrected 
  to fight in the Time War. The Rani would be a fine 
  addition to the Time Lord army and, again, would 
  have the ability to get a message out if needed.
  •	
  She’s the White Guardian (see The Fifth Doctor 
  Sourcebook). The Woman is wearing entirely 
  white when Wilfred first meets her and there’s 
  a figure in a black hood, alone and silhouetted at 
  the back of the church the whole time they talk. 
  Plus, the return of the Time Lords and the Time 
  War beginning again would be exactly the sort of 
  thing that would force her hand.
  Regardless of who you decide she is, it’s her personal 
  connection to the Doctor that helps him make the 
  right choice. It’s also the key to making this adventure 
  work, especially if it’s the swansong for a character. 
  Make everything personal, everyone familiar. The 
  characters aren’t just fighting to save the world, it’s 
  their world. Make them feel it.
  SHIMMER (MINOR GADGET)
  Shimmers are designed to hide aliens from 
  the local population. Wearable hologram 
  projectors, they map and create an entirely 
  average example of the indigenous population 
  of a planet and project that over the wearer’s 
  face. This, combined with the way the suit 
  uses the wearer’s own features, makes them 
  a surprisingly effective disguise. 
  Traits: Face in the Crowd
  Story Points: 1
  
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  THE TENTH DOCTOR SOURCEBOOK
  THE IMMORTALITY GATE (SPECIAL GADGET)
  Originally recovered by Torchwood from a 
  downed Vinvocci ship buried at the foot of 
  Mount Snowdon, the Immortality Gate is 
  a tremendously powerful piece of healing 
  technology, 
  capable 
  of 
  overwriting 
  and 
  repairing the genetic code of everybody on 
  a planet. The Master, of course, used it to 
  overwrite all of humanity’s DNA with his own, 
  creating the Master Race. He no doubt spent 
  a fair few Story Points to pull that one off too.
  Traits: Shapeshift, Skill (Medicine 7), Transmit.
  WHITEPOINT STAR
  A rare diamond found only on Gallifrey, the Whitepoint 
  Star is one of the most incredibly durable substances 
  in the universe. Its complex cellular structure means 
  it can survive passage through a Time Lock and vast 
  distances of space and time. It also allows functions 
  as a naturally occurring circuit board, allowing 
  the Whitepoint Star to be programmed to find a 
  particular person or time. It also records its location 
  prior to travel and, once recovered, and combined 
  with a large power source, this can be used to open a 
  time bridge to the original location. 
  THE HESPERUS
  The Vinvocci’s ship, the Hesperus, is a 
  big, 
  chunky, 
  surprisingly 
  manoeuvrable 
  salvage vessel. It’s designed to recover alien 
  technology and the crew are equipped to pass 
  as locals due to the Shimmers they wear. 
  Armour: 8 
   
  Hit Capacity: 150 
   
  Speed: 10/100 (Following the Doctor spending 
  a Story Point to speed the ship up)
  Traits: Flight.
  ADDAMS AND ROSSITER
  Cowardly
  Technically Adept: +2 to all Technology rolls.
  Unadventurous: A -2 penalty to any Convince roll 
  to do anything besides grab the Gate and run.
  TECH LEVEL: 7 
   STORY POINTS: 4
  AWARENESS
  4
  PRESENCE
  4
  COORDINATION
  3
  RESOLVE
  3
  INGENUITY
  5
  STRENGTH
  3
  Addams and Rossiter are undercover Vinvocci and 
  part of a salvage operation to recover the Immortality 
  Gate before it falls into the wrong hands. Oops. 
  Addams was cool and calm under pressure, but eager 
  to press on with their mission and avoid trouble; 
  Rossiter was a somewhat nervous individual who 
  had never hit anyone, until he knocked the Master 
  out; but it was Rossiter’s concern for the Doctor that 
  forced Addams to turn her ship around to rescue him.
  SKILLS
  Convince 3, Fighting 2, Knowledge 5, Marksman 1, 
  Subterfuge 4, Survival 2, Technology 4, Transport 4.
  TRAITS
  Alien
  Alien Appearance: They’re both green and spiky, 
  and have to use Shimmers to blend in.
  THE END OF TIME
  
