AITAS 2nd Doctor Sourcebook PDF
AITAS 2nd Doctor Sourcebook PDF
B credits
Line Developer: Gareth Ryder-Hanrahan
Writing: Walt Ciechanowski
Editing: Dominic McDowall
Cover: Paul Bourne
Graphic Design and Layout: Paul Bourne
Creative Director: Dominic McDowall
Art Director: Jon Hodgson
Special thanks: Georgie Britton and the BBC Team for all their help. Dedicated to Zoe.
“My Second Is An Instrument Of The Past”
The Second 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
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.
B contents
Introduction 4 chapter seven 85
The Evil of the Daleks 86
chapter one: the second doctor and companions 5 The Tomb of the Cybermen 91
Who is the Doctor? 6 The Abominable Snowman 96
The Doctor’s Companions 9
chapter Eight 100
chapter two: tools of the trade 16 The Ice Warriors 101
New Characters 17 The Enemy of the World 105
New Traits 20 The Web of Fear 109
New Gadgets 23
chapter Nine 112
chapter three: enemies 25 Fury of the Deep 113
Cybermen 26 The Wheel in Space 117
Daleks 34 The Dominators 121
Great Intelligence 36
Ice Warriors 40 chapter Ten 127
The Mind Robber 128
chapter Four: designing second doctor adventures 42 The Invasion 136
Adventure Length and Pacing 43 The Krotons 141
Second Doctor Themes 44
Adventure Structure 49 chapter Eleven 145
The Seeds of Death 146
chapter five: the second doctor’s adventures 52 The Space Pirates 149
The Power of the Daleks 55 The War Games 153
The Highlanders 60
The Underwater Menace 64 index 158
chapter six 69
The Moonbase 70
The Macra Terror 75
The Faceless Ones 80
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introduction
‘I’ve been renewed have I? That’s it, I’ve been renewed! It’s part of the TARDIS. Without it I couldn’t survive.’
Everything changed.
When Ben and Polly first met the Doctor, he was a crotchety old man in Edwardian clothes who owned a
machine capable of travelling through time and space. While he claimed to be an alien, there was nothing to
suggest that he was anything more than a wise old man. They had become used to travelling in time, but the
Doctor had never removed them from Earth.
During his latest adventure the Doctor seemed a bit more tired than usual and, after foiling the Cybermen’s
plans, he made a hasty retreat to his TARDIS. Ben and Polly followed behind and walked in just as an exhausted
Doctor collapsed to the floor. As the two companions watched incredulously, the old man began to transform
into someone else as the Ship took them to their first alien world...
Welcome to The Second Doctor Sourcebook. Here you’ll find a wealth of information on the Second Doctor and
introduction
his adventures, to help you recreate this era or to add vintage spice to your current Doctor Who: Adventures
in Time and Space campaign.
• Synopsis: Where did the TARDIS materialise? Who did the Doctor meet? And what horrible fates awaited
the travellers there? This section summarises the key events of the adventure as experienced by the
Second Doctor and his companions.
• Running this Adventure: Next, we discuss how to run the adventure. We get into the nuts and bolts
of plotting and gamemastering, how to adapt the adventure to different Doctors or different groups of
player characters, and how to use bits and pieces of the adventure in your own games.
• Characters, Monsters & Gadgets: If there are important non-player characters, interesting monsters,
or shiny new gadgets in the adventure, you’ll find them here. Sometimes, we’ll give you full statistics for
a character. At other times, when their Attributes and Skills are obvious or irrelevant, we’ll just list their
key Traits.
• Further Adventures: So, what happens after the Doctor leaves? (Or what happened before he arrived?)
These further adventure seeds give ideas on spinoffs, sequels and alternate histories that expand on the
Doctor’s initial adventures.
There are lots of ways to use these adventures. You can use our suggestions for Further Adventures, or build
your own adventures using the material provided. In fact, if your players aren’t familiar with these classic
stories, then you can substitute your player characters for the Second Doctor and his companions and ‘rerun’
the adventures. Maybe your player characters will take other paths and make different decisions!
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chapter one:
the second doctor and companions
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“I am not a student of human nature. I am a professor While Polly was quicker to accept the new Doctor
of a far wider academy of which human nature is as the same man, the regenerated Time Lord did
merely a part.” little to help. He referred to the First Doctor in the
third person and had no recollection of some recent
events.
B Who is the Doctor?
The Doctor in his first incarnation was an irascible While the Doctor certainly has difficult regenerations
old man that often wandered into trouble out of sheer in his future, this one seems the worst. While this
curiosity. It often fell to his companions to be the true could be chalked up to being the first regeneration,
heroes, urging the Doctor to take action rather than another likely reason is the fact that his previous
just slip away in the TARDIS and let history take its incarnation’s body had worn out. It had been
course. He understood the implications of temporal deteriorating for years (perhaps decades or even
interference and avoided conflict whenever possible. centuries) and so there was more for the regenerative
It is telling that, in his last adventure, the First process to handle. The ‘renewed’ Doctor helps his
Doctor’s plan was to do nothing and let events unfold mental regenerative process along by reading his
naturally, as he already knew that the Cybermen 500 year diary. By the end of his 14 hour regenerative
would not succeed. cycle (and the defeat of the Daleks) the Doctor seems
fully recovered.
To Ben and Polly’s horror, the exhausted Doctor
collapsed in his TARDIS and underwent a startling Unlike his previous incarnation, the Second Doctor
transformation. In place of the stern, authoritarian, preferred a more active role in investigating and
distinguished schoolmaster was a short, rumpled fighting evil. Even before his first regeneration
man with a mop of hair and fingers too thick to wear was complete, he impersonated a murdered Earth
the First Doctor’s ring. His ill-fitting clothes made Examiner on Vulcan to discover the truth behind the
him look more like a tramp than the Edwardian crime. The appearance of the Daleks only steeled his
gentleman of his previous self. resolve. He carried this crusading spirit throughout
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his adventures, often refusing to slip away in the Due to his appearance the Second Doctor is often
TARDIS even when convenient to do so. Indeed, at his underestimated, a fact that he uses to his fullest
own trial the Doctor defended his active efforts to do advantage. Even when discovered to be not whom
what was right as the proper thing to do. he seems, the Second Doctor uses his charm to
convince others to aid him, generally by folding his
In short, the Second Doctor is a hero. hands and looking up like a child caught with his
hand in the cookie jar. It’s possible that the Second
Doctor uses this pose in tandem with his hypnotic
Playing the Second Doctor powers as people ready to throttle him a moment
The Second Doctor is best described as a paradox. before suddenly give him the benefit of the doubt.
He dresses like a sort of intergalactic tramp, yet
is charming and witty. He panics and shows fear The Second Doctor also shows a penchant for
when trouble arrives, yet he bravely deals with it. He disguises, often adopting an accent to match. During
sometimes recklessly springs into action, yet always his travels he has impersonated an Earth Examiner,
seems to understand what’s going on and how to a German aristocrat, a kitchen maid, a British
deal with it long before anyone else. His demeanour soldier, a gypsy entertainer, a civil servant, and even
sometimes frustrates his Companions, yet they trust a would-be world dictator (he is aided in this last
him implicitly. He is like a beloved and crazy uncle disguise by having an uncanny resemblance to said
who sometimes gets them into trouble as the price dictator). The Second Doctor uses such disguises
for sharing adventures with him. to further his investigations and to pull both his
companions and himself out of danger.
In contrast to his previous incarnation, the Second
Doctor has a clownish, dishevelled appearance. His The Second Doctor also acts as a father figure to
trousers are far too wide for his frame and his coat his companions, so it is perhaps no surprise that all
is short and rumpled. Even his tie is off-centre. In three companions that he invited to join him were
addition, the Second Doctor shows an affinity for teenagers (he ‘inherited’ Ben and Polly from his
hats and enjoys playing the recorder, often as a aid previous incarnation). He genuinely enjoys teaching
to concentration. As time goes on the Second Doctor them new things and is quite pleased when his
loses his hat and recorder and his trousers fit better, companions take to their lessons well.
but he still maintains an unkempt appearance.
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In spite of all this, however, the Second Doctor also has a dark side and can
be quite ruthless in pursuit of his goals. He doesn’t just stop the Ice Warrior
invasion of Earth; he causes the entire fleet to plunge into the sun. He solves
a logical problem on Telos in order to find the Cybermen and endangers
an Earth expedition even though he suspects some of its members to be
unscrupulous. He manipulates Jamie into running the gauntlet for the
Daleks to further his plan to stop them. In many cases he seems quite
pleased with himself and often leaves once the danger is over before he
can be held accountable for the collateral damage.
Doctor Who?
One way to capture the feel of the Second Doctor’s
era is to ask the player of the Doctor not to refer
to the Time Lords, Gallifrey, the High Council, two
hearts, or anything else related to his home culture.
It’s probably inappropriate to have other renegade Time
Lords cross paths with the Doctor prior to his adventure
with the War Lord, but if you do such encounters should
be handled with care.
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a4 PRESENCE ○○○○ 0 FIGHTING 1 SURVIVAL out of it. His outward behaviour belies
a keen intellect, and the Doctor often
works out what’s going on long before
a6 RESOLVE ○○○○○○ 4 KNOWLEDGE 4 TECHNOLOGY he lets anyone else know about it. The
Doctor cares deeply for his companions
a2 STRENGTH ○○ 0 MARKSMAN 2 TRANSPORT and is a tireless crusader against evil.
Background
traits stuff The Doctor is on the run from his own
race and is never in control of where the
Adversary (major) (The Doctor picks TARDIS Key TARDIS is going (in spite of numerous
up a few adversaries during his travels, Sonic Screwdriver Mk 1 (see page 24) arguments to the contrary). He resents
including the Cybermen, the Daleks, Recorder the Time Lords’ policy of non-interference
and the Great Intelligence), Boffin, 500 Year Diary (see page 23) and takes a stand against evil whenever
Brave, Charming, Code of Conduct Handkerchief he encounters it. The Doctor treats his
(The Doctor abhors violence, will not companions as his family as they explore
use a gun, and will always protect the Faulty TARDIS: While the Doctor is the universe together.
innocent and the helpless. He still may perfectly capable of flying a TARDIS
resort to terminal means to eliminate at this point in his life the TARDIS is Distinctive Features
a tenacious foe (such as sending an effectively un-steerable. He cannot Clownish
Ice Warrior fleet into the sun). Should pilot it with any degree of accuracy and Unimposing
the Doctor break his code then he thus cannot use the TARDIS during an Playing the recorder helps him think
may lose some or all of his story adventure without it effectively taking
points), Eccentric, Feel the Turn of the him away from the adventure. As a result
Universe, Hypnosis (minor), Impulsive, once the Doctor has involved himself
Indomitable, Insatiable Curiosity, in an adventure he won’t return to the
Obsession, Psychic, Random TARDIS until he has ended the threat.
Regenerator, Resourceful Pockets,
Run for Your Life!, Technically Adept,
Time Lord (Experienced), Time
Traveller (All TLs), Vortex.
Time Lord 10
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As a companion, Ben is practical and well-grounded. His ripping up of the work contracts on a slave ship in
He is not only an excellent sailor but also has some 1746 nearly gets him drowned. Perhaps surprisingly,
scientific knowledge (he surmises that the Gravitron he is the only companion that succumbs to the
runs on thermonuclear power and that nail polish Macra’s hypnosis, although this can be explained as
remover contains acetone). While slow to accept the Macra feeding his suspicions about people hiding
the concepts of time travel and regeneration, Ben things from him.
accepts them once conclusive proof is offered. He
is also sharp and resourceful; he can find solutions Ben has a good relationship with the Doctor, Polly
to problems through deductive reasoning as well as and, later, Jamie. In particular he has a fondness for
whip up a way to make those solutions work (such Polly, calling her “Duchess” due to the differences in
as filling fire extinguishers with “Cocktail Polly” their respective upbringings.
and smashing a canister against a Cyberman’s
chest unit when the thin atmosphere of the moon Ben is one of the Second Doctor’s more experienced
won’t enable the extinguishers to work). Ben does companions, which is reflected in his slightly higher
get frustrated when he doesn’t understand what’s attribute scores. Ben is considered to have nautical
going on. areas of expertise where appropriate. He’s also
depicted as something of a renaissance man, in
As a man of action, however, Ben’s impulsiveness various episodes he’s a brawler, an engineer, an
chapter one: the second doctor and companions
sometimes lands him in trouble. He leaps out of investigator, and even a scientist. In all cases he’s a
hiding to Polly’s defence during a rebel meeting on quick thinker and generally offers practical solutions
Vulcan and is quickly subdued by overwhelming odds. to problems.
a4 COORDINATION ○○○○ 3 CONVINCE 2 SCIENCE hoping to one day return to his normal
life.
1966 5
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Personality
a3 INGENUITY ○○○ 2 CRAFT 4 SUBTERFUGE Polly is a thoroughly modern (1960s)
woman who takes charge when
a5 PRESENCE ○○○○○ 1 FIGHTING 2 SURVIVAL needed. She enjoys flirting and teasing
and often uses this to help her and her
friends during adventures.
a3 RESOLVE ○○○ 3 KNOWLEDGE 2 TECHNOLOGY
Background
a2 STRENGTH ○○ 1 MARKSMAN 1 TRANSPORT Polly was a young secretary
inadvertently working for WOTAN
when she accidentally joined the
traits stuff Doctor and Ben in the TARDIS. While
she wants to get home she enjoys
Argumentative Polly doesn’t generally carry a purse exploring the universe.
Attractive but she usually has beauty products
Brave on hand.
Charming
Experienced
Linguist – Polly knows several
European languages, including English,
French, German, and Spanish
Unlucky
1966 5
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Jamie was born in the Scottish Highlands and Jamie is surprisingly well-grounded for someone
served the Laird Colin McLaren during the Jacobite from a relatively primitive time period, often equating
Rebellion, fleeing with him after the Battle of Culloden strange technologies to things he understands or
in 1746. He was captured by English soldiers, along pretending to understand something beyond his
with the strangely attired Ben Jackson and the comprehension with a dismissive response. As a
mysterious Doctor von Wehr. He was almost sold rebel, Jamie is good in a fight and an expert with the
into slavery when the Doctor and his companions dirk he keeps in his sock.
rescued him and the rest of the Highlanders slated
for work in the West Indies. Jamie offered to take Jamie enjoys travelling with the Doctor so much
the Doctor, Ben, and Polly back to their ship and that he only left because he was forced to by the
was invited to join them. The young Highlander Time Lords. He was returned to the time he left with
soon found himself in an underwater civilisation, a only his knowledge of that first adventure with the
chapter one: the second doctor and companions
Background
a4 STRENGTH ○○○○ 3 MARKSMAN 1 TRANSPORT Jamie is a Scottish bagpiper and
(knife-throwing)
warrior. He participated in the Jacobite
Rebellion and was brought on board
traits stuff the TARDIS in 1746 after the Battle
of Culloden. He enjoys his new life as
Attractive Jamie keeps a dirk tucked into his sock. an explorer and has no real desire to
Brave return home.
Code of Conduct – Jamie is honourable
and very protective of his friends and
allies
Experienced
Face in the Crowd – For an 18th century
Highlander, Jamie has surprisingly
little trouble fitting in with people in
modern and futuristic eras
Impulsive
Keen Senses (Major)
Technically Inept
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a4 PRESENCE ○○○○ 1 FIGHTING 1 SURVIVAL She can hold her own in an argument,
provided it remains cordial.
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able to cause a receptionist computer to break down which she is returned to the Space Wheel just after
at International Electromatics. She uses her fast she’d left, with no memories of the Doctor and Jamie
calculating ability on multiple occasions, including except for their help in stopping the Cybermen.
a5 INGENUITY ○○○○○ 1 CRAFT 3 SUBTERFUGE secure in her own abilities and eager
to learn more about life in general, as
she’d had a rather insular upbringing.
a3 PRESENCE ○○○ 3 FIGHTING 1 SURVIVAL Her zeal to explore often gets her into
trouble, as she lacks the wisdom to
Background
a2 STRENGTH ○○ 1 MARKSMAN 3 TRANSPORT Zoe was born in the early 21st century
and had an education that emphasised
logic and mathematics. She graduated
traits stuff at an early age and was assigned to
Space Station W3 between Mercury and
Attractive Zoe doesn’t generally carry equipment. Venus. She stowed away on the TARDIS
Boffin after the Doctor and Jamie protected
Eccentric - Zoe is extremely logical and the station from a Cybermen attack.
often seems detached from whatever
is happening around her. She is not
emotionless, but has trouble relying on
her instincts
Experienced
Impulsive Notes: Although highly proficient in
Insatiable Curiosity mathematics, science, and general
Photographic Memory knowledge, Zoe is lacking when it
Technically Adept. comes to history.
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Awareness 3 Presence 3
Coordination 3 Resolve 4
Ingenuity 4 Strength 3
Skills
Knowledge 8, Medicine 2,
Science (Temporal Physics) 6, Survival 1,
Technology 4, Transport 3
Traits
Clairvoyance (Major), Face in the Crowd,
Feel the Turn of the Universe, Psychic,
Resourceful Pockets, Telepathy, Vortex,
Argumentative, Impulsive,
Restriction (Tricky Controls, 6 Pilots),
System Fault (Unsteerable, Chameleon Circuit)
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chapter two:
tools of the trade
THE second doctor sourcebook
“It’s the TARDIS. It’s my home – at least it has been New Time Lord
for a considerable number of years.” Just because you’re using the Second Doctor
Sourcebook doesn’t mean that the players have
to use the Second Doctor. They may wish to play
B new characters a different incarnation of the Doctor or may even
One of the easiest ways to play adventures in the wish to create their own Time Lord. In these cases,
era of the Second Doctor is to use the characters adventures designed for the Second Doctor may need
described in chapter one, but this certainly isn’t the some tweaking, as new Time Lords have different
only way. Your players may wish to use a different motivations and, in some cases, more reliable
incarnation of the Doctor (especially if there is TARDISes.
already an ongoing campaign) and their companions,
or they may wish to create new characters.
New Companions
The Second Doctor’s companions tend to fall into two
types. Ben and Jamie are strong military men of their
respective time periods and are often called upon to
utilise their physical prowess. They also come from
lower class backgrounds. Polly, Victoria, and Zoe are
pretty young women that came from comfortable
lives. The obvious gender split in these roles is a sign
of the times, and should not be enforced!
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If a player wishes to use the First Doctor then little the Doctor not only had plenty of adventures in the
adjustment is necessary, although you may wish to late 20th century, but most of his future adventures
ensure that simply leaving via TARDIS is not an option took place in the same century (although it seems
if the player wishes to portray the crotchety version to be a very different 21st century than our own is
of the first incarnation. On the other hand, the later shaping up to be).
Doctors have more control over their TARDISes
destinations and can short-circuit some adventures If your campaign is set within a single time period,
in this manner. Finally, a player that wants to play an then the best way to get into the spirit of the Second
Earth-bound Third Doctor may find himself brought Doctor’s era is to become familiar with the adventures
to the adventure by the Time Lords. that fit the period in which you are playing (and if
you plan to run those adventures, you may want to
change dates to put them closer together).
Time Agents
If the characters are members of the Time Agency
then they can also easily get involved in Second
Doctor-style adventures, especially if they believe
that to not do so would disrupt the timeline.
chapter two: tools of the trade
Other Groups
Perhaps the most difficult group to run Second
Doctor adventures for is the group without a Time
Lord. Unless the group has access to a time travel
capsule, they’ll be stuck in a single period. Luckily,
this still provides you with plenty of inspiration, as
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So where does this fit in? Let’s take a look down the Doctor’s personal timeline a bit...
After the Doctor is sentenced by the Time Lords he appears at least three more
times interacting with his later incarnations. These events are difficult to place
within the context of his previous adventures as the Doctor says things and has
access to certain information and gadgets that he simply didn’t have during
the course of his adventures. Complicating this is the fact that the Doctor’s
adventures often directly follow each other, leaving few gaps with which to fit
this new information.
A popular theory is that, after his trial, the Doctor is approached by the Celestial
Intervention Agency (CIA), a secretive group of Time Lords that meddle with
history, to work for them prior to his exile (extracting some benefit for his assistance
in return). The Doctor acts as an undercover temporal agent for quite some time
before finally regenerating and being sent to Earth (perhaps the commutation
was only to the end of his second incarnation’s lifespan...the Third
Doctor clearly shows symptoms of recent regeneration when he
stumbles out of the TARDIS on Earth).
The following details of the Doctor’s time between the Trial and
his exile are pure speculation...
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With his directional circuits fixed the Doctor can actually steer his TARDIS. As a test run he visits the
Brigadier and has the ability to not only pin-point the location, but also to steer the TARDIS back a day.
He is also given a Stattenheim Remote Control in order to summon the TARDIS whenever he needs
it. The CIA can still override the TARDIS, stranding the Doctor until he completes his current mission.
When the Time Lords want to bring the first three incarnations of the Doctor together to combat Omega,
the Second Doctor provides them with coordinates in which to retrieve the First Doctor on condition that
they do not bring him to trial or otherwise disrupt the timestream.
While acting as an agent the Doctor requests that old Companions accompany him. The CIA allows this,
and the Doctor travels with Jamie and Victoria. While Jamie is an obvious choice, Victoria’s seems a
bit odd. Perhaps she found it difficult acclimatising to a new century and the Doctor offers to aid her in
return for her service. Jamie is recruited at some point after the Doctor is brought to the Death Zone.