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  THE TENTH DOCTOR SOURCEBOOK
  FURTHER ADVENTURES
  •	
  The Silver Cloak and LINDA are fantastic entry 
  points for characters and, in the wake of what 
  Wilfred has seen, it would make sense for him to 
  reach out to other groups and try and establish a 
  support network of sorts for the Doctor.
  •	
  As cold opens go, having your players arrive on 
  Earth to find the Master Race already in charge 
  is one of the best. There’s lots of potential for 
  a race against time campaign to find anyone 
  who escaped or to track down the source of 
  the epidemic. Even then there’s still Rassilon to 
  deal with…
  •	
  Naismith is a potentially brilliant patron and 
  having an ally turned into an enemy like this has 
  a ton of potential. Alternatively you could swap 
  him out for Harold Saxon, or vice versa. Naismith 
  as a power mad dictator using stolen Gallifreyan 
  technology gives you lots to play with.
  •	
  JOSHUA NAISMITH
  AWARENESS
  4
  PRESENCE
  5
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  4
  STRENGTH
  4
  A billionaire responsible for the development 
  of a new phone network, Joshua Naismith has 
  money and power. He wants more. He wants to 
  provide for his daughter. He wants to make her 
  immortal.
  SKILLS
  Athletics 3, Convince 5, Science 4, Subterfuge 5, 
  Survival 3, Technology 3.
  TRAITS
  Cowardly: Naismith did not get where he did by 
  putting himself in danger. That’s what he pays 
  people to do.
  Obsession: Naismith wants to make his 
  daughter immortal. In doing so he unwittingly 
  turns humanity into the Master Race.
  Voice of Authority: +2 to all Resolve and 
  Presence rolls.
  TECH LEVEL: 5 
   STORY POINTS: 3
  ABIGAIL NAISMITH
  AWARENESS
  3
  PRESENCE
  3
  COORDINATION
  3
  RESOLVE
  4
  INGENUITY
  3
  STRENGTH
  3
  The daughter of a billionare, Abigail Naismith 
  doesn’t want the world. That belongs to her 
  already. No, she wants the future.
  SKILLS
  Athletics 3, Convince 3, Craft 3, Fighting 3, 
  Knowledge 3, Marksman 3, Medicine 3, Science 3, 
  Subterfuge 4, Survival 3, Technology 3, Transport 3.
  TRAITS
  Impulsive: Nobody stops Abigail from getting – 
  or doing – what she wants.
  Insatiable Curiosity: Abigail sees it as her right 
  to know everything that’s going on.
  Obsession – Immortality
  TECH LEVEL: 5 
   STORY POINTS: 2
  
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  (The) 21st Century is when Everything Changes 27
  42  
  140
   
  Continuity 
  141
   
  Further Adventures 
  143
   
  (The) Mysterious Mystery of the 
   
  Mysterious Woman 
  143
   
  Running the Adventure 
  142
   
  Synopsis 
  140
  A
  (The) Abzorbaloff 
  100
  Addams and Rossiter 
  252
  Adipose 
  174
  (Father) Angelo 
  68
  Apollo 34 
  243
  Army of Ghosts/Doomsday 
  106
   
  Changing the Desktop Theme 
  109
   
  Continuity 
  108
   
  Further Adventures 
  109
   
  Running the Adventure 
  109
   
  Synopsis 
  106
  (Dev) Ashton 
  142
  B
  (Danny) Bartock 
  98
  (The) Beast of Krop Tor 
  95
  (Lance) Bennett 
  114
  (Mia) Bennett 
  244
  (The) Biggest Family on Earth 
  26
  (Major Richard) Blake 
  57
  Blink 
  152
   
  Continuity 
  153
   
  Easter Eggs and Other Surprises 
  154
   
  Familiarity Breeds Boredom 
  153
   
  Further Adventures 
  156
   
  New Characters 
  153
   
  Non-linear Storytelling 
  154
   
  Running the Adventure 
  153
   
  Synopsis 
  152
   
  Theatrics 
  155
  Bowie Base One 
  242
  (Thomas Kincade) Brannigan 
  130
  (The) Brethren 
  67
  (Captain Adelaide) Brooke 
  13, 22
  C
  (Lobus) Caecilius 
  181
  (Margaret) Cain 
  245
  (Max) Capricorn 
  170
  Carmen 
  238
  Carrionites 
  123, 125
  (Penny) Carter 
  175
  (Matron) Casp 
  62
  (Lady) Cassandra O’Brien.Δ17 
  62
  (The) Chameleon Arch 
  150
  (Miss) Chandrakala 
  201
  Changing the Desktop Theme 
  28
  Chantho 
  160
  Chapter Five: The Tenth Doctor’s Adventures 51
  Chapter Four: The Tenth Doctor’s Enemies 37
  Chapter One: The Children of Time 
  5
  Chapter Three: Torchwood 
  31
  Chapter Two: Playing in the Tenth 
  Doctor’s Era 
  24
  Cheen 
  130
  Chip 
  63
  (Agatha) Christie 
  199
  The Christmas Invasion 
  52
   
  Changing the Desktop Theme 
  54
   
  Continuity 
  53
   
  Further Adventures 
  56
   
  Running the Adventure 
  53
   
  Synopsis 
  52
  Clockwork Robots 
  82
  Clones 
  188
  (General) Cobb 
  195
  (Matron) Cofelia 
  174
  (Tommy) Connolly 
  91
  (Gwen) Cooper 
  36
  Cyber Controller 
  39
  (The) Cult of Skaro 
  42
  (Colonel Hugh) Curbishley 
  201
  (Roger) Curbishley 
  201
  (The) CyberKing 
  39
  Cybermen 
  38
  Cybershade 
  40
  D
  (Supreme) Dalek 
  45
  Dalek Caan 
  45
  Dalek Tommy Guns 
  134
  Daleks 
  41
  Daleks in Manhattan/Evolution of the Daleks 131
   
  Changing the Desktop Theme 
  134
   
  Continuity 
  133
   
  Further Adventures 
  134
   
  Running the Adventure 
  133
   
  Synopsis 
  131
  (The) Damocles Gun 
  166
  Daughter of Mine 
  150
  Davenport 
  200
  Davros 
  44
  (Lucius Petrus) Dextrus 
  181
  (Mr) Diagoras 
  135
  (Professor Alison) Docherty 
  166
  DoctorDonna 
  223
  (The) Doctor’s Daughter 
  191
   
  Changing the Desktop Theme 
  194
   
  Continuity 
  193
   
  Further Adventures 
  195
   
  (The) Question of Jenny 
  193
   
  Running the Adventure 
  193
   
  Synopsis 
  191
  Double 
  87
  E
  (Lady Clemency) Eddison 
  200
  (Steffi) Ehrlich 
  245
  Elton 
  102
  (The) Empress of the Racnoss 
  115
  (The) End of Time 
  246
   
  Continuity 
  249
   
  Further Adventures 
  253
   
  Running the Adventure 
  250
   
  Synopsis 
  246
  (Miss) Evangelista 
  208
  Evelina 
  179
  F
  (The) Face of Boe 
  64
  (The) Family of Blood 
  149
  (Rosita) Farisi 
  231
  Father/Mother of Mine 
  150
  Fear Her 
  103
   
  Continuity 
  104
   
  Further Adventures 
  105
   
  Ionic Energy Sculpting 
  105
   
  Running the Adventure 
  104
   
  Synopsis 
  103
  (Mr) Finch/Brother Lassar 
  75
  The Fires of Pompeii 
  176
   
  Continuity 
  177
   
  Further Adventures 
  180
   
  Running the Adventure 
  178
   
  Synopsis 
  176
  (Acting Captain Zachary Cross) Flane 
  97
  Flash Clone Mills 
  194
  (The) Flood 
  241
  (Midshipman Alonso) Frame 
  171
  Futurekind 
  159
  G
  Gadget 
  242
  Gadgets
   