Once the Doctor regenerates, the Time Lord’s wipe his memory of working for the CIA so that the Doctor
believes his exile took place immediately after his trial. Thus he has no memory of owning a Stattenheim
remote or using the backup control room.
chapter two: tools of the trade
Nor is the Doctor safe from permanent harm. If he manages to get injured enough to force a regeneration,
then the CIA intervenes, wipes his memory, sends his Companions back to their home times, and exiles
the Third Doctor to Earth as per his sentence.
Effects: The character gains Areas of Expertise for Epicurean Tastes (Minor, Good)
the Science Skill in Biology and Chemistry and may The character appreciates the finer things in life, like
create biological or chemical ‘Gadgets’ using the good food, good drink, fashionable clothing and fine
Jiggery-Pokery rules, using the Science Skill instead art.
of Technology for all relevant rolls.
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Effect: The character gains a +2 bonus on any roll to Menacing (Minor, Good)
judge the quality of luxury items. They also gain a +2 Some characters appear charming but their words
bonus to any roll to impress others with their sense are tinged with a hint of menace. They influence
of taste, assuming the targets are actually impressed others through quiet threats rather than outright
by such things. Intimidation.
Effect: +2 bonus on Medicine rolls when trying to Military Rank (Minor/Major/Special Good)
heal someone. The character holds a high rank in some military
force, be it Army, Navy, Air Force or UNIT. The
character has authority over any lower ranking
Linguist (Minor, Good) member of their service and can give orders that will
Some people have the knack for learning new typically be followed. They also have access to military
languages. This is considered a minor trait because resources commensurate with their rank. They have
the TARDIS generally compensates for lack of an obligation to their service and failure to uphold
linguistic skills. that obligation can lead to severe consequences.
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Wanted Renegade (Special Bad) actual volume of the object, allowing one to store
The Time Lord is an outlaw, on the run from Gallifrey vastly larger items inside, assuming they can fit
and the Time Lords. While the High Council’s official through the opening.
policy is ‘good riddance to bad rubbish’ when it comes
to upstarts and revolutionaries, there are secret Effect: As a Minor Trait the item has an interior
organizations, like the CIA, whose task it is to hound roughly 10 times its apparent volume. As a Major
the more dangerous criminals to the ends of time. Trait, the object holds roughly 30 times its apparent
volume. Weight is still a factor in both cases, so even
Effects: The Time Lord committed, or is accused of if you can fit a hundred gold bars into your ‘magic
committing, a heinous crime and is actively hunted bag’ you still have to be able to lift it. As a Special
by his former people. The Time Lord may regain 6 Trait, the item has 30 times capacity and its weight is
Story Points by having the Gamemaster introduce negligible. This counts as two Major Traits.
an agent or agents from the CIA into the adventure.
These agents will attempt to disrupt the Time NOTE: All TARDISes are assumed to have the Special
Lord’s plans and try to capture them or bring them version of this Trait by design, but their interior
to justice, assuming that they are interfering in the space is infinite and the exterior is as weightless as
natural course of events no matter what the truth of the operator chooses.
the matter really is. This Trait costs 1 Story Point.
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chapter three:
enemies
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“There are some corners of the universe which Chronologically speaking, the Second Doctor first met
have bred the most terrible things, things which act the Cybermen in 1968. These Cybermen, led by a Cyber
against everything which we believe in. They must Coordinator (an early version of the Cyber Planner,
be fought.” had been working with International Electromatics
founder Tobias Vaughn for five years, providing him
The Doctor faces many adversaries during his with technology while preparing the vanguard of
second incarnation. He sees the end of the Daleks the Cybermen invasion. They were stopped due to
and the further development of the Cybermen as the combined efforts of the Second Doctor and the
well as new species such as the Dominators, the newly-formed UNIT (a small force of Cybermen were
Ice Warriors, and the Yeti (actually robot minions of stranded in the sewers and later dealt with by the
the Great Intelligence). The Doctor is truly fearful of Sixth Doctor). These Cybermen referred to a previous
encountering such adversaries, but he never lets his encounter with the Doctor on “Planet 14,” which may
fear get in the way of defeating them. be the origin of the invasion force.
This chapter takes a look at some of the major and In the mid-21st century the Cybermen attack Space
recurring enemies that the Second Doctor faced. Station W3, in orbit between Mercury and Venus,
as part of another plan to conquer Earth. The
Second Doctor foiled this scheme with help from
B cybermen new companion Zoe (who, due to the nature of time
While the Cybermen’s home planet of Mondas was travel, already helped defeat the 1968 invasion). It is
destroyed in the First Doctor’s final adventure, it here that they encountered Cybermats, as well as
was by no means the end of the Cybermen. Unlike a new model of Cybermen directed by an upgraded
the Mondasians, however, the Cybermen that Cyber Planner.
the Second Doctor faced are even more robotic,
encased in full metal bodysuits and helmets. These The Second Doctor next clashed with the Cybermen in
Cybermen speak with electronically synthesized 2070 when they attempted to take over the Gravitron
voices and lack personal names. The Second Doctor on the moon. Once again the Cybermen wanted to
gains an insight into the evolution of the Cybermen conquer Earth. They had decided that they lacked
– he meets three distinctly different variants during the numbers and resources for a frontal attack, so
his four encounters with them. planned to use the weather-making device to cause
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an apocalypse and weaken the planet’s resistance to these Cybermen models were susceptible to gold
their invasion.. It is unknown where these Cybermen like later models.
came from, although they were of the same model
found later on Telos, seemingly less advanced than Model 2: The Doctor encountered the Model 2
the ones from Planet 14. Cybermen on the Moon in 2070 and in their tomb
on Telos. This model was a streamlined version of
The Second Doctor’s latest encounter with the Model 1, with a full bodysuit and a helmet (with only
Cybermen (again, chronologically speaking) took two ‘handlebars’ as opposed to the Model 1’s three).
place on Telos, a barren world that the Cybermen It was far less bulky, with a much smaller chest unit
invaded in order to use the underground refrigerated and tubes running down the side of the arms and
cities of the native Cryons. The remnant of their legs. Curiously, it only had two fingers and a thumb
once-great army was entombed there until suitable on each hand. The Model 2 spoke with an electronic
candidates would pass a number of tests to become voice, carried a stun weapon built into its wrist and
the leaders of a new Cybermen army. In the late had a hand laser sheathed beneath its chest unit.
24th century an archaeological expedition from
Earth visited Telos, financed by the Brotherhood of Model 3: The Model 3 Cybermen threatened Space
Logicians. The Brotherhood had a secret agenda, to Station W3 in the mid-21st century. These Cybermen
join forces with the Cybermen, but they soon learned were more streamlined than the Model 2 and
that the Cybermen make poor allies. eyeholes with ‘teardrops’ in their helmets. Rather
than a handheld laser pistol, Model 3 Cybermen
On this final occasion, the Second Doctor met the had a laser built directly into their chest units.
Cyber-Controller. The Cyber-Controller was aware Their voice, while still electronic, sounded deeper
of the Doctor’s involvement with the destruction of and more human-like.
Mondas and the Cybermen invasion of the Moonbase
(but not, apparently, of his participation in foiling Model 4: This Cybermen’s most distinguishing
the 1968 invasion or the attack on the Wheel). In the feature was the distinctive ‘headphone’ design of
end, the Doctor resealed the Cybermen in the Tomb. the handlebars that covered each side of the helmet.
The Cyber-Controller, whom the Doctor believed These Cybermen tended to use flame rifles (though
destroyed, survived to rebuild his race. more like a submachine gun in size) when on patrol.
The Cybermen that faced the Doctor in his Second Regardless of model, Cybermen also had access to
incarnation came in three basic models, labelled 2-4 heavier weapons and bio-weapons. One such bio-
(1 being the version that invaded Earth in 1986). While weapon, Neurotrope X, was used to poison humans
each model shares the same general characteristics, and make them susceptible to hypnotic control.
there are stylistic differences as well as variation in Humans controlled in this way behaved much
the weapons they carried. It is unknown whether like zombies.
However, with temporal disturbances, rewriting of history, and the Time War, it’s
certainly possible that history has been rewritten more than once, leading to stagnation
or acceleration of Cybermen designs. Given that the Cybermen later capture a time travel
machine, it’s possible that several designs and upgrades were shared between various
groups of Cybermen. Also, later Cybermen appear to have evolved from the Model 4, and the
Model 3 shares characteristics of both the Model 2 and the Model 4.
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Model 2 Cyberman
Awareness 2 Presence 3
Coordination 3 Resolve 2
Ingenuity 4 Strength 7
skills
Athletics 4, Convince 2, Craft 2, Fighting 2,
Knowledge 1, Marksman 3, Medicine 3, Science 2,
Subterfuge 2, Survival 3, Technology 4, Transport 2
Traits
Armour (Minor): The Cybermen’s metallic armour
chapter three: enemies
reduces damage by 5.
Special Trait (Override): A Cyberman can use Weakness (Major): The Cybermen’s chest unit is
the energy from his stun weapon to override a particularly vulnerable to clogging or dissolving
computer or electronic system’s security and with chemical mixtures (e.g. ‘Cocktail Polly’) and
control it. This trait is only present in Cybermen liquid plastic (it is unknown whether these early
Model 3. chest units are also vulnerable to gold dust).
Cybermen are also vulnerable to radiation.
Technically Adept
Tech Level: 6 Story Points: 3-6
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Model 3 Cyberman
Awareness 2 Presence 3
Coordination 3 Resolve 2
Ingenuity 4 Strength 7
skills
Athletics 4, Convince 2, Craft 2, Fighting 2,
Knowledge 1, Marksman 3, Medicine 3, Science 2,
Subterfuge 2, Survival 3, Technology 4, Transport 2
Traits
Armour (Minor): The Cybermen’s metallic armour
reduces damage by 5.
Slow: Due to their heavy cybernetic bodies, Weakness (Major): The Cybermen’s chest unit is
Cybermen are slow. They only have a Speed of 1 in particularly vulnerable to clogging or dissolving
chases. with chemical mixtures (e.g. ‘Cocktail Polly’) and
liquid plastic (it is unknown whether these early
Special Trait (Override): A Cyberman can use the chest units are also vulnerable to gold dust).
energy from his stun weapon to override a computer Cybermen are also vulnerable to radiation.
or electronic system’s security and control it. This
trait is only present in Cybermen Model 3. Tech Level: 5 Story Points: 3-6
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Model 4 Cyberman
Awareness 2 Presence 3
Coordination 3 Resolve 2
Ingenuity 4 Strength 7
skills
Athletics 4, Convince 2, Craft 2, Fighting 2,
Knowledge 1, Marksman 3, Medicine 3, Science 2,
Subterfuge 2, Survival 3, Technology 4, Transport 2
Traits
Armour (Minor): The Cybermen’s metallic armour
chapter three: enemies
reduces damage by 5.
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Cybermat
Awareness 4 Presence 1
Coordination 4 Resolve 5
Ingenuity 2 Strength 5
skills
Athletics 5, Fighting 2, Marksman 4, Subterfuge 5,
Survival 2, Technology 3, Transport 3
Traits
Alien Appearance: Cybermats look like large
metallic bugs. They can be built in various sizes,
although the smaller ones aren’t as well armed.
Alien Senses: A Cybermat has a number of senses, 2/5/7 damage while smaller Cybermats tend to do
including infrared and ultraviolet vision. It also has 1/3/4 damage. The bite often contains a corrosive
the ability to home in on human brainwaves. or poison that ranges from damaging circuits to
causing Stun (S/S/S) damage to causing Lethal
Armour (Minor): The Cybermats’ metallic armour (4/L/L) damage or to transmitting an artificial
reduces damage by 5. Cybermats are particularly disease.
susceptible to electric charges; their armour does
not count against an electric charge. Natural Weapon (Electric Discharge): Larger
Cybermats have the ability to discharge electricity at
Clinging: The Cybermat can climb even smooth close range, delivering either Stun (S/S/S) or Lethal
surfaces without difficulty. (4/L/L) damage.
Cyborg: While it looks like a small robot, a Cybermat Weakness (Major): Cybermats have the same major
is a partially-organic creature like the Cybermen weaknesses as their masters, such as solvents,
themselves. liquid plastic, and radiation. A solvent is more
difficult to administer to a Cybermat as it has to go
Enslaved: The Cybermats are the servants of the through the mouth. They are also susceptible to
Cybermen. electric charges (see Armour entry).
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Cyber-Controller
Awareness 3 Presence 4
Coordination 3 Resolve 5
Ingenuity 6 Strength 8
chapter three: enemies
skills
Athletics 6, Convince 4, Craft 3, Fighting 5,
Knowledge 5, Marksman 3, Medicine 4, Science 5,
Subterfuge 2, Survival 3, Technology 5, Transport 4
Traits
Armour (Minor): The Cyber-Controller’s metallic
armour reduces damage by 5.
Cyborg: The Cyber-Controller was once human, Natural Weapon – Hypnosis: The Cyber-
but has everything apart from his major internal Controller can hypnotise people at short range.
organs replaced with machinery. He can also use this power to communicate
orders to Cybermen or controlled humans.
Fast Healing (Major): The Cyber-Controller’s
redundant systems quickly repair damage done. Natural Weapon – Stun Weapon: Built into the
Cyber-Controller’s wrist, stun weapons can
Fear Factor (3): While physically larger than other knock a humanoid unconscious at short range –
Cybermen, the Cyber-Controller’s intimidating S/S/S.
figure is mitigated somewhat by his lack of
weaponry. Technically Adept
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Cyber Planner
Partial Cyberman
Awareness 3 Presence 3
Coordination 3 Resolve 3
Ingenuity 6 Strength -
Skills
Convince 4, Knowledge 5, Marksman 3,
Technology 5
Traits
Alien Appearance: The Cyber Planner looks like
a computer.
Awareness 2 Presence 2 Armour (Major): Most of the Cyber Planner’s
Coordination 3 Resolve 2 body is hardened, reducing damage inflicted on
it by 10.
Ingenuity 2 Strength 7 Cyborg
Fast Healing (major): The Cyber Planner’s
Skills redundant systems quickly repair damage done.
Athletics 4, Fighting 4, Subterfuge 3, Survival 3, Natural Weapon – Hypnosis: The Cyber Planner
Technology 2 can hypnotise people at short range. He can
also use this power to communicate orders to
Traits Cybermen or controlled humans.
Armour (Minor Trait): A partial Cyberman’s body Natural Weapon – Stun Weapon: Built into the
reduces damage by 5. Cyber Planner’s wrist, stun weapons can knock a
Cyborg: A partial Cyberman has his entire body humanoid unconscious at short range – S/S/S.
replaced except for his head and internal organs. Slow (Major): The Cyber Planner cannot move.
Enslaved: Most partial Cybermen are conditioned
to follow Cybermen orders. Story Points: 6-8
Story Points: 2-4
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The Doctor believed that this civil war would end with
B daleks the extermination of the Dalek race (a belief which is
The Second Doctor encountered the Daleks twice. In later shattered when the Time Lords recruited him to
their first encounter, the Daleks were in a state of stop the creation of the Daleks).
hibernation on the planet Vulcan. While these Daleks
resembled the free-moving Daleks they appeared to
need an external source of static electricity like the Black Dalek
Daleks in the Doctor’s first encounter with them on The Black Dalek is somewhat misnamed, as it is a
Skaro. As a Dalek is found near the TARDIS in the standard-coloured Dalek with a black dome. Black
wilderness, however, it’s likely that they only needed Daleks are the Imperial Guard and protect the
the external source until they had fully recharged. Emperor Dalek from outside threats. Absent this
distinction, Black Daleks are no stronger or weaker
The Daleks were at their craftiest on Vulcan. There than a standard Dalek.
they pretended to be eager servants of the colonists
while playing factions against each other. Their While the Doctor has seen Black Daleks of various
ultimate aim was to steal enough power to run their paint schemes in leadership positions in his earlier
factory and build a new Dalek army. and later incarnations, he only rarely encounters
these elite guards.
Later, the Doctor encountered them in a scheme
that spanned three time zones. Frustrated at their
continual defeats at the hands of the ‘inferior’ human Humanised Dalek
race, the Daleks wanted to isolate the human factor. Humanised Daleks are those infused with the Human
Rather than incorporate the human factor into Factor, which seems to override Davros’ genetic
themselves, however, the Daleks aimed to replace coding and enables Daleks to feel and think like
the human factor with the Dalek factor in humans. humans (or, perhaps more appropriately, original
The Doctor succeeded in infusing a large number of Kaleds). Physically they are still Daleks and require
Daleks with the human factor and a civil war erupted a casing to move about and interact comfortably with
on Skaro between the modified Daleks and the others.
unaltered Daleks.
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Dalek
This entry can be used for Black Daleks and
Humanized Daleks as well.
Awareness 3 Presence 4
Coordination 2 Resolve 4
Ingenuity 4 Strength 7*
skills
Convince 4, Fighting 4, Marksman 3, Medicine 3,
Science 8, Subterfuge 3, Survival 4, Technology 8
Traits
Armour (Major Trait): The Dalekanium casing
reduces damage by 10. This does reduce the Dalek’s
Coordination to 2 (already accommodated in the
Attributes).
Cyborg
Fear Factor (3): Once you realise how deadly the Tech Level: 8 Story Points: 5-8
Daleks are, they are terrifying, getting a +6 to rolls
when actively scaring someone. *The Dalek mutant inside has different attributes
when removed from the Dalekanium casing.
Flight: Daleks are able to fly. When hovering their Of course, movement outside of the armour
Speed is effectively 1, when in open skies or space is incredibly limited (Speed 1) and they do not
they have a Speed of 6. Note that Daleks rarely fly usually survive very long. If the mutant is exposed
during the Second Doctor’s adventures so this trait at any time, damage inflicted to the Dalek may
costs a story point to use. bypass the armour.
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Emperor Dalek
Awareness 5 Presence 8
Coordination 1 Resolve 5
Ingenuity 7 Strength 10*
skills
Convince 4, Knowledge 10, Science 8, Technology 8,
Survival 4
Traits
Armour (Major Trait): The Dalekanium casing
reduces damage by 15. This reduces the Emperor
Dalek’s Coordination by 3 (already reflected in the
chapter three: enemies
attributes).
Cyborg
Technically Adept: The Emperor Dalek, like
Environmental: The Emperor Dalek’s casing all Daleks, is brilliant at using and adapting
provides the standard Dalek immunities to technology from other cultures.
environmental conditions. As the casing is attached
to various cables, however, the Emperor Dalek has Tech Level: 9 Story Points: 9
weak points that can be exploited until the Emperor
Dalek disengages the cables and seals his shell. *The Dalek mutant inside has different attributes
when removed from the Dalekanium casing.
Fear Factor (5): The Emperor Dalek commands Of course, movement outside of the armour
respect and awe when met in his throne room. This is incredibly limited (Speed 1) and they do not
initially gives him a +10 to scare characters, but this usually survive very long. If the mutant is exposed
may be mitigated by the Dalek Emperor’s inability at any time, damage inflicted to the Dalek may
to actually carry out any threats without the aid of bypass the armour.
other Daleks (dropping the Fear Factor to 1 after the
initial encounter).
Awareness 5 Presence 7
Scan: The Emperor Dalek is directly connected to
the central computer system of the entire Dalek City. Coordination 3 Resolve 5
He literally knows all knowledge that the Daleks Ingenuity 7 Strength 5
have accumulated.
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the pyramids needed to bring it into the physical live for another 200 years. Unfortunately, such a long-
world as well as create robots to ward off snooping lived victim tends to die from the strain and exhaustion
investigators. The Great Intelligence needs to create after the Great Intelligence leaves him.
two pyramids to enable it to manifest. If one of the
pyramids is destroyed, the other is destroyed as
well and the Great Intelligence has to start over Robotic Servants
elsewhere. Once the Great Intelligence establishes control
over a sentient humanoid, it gathers material to
The Great Intelligence, true to its name, has great construct robotic servants. Such servants are
mental powers and is able to hypnotize people in designed to adequately perform physical tasks as
its presence. It can also possess others, speaking well as act as a deterrent, so imposing forms are
through them with the voice of its initial possessed generally chosen. The Great Intelligence is also
victim (this is likely a mental projection, as it doesn’t limited by the technologies available to it. While the
modify the second victim’s vocal chords). The Great Great Intelligence can certainly improve upon the
Intelligence also appears to have a regenerative effect local technology to suit its interest, such efforts are
on his victim; he enabled one victim, already aged, to time-consuming and emotionally draining.
Great Intelligence
Photographic Memory: As a being of psychic
Awareness 3 Presence 4 energy the Great Intelligence may instantly recall
anything it has experienced.
Coordination 0 Resolve 5
Ingenuity 7 Strength 0 Psychic: The Great Intelligence gains a +4 bonus
to see into the minds of others and resisting mind
reading or psychic possession.
skills
Convince 4, Craft 3, Knowledge 4, Science 4, Psychic Training: The Great Intelligence is adept
Subterfuge 5, Technology 6 at thwarting psychic attacks against it and gains
a +2 modifier on Resolve rolls when trying to
Traits resist psychic attack or deception.
Alien
Technically Adept: The Great Intelligence gets a
Boffin: The Great Intelligence is adept at creating +2 on Technology rolls to adapt local technology
items impossible to conceive of using the current for its own use.
technology of the period. It is capable of jiggery-
pokery. Telekinesis: The Great Intelligence has the power
to move things with its mind. It has a strength
Fear Factor (2): People are uncomfortable when equal to its Resolve.
nearing the presence of the Great Intelligence
and it gets a +4 to rolls to make someone avoid Telepathy: The Great Intelligence can speak
approaching it. into the minds of others. The voice manifested
is usually that of its host, even if it is ‘speaking’
Hypnosis (Special): The Great Intelligence is through another hypnotised victim.
so adept at hypnotizing others that it effectively
possesses them as well as its initial victim. It can Time Traveller: The Great Intelligence can adapt
perform the lesser forms of hypnosis as well. and manipulate the local technology for its own
ends.
Immortal (Major): The Great Intelligence is an
extra-dimensional creature of pure mental energy. Tech Level: 8 Story Points: 12
It doesn’t age nor does it seem able to be killed.,
although the Doctor claims that he could have
drained it.
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The Great Intelligence uses the mind of the servant it Mark II Yeti
has contacted to suggest an appropriately imposing Mark II Yetis are a bit taller and certainly slimmer
form for its robotic servants. For less advanced than the previous model, with large glowing eyes and
cultures, these tend to be fearsome creatures of bigger claws. Mark II Yeti carry web guns.
myth and legend, so that would-be investigators will
be frightened by their appearance and realize that
they can’t negotiate with them.
Mark I Yeti
After taking control of a Tibetan lama in 1935, the
Great Intelligence constructed robotic servants in the
form of Yeti, as this was an imposing mythological
creature that struck fear in the local population. The
Great Intelligence reserved its energy in a future plot
by streamlining its old design, creating a new army
of smaller Yeti that plagued the London Underground
with web guns.
Skills
Athletics 4, Fighting 4
Traits
Alien Appearance: Yetis are designed to look
like large shaggy humanoids.
Alien Senses: Yetis can see in the dark.
Armour (Major): The Yeti is a robot with an
armoured body beneath its fur that can stop
bullets. It offers 8 points of protection and
reduces the Yeti’s Coordination by one. The
reduction is already reflected in the Attribute
number.
It appears that robotic servants are constructed Enslaved: The Yetis are under the control of
in such a way that, if the Great Intelligence exerts the Great Intelligence and can’t act on their
its will, they can modify their physical appearance own. When not given orders, a Yeti simply
somewhat. At least one of the Tibetan Yeti instantly stands still.
transforms into the slimmer ‘Mark II’ Yeti after the Fear Factor (3): Yetis are pretty scary and gain
control sphere re-establishes contact with the Great a +6 to rolls to actively scare someone.
Intelligence. Natural Weapon (Claws): A Yeti has sharp
claws that do 4/9/13 damage when attacking
Mark I Yeti foes.
The Mark I Yeti is a tall, wide-hipped shaggy Robot
humanoid. While based on the legend of the Yeti,
the robotic yeti is actually quite different from the Story Points: 3-4
genuine article.
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Mark Ii Yeti
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Skills Skills
Fighting 4, Marksman 3, Survival 3 Convince 4, Fighting 2, Knowledge 3,
Marksman 3, Survival 3
Traits
Alien Traits
Alien Appearance: Ice Warriors appear to be Alien
reptilian humanoids. Alien Appearance: Looks like a reptilian human.
Armour (Major): Ice Warriors wear a bio- Armour (Minor): Ice Lords wear a slimmer
armour that resembles a carapace or shell. version of Ice Warrior bio-armour. This armour
This armour reduces damage taken by 10. reduces damage taken by 5. Wearing the
It also slows their coordination; in their armour in Earth-like atmospheres lowers his
native atmosphere an Ice Warrior has his Coordination by 1 (the attribute score already
Coordination lowered by 1. In Earth-like takes an Earth-like atmosphere into account).
atmospheres his Coordination is lowered by 2 Cyborg
(the attribute score already takes an Earth-like Menacing: An Ice Lord gets a +2 bonus on
atmosphere into account). attempts to get people to do what he wants.
Cyborg Characters he has menaced also get a +2 to
Natural Weapon (Sonic Gun): Ice Warriors resist attempts by others to act against him.
have a sonic gun attached to their forearms. Natural Weapon (Sonic Gun): Ice Lords have
These seem to be fired by mental command a sonic gun attached to their forearms. These
and are thus part of the armor. – 4/L/L seem to be fired by mental command and are
Slow (Minor): An Ice Warrior’s speed is halved thus part of the armour. – 4/L/L
in Earth-like environments. Slow (Minor): An Ice Lord’s speed is halved in
Weakness (Major): An Ice Warrior prefers Earth-like environments.
cold weather and can’t stand intense heat. An Weakness (Major): Ice Lords prefers the cold and
Ice Warrior gets a -2 to all actions when the can’t stand intense heat. An Ice Lord gets a -2 to
temperature rises to 32°C and takes 4 levels all actions when the temperature rises to 32°C
of attribute damage as the temperature gets and takes 4 levels of attribute damage as the
closer to 100°C. temperature rises to 100°C.
Tech Level: 6 Story Points: 3-4 Tech Level: 6 Story Points: 6-8
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the second DOCTOR SOURCEBOOK
chapter four:
Designing Second Doctor Adventures
THE second doctor sourcebook
‘Our lives are different from anybody else’s. That’s Adventure Length and Pacing
the exciting thing. Nobody in the universe can do The Second Doctor’s adventures were often lengthy,
what we’re doing!’ developing over a period of time and through a
number of stages of investigation. Here are some
Chapter 7 of the Gamemaster’s Guide offers general points to consider when designing your own Second
advice on running adventures. This chapter focuses Doctor adventures:
on the adventures of the Second Doctor and how you
can create and run adventures that evoke the spirit • Plot adventures as multi-parters – give your plot
of his era. room to breathe, with numerous twists and turns.
Red herrings, chases, captures and escapes can
One advantage that a Gamemaster has when all be used to keep a longer adventure action-
running games set in this era is that it’s less likely packed and engaging.
that players will know a lot about the adventures of
the Second Doctor. This means that you can probably • Keep the true villain concealed for a session or
play through most of the Second Doctor’s adventures two – menace the players with the effects of the
and not have to worry too much about spoilers. villain’s plans before they can identify the cause.
Information and advice on running the Second Maintain the mystery, and make them investigate!
Doctor’s adventures as your own are given in the For example, the time travellers may be menaced
following chapters. Of course, you’ll want to design by space pirates in the first two sessions, only for
original adventures eventually, so let’s look at some it to be revealed at the end of session three that
of the features of the Second Doctor’s adventures. the space pirates are working for the Dominators.
Fear not, however. The audio recordings of the missing adventures are available as well as
novelizations. The BBC website contains photo-novels too!
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• Making friends – focus some of the first session creation of UNIT. If you’d like to add campaign arcs
of an adventure on interaction between the to your adventures then the Gamemaster’s Guide
players and non-player characters. The more provides good advice on doing so.
they get to know these characters, the more they
will care what happens to them over the course
of the adventure.
This isn’t to say that there aren’t some things Evil Must Be Fought
revisited during the Second Doctor’s adventures. The The Second Doctor is a moral crusader against
Second Doctor gives us details of his life throughout evil, so it is easy to get the Second Doctor involved
his adventures; he starts as a different person, – just present a situation that needs solving. When
later gives his age in centuries, and finally reveals using characters other than the (Second) Doctor
that he is a Time Lord. Professor Travers provides a and companions, make sure that they have a strong
link to three adventures (and the Great Intelligence moral imperative to fight evil if you wish to include
links two of those) and the final of these leads to the this theme.
Absent Characters
One real-world concern with multiple-session adventures is dealing with absent players. If a player
can’t make it to a particular session that their character would be involved in, it can be a problem.
Fortunately, the Second Doctor’s adventures provide plenty of examples for dealing with this issue.
They could be incapacitated (due to injury or illness), captured or controlled by the enemy. They
could be separated from the rest of the group until the next session. Or they could fall victim to mind
control, where the character is controlled by the Gamemaster because he’s been taken over by an evil
personality.
There are a few things to keep in mind when using this technique. First, the absent character should
have a critical scene when he returns that offers the party a clue or other information to help the
adventure along. This will aid the player in reintegrating into the adventure after missing a session’s
worth of material. Second, if the absent player suffers any negative impact from actions that took place
in their absence, they should be granted a few story points.
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While evil comes in many forms, the most common time-space capsule during an adventure. The reason
type of evil in Second Doctor adventures is the may be mechanical (perhaps Time Rings use up too
Monster of the Week. While some monsters have much power to jump around within an adventure)
potentially sympathetic back stories (arguably the or imposed (you spend story points to prevent the
Chameleons, the Cybermen, and the Ice Warriors characters from using it or, even better, grant them
are simply dying races concerned with survival), they story points for staying true to the spirit!).
are generally portrayed as galactic thugs. Their back
stories exist to provide motivation for the assault.
A World Government
For example, the crew of the Moonbase in 2070 can’t The mid to late 20th century saw the rise of
believe that they are being attacked by Cybermen international power blocs. The largest of these was
as all of the Cybermen were destroyed (presumably the United Nations. Europe was divided between
when Mondas exploded), yet they reappear with a NATO and the Warsaw Pact and some European
sleeker redesign and more powerful than ever. These nations began working toward a common market
new Cybermen never mention where they’ve come and, eventually, a common currency. It seemed
from nor does the Doctor inquire about it. Within logical that, as time marched onward and the Cold
the context of the adventure, it doesn’t matter. The War thawed, a true world government might emerge
Cybermen have come to threaten the Earth and the from the United Nations.
Doctor needs to stop them.
Corporations and governments often work together
in Second Doctor futuristic stories. The Euro Sea
Gas Corporation has an ambassador from the
Netherlands as well as the authority to call a Royal
Air Force strike on its own rigs. Salamander has
his own company in the early 21st century that can
predict and control the weather.
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Using the World Zones Organisation as a blueprint, it’s possible that future projects are organised
along regional lines. For example, the Space Wheel could be primarily staffed from the European Zone,
while others are staffed by the North American Zone, the East Asian Zone, the Mediterranean Zone,
the Southern African Zone, etc. There is occasional cross-pollination, but with a united government
treating each zone equally there’s less incentive to move.
Alternatively, it’s probable that the powerful nations of today simply aren’t as powerful in the future. In
the mid-1980s Japan was seen as an economic giant, only to have its economy collapse in the 1990s.
No one would have foreseen the collapse of the Soviet Union either (St. Petersburg is called Leningrad
on the Travel Mat network). Given that America, China, and Russia have veto powers in the United
Nations, there would need to be a dramatic political and economic shift for any of them to lose that
power to a united world government.
chapter Four: Designing second Doctor Adventures
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First, the base of operations needs to be relatively Fifth, there should be a mystery involved. The aliens
isolated. This could be an underwater research station, rarely show up and make their presence known, as the
a moon base, a remote monastery, or a space vessel. base defences generally need to be weakened before
The base’s staff members are forced to confront the they begin their assault. Instead, they use clandestine
threat if they are to survive. The base typically has a tactics that keep the characters guessing as to their
claustrophobic feel with a relatively small staff. true identity. It is the characters’ investigation of this
mystery that forces the aliens to reveal themselves.
Second, there must be a threat that can overcome the
defences of the base. This threat is usually a small Sixth, while the aliens should be immune to
alien taskforce that needs to secure the base as part conventional assaults (unless you’re running a UNIT
of a greater plan. Taking the base is the lynchpin of campaign) the means to defeat them must be available
the aliens’ plan and overcoming the threat virtually within the base. The actions of the aliens themselves
assures that the greater plan is defeated as well. might tip the characters off as to their weakness.
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As the Doctor’s adventures prove, the base under and adopt foreign accents. He’s been known to adopt
siege scenario can be re-run several times just by the guise of a German Doctor, an old woman, an
altering a few elements. Simply pick a place, add a English soldier, and an Atlantean street musician
threat, come up with a motive and you’re good to go. (although his adoption of shaded spectacles is a bit
surprising in that instance).
The Historical
While the Second Doctor only had one purely
historical Earth adventure (i.e. no alien involvement),
this adventure reflected aspects of him that were
rarely seen. The Doctor adopted a number of aliases
in attempts to save his companions and ensure that
history remained on course. The following steps
can help to create an historical adventure along the
same lines.
to suspect and accuse the characters of working A variant of the historical is the alien historical, in
for the other side. Civil wars are a good choice, as which an alien element is introduced. This is most
neighbours could support different sides, heightening prominently seen during the Doctor’s adventure with
the paranoia. the Yeti in Tibet. Characters are generally more free
to act in such adventures, as their goal is to prevent
Second, put the characters in a situation that they the aliens from disrupting history rather than
need to resolve before they can leave. In the Doctor’s changing it themselves.
case, it is the capture of Ben, Jamie, and himself
during the Second Jacobite Rebellion. Another good
plot to use is the need to fix history, especially if the The Alien Invasion
change is caused by the presence of the characters This category is similar to the base under siege but
themselves. less claustrophobic. The aliens’ goals may vary;
while the Daleks invaded England in 1866, they
Third, ensure that the characters understand that did not want to conquer the Earth but simply lay a
they cannot change history and need to limit their trap for the Second Doctor. The Chameleons come
impact. Disguises, cover stories, or other clever to Earth to kidnap 50,000 young people to assume
notions can throw off suspicion from natives that their identities. The Cybermen...well the Cybermen
might use the character’s knowledge of the future actually do want to invade and conquer Earth. The
for twisted ends. Krotons are a special case, as they’ve already invaded
and enslaved the local population.
Fourth, allow the characters to foil a local plot. In
the process of rescuing Ben and Jamie, the Doctor For an invasion, first you need an alien. Recurring
and Polly foil a slave trader’s plan to ship Scotsmen aliens are good choices as the characters already
to the West Indies. This should not affect the time have a reason to defeat them. Original aliens are
stream and give the players some satisfaction that also good choices if you want to give your players a
their efforts weren’t in vain. dilemma over whether the new aliens are friends or
foes.
Canny players might ignore such a subplot, as history
will take care of it. In this case, you could have the Second, you need a plan. What do the aliens want
Doctor (or other lead character) remind his friends and how do they plan to get it? During the Second
that sometimes their actions matter (as the Fourth Doctor’s adventures the aliens were rarely on the
Doctor did with Sarah while fighting Sutekh) and use verge of a full-scale invasion; like the base under
his Feel the Turn of the Universe trait to inform them siege they planned to use clandestine methods to
that they do need to fix something before leaving. achieve their goals. The Cybermen use subterfuge to
conquer Earth because they aren’t strong enough to
If you are using the Second Doctor, ensure that his take it by force. The Dominators simply want to blow
player has plenty of opportunities to disguise himself Dulkis up for fuel.
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Third, you need stakes. What happens if the aliens Also, the characters generally have to alert the
win? Are large numbers of people affected? Could a victims that they are being victimised. In the case
world be destroyed? of the Chameleons and the Macra, the affected
victims are unaware of their existence. In the case
Fourth, you need a resolution. Do the characters of the Krotons, the victims see the aliens as friends
need to battle the aliens directly or is there another and can’t comprehend why the Krotons would want
way to defeat them? Many aliens have weaknesses to do them harm. In almost every case, there’s a
that can be exploited or can be tricked into destroying victim or victims that will oppose and undermine the
themselves. Unless you’re running a UNIT campaign, characters as well as sympathetic victims that will
the answer shouldn’t be to go in with guns blazing. help them.
Hooked
There are some adventures where the Second Doctor
is baited or forced to participate. The Master of the
Land of Fiction seemingly destroys the TARDIS so
that the Doctor will take his place, while the Daleks
bait the Doctor with temporal anachronisms and the
Human Factor so that they can get him to isolate
the Dalek Factor for them. The Great Intelligence
ensnares the TARDIS in the hopes of capturing the
Doctor and draining his mind.
Insatiable Curiosity
Occasionally the TARDIS deposits the Second Doctor
and his companions into an interesting situation and
the Doctor refuses to leave until he fixes the problem.
He doesn’t need to get involved, but he does simply
because it’s the right thing to do, whether to inform
Gatwick airport authorities about alien involvement,
to discover why a plague is affecting the crew of the
Moonbase, or to determine why the Krotons are
helping and killing the Gonds. In a hooked adventure, the enemy must have a reason
for baiting the Doctor (or other time travellers).
This is sometimes thought of as a lazy hook because Generally this is because the Doctor has something
you’re throwing the characters into the adventure’s unique that the enemy wants, usually his own mind.
path and hope they bite. Some players may resent Once the characters are hooked, they cannot escape
this approach, particularly if their characters aren’t until they face the enemy and figure out a way to
normally the type to bite, so take your players and thwart him or her.
characters into account when using it.
The characters usually remain free long enough to
For the Doctor, alien involvement is usually a key determine the nature of the enemy while dealing with
element in attracting his attention. Alien in this case the enemy’s minions. During this time the enemy
includes any person or creature not of the culture does all he or she can to catch the time travellers
that they are affecting. This includes the Macra while they discover ways to defeat the enemy.
controlling a human colony (technically the humans
are the aliens) and the Seaweed Creature from the A common trick is for the enemy to actually want
depths of the sea. Aliens generally notice when the the characters to succeed, or at least allow them to
status quo is threatened and the characters may believe that they are succeeding. In such cases you’ll
soon find themselves targets of aliens that wish them want to give the players a chance to figure out that
to go away and leave things as they are, escalating to they’ve been duped in the eleventh hour and give
lethal force if the characters don’t take the hint. them a chance to turn the tables.
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If you are playing in the Second Doctor’s era as part Character Statistics
of an on-going campaign, and your players have Major characters in each story have statistics
already visited Earth, they will probably encounter embedded in the adventure in which they appear. Aliens
some contradictions and anachronisms, especially whose statistics don’t differ from those in Chapter
in the history of the late 20th and 21st centuries, Four: Enemies are not repeated here. Similarly,
international politics and technology. characters that easily fall into stock character types
(also included in the Enemies chapter) are also not
These can be explained as small changes to the repeated.You may wish to adjust these statistics in
timeline, or consequences of the Time War. The individual cases when a particular trait may seem
differences could even be part of a story arc – obvious. Governor Hensell, for example, has an
finding out what has caused them might reveal a Adversary, Bragen, who is constantly undermining
terrifying plan to revert the universe to an earlier him. Also, if a particular character turns out to play
timeline, allowing the Daleks to launch an(other) a major role in the adventure then you may wish to
overwhelming pre-emptive strike on a certain grant her more story points. Continuing the example,
junkyard in London... Governor Hensell should have 4 story points.
Many of the Second Doctor’s adventures aren’t grounded in an exact time. Very few dates are actually
given, with the notable exceptions of 1746 (The Highlanders), 1935 (The Abominable Snowmen), 1966
(The Faceless Ones), and 2070 (The Moonbase). In addition, the implied times of the Second Doctor’s
adventures often contradict each other and those of his future incarnations. Unless you’re sticking only
to the Second Doctor’s continuity, events in the Doctor’s future begin to make Swiss cheese out of the
timestream.
The Evil of the Daleks is listed three times due to the time travel
involved. The Dominators, The Krotons, and The War Games are given
contemporary times due to there being no Earth frame of reference
in the serials themselves.
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‘Why do human beings kill other human beings?’ The three travellers were discovered by members of
the Earth colony and taken inside. Deputy Governor
Quinn and Security Chief Bragen believed that the
B Synopsis Doctor was the Earth Examiner, given that he had the
Vulcan colony, the Future (prior to the Dalek Invasion Examiner’s badge in his possession. The colonists
of Earth) weren’t expecting the Earth Examiner for another two
years and believed his appearance was due to a 200
Having watched the Doctor collapse in the TARDIS year old alien ship discovered by the colony.
after the destruction of Mondas and the Cybermen,
Ben and Polly observed his regeneration. The The Doctor played along with the ruse and used it to
new incarnation of the Doctor explained that he’d gain access to the alien ship. The travellers secretly
been ‘renewed’ and while Polly accepted this, Ben explored the inside of the ship and discovered two
remained sceptical. The new Doctor also had a dormant Daleks! There was space for a third one but
period of adjustment, referring to his old incarnation it was missing. The travellers were discovered by
in the third person. an upset Chief Scientist Lesterson. The Doctor got
Lesterson to admit that he’d already explored the
The TARDIS landed on the planet Vulcan and the interior of the ship, but he denied the presence of
three decided to explore, finding a world of rocky a third Dalek. It was also obvious that the colonists
terrain with bubbling pools of mercury. Splitting up, didn’t know about the Daleks.
the Doctor met a confused man claiming to be the
Earth Examiner, whose ship had landed off-course The Doctor discovered sabotage and, in spite of his
away from the main colony. Their meeting was insistence that the Daleks were involved, Governor
observed by a shadowy assassin, sent to eliminate Hensell believed it to be the work of colonial rebels.
the Examiner. A shot rang out, killing the Examiner Quinn, having been present at the sabotage and
and knocking the Doctor unconscious. Ben and Polly admitting he summoned the Earth Examiner, was
found him, but they both fell victim to the mercury accused of being a rebel and replaced by Bragen as
fumes. Deputy Governor.