  Anti-Gravity Clamps 
  237
   
  (The) Archangel Network 
  165
   
  Atmospheric Converter 
  188
   
  Bio-damper 
  114
   
  Blood Control Matrix 
  56
   
  Circle of Mirrors 
  216
   
  Dimension Cannon 
  225
   
  Dimension Vault 
  230
   
  Dimensional Transporters 
  109
   
  EarPods 
  87
   
  EMP Bomb 
  87
   
  Encounter Suits 
  206
   
  (The) Imortality Gate 
  252
   
  Impact Chamber 
  170
   
  Infostamps 
  230
   
  Judoon Translator/Genetic Scanner 
  120
   
  Light Chamber 
  70
   
  Limitation Field 
  101
   
  Magna Clamps 
  109
   
  Multi-Grade Anti-Oil 
  81
   
  (The) Osterhagen Key 
  225
   
  Paradox Machine 
  165
   
  Perception Filters 
  165
   
  Portable Brain 
  90
   
  Project Indigo 
  225
   
  (The) Psychograft 
  63
   
  Shimmer 
  251
   
  Sonic Pen 
  175
   
  Teleport Bracelets 
  169
   
  Time Windows 
  80
   
  Timey-Wimey Detector 
  154
   
  (The) Torchwood Beam Weapon 
  56
   
  Warp Star 
  225
   
  Waveform Prison 
  90
   
  Weaponised Pipe Organ 
  139
  (The) Gauntlet of Rassilon 
  50
  (The) Girl in the Fireplace 
  78
   
  (The) Clockwork Menace 
  80
   
  Continuity 
  79
   
  Running the Adventure 
  79
   
  Synopsis 
  78
  INDEX
  
  255
  THE TENTH DOCTOR SOURCEBOOK
  (Ed) Gold 
  243
  (Reverend Arnold) Golightly 
  200
  Greeves 
  201
  Gridlock 
  126
   
  Changing the Desktop Theme 
  128
   
  Continuity 
  127
   
  Further Adventures 
  129
   
  Running the Adventure 
  127
   
  Synopsis 
  126
  (Roman) Groom 
  244
  H
  (Klineman) Halpen 
  184
  (Novice) Hame 
  62
  (Captain Jack) Harkness 
  10, 18
  (Mercy) Hartigan 
  230, 231
  (Yvonne) Hartman 
  110
  Hath 
  194, 195
  (The) Heavenly Host 
  171
  (The) Hesperus 
  252
  (The) Hostess 
  212
  How To Use This Book 
  4
  Human/Dalek Hybrids 
  44
  Human Nature/The Family of Blood 
  146
   
  Continuity 
  147
   
  Further Adventures 
  151
   
  Running the Adventure 
  147
   
  Synopsis 
  146
  Hypersonic Soundwave Manipulator 
  139
  I
  (The) Idiot’s Lantern 
  88
   