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Believing that the Daleks could help the colony and his 500-year diary. Notably the Daleks recognise him,
ease tensions, Lesterson had provided them with but whether this is due to them understanding his
materials, which they secretly used to restart their true nature or the fact that the Second Doctor later
factory. Meanwhile, the rebels struck a deal with meets them in the past is uncertain. The colonists
the Daleks to aid them in their overthrow of the have never heard of the Daleks, probably placing this
government. They were also supported by Bragen, adventure before the Dalek conquest of Earth. As
who’d been using the rebels to advance his own these Daleks require an external power source and
position. one is seen slowly regaining power at the episode’s
end, it’s possible that these Daleks either overcame
The Daleks helped Bragen and the rebels take their reliance on external power or managed to send
control of the colony. They killed the Governor, a message to other Daleks, who created the mobile
leaving Bragen in control. Bragen then pinned the power dishes seen during the invasion.
murder on the rebels in order to eliminate them. By
this point, however, the Daleks had increased their
numbers enough to wipe out the entire colony. They B Running the Adventure
were only stopped by the Doctor, who overloaded While it features the Daleks, this adventure has
the main circuits and cut power to the colony, political intrigue at its heart. Security Chief Bragen
destroying the Daleks in the process. The remaining schemes his way to become Deputy Governor and,
chapter Five: The Power of the Daleks
colonists, both loyalist and rebel, decide to work eventually, Governor of the Colony, and then turns
together to rebuild the colony. on the rebels that helped put him in charge. This
contrasts with the Daleks who, although scheming
to rebuild their army and exterminate the colony,
Continuity never fight amongst themselves. They manipulate
This is the first of the Doctor’s adventures that takes the humans into doing what they want by pretending
place immediately after his regeneration. The Doctor to be their robotic servants.
shows signs of post-regenerative complications, as
he refers to his previous self in the third person and The Doctor becomes part of this intrigue by pretending
relies on notes that his previous incarnation left in to be the Earth Examiner, who was killed on arrival.
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He does this at first to learn why the Examiner was How the adventure progresses from this point is up
killed, knowing full well that only the murderer would to the characters. Bragen wants Quinn out of the
see through the ruse, but also uses his new authority way and hatches a plan to discredit him by cutting
to investigate the Daleks. This bit of mistaken identity off communication with Earth. He also deals with
is used in future adventures and a good way to get Hansell later. Lesterson excitedly offers the Daleks
the characters immediately involved in an adventure to the colony in order to ease its workload. He won’t
without the usual ‘just when things go wrong you turn take any action against them and undermines any
up; why should we trust you?’ arguments. attempt by the characters to destroy them. The
rebels want the Daleks for themselves. Meanwhile,
the Daleks slowly build their strength and numbers
and prepare to exterminate everyone in the colony.
The characters have to stop the Daleks in time.
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Skills Skills*
Convince 2, Fighting 2, Knowledge 3, Convince 3, Fighting 2, Marksman 2,
Marksman 1, Subterfuge 2, Technology 2 Subterfuge 4, Survival 1, Technology 2,
Transport 2
Traits *Individual rebels will have a skill level of at
Adversary (Major): Bragen is actively working least 4 in any skill crucial to their occupation or
to remove Quinn from power. profession.
Lesterson
Security Chief Bragen
Awareness 2 Presence 3
Coordination 3 Resolve 4
Awareness 5 Presence 5
Ingenuity 6 Strength 2
Coordination 4 Resolve 5
Skills Ingenuity 4 Strength 3
Craft 5, Knowledge 6, Science 6, Technology 5
Skills
Traits Athletics 3, Convince 5, Fighting 3, Knowledge 3,
Insatiable Curiosity: Lesterson allows his Marksman 3, Subterfuge 5, Survival 3,
curiosity about the space ship get the better of Technology 3, Transport 2
him.
Obsession (Major): Lesterson desperately Traits
wants to ease conditions for the colony and is Obsession (Major): Bragen wants to run the
willing to overlook major concerns in order to colony and will use every means at his disposal
achieve that goal. to get it.
Stubborn: Lesterson believes that his work is Selfish: Bragen cares little for who he needs to
helping the colony and can’t be swayed from step on in order to acquire power.
reviving the Daleks. Voice of Authority: Bragen commands
Technically Adept: Lesterson is a good authority when he speaks. He gets a +2 to
scientist and is able to comprehend some of Presence and Convince rolls to get people to do
the Dalek technology. what he wants.
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The Highlanders
chapter Five: The Highlanders
‘I’ve never seen a silent lawyer before.’ The Doctor, along with Ben, the Laird, and Jamie were
taken with the other prisoners to a gaol in Inverness
in preparation for transportation to America. Kirsty
B Synopsis and Polly followed them, embarrassing Lt. Ffinch
Scotland, 1746 into aiding them. Ffinch was unaware of the slavery
plot, a scheme devised by Solicitor Grey and his
The TARDIS arrived in Scotland just after the Battle accomplice, Captain Trask of the Annabelle. The
of Culloden. The travellers soon met a Scottish family Doctor met Captain Trask and learned that he was an
and a piper, Jamie McCrimmon, fleeing from the arms smuggler before he turned on his partner Willie
English. The Doctor tended to the Laird’s wounds while Mackay, who was now a prisoner on the ship. The
his daughter Kirsty and Polly fetched clean water. Doctor then used his disguise to trick Trask and escape.
Unfortunately, the rest of the group were captured by
English soldiers while they were gone. In order to make the plot legal, Solicitor Grey offered
the prisoners the choice of being hung unless they
The Doctor assumed the guise of Doctor von Wer, swore evidence against their comrades or agreed to
a German doctor sympathetic to the English King, a seven year term working plantations in the West
in order to curry favour with Lt. Algernon Ffinch. Indies. They all signed, but Ben tore up the contract
Unfortunately Ffinch’s Sergeant didn’t fall for the and made a daring escape. He met the Doctor and
ruse and while Ffinch was chasing the women, Polly and the three smuggled weapons onto the
believing one of them may be disguised as the Annabelle.
rebel Scottish prince, the Sergeant tried to hang the
prisoners. He was stopped by Solicitor Grey, who Armed with the weapons, the prisoners revolted and
wanted the able-bodied men to sell as slaves in the took over the ship. Trask was thrown overboard while
West Indies. Solicitor Grey was captured. The freed Highlanders
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decided to pilot the boat to France. The travellers need to make sure that neither group is out of the
returned to England with Jamie, who’d volunteered action for too long. If the characters evade Jamie
to guide them back to the TARDIS. Grey escaped, and Alexander in the first place, they can always be
but his attempt to convince Lt Ffinch to arrest the picked up by an English patrol instead.
travellers backfired when Ffinch used the evidence
against Grey to arrest him instead. The goal for the adventure is freedom. Ideally, this
should include freedom for those captured alongside
Jamie led the travellers back to the TARDIS. After the characters too, and that’s a bit trickier. If the
hearing gunshots in the distance and worried Highlanders stay in Scotland they will be fugitives
that Jamie might have escorted them at the cost – the only true freedom they can hope for is to
of his own life, the travellers convinced Jamie to escape on a ship like the Annabelle. Opportunities
accompany them. for escape could present themselves very early on
in the adventure, on the road to Inverness. If the
characters get free quickly, the Highlanders could
Continuity appeal for help in making a more thorough getaway
The Doctor uses a variety of disguises in this to the continent, or to more remote parts of their
adventure, most notably as the German Doctor von homeland.
Wer (‘Doctor of Who’).
If you want Jamie to become part of
the crew then he’ll elect to help
B Running the Adventure them find their way back to the
This is the Second Doctor’s only pure historical TARDIS regardless of where the
adventure and therefore acts as the blueprint for how characters are freed.
the Second Doctor would handle such adventures.
As with many of the First Doctor historicals, this While a historical adventure,
adventure involves some of the characters getting there is never really a threat of
captured and the others working to free them without changing history. None of the
causing damage to the timeline. people that the characters meet
are important in the grand scheme
It’s important to note here that the Doctor isn’t too of things. The driving motives of the
worried about altering the timeline and does whatever adventure are to rescue the Doctor
is necessary to save himself and his companions, and Ben and expose a slavery
including interfering with a major historical plot scheme.
point (the lives of scores of Scots change based on
his decisions). The Doctor never questions whether
or not he should be interfering; Grey and Trask are
doing evil and must be stopped.
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Highlanders and Aliens? to the African slave trade, the characters need
While the Highlanders that the Doctor meets saw the to stop him. As a turn of events, Captain Trask
Jacobite Rebellion as an English-Scottish war, this could run afoul of an alien artefact, ironically
was an oversimplification. The Government Army causing him to turn to the characters for help.
had Scottish and Irish units while the rebels had
some English and French units. The war was over • The Doctor ends Solicitor Grey’s scheme and
the proper successor to the crown. Therefore this sets an entire ship of Scots free without worrying
adventure seems slightly inaccurate by portraying about how he affected the timeline. This could
it as a Scottish rebellion and presuming that any come back to haunt him, if one of the rescued
Englishman helping the Jacobites is a deserter. Scots or their descendants become pivotal
during a ‘fixed point in time’ and change it.
Similarly, Ffinch takes great pride in arresting
Solicitor Grey and implying that he has a terrible
fate in store for being branded a slave trader. In
fact, slave trading is perfectly legal in Great Britain
Perkins, Grey’s Henchman
until the Slave Trade Act of 1807 and in any event
the Scotsmen are being processed as indentured Awareness 2 Presence 3
servants, not slaves.
chapter Five: The Highlanders
Coordination 2 Resolve 3
Rather than ignore the slight historical accuracies Ingenuity 3 Strength 2
you might choose to embrace them. In this case the
Doctor (or any character that can Feel the Turn of the
Universe) will realize that something is very wrong Skills
with this war. Is this the work of an alien influence Fighting 1, Knowledge 4, Marksman 1
(the Master, the Meddling Monk, and the Sontarans
make likely candidates) and, if so, can the Doctor set Traits
Cowardly
things right?
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Skills Skills
Convince 4, Fighting 2, Knowledge 5, Athletics 5, Fighting 5, Marksman 4, Survival 4,
Subterfuge 3 Transport 5
Traits Traits
By the Book: In spite of his illicit activities Adversary: Trask has betrayed Willie Mackay
Grey does try to play by the rules and will and the latter is awaiting an opportunity to get
accommodate someone that uses the rules even.
against him, even if it thwarts his plan in the Selfish: Trask swapped the smuggling trade
short term. for the windfall of the slave trade, even though
Dark Secret (minor): Grey is a slave trader of he had to step on Mackay in the process.
sorts and would get in serious trouble if the
authorities ever discovered his scheme. Tech Level: 4 Story Points: 8
Selfish: Grey cares little for the welfare of
others so long as his own pockets are full.
Voice of Authority: In spite of his arrogant
manner, Grey commands authority when he
speaks. He receives a +2 bonus on Presence
and Convince rolls.
Weakness (Major): Grey is a greedy man and
Lt. Algernon Ffinch
his greed often blinds him to the obvious (he
lets the Doctor pull the wool over his eyes twice
with the promise of reward).
Awareness 2 Presence 4
Coordination 3 Resolve 3
Tech Level: 4 Story Points: 6
Ingenuity 4 Strength 3
Skills
Laird Colin McLaren Athletics 3, Convince 3, Fighting 4, Knowledge 3,
Marksman 4
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B Synopsis
Atlantis, after 1968
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Continuity
The idea of cracking through the Earth’s crust is
revisited in Inferno. While done on dry land (and only
completed in a parallel universe) in that adventure,
the result of the completed experiment is just as
catastrophic.
Fish People
The Fish People are humans altered by Professor
Zaroff to gather and farm food for Atlantis. While
the procedure is described to Polly as surgical in
nature, the Second Doctor believes it to be genetic
This is the first appearance of Atlantis. The Atlanteans engineering (hence his comment on “controlling the
worship a god named Amdo, who doesn’t appear in world from a test tube”). Since the Second Doctor
any Earth pantheon. They have preserved their ancient knows of Zaroff’s previous work, it’s safe to assume
culture in undersea air-filled caverns along the he recognizes the genetic engineering for what it is.
Mid-Atlantic Ridge. Zaroff has introduced advanced
technologies to them, including electric power and The humans chosen for conversion are from among
the ability to convert a human into an amphibian. those shipwrecked near the island connected to
While aware of the world above (the Atlanteans kidnap Atlantis. As there are many adult Fish People, it’s also
shipwrecked passengers and crew as well as work safe to assume that Zaroff has ‘manufactured’ a few
with Professor Zaroff), the Atlanteans seem unwilling shipwrecks to keep the supply high. There are also
to migrate to surface cultures. Instead, they wish to no Fish People children, so either the Fish People
see their own continent returned to the surface. After are sterilized upon conversion or their children are
Zaroff is defeated, the Atlanteans are determined to kept out of sight. If the Fish People can breed true
remain beneath the sea. then they could create their own society.
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It has taken Professor Zaroff many years to perfect Later Fish People have more fins and scales and
his experiments, and so the Fish People vary a bit large, unblinking eyes. These Fish People are better
in appearance. His earliest experiments did not alter suited to their aquatic environment and rarely leave it.
the Fish Person’s eyesight and such Fish People tend
to wear diving masks or goggles when swimming. Considering they were once shipwrecked survivors
The earlier Fish People still have an affinity for land forced to undergo a radical medical procedure, Fish
and can often be found shopping in the Atlantean People are surprisingly well-adjusted. They mingle
markets. freely with the Atlanteans and use sign language and
gestures to shop in the markets, as the procedure
that changed them also took away their human vocal
chords.
Fish People
Created into slavery, the Fish People are surprisingly
docile. This may be due to a survivor’s complex,
as they are so grateful for being saved that they
overlook the imbalance in their current condition.
Still, if angered, they can be deadly foes underwater,
as their quick movements and independence from
chapter Five: The Underwater Menace
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Awareness 4 Presence 4
Further Adventures Coordination 2 Resolve 5
• Zaroff’s machine didn’t succeed in destroying the Ingenuity 8 Strength 2
world, but it did cut through a Silurian bunker. An
emergency plan activated and a Silurian team
has entered Atlantis to take it over (perhaps Skills
the Silurian leader’s name sounds like ‘Amdo,’ Convince 4, Craft 4, Fighting 3, Knowledge 6,
leading the Atlanteans to bend their knees to Marksman 3, Medicine 8, Science 6,
their new reptilian overlords). Subterfuge 3, Technology 7
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Damon
Awareness 3 Presence 2
Coordination 2 Resolve 3
Ingenuity 4 Strength 2
Skills
Athletics 1, Convince 2, Craft 4, Fighting 2,
Knowledge 5, Marksman 1, Medicine 6,
King Thous Science 6, Subterfuge 2, Survival 3,
Technology 3, Transport 3
Traits
chapter Five: The Underwater Menace
Traits Skills
Obligation (Major): Thous is the hereditary Athletics 2, Convince 4, Craft 2, Fighting 1,
leader of Atlantis and feels a duty to protect Knowledge 3, Survival 2
his subjects.
Stubborn: Thous is a noble and used to being Traits
listened to, not swayed. He gets a +2 on Voice of Authority: As the servant of Amdo,
Resolve rolls to resist coercion or hypnotism. Atlantean priests get a +2 on Presence and
Voice of Authority: Thous is king of his Convince rolls to influence people or gain their
domain and gets a +2 on Presence and trust.
Convince rolls to get people to do what he
wants or gain their trust. Tech Level: 4 Story Points: 4
Tech Level: 4 Story Points: 6
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chapter six:
The Moonbase, The Macra Terror, The Faceless Ones
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The Moonbase
chapter six: The moonbase
“International Space Control Headquarters Earth ship, but even though he discovered that they weren’t
calling Weather Control Moon. Come in please”. he still hoped the Doctor could fill in for his medical
officer and possibly determine the cause of the
plague.
B Synopsis
The Moon, 2070 Several strange events soon shook the Moonbase.
The crew realised that someone was listening to
While attempting to go to Mars, the Doctor instead their conversations while Ben noticed that someone
landed the TARDIS on the moon. The four travellers disappeared in the storage area. Jamie and Polly
explored the moon’s surface and Polly noticed a glow discovered that a Cyberman was stealing victims
(a Cybermen ship landing) as Jamie accidentally from the sickbay and taking them somewhere.
jumped too far, knocking himself unconscious but Finally, the crew was having difficulty controlling the
discovering a moon base. Jamie was taken by the Gravitron, disrupting Earth’s weather.
occupants and the other travellers followed them
inside. The Cybermen soon made their presence known
after the Doctor discovered that the sugar supply had
The Moonbase housed the Gravitron, a gravity device been tainted and was the source of the plague. Two
that controlled weather patterns on Earth. The crew Cybermen quickly established control of the base
was on edge as a mysterious plague had left them and used helmet-controlled crew members, all prior
short-handed for the last two weeks; even the Chief victims of the plague, to operate the Gravitron. Polly
Medical Officer contracted it. Space Control put the discovered that her nail polish remover could gum
base under quarantine until the plague could be up the Cybermen’s breathing grill and the travellers
identified. use ‘Cocktail Polly’ to destroy the Cybermen.
The Doctor, Ben, and Polly met Moonbase leader Hobson regained control and prepared for another
Hobson and his crew, a European team of scientists attack from the Cybermen ship. A Cybermen patrol
responsible for keeping Earth’s conditions ideal for crossed the surface with a laser cannon. They also
crop growth and eliminating weather catastrophes. reactivated the captured altered humans and made
Hobson hoped that the travellers were from a relief them use the Gravitron to knock an Earth relief ship
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off-course. The Moonbase crew tried to regain control is that they have records from The Invasion or the
but the Cybermen punctured the dome, causing the unseen visit to Planet 14.
air to be sucked out as two more Cybermen ships
landed. Most people don’t take sugar in their coffee in the
future, probably due to the prevalence of artificial
The Moonbase crew managed to plug the hole and sweeteners.
reset the Gravitron to affect the moon. They were
now protected from the laser cannon and used the The theme of the Doctor pretending to have
Gravitron to fling the Cybermen and their ships off something he doesn’t continues in this adventure.
the moon. The crew was ecstatic until they realised The Doctor claims to have found something useful in
they had a lot of work to do repairing the Gravitron. his analysis just to keep Hobson at bay a while longer.
The travellers used this opportunity to slip away back Once again the Doctor is forced to reveal that he has
to the TARDIS. no information (although ironically he discovers the
cause as he admits his failure).
The TARDIS scanner has a ‘time scanner’ setting
that enables the operator to get a glimpse of the near
future. The Doctor uses it here to see what the next B running the adventure
destination holds and it shows a Macra shrouded in This adventure marks the first proper ‘base under
mist. siege’ adventure of the Second Doctor’s tenure
(The Power of the Daleks and The Underwater
Menace don’t qualify because, although they take
Continuity place in secluded areas, the threat is obviously from
Starting in 2050, Earth’s weather is controlled within). All of the tropes of a proper ‘base under
by the Gravitron on the moon. The Gravitron is siege’ adventure are here; a team of scientists with
eventually replaced by Earthbound regional weather a definite hierarchy (most importantly someone the
manipulation stations and the Moonbase is refitted Doctor must convince to trust him or else complicate
to handle the coordination of T-Mat traffic soon after. his attempts to solve it), a mystery as to the nature
of the menace, enemy agents within the base
The Cybermen are eager to destroy the Earth relief preparing for invasion, a direct assault that, while
vessel, implying that human weapons are a threat to largely repelled, still enables some of the threat to
them.The Cybermen know the Doctor, in spite of his get inside, and a quick and dirty solution that ends
change in appearance. The most likely explanation the menace once and for all.
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It’s important in the base under siege adventure Both of these tools are easily obtainable within the
that the characters don’t have aliases that draw off Moonbase and, in the case of the Gravitron, the
suspicion; in order for the atmosphere to be effective weakness is telegraphed in advance. Most notable
the characters have to be amongst the suspects and is that the conventional solution, an armed security
are usually the most likely ones. What the characters detail from Earth, is kept from being deployed.
should have working to their advantage is the
expertise needed to combat the threat (it helps if the
local expert is neutralised). In this case the Doctor Where are these Cybermen From?
helps with the scientific investigation (with the Chief The Cybermen that appear in The Moonbase look
Medical Officer down) and is knowledgeable about significantly different to the invaders from Mondas.
the Cybermen. They appear to be even more robotic and don’t need
to breathe (the chest unit keeps them alive, but isn’t
Hobson, the Controller, while thankful for the Doctor’s ‘breathing’ in the traditional sense). They are of the
help, has a difficult time trusting him and questions same model as the Cybermen found on Telos in a
the Doctor’s every move, especially after people start few centuries’ time. Since these Cybermen are of the
disappearing. He also follows the time-honoured same model as those seen in Tomb of the Cybermen
tradition of keeping things quiet until he understands then it creates a chicken-or-the-egg argument as
what’s going on, lest he upset his superiors on Earth. to whether these Cybermen hail from Mondas or
chapter six: The moonbase
It is only after the Doctor is proven correct about the migrate there sometime after 2070.
threat that Hobson changes his tune.
One possibility is that these Cybermen were
designed for deep space survival and equipped with
independent power sources. Once Mondas was
destroyed, these Cybermen decided to marshal their
forces in order to conquer Earth as a new home
world. Lacking significant numbers, they needed
the Gravitron to destroy the Earth population.
Concurrently, another faction of Cybermen do the
same with the Space Wheel.
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The Rewrite
Gravitron Have you ever run an adventure where the basic plot
was sound but it just fell apart and you wanted a do-
Special Gadget over? Or have you ever run an adventure that went
The Gravitron array is a huge artificial so well that you want to recapture the magic with the
gravity projector. It projects a gravitational same group of players again? Look no further than
beam that alters the tides and currents of this adventure.