  Changing the Desktop Theme 
  90
   
  Continuity 
  90
   
  Further Adventures 
  91
   
  Running the Adventure 
  90
   
  Synopsis 
  88
  (The) Impossible Planet/The Satan Pit 
  93
   
  Changing the Desktop Theme 
  95
   
  Continuity 
  94
   
  Further Adventures 
  96
   
  Running the Adventure 
  94
   
  Synopsis 
  93
   
  (The) Torchwood Archive 
  96
  Infected Flesh 
  61
  Introduction 
  4
  (The) Isolus 
  105
  (Tarak) Ital 
  245
  J
  (John Maynard) Jefferson 
  98
  (Private Ross) Jenkins 
  190
  Jenny 
  12, 21
  (Harriet) Jones, Prime Minister 
  55
  (Ianto) Jones 
  36
  (Martha) Jones 
  9, 17
  (The) Judoon 
  118
  Judoon Captain 
  119
  Judoon Ships 
  120
  Judoon Trooper 
  118
  K
  K-9  
  77
  (Mr) Kennedy/The Absorbaloff 
  102
  Kenny 
  77
  (Yuri) Kerenski 
  243
  Kill Adventure, Kill The Moon 
  27
  (Alex) Klein 
  56
  (Hal) Korwin 
  145
  (The) Krillitane 
  74, 76
  Krillitane Oil 
  76
  L
  (Jackson) Lake 
  13, 22
  Laser Screwdriver 
  47
  Laszlo 
  134
  (Professor) Lazarus 
  137
  (The) Lazarus Creature 
  138
  (The) Lazarus Experiment 
  136
   
  Continuity 
  137
   
  Further Adventures 
  139
   
  Running the Adventure 
  137
   
  Synopsis 
  136
  (Abi) Lerner 
  145
  (Erina) Lessak 
  145
  Lilith 
  125
  (Daniel) Llewellyn 
  57
  Love & Monsters 
  99
   
  Changing the Desktop Theme 
  100
   
  Continuity 
  100
   
  Further Adventures 
  101
   
  Running the Adventure 
  100
   
  Synopsis 
  99
  (John) Lumic 
  86
  (Mr) Lux 
  208
  M
  (Colonel) Mace 
  189
  (Lady Isobel) MacLeish 
  71
  (Lord Robert) MacLeish 
  71
  (DI) Macmillan 
  238
  Macra 
  128, 129
  (Mr) Magpie 
  91
  Malcassairo 
  158
  (Scooti) Manista 
  98
  (The) Master 
  46
  (The) Master/Harold Saxon 
  48
  (The) Master Reborn 
  49
  (Captain Kath) McDonnell 
  144
  (The) Meta-Crisis Doctor 
  224, 226
  Midnight 
  209
   
  Continuity 
  211
   
  Further Adventures 
  211
   
  Heightening the Tension 
  210
   
  Running the Adventure 
  211
   
  Synopsis 
  209
   
  X-tonic Radiation 
  211
  (The) Midnight Entity 
  212
  (Dr Tom) Milligan 
  166
  Milo 
  130
  (The) Model TT 
  129
  Molecular Fringe Animation 
  151
  Moods 
  128
  (Mrs) Moore 
  85
  (Wilfred) Mott 
  11, 19
  N
  (Abigail) Naismith 
  253
  (Joshua) Naismith 
  253
  New Earth 
  58
   
  Changing the Desktop Theme 
  60
   
  Continuity 
  59
   
  Further Adventures 
  64
   
  Running the Adventure 
  59
   
  Science Horror 
  60
   
  Synopsis 
  58
   
  Whoops, There Goes My Body 
  59
  (The) Next Doctor 
  227
   
  Continuity 
  229
   
  Further Adventures 
  231
   
  Running the Adventure 
  229
   
  Synopsis 
  227
  (Kathy) Nightingale 
  156
  (Larry) Nightingale 
  156
  (Donna) Noble 
  10, 18
  O
  (The) Ood 
  14
  Ood Sigma 
  15
  P
  Partners in Crime 
  172
   
  Changing the Desktop Theme 
  174
   
  Continuity 
  173
   
  Further Adventures 
  175
   
  Running the Adventure 
  173
   
  Synopsis 
  172
  (The SS) Pentallian 
  142
  (Astrid) Peth 
  12, 20
  Pig Slaves 
  43
  Planet of the Dead 
  232
   