Earth’s oceans, which in turn affect Earth’s
weather. With the Gravitron, hurricanes can One thing almost immediately apparent about The
be dispersed harmlessly, and rainfall can be Moonbase is how closely it tracks to the previous
directed to ensure optimum conditions for Cybermen outing The Tenth Planet. Both feature an
growing crops. The Gravitron is a joint project isolated multi-national base in a hostile environment
of all of Earth’s governments, and is the with an easily agitated leader, both have a subplot
centrepiece of a delicate web of negotiations involving people in danger, both involve a plan to
and agreements. After all, the Gravitron can destroy the Earth, and both involve defeating the
also be a devastating weapon. If misaligned Cybermen with a large weapon that exploits a key
even slightly, it could flood low-lying weakness.
countries or trigger cataclysmic typhoons
and tsunamis. All of that said, The Moonbase has a much different
feel to its predecessor. The Cybermen have
undergone a complete redesign, their efforts are
specifically targeted at the base, and they use more
subtle methods to weaken the Moonbase crew. While
pointing out the similarities between the two stories
makes the connection obvious, the casual viewer
isn’t likely to notice it.
The massive machine is powered by a huge As one example, you might take The Power of the
thermonuclear reactor with an operating Daleks entry and keep the basic structure intact but
temperature of four million degrees centigrade. change the particulars. Rather than finding a Dalek
The howling of the reactor is also dangerous, ship in an alien swamp, an oil rigging team in the
and even short exposure to the sonic feedback Arctic of the near future finds an Inuit artefact in the
can drive an operator insane. The crew of the polar ice. One of the engineers at the rig, Dr. Felicia
Moonbase are the elite of Earth – only they can Thompson, cleans the artefact and finds herself
be trusted to operate such a vital machine. under the sway of the Great Intelligence. She begins
to modify maintenance robots to help build extra-
Using the Gravitron without training is a a dimensional pyramids. Meanwhile, her assistant,
Very Difficult task, but success allows the Martin Kalvak, is secretly working against the oil
operator to repel or attract the target of the rig because he believes it’s drilling through sacred
gravitational beam. Failure, however, could ground. The Great Intelligence leads him to believe
have catastrophic consequences… that he can use the maintenance robots to expose
more artefacts.
Cost: 4 Story Points
As the Great Intelligence grows in influence, it is
preparing to pit the two sides against each other and
wipe them out so that it can manifest on Earth without
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interference. The Doctor needs to stop it before this civilisation, or perhaps Earth space forces have
happens while suggesting that the oil company move added the Gravitron to their arsenal.
its rig to prevent harming the sacred ground.
• If the Cyberman poison is called Neurotrope
X – or Neurotrope 10, in other words – then is
Further Adventures there a Neurotrope 11, or Neurotropes 1-9? The
• While the Cybermen were bounced off the moon, Cybermen might have needed to capture other
they weren’t all destroyed, especially as they people in the past to carry out the experiments
don’t need to breathe while marching across needed to produce the toxin, and the player
the lunar surface (similarly, they can operate characters might stumble across this grisly
in the vacuum of space in The Wheel in Space). research. If the poison can only be used in
Lacking the numbers for a full Earth invasion, conjunction with sugar, then the Cybermen
the Cybermen try another desperate manoeuvre; might set up a secret base on a sugar cane
they hijack a relief ship and try to enter the plantation – or in a chocolate factory!
Moonbase through it, using the hypnotised relief
crew to operate the Gravitron.
Moonbase Crew*
Awareness 3 Presence 3
Coordination 3 Resolve 4
Ingenuity 4 Strength 2
Awareness 3 Presence 5
Coordination 3 Resolve 4
Skills
Athletics 3, Craft 3, Fighting 1, Knowledge 3, Ingenuity 3 Strength 3
Marksman 1, Science 4, , Survival 3,
Technology 4, Transport 2 Skills
Athletics 2, Convince 5, Craft 4, Fighting 1,
Traits Knowledge 2, Marksman 1, Science 3,
Biochemical Genius: Moonbase Crewmen that Subterfuge 1, Technology 5, Transport 2
are scientists get a +2 on Science rolls within
their areas of expertise. Traits
Technically Adept: Moonbase Crewmen that Technically Adept: Hobson gains a +2 on any
are technicians get a +2 on Technology rolls Technology roll to fix a broken device.
within their areas of expertise. Voice of Authority: Hobson is the controller of
the Moonbase and gets a +2 on Presence and
Tech Level: 5 Story Points: 3 Confidence rolls to influence others or gain
their trust
* When hypnotised by the Cybermen, they also
have the Enslaved and Networked traits. Tech Level: 5 Story Points: 10
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Despite seeing a giant claw on the scanner, the The brainwashing attempt was made but only Ben
travellers were pleasantly surprised to discover was affected; the others fled and the Doctor found
that they’d landed on a future Earth colony with the the Pilot, discovering that he was brainwashed as
atmosphere of a holiday camp. The residents seemed well. The Doctor confronted the Controller on the
very cheerful, performing songs extolling the virtues telescreen and demanded to meet him. The screen
of hard work. While attending, the travellers helped revealed a frightened old man being dragged away
subdue a fleeing colonist, Medok. The Pilot of the by a giant claw. The Pilot, not comprehending what
colony thanked them for their assistance as Police had happened, ordered the travellers to the gas
Chief Ola took Medok away. The travellers were also pits.
thanked by the Colony’s Controller via telescreen,
although the young man’s picture is static. The travellers investigated the pits while
assigned various jobs and discovered that the
In spite of all the pampering the Doctor felt that there crab-like Macra were actually in control of the
was something amiss and went to speak with Medok. colony. The Macra needed the gas to survive
The prisoner told him that creatures stalk the colony and conditioned the colonists to pump it for
at night. The Doctor freed him but was apprehended them. The Doctor found his way to the Pilot
himself. His ignorance of the colony’s ways saved and manipulated him into seeing the Macra
him from being sent to “work in the pits”, and the for what they truly were. Horrified, the Pilot
Pilot instead sends him to the labour centre to learn finally broke his conditioning.
about their culture. The travellers learned that the
colony exists to mine and refine a toxic gas, although
no one seems certain of why they need it.
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The Macra influenced Ola to suffocate the travellers has seemingly achieved perfect harmony. Imagine
with the gas, but the Doctor turned the tables and a world that serves as a religious retreat, with
destroyed the Control Room with the help of the now priests and acolytes performing strange tasks or
recovered Ben. With the Macra destroyed, the Pilot meditations that are actually aiding the Macra or an
held a festival in their honour and some colonists agrarian paradise where the Macra have machines
proposed making the Doctor the new Pilot. The doing the mining but occasionally take a farmer or
travellers danced their way back to the TARDIS and two for their dinner.
left.
Rather than giant crabs and gas mines, you could
cast the colony as a true ‘resort world.’ All of the
Continuity colonists work as resort staff and the world is open to
Beauty pageants in the future have shaken off other races as well. The Macra are a ‘group mind’ of
vestiges of royalty. Rather than beauty queens, the several thousand small crabs. They keep the colony
winner of such a pageant is known as a ‘beauty functioning in order to use the guests and staff as a
president’. food source.
At least some Earth colonies enjoy independence in Every so often, the Macra kill someone and then
the future, although outdated terms such as ‘colony’ use mental control to edit everyone’s minds so
chapter six: The macra terror
and ‘pilot’ continue to be used. ‘Pilot’ stems from the that they don’t remember the deceased. The Macra
original leader of the colony, the pilot that brought hypnotise some visitors to induce them to choose to
them there. remain at the colony in order to and replenish those
consumed.
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particular day could include Knobbly Knees contests, a civilised space-faring race and The Macra
dancing lessons, Glamorous Granny competitions, Terror shows them in a devolving state. This
Family Swimming Galas, Shaving competitions, Yo- certainly explains why Medok recalls their race
Yo demonstrations and the Miss Venus and Tarzan name. Perhaps the characters meet the Macra
Competition. during this earlier period and discover that they
are, at this point, a force for good (similar to the
As with the Macra colony, service personnel at holiday Ice Warriors in The Curse of Peladon).
camps tended to be incredibly cheery and exuberant.
The camps are heavily moderated and even have a • If the Macra do find a gas-rich world then they
form of ‘night watchmen’ that tour the chalets and need to attract colonists to mine it for them.
ensure that nothing naughty is going on. The Doctor Perhaps a colony ship in distress receives
later visits such a camp in his seventh incarnation in information on a paradise-like world? The
Delta and the Bannermen (this is worth viewing if characters arrive aboard the ship and note that
you want to get an idea of how to run an adventure in the colonists are certain that this world is well-
a holiday camp). suited for a colony, but the characters know it
to be ill-suited. Is there a Macra agent on board
More generally, this is a great example of how to hypnotising the crew? What awaits them when
turn something cheery into something sinister. they land?
chapter six: The macra terror
Skills
Athletics 3, Convince 1, Fighting 3, Knowledge 1,
Subterfuge 3, Survival 3, Technology 1,
Transport 2
Traits
Eccentric: Medok is considered eccentric by
the rest of the colony and his own (justified)
paranoia makes him just as eccentric to anyone
else.
Enslaved: Medok is aware of his enslavement
but is ultimately powerless to free himself.
Unlike the other Colonists, Medok accepts the
Further Adventures existence of the Macra.
• In Gridlock the Doctor learns that a devolved Indomitable: Medok’s mind is closed to being
Macra has inhabited the gaseous bowels of New coerced or hypnotised.
Earth. How do the Macra travel through space? Obsession (Major): Medok is obsessed with
What caused their devolution? Is someone getting anyone in the colony to acknowledge
leading the Macra to these new hunting grounds? the Macra threat.
Perhaps the white Macra (the leaders) are still
intelligent? Tech Level: 6 Story Points: 6
• In spite of looking like giant crustaceans the
Macra are obviously intelligent and capable of
technological feats. Perhaps they were once
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Skills Skills
Athletics 1, Convince 4, Fighting 1, Knowledge 2, Athletics 4, Convince 3, Fighting 3, Knowledge
Marksman 1, Subterfuge 3, Survival 2, 2, Marksman 1, Subterfuge 3, Survival 3,
Technology 2, Transport 2 Technology 2, Transport 2
Traits Traits
Enslaved: While the Pilot doesn’t realise it, he By the Book: Ola adheres strictly to the laws
and other colonists are slaves to the Macra. of the colony and has trouble thinking “outside
Part of this conditioning involves total denial the box.”
that the Macra exist. Enslaved: While Ola doesn’t realise it, he and
Voice of Authority: The Pilot has the respect other colonists are slaves to the Macra. Part of
of the colony and gets a +2 on Presence and this conditioning involves total denial that the
Convince rolls. Macra exist.
Tough: Ola is made of stern stuff and ignores 2
Tech Level: 6 Story Points: 8 points of any damage taken.
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The Doctor confronted one of the aliens and got him character gets abducted like Polly, then the best
to reveal the truth. This alien was killed for revealing thing to do is get the player to play the Chameleon
their secrets, but not before the Doctor learned duplicate. You can either secretly inform the player
that the bodies of the currently mimicked people that their real character is temporarily out of action
were still nearby. He also learned that removing and that they are playing a sinister copy, or let all the
the armbands, while harmless to humans, killed players in on the secret and trust in their ability to
the aliens. The bodies were found in the car park split in-character and out-of-character knowledge.
and the Doctor forced the aliens to negotiate. After
killing their uncompromising leader, the other aliens
agreed to leave with a little scientific aid from the
Doctor.
Continuity
As luck would have it (or perhaps a glitch with the
Fast Return Switch), the TARDIS has actually landed
the day before it left with Ben and Polly for the first
time (meaning that, for two days, there are two
Doctors (of different incarnations) and two Bens and Chameleon Armbands
Pollys on Earth. There are also two threats (or three, A Chameleon Black Armband is matched with
since the Daleks are busy setting their trap for the a Chameleon White Armband. The wearer of
Doctor), as WOTAN and the Chameleons hatch their the black armband takes on the appearance
plots at the same time. of the person wearing the matching white
armband. Some of the host’s personality may
be transferred to the wearer as well. If the
B running the adventure matching white armband is removed prior to
After an adventure revolving around the evils of the removal of the black armband, then the
communism The Faceless Ones puts the spotlight on wearer of the black armband disintegrates.
the excesses of democracy. The Chameleons prey on
the new-found mobility of young travellers to be able Traits: Mimic Appearance, Restriction: Injury
to afford to see the world. It also displays ruthless (if the white armband is removed from the
capitalism; the Chameleons, obsessed with their mimicked victim then the wearer gets a lethal
own survival, see humans as little more than a new (4/L/L) shock), Restriction: Single Appearance
wardrobe and, in the grand scheme, as a species that (the wearer of the black armband can only
can afford to lose tens of thousands of individuals. take on the appearance of the one wearing the
white armband).
This adventure is also a rather blatant allegory on Cost: 1 Story Point
the horrors of nuclear war. The Chameleons are
obviously fallout victims, and their bad behaviour is
now affecting the next generation (the Chameleons Chameleon Miniaturisation Device
prefer to take young people). This gadget miniaturises a victim into the
shape of a small doll or action figure. Victims
At its very core, this is a simple bait-and-switch are normally placed in suspended animation
adventure. The Chameleons are offering trips to the first. The process is reversible.
Continent, but the characters discover clues and
evidence that things aren’t what they seem. Unlike Traits: Stuns victim (S/S/S) and shrinks them
The Macra Terror, there is no brainwashing involved, to doll size.
although there are secret agents mimicking people – Cost: 2 Story Points
another Cold War theme popping up there! If a player
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Chameleons
The Chameleons are a race that damaged their
genetics in a thermonuclear war (or, as they put
Chameleon
it, they lost their identities in a colossal explosion).
While they once looked human, the Chameleons
are now humanoid blobs of twisted, bloated flesh.
Through technology they can copy the forms of other
human-like beings and imprint it on their own, but
the continually mutating genes in their bodies mean
that the Chameleon needs constant reinforcement
from the host body. To this end, Chameleons have
gone to various human-like worlds and steal young
people so that they can mimic their form.
chapter six: The faceless ones
Awareness 2 Presence 2
Coordination 1 Resolve 3
Ingenuity 3 Strength 4
Skills
Convince 3, Fighting 2, Marksman 3,
Subterfuge 4, Survival 4
Traits
Alien Appearance (Major): Due to a nuclear
accident, the Chameleons lack discernable
‘Chameleons’ is not the name of the race; it is the faces and are bloated, misshapen parodies of
name the Doctor dubbed them as they were operating humanoids.
a scheme at Gatwick Airport under the guise of Clumsy: In their natural state, Chameleons are
‘Chameleon Tours’. The Chameleons entice young puffy and misshapen, lacking the coordination
people to sign up for tours to exotic places and then of “stable” forms.
fly them into space, drugging them and miniaturising
them in the process. Their goal is to collect 50,000 equipment
people to stabilise the appearance of their own race. Chameleon Black Armband: This changes
The space shuttles disguised as airplanes are armed the physical attributes and traits of the
with laser cannons for defence. Chameleon.
Chameleon Miniaturisation Device
The technology used by the Chameleons to copy Electrocution Pistol: This pistol projects a
a physical form sometimes transfers mental and/ lethal charge of electricity at a victim. (4/L/L)
or social traits as well. A Chameleon might begin Freeze Pen: Chameleons carry a weapon that
to have feelings for one human or start disliking a can put a victim in suspended animation (a
Chameleon wearing the image of the copied human’s knockout of indefinite length). This weapon is
rival. often disguised as a normal small object such
as a pen. (S/S/S)
While the Chameleons have agreed to the Doctor’s
request that they solve their problem through other Tech Level: 6 Story Points: 3-6
means, it’s possible that the length of time needed
to find an alternative will convince at least some
Chameleons to return to abducting members of
other races.
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Awareness 4 Presence 3
Coordination 4 Resolve 4
Ingenuity 3 Strength 2
Skills
Athletics 2, Convince 3, Fighting 1, Knowledge 2,
Marksman 2, Subterfuge 2, Survival 1,
Technology 2, Transport 1
Traits
Argumentative: Samantha’s assertiveness
chapter six: The faceless ones
Traits
Alien
Voice of Authority: Blade is in charge of the
Detective Inspector Crossland Earth operation and gets a +2 on Presence and
Convince rolls.
equipment
Awareness 4 Presence 4 Pilot uniform, electrocution gun,
paralysation pen
Coordination 3 Resolve 4
Ingenuity 3 Strength 3 Tech Level: 5 Story Points: 3
Skills
Athletics 3, Convince 4, Craft 1, Fighting 3,
Knowledge 3, Marksman 3, Medicine 2,
Science 3, Subterfuge 4, Survival 2,
Technology 3, Transport 2
Traits
Insatiable Curiosity
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the second DOCTOR SOURCEBOOK
chapter seven:
The Evil of the daleks, the tomb of the cybermen, the abominable snowman
THE second doctor sourcebook
to the entire history of Earth!’ and reunited with Victoria, Kemel, and Maxtible. The
Daleks had no intention of giving him the secret of
atomic transmutation, and instead imprisoned him
B Synopsis with the other humans. He had, however, discovered
London, 1966 and 1866; Skaro, the Future something useful – the Daleks had brought the
TARDIS to Skaro.
In 1966, Dalek agents stole the TARDIS and
deliberately left clues for the Doctor and Jamie The three humanised Daleks were spreading the
to follow. This led to an antiques store owned by human factor through the city and Skaro was soon at
Professor Waterfield, a time traveller from 1866. He the brink of civil war. The Doctor was brought before
sold ‘Victorian antiques’ that were actually everyday the Dalek Emperor, who informed the Doctor that his
Victorian knick-knacks transported through time. real plan was to isolate the Dalek Factor and have
The Doctor and Jamie snuck inside and discovered an the Doctor spread it through human history in the
alien platform in a hidden room. They were knocked TARDIS. The Doctor duped the Emperor into creating
out using a gas trap and Professor Waterfield brought even more humanised Daleks before escaping during
them back to 1866. the confusion. Kemel was killed by Maxtible, who had
been infected with the Dalek Factor. Waterfield was
Waterfield, along with his partner Thomas Maxtible, killed saving the Doctor from extermination, and the
woke up the Doctor. They explained that they’d built a Doctor promised to look after Victoria for him.
time machine with mirrors and attracted the attention
of the Daleks. The Daleks were holding Waterfield’s The Doctor, Jamie, and Victoria escaped to the edge
daughter Victoria hostage in order to ensure their of the city where they watched the civil war rage
compliance. The Daleks wanted the Doctor’s aid in within. The Doctor noted that this might be the end
isolating ‘the Human Factor,’ or what made humanity of the Daleks before the three left in the TARDIS.
so resilient that they defeated the Daleks every time.
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Did the Daleks trap the right Doctor? stable destination point, but provides no means with
How exactly did the Daleks know that the Doctor which to return until a fixed ‘gateway’ can be installed
would be in London at a particular point in 1966? at that destination. These fixed gateways allow
While it’s possible that the Daleks took a look at travelers to journey from one end of the corridor to
‘tomorrow’s Times’ and caught a reference to the the other instantaneously, and one can see from one
Doctor (or more likely an ‘anonymous helper’) solving side to the other and step through as easily as walking
a strange kidnapping scheme at Gatwick, it’s more through a door.
likely that the Daleks had knowledge of WOTAN’s
attempt to take over the world. It stands to reason The quantum tunnel created by a Time Corridor
that the trap was set for the First Doctor and they is vulnerable to vortex turbulence. Like solar
mistakenly took the Second Doctor’s TARDIS. The flare interference with radio communications,
plot thickens when one notes that the authorisation massive shifts in the flow of the vortex can make a
signature was signed ‘J. Smith.’ Given his propensity Time Corridor unstable and even the most stable
to play long games and chess matches, perhaps the connections have to be reset from time to time after
Seventh Doctor had a hand in duping the Daleks to a time-surge washes away the quantum tunnel
take the wrong TARDIS? and everything in transit inside it. The Daleks have
monitoring equipment to keep track of these sorts of
natural forces but they are still a hazard.
chapter seven: The evil of the daleks
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Skills
Theodore Maxtible Athletics 1, Convince 2, Craft 5, Fighting 1,
Knowledge 5, Marksman 2, Medicine 2,
Science 6, Subterfuge 3, Technology 6,
Transport 4
Traits
Boffin: Waterfield can create gadgets through
jiggery-pokery.
Technically Adept: Waterfield gets a +2 on
Technology rolls and can operate gadgets.
Awareness 3 Presence 4
Coordination 2 Resolve 4 Kemel
Ingenuity 6 Strength 3
Traits Skills
Boffin: Maxtible can create gadgets through Athletics 5, Fighting 5, Knowledge 3,
jiggery-pokery. Marksman 1, Subterfuge 3, Survival 3,
Obsession: Maxtible is determined to learn Technology 1, Transport 1
how to turn lead into gold.
Technically Adept: Maxtible gets a +2 on Traits
Technology rolls and can operate gadgets. Mute: Kemel cannot speak.