  Continuity 
  233
   
  Further Adventures 
  237
   
  (A) Jumping Off Point 
  234
   
  Keeping to the Timetable 
  235
   
  Running the Adventure 
  234
   
  (This) Song is Ending 
  235
   
  Synopsis 
  232
   
  Where are They Now? 
  236
  Planet of the Ood 
  182
   
  Changing the Desktop Theme 
  184
   
  Continuity 
  183
   
  Further Adventures 
  184
   
  Running the Adventure 
  183
   
  Synopsis 
  182
  (The) Plasmavore 
  119
  Playing the Tenth Doctor 
  6
  Plot Hooks 
  35
  (Madame Reinette de) Pompadour 
  81
  Putting the Team Together 
  34
  Pyrovile 
  178
  (Giant) Pyrovile 
  180
  (Young) Pyrovile 
  180
  Q
  Queen Victoria 
  69
  R
  (The) Racnoss 
  113
  Rassilon 
  50
  (Luke) Rattigan 
  189
  Reality Bomb 
  226
  (Nurse Joan) Redfern 
  149
  (Robina) Redmond/Ada Mullins 
  200
  Relations with UNIT 
  33
  
  256
  THE TENTH DOCTOR SOURCEBOOK
  INDEX
  Ricky 
  86
  Rise of the Cybermen/The Age of Steel 
  83
   
  Continuity 
  84
   
  Further Adventures 
  87
   
  Networked World 
  85
   
  Running the Adventure 
  85
   
  Synopsis 
  83
   
  TARDIS Power Crystal 
  87
   
  Through the Looking Glass 
  85
   
  Torchwood in Pete’s World 
  87
  The Runaway Bride 
  111
   
  Continuity 
  112
   
  Further Adventures 
  114
   
  Running the Adventure 
  113
   
  Synopsis 
  111
  (Dr) Ryder 
  184
  S
  (Lucy) Saxon 
  167
  (Orin) Scannell 
  145
  (The) Scarecrows 
  151
  School Reunion 
  72
   
  Continuity 
  73
   
  Further Adventures 
  76
   
  (A) (Role) Call to Adventure 
  74
   
  Running the Adventure 
  73
   
  Synopsis 
  72
   
  Torchwood Involvement 
  74
  (Ida) Scott 
  98
  (William) Shakespeare 
  124
  (The) Shakespeare Code 
  121
   
  Changing the Desktop Theme 
  123
   
  Continuity 
  122
   
  Further Adventures 
  123
   
  Running the Adventure 
  123
   
  Synopsis 
  121
  Sibylline Priestess/Convert 
  181
  Sibylline Sister 
  181
  (The) Sibylline Sisterhood 
  180
  Silence in the Library/The Forest of the Dead 202
   
  Continuity 
  204
   
  Further Adventures 
  208
   
  How to Handle the Vashta Nerada 
  206
   
  Running the Adventure 
  205
   
  Synopsis 
  202
   
  Who is River Song? 
  205
  (Sky) Silvestry 
  212
  (Dr Rajesh) Singh 
  110
  (A) Shining New Future 
  28
  (The) Sisters of Plenitude 
  62
  Size  
  29
  (Commander) Skor 
  190
  Slabs 
  120
  (Mickey) Smith 
  9, 16
  (Mr) Smith 
  225
  (Sarah Jane) Smith 
  11, 19
  Smith and Jones 
  116
   
  Continuity 
  117
   
  Further Adventures 
  120
   
  Running the Adventure 
  117
   
  Synopsis 
  116
  Son of Mine 
  150
  (Professor River) Song 
  205
  The Sontaran Stratagem/The Poison Sky 
  185
   
  Changing the Desktop Theme 
  188
   
  Continuity 
  187
   
  Further Adventures 
  188
   
  (The) Human Factor 
  188
   
  Running the Adventure 
  187
   
  Synopsis 
  185
   
  UNIT’s Involvement 
  188
  Sontaran Trooper 
  190
  The Sound of Drums/Last of the Time Lords 161
   
  Continuity 
  163
   
  Further Adventures 
  166
   
  Running the Adventure 
  163
   
  Synopsis 
  161
  (Lady Christina de) Souza 
  13, 21
  Spacesuit Zombie 
  207
  (Sally) Sparrow 
  12, 20
  (General) Staal 
  190
  The Stolen Earth/Journey’s End 
  217
   