Unattractive: Maxtible is a bear of a man with Tough: Any damage that affects Kemel’s
a shaggy mane and wild stare. He gets a -2 in attributes is reduced by 2
most social situations but a +2 to rolls when
intimidating someone. Tech Level: 4 Story Points: 3
Tech Level: 4 Story Points: 6
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B Synopsis
Telos, at least the 26th century
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weapon to establish control and re-opened the Small food cubes are carried in place of actual
hatch. Klieg bargained with the Cyber-Controller, food. Whether this is standard food is unknown but
who ascended into the control room with a partially- artificial food was created by the time of the New Ice
converted Toberman. The Doctor tried to sabotage Age.
the Cyber-Controller’s revitalisation but failed; the
Cyber-Controller was only seemingly destroyed Kaftan offers £50 to the first person that opens the
when the Doctor appealed to Toberman’s humanity outer doors. This is probably not British currency
after the Cyber-Controller killed Kaftan and the giant as we know it today as it seems a trivial amount,
tossed the Cyber-Controller into a control panel. especially with at least five centuries of inflation. It’s
Other Cybermen emerging from the hatch were possible that either the British pound was re-valued,
destroyed while the rest retreated to the chambers or this may be a different type of currency altogether
to conserve power. (a galactic pound?).
The Doctor took Toberman with him into the The Doctor claims to be around 450 Earth years old
corridors in order to refreeze the Cybermen. Klieg in this story. This would make him half the age he
attempted to stop him, wanting to be the new Cyber- gives to Rose Tyler in his ninth incarnation.
Controller, but was killed by a Cyberman. Toberman
destroyed the Cyberman and the Doctor completed
the task. Unfortunately, the Cyber-Controller was B running the adventure
not quite dead and attacked the expedition as it Tomb of the Cybermen is essentially an early 20th
fled. Toberman sacrificed himself by closing the century pulp serial rewritten for science fiction.
door and electrocuting himself along with the There is an ancient tomb sitting in a desolate area,
Cyber-Controller. Once again, the Cybermen were mummies that can be summoned and returned to
entombed for eternity. torpor through ritual (in this case a control panel),
and a questionable prize. We even have scarab
beetles in the form of Cybermats. The sponsors
of the expedition are treasure hunters that want
to plunder the tomb rather than study it and their
grandiose plan to conquer Earth echoes the mad
world conquerors of pulp fiction.
Continuity
Kaftan and Klieg belong to a group known as the The Tomb
Brotherhood of Logicians. The Brotherhood wants After several defeats, the Cybermen attempt to
to restructure Earth civilization based on pure logic. attract brilliant minds by entombing their army
The Brotherhood will use force to achieve their goal in a freezer that can only be opened by solving a
and hope to use the Cybermen as their army. number of logical problems. The main doors to the
buried tomb are trapped; discerning the electrical
The Cyber-Controller simply called ‘the Controller’ in trap (damage 6/L/L) requires an Awareness and
this adventure; however, in Attack of the Cybermen Technology roll (Difficulty 15), while disarming it
it is revealed that ‘Cyber-Controller’ is his title. A requires an Ingenuity and Technology roll (Difficulty
remnant of the Cybermen remains frozen on the 18). If the trap is disarmed or simply sprung then
planet Telos until they are later awakened prior to the doors may be safely opened. They are, however,
Attack of the Cybermen. heavy, and require great strength to open. This can
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be accomplished with a Strength and Resolve roll confrontation. The Cybermen Controller reveals the
(Difficulty 18). This opens the doors into the main plot and takes at least one member of the expedition
control room. hostage to begin conversion.
A Worthy Successor?
One of the strangest aspects of this adventure is
that the Cybermen seem to be waiting for “advanced
brains” to repopulate the Cybermen race. It is
interesting that the only human they convert in the
story is Toberman, who is Kaftan’s muscle, as well as
the fact that the Cybermen hardly seem picky about
who they convert in other encounters with them. So
Opening the hatch requires a high level of why do they set up elaborate tests here?
mathematics knowledge working the levers on the
control panel. A character that makes an Ingenuity Underneath all of their metal and plastic, the
and Science roll (Difficulty18) can figure out how to Cybermen are still organic beings. Like all organic
open and close the hatch. Besides the hatch, there beings, they’ll eventually grow old and die. It’s
are plenty of rooms to explore behind the doors. The possible that what the Cybermen are looking for in
characters may find the weapon development room this instance is another Cybermen Cyber-Controller
and the Cybermen rejuvenation chamber. (or Cyber-Controllers) to replace their aging leader.
It certainly explains why they’re willing to remain in
Once the characters manage to get the hatch open, suspended animation (thus preserving the current
they can descend into the maze of corridors that Cybermen Cyber-Controller’s life) until a suitable
lead to the Cybermen tombs. Once the Cybermen candidate comes along. His or her friends, of course,
are thawed, however, the adventure changes to will be converted into regular Cybermen.
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Captain Hopper
Awareness 4 Presence 4
Coordination 4 Resolve 4
Awareness 2 Presence 2
Ingenuity 4 Strength 3
Coordination 3 Resolve 3
Ingenuity 5 Strength 3 Skills
Athletics 3, Convince 4,Fighting 3, Knowledge 2,
Skills Marksman 4, Medicine 1, Science 3,
Athletics 2, Convince 2, Fighting 1, Knowledge 4, Subterfuge 3, Survival 3, Technology 3,
Marksman 3, Science 4, Subterfuge 2, Survival 2, Transport 5
Technology 4, Transport 2
Traits
Traits Brave: Hopper gets a +2 bonus to Resolve rolls
Impulsive: While highly intelligent, Klieg often when he needs to show courage.
doesn’t think about the consequences of his Quick Reflexes: Captain Hopper generally goes
actions. first in a round.
Repulsive: Klieg is highly arrogant and
wears it on his sleeve. He gets a -2 to rolls in equipment: Laser pistol (4/L/L), Smoke grenades
situations that call for Charm.
Story Points: 10
equipment: Laser pistol (4/L/L)
Tech Level: 6 Story Points: 10
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Skills Skills
Athletics 5, Fighting 5, Knowledge 2, Athletics 2, Convince 4, Fighting 1, Knowledge 4,
Marksman 2, Subterfuge 3, Survival 3, Marksman 3, Medicine 2, Science 4,
Technology 2, Transport 2 Subterfuge 2, Survival 2, Technology 4,
Transport 2
Traits
Cyborg Traits
chapter seven: The tomb of the cybermen
Fear Factor (1): Seeing Toberman’s augmented Eccentric: Kaftan acts in an odd manner that
arm for the first time is unsettling and he gains makes her distinctive.
a +2 on attempts to scare someone. Resourceful Pockets: Kaftan always has
Indomitable: Toberman gets a +4 to resist or something useful in her bag.
shake off mind-controlling effects.
Tough: Toberman is strong. Subtract 2 points equipment: Laser pistol (4/L/L),
before applying Attribute damage. Strong sedative (S/S/S)
Skills Skills
Athletics 3, Convince 3, Craft 3, Fighting 1, Athletics 5, Fighting 5, Knowledge 2,
Knowledge 5, Marksman 1, Medicine 2, Science 3, Marksman 2, Subterfuge 3, Survival 3,
Survival 3, Technology 2, Transport 2 Technology 2, Transport 2
Traits Traits
Sense of Direction: Parry gets a +2 on rolls to Indomitable: Toberman gets a +4 to resist or
figure out directions. shake off mind-controlling effects.
Tough: Toberman is strong. Subtract 2 points
Tech Level: 6 Story Points: 6 before applying Attribute damage.
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The Doctor convinced Khrisong of the need to find the projecting, and had been possessed by it. The Lama
sphere while, in the inner sanctum, Padmasambhava appeared to be exhausted from the effort of trying to
moved Yeti figurines around a map of the monastery. resist the Intelligence’s control, and seemed to die.
Outside, several Yetis matched his movements. The The Doctor left and helped Victoria recover from her
lama instructed Songsten to take a transparent hypnosis. Travers had returned from the cave, and
pyramid to the cave in order to fully manifest the told the Doctor what had happened in the cave.
Great Intelligence.
The Abbot, who is now also controlled by the Great
Khrisong found a sphere on the mountainside but Intelligence, killed Khrisong before being over-
the Yetis attacked and retrieved it, injuring the warrior powered. The Doctor ordered everyone apart from
monk in the process. He was saved by the Doctor, who himself and his companions to flee so that he could
realised that, with the right equipment, he could track deal with the threat. Returning to the inner sanctum,
who was controlling the spheres and the Yetis. In order they found Padmasambhava alive and under the
to do this he needed to get back to the TARDIS. Jamie Intelligence’s control.
accompanied him and they found a Yeti guarding it.
Fortunately it lacked a control sphere, but the one As more Yetis came to the defence of the possessed
Jamie and the Doctor carried tried to enter it. They Lama, the Doctor distracted the Great Intelligence
prevented it by plugging the Yeti’s cavity with a rock. while Jamie and another monk destroyed the control
chapter seven: The abominable snowman
They retrieved the tracking device and returned to the sphere, causing all the Yeti’s sphere’s to explode and
monastery. On the way they were confronted by five the robots fell to the ground. Realising the relevance
Yetis tracking the sphere they held, but escaped by of the pyramid in the cave, the Doctor urged Jamie to
throwing it away – the Yetis ignored them and chased destroy the one in the sanctum. Jamie did so, causing
after the silver ball instead. the other pyramid in the cave to explode, destroying
part of the mountain. Defeated, the Great Intelligence
was expelled from Earth, and Padmasambhava died
peacefully in the Doctor’s arms.
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Traits
Brave: Khrisong gets a +2 on rolls when he
chapter seven: The abominable snowman
Awareness 3 Presence 4
Coordination 4 Resolve 4
Songsten
Ingenuity 5 Strength 3
Awareness 3 Presence 4
Skills
Athletics 4, Convince 3, Craft 3, Fighting 2,
Coordination 3 Resolve 3
Knowledge 4, Marksman 3, Medicine 1, Ingenuity 4 Strength 2
Science 4, Subterfuge 2, Survival 4,
Technology 2, Transport 2
Skills
Traits Athletics 2, Convince 4, Craft 2, Fighting 2,
Brave: Travers gets a +2 on rolls when he Knowledge 4, Marksman 1, Medicine 2,
needs to show courage. Science 2, Subterfuge 3, Survival 3
Charming: Travers has natural charm and gets
a +2 on rolls when using it. Traits
Obsession: Travers is obsessed with finding a Enslaved: Songsten is under the control of the
Yeti and believes that others are trying to beat Great Intelligence.
him to it. Worse, he believes that others are
capable of killing in order to beat him to it. Story Points: 8
Tech Level: 5 Story Points: 12
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chapter eight:
The Ice Warriors, The Enemy of the World, The Web of Fear
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‘This is a decision for a man to take, not a machine. The Doctor entered the Ice Warrior ship to negotiate
The computer isn’t designed to take risks, but that with Varga. He offered to free their ship with the
is the essence of man’s progress. We must decide.’ ioniser, but Varga believed the humans wanted to
destroy him. He also needed their resources to
fuel his ship, which the Doctor learned was an ion
B Synopsis drive and therefore not susceptible to explosion.
Brittanicus Base, Great Britain, the Future To accomplish this, Varga prepared his ship’s sonic
cannon and threatened to use it if his demands
It is Earth’s future, when a new Ice Age threatens to weren’t met.
cover most of the planet. To combat this threat the
Earth government created a network of ionisers to Penley rescued Jamie and returned to the base but
slow the glacial advance. One of these ionisers was Clent tranquilised them and attempted to negotiate
located at Brittanicus base, a converted mansion with Varga, who left the ship with the other Ice
in Great Britain. The base drilling crew discovered Warriors except for Zondal, who remained to guard
a humanoid shape in a glacier just as the TARDIS the Doctor and Victoria. Inside the ship, the Doctor
arrived nearby. used ammonium sulphide to subdue Zondal and
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rewired the sonic cannon to injure the Ice Warriors The Arctic cities built in the 26th century apparently
inside the base. The Ice Warriors retreated back to haven’t solved the population problem. Perhaps
the ship as the Doctor and Victoria returned to the they were too small and new ones can’t be built fast
base. enough.
The Ice Warriors attempted to take off while the base The humans don’t seem to recognize the Ice Warriors
crew, now with Penley and Jamie awake, overrode in spite of their attempt to conquer and transform
the computer and used the ioniser against the ship. Earth in the 21st century. Perhaps the incident is
The ship exploded and the Earth was safe, leaving far enough in the past, records were lost during
the World Computer to keep working on holding back the Dalek Invasion, or a Time War ripple erased the
the glaciers. earlier invasion.
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Traits: One Shot, Restriction (only usable against certain races), against an appropriate race it acts as
a stun weapon, and lethal if enough is breathed (S/S/L)
Cost: 1 Story Point
aftermath of World War IV), scientific exploration First, it’s entirely possible that the Ice
(someone’s finally drilled too deep and the Earth Warriors are unknown in this period.
erupts like never before), asteroid impact, or simply The Curse of Peladon has the Martian
a cure being worse than the disease (a way to combat delegate surprised to learn that Earth
global warming is so effective that the opposite effect still retains an aristocratic society;
occurs). It’s your game, pick one and run with it! this seems odd for two members of
chapter eight: The ice warriors
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B Synopsis
Earth, Early 21st Century
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him to be the Doctor. His suspicions were raised near future, which means all bets are off for changing
when Salamander indicated that Jamie should take history (as the Gamemaster is free to rule that future
the ship’s controls, something that the Doctor had events take their proper course without actual history
forbidden. The Doctor returned to the ship at that contradicting her – at least for a few years!).
moment, and in the ensuing struggle Salamander
knocked the dematerialisation switch with the Having a duplicate of a character adds a number of
TARDIS’s doors wide open. The Doctor, Jamie and interesting wrinkles to the adventure:
Victoria held on for dear life as Salamander was
sucked into the time vortex. • It provides a convenient hook for the characters
to get involved in an adventure without resorting
to the usual ‘we’re just here to help’ explanation,
false title (‘oh, I’m the Chief Inspector/foreign
medical doctor/Earth Ambassador), or psychic
paper. The character may be recruited by
someone that recognises him as a duplicate and
uses him to his advantage.
Salamander is considered a saviour due to his Optionally, you can do away with the ‘evil twin’ subplot.
weather manipulator helping feed an overpopulated In a hyperlinked society of the near future, the PCs
Earth. This is the earliest of many attempts at already have something of interest to Kent; they lack
weather manipulation and new forms of food identities.
production throughout the 21st century. The ultimate
solution is artificial food. It would be fairly easy for someone with government
connections to falsify alternate identities and the
characters will never be in real danger of having their
B running the adventure real identities accidentally ‘out’ them (this assumes
The catalyst for the characters getting involved in that none of the characters have analogues in the
this adventure is the fact that the Doctor is a dead near future...a companion from 2010 might have to
ringer for Salamander. Unlike a similar coincidence explain why she looks like she’s 19 when she should
in The Massacre, this adventure takes place in the be 39 or so).
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With new identities in place, the characters could Gravitron. This makes it a tempting target for an
still be inserted into Salamander’s inner circle in alien race bent on Earth’s domination or a tool
Europe or even get a job at his Kanowa installation by a renegade Earth faction that wants to act
(Kent could generate an impressive resume). Once against the world government.
embedded, the characters can sneak around while
being careful not to tip their hand to Salamander or • Very few people knew that the Doctor was a
his minions. duplicate for Salamander and this could have
caused problems had the Doctor remained. The
characters arrive in a place where one character
The Name is Smith, Doctor John Smith... resembles a master criminal that has recently
Even more-so than The Underwater Menace, this disappeared. The ‘double’ is arrested and
adventure is a pastiche of the James Bond films. All of tried for his duplicate’s crimes while the other
the elements are here; dashing spies, globetrotting, a characters try to free him and find evidence to
megalomaniac with a catchy name, a super weapon, absolve him. Also, there is still the question of
and a wild scheme (the nuclear shelter). On the other what happened to the real criminal?
side of the pond, we’d recognise Mission Impossible
elements as well, particularly with a group effort
and a member of the group impersonating someone
Giles Kent
chapter eight: The enemy of the world
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Awareness 4 Presence 4
Coordination 4 Resolve 4
Ingenuity 3 Strength 3
Skills
Athletics 4, Convince 2, Fighting 3, Marksman 3,
Subterfuge 4, Survival 4, Transport 3
Traits
Attractive: Astrid gets +2 to rolls in which her
appearance would be a factor.
Quick Reflexes: Astrid always goes first in the
Awareness 3 Presence 6
Action Round phase. Coordination 4 Resolve 5
Tech Level: 5 Story Points: 6 Ingenuity 6 Strength 3
Skills
Athletics 2, Convince 5, Fighting 2, Knowledge 4,
Marksman 3, Science 3, Subterfuge 5, Survival 3,
Technology 5
Security Chief Donald Bruce Traits
Adversary (Major): Salamander’s former
partner Kent is trying to destroy him.
Awareness 4 Presence 3 Boffin: Salamander can create Gadgets through
Jiggery-Pokery.
Coordination 4 Resolve 5 Indomitable: Salamander is determined and
gets a +4 bonus to any rolls to resist being
Ingenuity 3 Strength 3
possessed, hypnotised, or otherwise mentally
controlled.
Skills Lucky: Salamander always seems to be able
Athletics 3, Convince 3, Fighting 3, Knowledge 2, to slip out of sticky situations. When he rolls
Marksman 3, Subterfuge 2, Technology 2, double ‘1’’s, he may roll again, once only!
Transport 2 Menacing: Salamander gets a +2 bonus on
attempts to get people to do what he wants.
Traits Characters he has menaced also get a +2 to
Stubborn: Bruce is committed to his job and resist attempts by others to act against him.
isn’t easily swayed. Obsession (Major): Salamander wants to rule
Voice of Authority: Bruce commands authority the world.
when he speaks. He gets a +2 to Presence Technically Adept: Salamander gets a +2
and Convince rolls to get people to do what he on Technology rolls to fix broken devices or
wants. understand complex gadgets.
Voice of Authority: Salamander gets a +2 on
Tech Level: 5 Story Points: 8 Presence and Convince rolls.
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‘Lethbridge-Stewart. Expect you’re wondering who destroy the explosives inside the locker. A Yeti also
the devil I am, eh?’ attacked Travers and Anne, dragging away the
elderly professor. The Doctor and his companions
found Anne and told her that her father was taken.
B Synopsis Suspicion ran wild amongst the army personnel over
London Underground, 1968 who was behind the attack and the sabotage.
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over the Doctor’s body. He gave the Doctor twenty are here and what the Great Intelligence is up to,
minutes to decide and took Victoria to Piccadilly for the most part. Their efforts to defeat the Great
Circus station as a hostage. There, they found a Intelligence are hampered by the confusion, distrust,
pyramid structure unlike anything they had seen in and sabotage caused by the mole.
Tibet. The Doctor and Anne finished work on their
control unit and managed to control a Yeti. If you have a copy of Defending the Earth: The UNIT
Sourcebook, you could use the battle rules to play
The base was overcome by the webs, and the Doctor, out the efforts of the army to resist the spread of
Jamie, Lethbridge Stuart and the others were the Yetis and the fungus through the underground,
captured and taken to Piccadilly Circus. Jamie hid perhaps using the names of particular stations as
with a Yeti-controlling microphone, while the Doctor the boxes on the battle grid.
was forced to put on a headset, but managed to
tamper with it first. The Great Intelligence revealed
itself to be in Staff Sergeant Arnold’s body (he had
been the traitorous saboteur). The Doctor donned
the headset the Intelligence would use to take over
his mind, but Jamie used the controlled Yeti to attack
the other robots. Despite the Doctor’s protests (he
was hoping to use the tampered headset to destroy
the Great Intelligence for good), Jamie seizes
the headset and hurls it into the control pyramid,
destroying it and foiling the schemes of the Great
Intelligence once more.
Continuity
This is the first appearance of Colonel Lethbridge-
Stewart. UNIT is formed partly as a reaction to this Further Adventures
adventure and Lethbridge-Stewart’s role in defeating • The Doctor declares that the Great Intelligence
the Yeti leads to an offer to lead the British branch of is in space. While this could simply be shorthand
UNIT, which he accepts. for another dimension, it’s also possible that the
Great Intelligence’s efforts in The Abominable
Snowmen and The Web of Fear have enabled it to
B running the adventure manifest enough that it is floating in outer space.
Forget about shaggy giants with web guns, deadly The characters appear aboard a luxury space
mists, and fungi filling the London Underground; what liner, where the Great Intelligence takes over the
really makes this adventure sizzle is the ‘whodunit’ Ood servants to strengthen its manifestation.
mystery. Specifically, who is working with the Great
Intelligence on the inside against the army and the • There are a number of crimes being committed
time travellers? Every character in the adventure in London using Yetis. Is the Great Intelligence
is painted as a possible mole through suspicious back, or has someone else figured out how to
backgrounds, actions, or coincidences. And just when control them? The characters are thrust into
you think you’ve figured it out, another character this mystery when they arrive at the scene of the
comes along and makes your choice less likely. latest crime.
Time Travellers are, of course, immediately suspect, • During the evacuation, the British Museum was
as they tend to appear out of nowhere with no looted of particular artefacts. The characters have
references and have strange mannerisms and the misfortune of arriving in the museum just as
styles of dress (even psychic paper can only help so the curator notices the theft. The characters are
much). Characters have to solve the mystery while immediately suspected, but there’s an additional
maintaining their innocence. complication; one of the artefacts taken was
alien, and its use alerted its previous owners to
This type of adventure works well when there is its presence. A company of Judoon is dispatched
little mystery about the adversary. In this adventure to recover it just as Londoners are returning to
the Doctor, Jamie, and Victoria know why the Yeti the city.
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Skills
Athletics 2, Convince 3, Craft 3, Fighting 1,
Knowledge 5, Marksman 3, Medicine 2,
Science 5, Subterfuge 2, Survival 4,
Technology 4, Transport 2
Traits
chapter eight: The web of fear
Traits
Brave: Alistair gets a +2 bonus on all rolls in
Anne Travers which he needs to show courage.