  Break it Down 
  222
   
  (A) Cast of Thousands 
  222
   
  Continuity 
  221
   
  (The) Dalek Invasion of Earth 
  223
   
  Further Adventures 
  226
   
  Running the Adventure 
  222
   
  Story Point Saviours 
  222
   
  Synopsis 
  217
  (Andy) Stone 
  245
  (A) Storm at the Heart of the Sun 
  25
  (Peter) Streete 
  124
  (The) Swarm 
  235, 237
  (The) Sycorax 
  54
  Sycorax Leader 
  54
  T
  Tallulah 
  135
  (Professor Malcolm) Taylor 
  238
  (The) Tenth Doctor 
  8
  (The) Tenth Doctor’s Companions and 
  Acquaintances 
  9
  (The) Tenth Doctor’s TARDIS 
  23
  (Lady) Thaw 
  139
  This Song is Ending, but the Story Never Ends 28
  (The) Time Beetle 
  215
  (The) Time Lords 
  49
  Toclafane 
  164, 167
  Tooth and Claw 
  65
   
  Changing the Desktop Theme 
  67
   
  Continuity 
  66
   
  Further Adventures 
  70
   
  Kung Fu Scottish Monks? In the 
   
  19th Century? 
  68
   
  Queen Victoria and the Psychic Paper 
  70
   
  Running the Adventure 
  66
   
  Synopsis 
  65
  (The) Torajii Sun 
  143
  Torchwood 2.0 
  33
  (Creating a) Torchwood Agent 
  34
  (History of the) Torchwood Institute 
  32
  Torchwood Rapid Deployment
  Field Dropship 
  96
  Torchwood Side Arms 
  96
  Torchwood’s Taste 
  114
  (New Alien) Traits 
  29
   
  Huge 
  29
   
  Infection 
  69
   
  Invisible 
  29
   
  Tiny 
  29
  (New Gadget) Traits 
  30
   
  Bulky 
  30
   
  Convert 
  30
   
  Hungry 
  30
   
  Slow 
  30
   
  Recharge 
  30
   
  Zap 
  30
  Tritovore 
  236
  Turn Left 
  213
   
  Continuity 
  215
   
  Further Adventures 
  216
   
  Running the Adventure 
  216
   
  Synopsis 
  213
  (Jackie) Tyler 
  17
  (Rose) Tyler 
  9, 16
  U
  (The) Unicorn and the Wasp 
  196
   
  Continuity 
  198
   
  Further Adventures 
  198
   
  Running the Adventure 
  198
   
  Synopsis 
  196
  Ursula 
  102
  Utopia 
  157
   
  Continuity 
  157
   
  Further Adventures 
  160
   
  Running the Adventure 
  158
   
  Synopsis 
  157
   
  What about the Silver Devastation and 
   
  the Dark Mater Refs? 
  159
  V
  (The HMS) Valiant 
  165
  Vashta Nerada 
  206
  (Riley) Vashtee 
  144
  Vespiform 
  198, 199
  Voyage of the Damned 
  168
   
  Continuity 
  169
   
  Furrther Adventures 
  171
   
  Running the Adventure 
  170
   
  Synopsis 
  168
  W
  (The) Waters of Mars 
  239
   
  Continuity 
  241
   
  Further Adventures 
  243
   
  Running the Adventure 
  241
   
  Synopsis 
  239
  (Chloe) Webber 
  104
  (The) Weeping Angels 
  155
  (The) Werewolf 
  68
  Whitepoint Star 
  252
  The) Wire 
  92
  Who is the Doctor? 
  6
  Y
  Professor Yana 
  160
  Z
  (Toby) Zed 
  97
  Zeus Plugs 
  80
  
SOURCE: textdata/thevault/Doctor Who/AITAS Collection/2 Regeneration-Specific Sourcebooks/10th Doctor Sourcebook, The.pdf