By the Book: Alistair always follows protocol.
Impulsive: Gets -2 to rolls to resist impulsive
reactions.
Awareness 3 Presence 3 Indomitable: Alistair gets a +4 bonus to resist
Coordination 2 Resolve 4 mind control.
Keen Senses (major)
Ingenuity 4 Strength 2 Military Rank: UK Army Colonel.
Obligation: UK Military
Quick Reflexes: Alistair usually goes first.
Skills Technically Inept: Alistair gets a -2 penalty
Craft 3, Knowledge 3, Science 4, Subterfuge 2, when trying to fix computer or electrical
Survival 1, Technology 3 equipment.
Tough: Any damage that affects Alistair is
Traits reduced by 2.
Attractive: Anne gets a +2 bonus to any rolls Voice of Authority: Alistair gets a +2 bonus on
that involve her attractiveness. Presence and Convince rolls to get people to
Boffin: Anne can create Gadgets through follow his orders.
Jiggery-Pokery.
Technically Adept: Anne gets a +2 to any Tech Level: 5 Story Points: 10
Technology rolls to fix a faulty device or use
complex gadgets.
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chapter nine:
Fury of the Deep, The Wheel in Space, The Dominators
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ESGO refinery. The Chief, Robson, had lost contact and Jamie found the Pipeline Room and the Doctor
with one of their rigs, and pressure in the pipes from listened to the pipe with his stethoscope, becoming
the rigs was dropping. He suspected the travellers of convinced that something was moving within.
sabotage, and ordered them held under guard.
Victoria stumbled across someone trying to release
Robson’s assistant Harris was more sympathetic but the oxygen stored in the refinery and turned off the
lacked authority to release the travellers; they were valves, but was locked in the room as foam and
locked in a cabin. The Doctor told Harris about the seaweed flooded in through a ventilation grille. The
strange sound in the pipes, but he assured them that seaweed took a vaguely humanoid form and moved
nothing could get inside and that Robson would never to attack her. The Doctor and Jamie, alerted by
allow the gas to be stopped anyway. Harris asked his her screams, found and released her just in time.
wife Maggie to retrieve a file he had left at home that The Chief Engineer found that the oxygen tanks
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were empty, and Robson again accused Victoria of surprised when the helicopter pilots reported that
sabotage. He was convinced that the sounds heard the lost rigs were covered with sea foam. Robson
were due to a mechanical fault, and refused to stop reacted angrily to Harris’ suggestion that the rigs
the gas flow even though the pressure was still should be bombed, before they received a chilling
falling. communication from the Control Rig – a panicking
Chief Baxter reporting that the creatures were all
Harris discovered that Maggie had fallen ill from around them before the transmission abruptly ended.
her sting and requested the Doctor’s assistance, as
the company doctor was out on a rig. Robson very The crew fended off a concerted sea creature attack
reluctantly let them go. They found Maggie lying on as the Doctor deduced that oxygen must be toxic to it.
the floor in a room filled with toxic fumes (breathed Victoria was captured by Robson and taken to one of
on her by Mr. Oak and Mr. Quill, two maintenance the rigs. The Doctor and Jamie followed in a helicopter.
workers controlled by a seaweed creature). The The Doctor met Robson, now under complete
Doctor believed she was in a coma and that the toxic control and surrounded by foam and seaweed, who
fumes were the same as those that attacked Victoria. told him that the sea creature intended to spread
across the world and conquer humanity. Jamie freed
The Doctor, Jamie, and Victoria retreated to the Victoria and, as Robson attacked, Victoria screamed,
TARDIS to run tests on the seaweed and determined which seemed to cause the controlled man intense
that it was alive and produced a toxic gas. A similar discomfort and allowed them to escape. They all flew
creature had been reported by sailors in the 18th back to the refinery – an adventurous journey with
century but dismissed as ‘sea folklore.’ The Doctor the Doctor as an untrained helicopter pilot.
surmised that the creature gained intelligence
through a parasitic relationship with its victims. The Realising that Victoria’s loud screaming had
seaweed grew very quickly, and almost overflowed consistently driven off the creature, the
from its box while they weren’t looking, but they Doctor amplified the sound and played
managed to contain it. They returned to the Harris it throughout the pipeline. The sea
residence to find Maggie gone and the house covered creature was defeated and the ESGO
in weed and foam. network and staff returned to normal;
no one had died. Victoria decided that
Meanwhile, the workers increased pressure on she had experienced quite enough
Robson to shut off the pumps and clean them out. danger and elected to stay behind
Robson resisted, retreating to his quarters where with Harris and Maggie, so the Doctor
he was locked in by Oak and attacked by a seaweed and an especially despondent Jamie
creature. Harris released him and Robson fled. left in the TARDIS without her.
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Continuity
chapter nine: fury of the deep
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Skills Skills
Athletics 5, Fighting 3, Marksman 4, Athletics 4, Fighting 3, Marksman 3,
Subterfuge 3, Survival 3 Subterfuge 4
Traits Traits
Alien: While possibly terrestrial, the Seaweed Enslaved: A Seaweed Thrall is directly
Creature is sufficiently alien to humans. controlled by the Seaweed Creature.
Alien Appearance: The Seaweed Creature is a Environmental (Aquatic): A Seaweed Thrall can
mass of weedy tendrils surrounded by sea foam. survive above and below the water.
Environmental (Aquatic): The Seaweed Creature Natural Weapon (poisonous gas): A Seaweed
can survive above and below the water. Thrall can emit a poison gas that knocks a
Natural Weapon (poisonous gas): The Seaweed victim unconscious (S/S/S). This leaves the
Creature can emit a poison gas that knocks victim exposed to the Seaweed Creature.
a victim unconscious (S/S/S) which helps it Telepathy: Seaweed Thralls can mentally
possess the victim. contact the Seaweed Creature.
Possess: The Seaweed Creature can possess a Weakness (Noise): If the Seaweed Thrall
person by touching them. This possession takes hears Victoria’s scream, she momentarily gets
a bit of time to be fully effective. her original attributes back and may attempt
Telepathy: The Seaweed Creature can mentally to free herself from the Seaweed Creature’s
contact Seaweed-controlled Human Thralls. control (the Seaweed Creature uses its reduced
Weakness (Noise, Major): The Seaweed Attributes as it is affected by the scream as
Creature loses 4 attribute levels when it hears well).
Victoria’s (or similar person’s) scream. Weakness (Oxygen): The Seaweed Thrall gets
Weakness (Oxygen, Minor): The Seaweed sluggish when attacked with pure oxygen. She
Creature gets sluggish when attacked with pure makes all rolls at a -2 penalty and is unable
oxygen. It makes all rolls at a -2 penalty and to advance in the direction that the oxygen is
is unable to advance in the direction that the coming from.
oxygen is coming from.
Story Points: 4-6
Story Points: 8-10
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Companions out of Time then she’d likely be around for Salamander’s rise
Victoria elected to stay behind at the conclusion of to power and, while she is unaware of the events of
this adventure, over a century into her own future. The Seeds of Death, she’d certainly know what an
While this may seem strange, remember that the Ice Warrior is.
Doctor had no control over his TARDIS during his
first two incarnations (in spite of the Second Doctor’s
arguments to the contrary). Companions either had
to rely on extraordinary luck to get home (like Ben
and Polly), choose a place they like well enough when
they land (Victoria, Vicki), or determine to stay with
the Doctor until forced otherwise (Jamie and Zoe).
chapter nine: fury of the deep
Further Adventures
• The Seaweed Creature menaced English sailors
in the 18th century and gas rigs in the 20th
century; it’s likely that it surfaced before or will
again. The characters could arrive aboard a ship
While the Doctor rarely checks on ex-companions sailing the North Sea in any time period and
during his adventures, you could add interesting plot be menaced, or, with the amount of oil drilling
elements by considering what the companions got in the North Sea, the Seaweed Creature could
up to after they left, especially if they settled in a time attempt a similar strike as the one on ESGO.
after their departure or if they settled in a time prior
to events they witnessed. • This adventure depicts a world where private
security has the right to tranquilise trespassers
Ben and Polly returned to 1966, which is only a and hold them for unspecified periods.
handful of years before The Underwater Menace. International Electromatics (The Invasion) seems
What if they knew a particular ship was doomed to an early adopter of this corporate autonomy,
sink and loved ones were on it? Would it change time complete with private police, and it is likely that
if they rescued them? What if they fed information to this environment enabled Kent and Salamander
the government as to Dr Zaroff’s whereabouts? How to cover their scheme. Any alien invasion/mad
would they prepare for the coming of the Cybermen scientist/industrial horror adventure could
in 1986 (we know they are alive, as they are alive and be livened up with corporate controllers and
well in 2010). directors making decisions normally left to
government officials.
Victoria is on the other end of the scale. She’s a
teenager living in a world about 100 years into her • There could certainly be more than one Seaweed
future. While her classical education would be of Creature. What if one menaced a country
some use (and she’s probably better-read than her on the other side of the Iron Curtain? The
peers), she’d be hopelessly outmatched in other characters, presuming they could be perceived
topics. The Second Doctor may have enabled her to as Westerners, would certainly have a more
take new classes during her time with him or picked difficult time defending accusations of sabotage
her up later and broadened her education (and and would have great trouble convincing, for
perhaps dropped her off in a different era). Still, example, Russian officials of their altruism
if Victoria remains in the 1970s (or thereabouts) before the Seaweed Creature spreads.
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B Synopsis
Space Station W-3, 21st century
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The Doctor woke up and convinced Dr Corwyn that The Cybermen launched a desperate attack against
he and Jamie were not saboteurs. Zoe brought the Wheel by spacewalking troops to the station. The
them a Cybermat that had been captured in liquid crew used the modified X-Ray laser to destroy their
plastic and the Doctor and Jamie recognised it. The ship, while Jamie and a crewman used liquid plastic
Doctor believed that there were Cybermen aboard to destroy the remaining Cyberman on board and
the Silver Carrier. Unfortunately, two crewmembers repelled the rest into space with the Wheel’s force
had already gone back to the Silver Carrier for field. The Doctor took the mercury he needed to fix
replacement parts for the X-Ray laser. They were the TARDIS and discovered that Zoe had stowed away
hypnotised by the Cybermen so that they’d transport on board.
the Cybermen onto the Wheel.
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Perhaps the two Cybermen invasions of Earth in the If it’s your player characters making the roll, you
latter 20th century were dismissed by the crew’s should have a back-up plan unless you want them to
parents and grandparents as nightmares best seal their fates. Perhaps there’s an enemy on board,
forgotten, or classified by the government. Or, yet an emergency beacon, a separate transmission, or
again, blame time ripples and eddies in the space- a rescue ship in the vicinity. It’s also possible that
time continuum. the missing signal could be rebroadcast and enable
the characters to plot a new course with it. Finally,
The sidearm of choice during this period is the you can give them something to aim at; maybe they
blaster, which is a form of laser pistol. Bernalium is don’t have a transmission leading them to Earth but
used to power the X-Ray laser and is usually stored if they can see Jupiter and the Sun out the window
in rods. then they can at least head towards the inner solar
system.
Bennett initially believes that the Doctor and Jamie
are part of the ‘Pull Back to Earth’ movement, which
wants to end the space programme. It’s possible that
this group helps foster the creation of the Travel Mat,
which actually does achieve that aim for a while.
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Cybermats had already sabotaged the X-Ray Laser space liner or colony that is being sabotaged by
(their machinations covered over by Jamie’s actions), Pull Back to Earth agents.
they weren’t even launched until after the Doctor and
Jamie had been taken from the ship; the Wheel crew • The meteorite trick with the Cybermats could
almost blew up the ship before that. work well in other circumstances. The Cybermen
send a bunch of Cybermats to Earth during the
What makes the most sense is that the Servo Robot Cold War to disrupt the communications of one
was programmed to pre-empt the attack, but the side and detonate a nuclear bomb, making it
Doctor and Jamie’s boarding distracted it. Given appear that the other side made a first strike.
the servo robot’s hostility, it probably believed that The Cybermen plan to watch from the safety of
they were space pirates or unauthorised intruders orbit. Thanks to the modifications they made
(otherwise it would have helpfully informed them on Mondas, the Cybermen have terraforming
that it had supplies on board that were useful to the machines to rebuild the Earth’s ecosphere after
Wheel). the war.
is the fact that the crew of the Wheel have all been
given drugs to prevent mind control (giving them a +2
to resist mind-controlling effects) as well as a Silenski
capsule implant to monitor their brainwaves. The
obvious question is why. Is there something about
being in deep space that makes the mind more open
to suggestion? Has humanity encountered a race
that uses hypnotism as a weapon or has humanity
itself developed hypnotism to the point of it being an
effective tool against others?
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The Dominators
‘An unintelligent enemy is far less dangerous than ship – they needed radiation to power thie vessels.
an intelligent one, Jamie.’ Cully arrived at the shelter and told everyone about
the Dominators; he suggested going to the capital.
Unfortunately, Cully was considered a con man and
B Synopsis Balan believed that he was in league with the time
Dulkis, Unspecified travellers perpetuating a joke.
A Dominator spaceship left its fleet and landed on The Doctor and Jamie headed back to the TARDIS
a radioactive island on the planet Dulkis. The two and learned that the Dominators were drilling
Dominators aboard, Navigator Rago and Probationer through the planet’s surface before being captured
Toba, wanted to enslave the natives and use the planet and taken to the Dominators’ ship. The Dominators
to power their fleet. Using their robotic servants tested them and the Doctor and Jamie pretended to
the Quarks, Toba killed a group of Dulcians on an fail all of the intelligence tests. They were then let
unauthorised trip to the island leaving only their pilot go. Meanwhile, Cully took Zoe to the capital to speak
Cully, who managed to seek shelter, unharmed. The with the Council. Predictably, the Council, led by
TARDIS landed nearby and the Doctor was delighted Cully’s father the Director, believed that Cully had
that they could relax and enjoy themselves – he had conspired with Zoe to prank them.
visited peaceful, pacifist Dulkis before. The Doctor,
Jamie, and Zoe heard the Dominators destroy Cully’s Cully and Zoe returned to the island, where they,
ship and began to explore, finding a museum to war along with the academic team, were captured by the
– a reminder of Dulkis before its pacifism. Here they Dominators. They were all taken to a drilling site
met a group of students and their Educator, Balan. to clear debris. The Doctor and Jamie went to the
capital, where the Council still refused action. They
The island had been used to test a nuclear blast, but felt that the Dominators could take what they wanted
the research team was shocked to discover that there from the island and leave. They only started grasping
was no longer any radiation present. Unbeknownst what was happening when their attempt to contact
to them, the Dominators had sucked it all into their Balan failed.
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the entire planet into radioactive magma that they irradiated by war or accident.
could harvest for energy to power their ships. The
final part of their plan was to drop a ‘seed device’ Unlike in The Underwater Menace and Inferno
into the drilling area. The device was already near (but not, presumably, The Dalek Invasion of Earth),
to critical mass. Jamie realised that the shelter they a breach of a planet’s crust does not necessarily
were hiding in was close to the drilling area, and they result in a destroyed world. This may be due to the
tunnelled through to the central bore hole to prevent particular geology of Dulkis.
the coming disaster.
The sonic screwdriver can burn through metal and
The Dominators dropped the nuclear seed into the brick.
central hole, but the Doctor caught it on the way
down. He snuck it onto the Dominators’ ship, which
exploded during take-off. Cully and the students B running the adventure
headed to the capital via capsule while the time What should the characters do when they arrive
travellers remained behind. Unfortunately, the at a place where the locals seem unwilling to save
rockets from the other drilling holes created an active themselves? The Dulcians seem so unwilling to do
volcano and the time travellers found themselves anything and are willing to give up whatever it takes
racing a sheet of lava to get to the TARDIS… for the Dominators to simply leave their world.
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If the Dulcians had even the slightest military or • Make the villains as unsympathetic as possible.
police power then they’d make short work of two The Dominators are callous and cold. Rago cares
Dominators and a few Quarks, especially considering nothing for the Dulcians; he admonishes Toba
the power restrictions the Dominators seem to be for not properly conserving energy and wasting
working under. It’s a wonder that the Doctor simply opportunities. Toba kills people every chance he
doesn’t shrug and leave with his companions in the gets. If nothing else, the characters shouldn’t
TARDIS. Certainly that might be the position of your want to let the Dominators win, no matter how
players when presented with a similar situation? they feel about the Dulcians.
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Dominator Navigator
Awareness 3 Presence 4
Coordination 4 Resolve 4
Ingenuity 3 Strength 4
Skills
chapter nine: the dominators
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Quarks Dulcians
Quarks are the robotic servants and enforcers of the The Dulcians appear human, but have larger brains
Dominators. They aren’t very fast and require a lot and two hearts. They are physically weak compared
of power although they can re-energise themselves even to humans, although this may be the result of
and are capable of great destruction. They have the lack of conflict in their society. Most are pacifists,
two folding arms which can stun and disintegrate refusing to fight even when attacked.
opponents as well as destroy large structures.
The Dominators also use the Quarks as portable The Dulcian character package gives +1 Ingenuity, -1
batteries to power their mobile equipment. Due to Strength, and the Code of Conduct trait at the cost of
the power drain multiple Quarks are often used for 1 Character Point.
this purpose.
Quark
Awareness 2 Presence 3
Coordination 2 Resolve 4
Ingenuity 2 Strength 7
skills
Convince 2, Craft 3, Fighting 2, Knowledge 3,
Marksman 3, Science 3, Technology 3, Transport 3
Traits
Arm Cannon: Quarks have energy cannons built
into their folding arms. They deliver lethal damage
(4/L/L). The cannons can also be set to a stun
setting.
Armour (Major Trait): Quarks are heavily armoured
and reduce damage taken by 5.
Enslaved: Quarks are a robot slave race and require Robot
someone to give them instructions. Scan (Minor Trait): Quarks can scan
Fear Factor (3): With their oddly shaped appearance technological items. They gain a +2 on Awareness
and deadly weaponry Quarks are a fearsome threat and Technology rolls to determine an object’s
and gain +6 to instil fear in those that oppose them. circuitry and function.
Molecular Bonding: Quarks can bond a victim Technically Adept
to a metallic surface, much like a magnet. On a Transmit: Quarks can communicate with each
successful hit, the victim’s molecules are agitated other and their masters remotely.
and he suffers a stun effect. He is also irresistibly Weakness (Major Trait): While power providers,
attracted to the nearest large metallic surface and is Quarks are notorious energy suckers. After a
bonded to it until the Quark turns the power off. Quark fires its arm cannon four times, it takes 4
Power Transfer: Quarks can use their internal points of Coordination and Resolve damage and
energy reserves as batteries, powering up other its arm cannon is only capable of stun damage
objects. This can be done without touching the from that point forward. A Quark must refrain
object, but the Quark must be close by. Quarks from shooting for 4 rounds to recharge and fire
work in groups to power objects that require a lot of normally again.
energy; otherwise, a single Quark might drain itself Weld: Quarks can weld material with their lower
dry. The Gamemaster should determine how long a set of arms.
Quark (or Quarks) can power an item for recharge
based on the needs of the plot. Tech Level: 7 Story Points: 3-6
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Cully
Awareness 3 Presence 3
Coordination 3 Resolve 4
Ingenuity 2 Strength 3 Awareness 2 Presence 2
Coordination 2 Resolve 2
Skills Ingenuity 3 Strength 2
Athletics 2, Convince 3, Fighting 1, Marksman 1,
Technology 2, Transport 3
Skills
Traits Convince 4, Knowledge 3, Science 2, Technology 2
Brave: Cully is much braver than the average
Dulcian. Traits
Eccentric: Cully’s adventurous and rebellious Obsession (Pacifism): Dulcians are pacifists
spirit is completely at odds with Dulcian society. and won’t use violence. When confronted by a
Running: Cully is able to get out of situations violent person, a Dulcian attempts to reason
quickly and intact. He gets a +1 bonus to his with and understand him (which basically acts
Speed when fleeing as a variation on the Argumentative trait).
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the second DOCTOR SOURCEBOOK
chapter ten:
The Mind Robber, The Invasion, The Krotons
THE second doctor sourcebook
the confusion between ‘the Master’ and ‘the could only speak lines that the character said in the
Master Brain.’ novel. Gulliver handed them over to the clockwork
soldiers, who took them to the edge of the forest.
They were attacked by the mythological Unicorn, but
turned it into a statue by declaring that it didn’t exist.
B Synopsis Continuing on, they found a house, where the Doctor
The Land of Fiction, outside Time and Space. was able to fix Jamie’s face, and they discovered the
entrance to a Labyrinth. Zoe and the Doctor entered,
The lava from the volcano on Dulkis covered the leaving Jamie behind.
TARDIS and overheated the mercury fluid links,
resulting in the Doctor using an emergency unit to
save them. This device catapulted the TARDIS beyond
time and space. The Doctor warned Jamie and Zoe
not to leave the TARDIS, but the two companions
were lured outside by images of their homes on
the viewer. They found themselves in a misty white
void while the Doctor felt an attack on his mind. He
managed to fend it off and return his companions to
the TARDIS before they could be captured by White
Robots.
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Reunited with Jamie, they met the Controller, who computer codes; a character may manifest an eraser
explained that they were in a Land of Fiction run by to rub out enemy cartoons or create helpful objects.
the Master Brain. The Master Brain needed a creative In the end, there should also be a controlling force
mind to run the Land and plucked the Controller that the characters can overcome to enable them to
from time. Now that the Controller was getting old, escape the strange land.
the Master Brain wanted the Doctor to replace him.
Additionally, the Master Brain planned to take over
the Earth. The Doctor refused and Jamie and Zoe
were hypnotised to help trap him. Emergency Unit
An Emergency Unit is a TARDIS ‘booster’ – it
The Controller managed to capture the Doctor and provides a quick blast of power that jolts the
linked him to the Master Brain. The Doctor realised ship out of the normal universe and into a safer
that this gave him control and he engaged in a battle dimension. The same effect can be achieved
of wits with the Controller. The Master Brain realised by jettisoning rooms (see the Time Traveller’s
that the Doctor was too powerful and ordered the Companion for more on advanced TARDIS
White Robots to kill him. Fortunately, Jamie and Zoe, manoeuvres like that.) The unit has a timer built
freed by the Doctor, pushed several buttons on the into it. When the timer runs out, the Emergency
Master Brain’s control panel and overloaded it. The Unit returns the ship to its previous course.
Doctor managed to get the Controller away before
the Master Brain exploded. Emergency Units are one-shot gadgets. A fully-
stocked TARDIS carries several such modules.
Everything faded to black as the time travellers
and the Controller huddled together. The TARDIS
reformed around them.
The Land of Fiction
The Land of Fiction exists outside of normal space-
Continuity time. It apparently contains all of the fictional works
The TARDIS can withstand being buried in hot lava. It of Earth, past and present, although it is still anchored
also has an emergency switch that can take it outside to the ‘present’ in terms of its Controller’s awareness.
of normal space-time. Interestingly, all the way back in The Chase (see The
First Doctor Sourcebook), the Doctor mentioned that
The TARDIS is seemingly destroyed for the first time that the TARDIS could land in bizarre regions like
and the console is separated from the TARDIS for the the collective unconscious of humanity. The Land of
first time. Fiction may be a part of this mental ‘space’.
The Karkus is an Earth literary superhero created However, the Controller’s castle is protected by
around 2000, probably from middle Europe. He’s still quite conventional electronic security systems, and
popular enough toward the end of the 21st century/ he watches the Doctor through computer monitors.
early 22nd century that Zoe recognises him. The robots, too, are real as opposed to fictional
constructs. If the TARDIS can enter the collective
unconscious, then other equally-advanced invaders
B running the adventure can do so too. Whoever built the Master Brain and
This adventure provides the Gamemaster with a bit of the White Robots intended to conquer Earth or erase
fun, as the Land of Fiction operates by its own rules. humanity by turning the whole species into fiction.
There are many other variations on this theme that
you can try, from trapping the characters in a virtual Death of the Author
reality (such as an online video game), a cartoon The Controller encountered by the Doctor and his
world, or even a setting that seems normal but for companions was a writer of boy’s adventures, and
strange anomalies like magic or superhero powers. the fictional constructs and challenges he created
The trick is that, once the characters realise their reflect that – the travellers face toy soldiers and
situation, there has to be some way for them to turn mythical monsters. Swapping in another author
the tables and embrace the genre in which they’ve could result in a very different take on the Land of
found themselves. A character may realise that Fiction – what would the Master Brain have done
she can cast magic spells or develop superpowers; with Agatha Christie, or Shakespeare, or Lovecraft,
a character may discover that they can rewrite or Samuel Beckett?
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Skills
Knowledge 5, Technology 5
chapter ten: the mind robber
Traits
Alien
Alien Appearance: The Master Brain looks like
a giant brain connected to a computer system.
Cyborg: The Master Brain is a combination of
mechanical and biological (possibly synthetic)
parts.
Huge (Major): The Master Brain is very large
What is known is that the Master Brain lacks but immobile, making it very easy to hit.
creativity. It plucked a paperback writer from early Hypnosis (Major): The Master Brain can
20th century Earth to act as its creative force, the hypnotise the Controller in order to ensure
implication being that the Master Brain has been compliance.
doing this ever since its creators disappeared. The Immortal (Major): The Master Brain can
Controller makes no reference to his predecessor, seemingly live forever barring a violent end.
but there must have been one. Otherwise, if the Indomitable: The Master Brain gets a +4 to rolls
Master Brain had the ability to pluck humans at will, in order to resist being controlled.
it would have no need for a Controller. Networked: The Master Brain is connected to a
vast computer system and can send ‘eyes and
The Master Brain can pluck images from a victim’s ears’ throughout the Land of Fiction.
mind but it needs the Controller to filter and use Psychic: The Master Brain can peer into a
them properly. Notably, while the Master Brain takes victim’s mind to extract characters and images.
images from Jamie and Zoe it does not seem to get any Slow (Major): The Master Brain cannot move on
information from the Doctor. There are no Gallifreyan its own.
literary figures or images in the Land of Fiction. Special: The Master Brain can entice victims to
enter the Land of Fiction from Earth.
Once someone is connected to the Master Brain they Uncreative (Special): The Master Brain is coldly
have control of the Land of Fiction. They can conjure logical and utterly incapable of imaginative
fictional constructs or command existing ones. The thought.
previous Controller is used to ensure compliance Weakness (Major): Randomly pressing the
from a new Controller, but if the new person buttons and knobs on the computer panel can
resists then the Master Brain resorts to brute force. cause the Master Brain to overload, causing 4
Overloading the Master Brain’s computer system points of Attribute damage each turn.
causes the Land of Fiction to self-destruct.
Tech Level: 10 Story Points: 10
A Controller can use the Master Brain to create a
fictional landscape that allows victims to interact
with it on a physical and literary level. In some
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Coordination 3 Resolve 3
Ingenuity 1 Strength 5
White Robots
White robots may or may not be fictional constructs
but they are the main troops of the Master Brain and
Skills seem to exist outside of the fictional landscapes. They
Athletics 2, Fighting 3, Marksman 2 also seem to act directly for the Master Brain and not
the Controller. They are mute and it is possible that
Traits the Master Brain uses them as conduits to collect
Camera Hat: The Master of the Land of Fiction information from the minds of their victims.
can see what the toy soldier sees through a
camera set in its hat. This is also how the toy
soldier ‘sees’, so covering the camera lens
blinds the toy soldier. White Robot
Invisible to Fiction: Fictional characters do
not see the toy soldiers or acknowledge their
existence.
Literally By The Book (Minor): A fictional
Awareness 4 Presence 4
construct can only say words attributed to him Coordination 3 Resolve 4
from the fiction in which he was created.
Tough: A toy soldier’s tin ‘skin’ offers some Ingenuity 1 Strength 5
protection. All damage against a toy soldier is
reduced by two. Skills
Weakness (Major): Once all victims realise that Fighting 3, Marksman 3
they are fighting against a fictional construct,
the fictional construct is either turned into a Traits
cardboard cut-out, a statue or vanishes. This Robot: White Robots are artificial
weakness only manifests if everyone viewing it constructs, although they might
realises that it is fictional. If even one person initially be mistaken for an
has doubts, then the fictional construct armoured humanoid.
remains. The victims can choose to keep the Natural Weapon (Disorienting
fictional construct around if they so desire. beam): White Robots can use the
beam to disorient their victims,
equipment doing 2/4/6 damage to their Awareness
Rifle: A toy soldier uses a rifle that was common score. White Robots can also increase
around the turn of the 20th century - 4/8/12 the power to lethal levels, doing 4/L/L
damage.
Bayonet: The toy soldier gets a +2 to damage
when using his rifle as a bayonet. Tech Level: 6 Story Points: 3-6
Tech Level: 6 Story Points: 2
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Who Created the Master Brain? which is curious considering that he’s used to
The ultimate goal of the Master Brain is to remove people changing faces.
the entire population of Earth and bring it to the Land
of Fiction so that the planet is left uninhabited. What • The White Robots look remarkably like ‘child-
the Master Brain plans to do with it is not entirely friendly’ versions of the Cybermen, who menace
clear. It is implied that the Master Brain was created, the time travellers in the very next adventure.
so perhaps this is a unique way of invading worlds. This could be the TARDIS’ projection of future
danger, viewed through the lens of the Land of
If the Master Brain truly needs someone with an Fiction.
exceptional mind like the Doctor, then it follows
that the Makers of the Master Brain must be highly • The defeating of the Master Brain could simply be
intelligent as well. The usual suspects are the the time travellers struggling to return to normal
Celestials, the Daemons, Light, or even the Time space or be lost in their delusions forever.
Lords. Alternatively, the Master Brain and the Land
of Fiction may have been built as a leisure land. At
some point, the Master Brain evolved and perhaps Further Adventures
turned on its Makers. This enables any race (even • The Master Brain was not destroyed. Instead,
future humanity) to be the Makers. merely damaged, it rebuilt itself and searched
chapter ten: the mind robber
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The Karkus
Weakness (Major): Once all
Awareness 3 Presence 2 victims realise that they are
fighting against a fictional
Coordination 4 Resolve 3 construct, it either turns into a
Ingenuity 2 Strength 8 cardboard cut-out, a statue or
vanishes. This weakness only
manifests if everyone viewing it
skills realises that it is fictional. If even
Athletics 5, Fighting 5, Marksman 3 one person has doubts, then the
construct remains. The victims
Traits can keep the fictional construct
Anti-Molecular Ray Disintegrator*: While primarily around if they so desire.
used against inanimate objects, the Anti-Molecular
Ray Disintegrator is a lethal weapon - 4/L/L. *The Anti-Molecular Ray Disintegrator can be
Literally By The Book (Minor): A fictional construct disbelieved on its own. This only infuriates the
can only say words attributed to him from the fiction Karkus, who then attacks with his great strength.
in which he was created.
Tech Level: 5 Story Points: 4
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Redcoat
Medusa
chapter ten: the mind robber
Awareness 3 Presence 2
Coordination 3 Resolve 3
Ingenuity 2 Strength 3
Skills
Athletics 2, Fighting 3, Marksman 3, Survival 2
Traits
Face Rifle: The redcoat has a rifle that stuns a
Awareness 4 Presence 2 character when it hits, freezing him in place.
Coordination 3 Resolve 3 The character’s face is also removed and a
board appears with various choices for different
Ingenuity 2 Strength 2 parts of the face. Once the face is assembled
the character is no longer stunned. It’s
Skills possible to get the face ‘wrong’; the character
Athletics 2, Subterfuge 3 reassembling it must make an Awareness and
Ingenuity roll (Difficulty 12) to reconstruct the
Traits face properly.
Literally By The Book (Minor): A fictional Literally By The Book (Minor): A fictional
construct can only say words attributed to him construct can only say words attributed to him
from the fiction in which he was created. from the fiction in which he was created.
Stony Gaze (Special): Medusa’s gaze turns Weakness (Major): Once all victims realise that
her victims into stone. If Medusa gets a they are fighting against a fictional construct,
fantastic result in an opposed Awareness and the fictional construct is either turned into a
Coordination roll when the victim has a chance cardboard cut-out, a statue or vanishes. This
of looking at her, then the victim turns to stone. weakness only manifests if everyone viewing it
Weakness (Major): Once all victims realise that realises that it is fictional. If even one person
they are fighting against a fictional construct, has doubts, then the fictional construct
Medusa turns into a stone statue. This remains. The victims can choose to keep the
weakness only manifests if everyone viewing it fictional construct around if they so desire.
realises that it is fictional. If even one person
has doubts, then Medusa remains. Tech Level: 3 Story Points: 2
Tech Level: 2 Story Points: 2
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Awareness 2 Presence 3
Coordination 3 Resolve 5
Ingenuity 1 Strength 7
Skills
Athletics 3, Fighting 4, Survival 3
Traits
Keen Senses (Smell): The Minotaur gets +2 on
Awareness rolls when using his nose.
Literally By The Book (Minor): A fictional
Awareness 2 Presence 3 construct can only say words attributed to him
from the fiction in which he was created.
Coordination 2 Resolve 3
Natural Weapons (Bite and Gore): The
Ingenuity 3 Strength 1 Minotaur’s bite and horns grant him a +2 on
damage in close combat.
Tough: The Minotaur has a tough hide. All
Skills damage is reduced by 2.
Convince 2, Knowledge 2
Weakness (Major): Once all victims realise that
they are fighting against a fictional construct,
Traits the fictional construct is either turned into a
Attractive: Rapunzel gets a +2 on any roll in
cardboard cut-out, a statue or vanishes. This
which her beauty is a factor.
weakness only manifests if everyone viewing it
Literally By The Book (Minor): A fictional
realises that it is fictional. If even one person
construct can only say words attributed to him
has doubts, then the fictional construct
from the fiction in which he was created.
remains. The victims can choose to keep the
Ropy Hair (Special): Rapunzel has extremely
fictional construct around if they so desire.
long hair that can be used as a rope. Due to her
fictional nature the laws of physics do not apply
and Rapunzel does not need to brace herself or
Story Points: 4
end up with a snapped neck due to characters
climbing up her hair.
Weakness (Major): Once all victims realise that
they are fighting against a fictional construct,
the fictional construct is either turned into a
cardboard cut-out, a statue or vanishes. This
weakness only manifests if everyone viewing it
realises that it is fictional. If even one person
has doubts, then the fictional construct
remains. The victims can choose to keep the
fictional construct around if they so desire.
Story Points: 2
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The Invasion
she hadn’t seen him in over a week.
The Doctor and Jamie went to the
IE London office building, where
they slipped past the computer
receptionist but were captured
and brought before CEO Tobias
Vaughn. Vaughn apologised for the
rough treatment, and explained
that Professor Watkins was at a
critical stage of his work and had
remained on site. He offered to fix
the Doctor’s damaged circuit and
let them go.
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The Brigadier mentioned that UFOs had been on Earth. These Cybermen occasionally slip into the
appearing over England in the last year and kept prime universe (e.g. Doomsday) to cause trouble.
disappearing near the IE factory. The Doctor and
Jamie infiltrated IE’s London warehouse and learned The Cyber-Planner makes a return appearance
that the transport cylinders contained Cybermen! (relatively speaking) and is revealed to have an organic
They returned to UNIT to find that the Brigadier had component (it is susceptible to the Cerebration
been ordered to stand down, and was trying to get the Mentor).
orders overturned by UNIT’s HQ in Geneva. Vaughn
tested the Cerebration Mentor on a Cyberman and Isobel Watkins gets a plum job as a result of her
made it go berserk. By now, it was obvious that photographs of the Cybermen. Since no one seems
Vaughn and the Cyber-Planner had different ideas to know what a Cyberman is in 1986 (or why they look
for the aftermath of the invasion. different), it’s probable that the UN arranged for a job
as compensation for the photographic suppression.
UNIT freed Watkins, but only after he’d perfected
the Cerebration Mentor for Vaughn and learned that UNIT was established after the events in The Web of
Vaughn was a partially-converted Cyberman. The Fear. While it is organized under the United Nations,
Doctor realised that small IE circuits installed in the Brigadier must still coordinate with the British
commercial products could boost a hypnotic signal Minister of Defence. UNIT’s temporary British HQ is
from the Cybermen ship. He designed a signal the converted Hercules aircraft.
jammer that could be worn at the base of the neck,
and they were issued to the UNIT force. The Cybermen formed an alliance with Tobias
Vaughn five years ago. Vaughn used their technology
The signal was soon broadcast, putting everyone to create International Electromatics. He is also
around the world to sleep. Cybermen troops a partially-converted Cyberman that is allowed to
emerged from the sewers and took over London. keep his own brain intact. While Vaughn enjoys the
The Brigadier realised that Russia had a space flight benefits of his new body, he has no desire to become
on schedule and this rocket could be armed and a full Cyberman.
used against the Cybermen ship. Directed by Zoe’s
calculations, British missiles shot down every small
Cyberman ship entering the atmosphere. The Doctor
met Vaughn and convinced him that the Cybermen
were playing him for a fool.
Continuity
International Electromatics is part
of Cybus Industries in a parallel
universe where its CEO, John
Lumic, created the Cybermen
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is dealt with, the evidence can be covered up. With on their own.
Vaughn dead, the Earth authorities have little to go
on for the future; by the time Mondas arrives their
information from studying the Cybermen comes too
late (it’s significant that Antarctica was attacked first;
useful information from UNIT is thousands of miles
away). Thus, don’t worry that a particular enemy is
locked into a certain time for its first attack. You can
always roll back the clock, providing that you give a
plausible explanation for covering the tracks of the
earlier appearance.
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Isobel Watkins
Awareness 3 Presence 3
Awareness 3 Presence 4
Coordination 2 Resolve 4
Coordination 3 Resolve 4 Ingenuity 5 Strength 1
Ingenuity 2 Strength 2
Skills
Skills Craft 4, Knowledge 5, Marksman 1, Science 5,
Athletics 2, Convince 4, Craft 3, Subterfuge 2, Technology 5, Transport 3
Technology 2
Traits
Traits Boffin: Watkins can create gadgets through
Attractive: Isobel gets a +2 on rolls in which her jiggery-pokery.
appearance would be a factor. Technically Adept: Watkins gets a +2 on
Charming: Isobel gets a +2 on rolls in which her technology rolls to repair broken gadgets or use
charisma would be a factor. unfamiliar devices.
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Awareness 3 Presence 5
Awareness 4 Presence 4 Coordination 3 Resolve 5
Coordination 4 Resolve 4 Ingenuity 5 Strength 7
Ingenuity 4 Strength 4
Skills
Skills Convince 5, Craft 3, Fighting 2, Knowledge 4,
Athletics 3, Convince 4, Fighting 3, Knowledge 3, Marksman 2, Technology 3
Marksman 3, Medicine 1, Science 1, Subterfuge 2,
Survival 3, Technology 1, Transport 3. Traits
Adversary (Major): UNIT is closely investigating
Traits International Electromatics.
Brave Armour (Minor Trait): Vaughn’s cyborg body is
By the Book protected by metallic armour, which reduces
Five Rounds Rapid (See Defending the Earth: damage by 5.
The UNIT Sourcebook) Cyborg: Vaughn has had his entire body
Friends (UNIT) replaced except for his head and internal
Impulsive organs.
Indomitable Hypnosis: Vaughn has the ability to hypnotise
Military Rank (Brigadier) weak-willed people.
Obligation (UNIT) Indomitable: Vaughn is determined and gets a
Tough +4 bonus to any rolls to resist being possessed,
Voice of Authority hypnotised, or otherwise mentally controlled.
Experienced Menacing: Vaughn gets a +2 bonus on attempts
UNIT Veteran (See Defending the Earth: The to get people to do what he wants. Characters
UNIT Sourcebook) he has menaced also get a +2 to resist attempts
by others to act against him.
Gadgets: Space Time Telegraph Obsession (Major): Vaughn wants to rule the
world.
Tech Level: 5 Story Points: 9
Tech Level: 5 Story Points: 6
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The Krotons
After a successful rescue, the group went to
the Gond leader, Selris. He explained that the
‘Krotons’ came to the Gonds’ world thousands
of years ago. The Gonds attacked and the
Krotons poisoned their world, killing most
Gonds. The Krotons aided the survivors, giving
them teaching machines and occasionally
recruiting the two best students to join them
in their machine, the Dynatrope. The Gonds
didn’t know what the Krotons looked like.
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The Krotons tried to destroy the TARDIS but its The Krotons aren’t moustache-twirling villains; they
Hostile Action Displacement System sent it to safety. are simply callous in their methods. As a crystalline
race they hold organic beings in little regard (much
Zoe and the Doctor collected sulphurous rocks and like a human would feel about a plant, sentience
returned to the city to learn that Selris had organised notwithstanding). Thus far, they’ve been using
a group to damage the Dynatrope from beneath. ‘high brains’ to keep the Dynatrope powered and
The Doctor gave the rocks to Beta, a Gond scientist, disposing of the ‘waste’ (i.e. killing the Gond). They
with instructions for making an acid that would seem to realise that killing the Gonds in front of their
work against the Krotons. Selris’ group managed to comrades could cause problems.
damage the alien structure but falling debris broke
Thara’s leg and killed another Gond. Jamie escaped
the Dynatrope and met the Doctor as a Kroton
emerged on the other side and demanded that the
Gonds hand over the Doctor and Zoe.
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It’s possible that other tribes survived beyond the when necessary, it’s probable that the Krotons can
wastelands. Maybe a few scouts have crossed the reconfigure their bodies into different forms. Given
now-safe wasteland and foster another threat to their limited knowledge of organic life, it’s likely
Kroton control. that their current form is a rough approximation
of what they see in the Gonds (similar to a child
drawing an adult). They also lack the energy in this
What Really Happened in the Past? adventure to do more than sustain themselves for
Selric tells the story of the Gonds attacking the minutes at a time, hardly enough to start flexing their
Krotons and the resultant retaliation destroying shapeshifting abilities.
most of the world, with the Krotons then suddenly
deciding to care for the survivors of the race that
just attacked them. The Krotons, by contrast, don’t Further Adventures
mention this war at all. By their account they simply • Presuming that the Krotons can shapeshift into
crashed on the planet in a damaged Dynatrope and any type of silicate life form, a battle between
began teaching the natives how to help them leave. the Krotons and the Rutans would be very
interesting. The characters arrive at a human
So what really happened? Given that it’s in the space colony that is about to become the latest
Kroton’s best interest to keep as many genius-level battlefield in a war between shapeshifting races.
Gonds alive, it doesn’t make sense that they’d want
to cull the herd that brutally unless, on average, • So, who were the Krotons fighting thousands
the Gonds were too ‘low brain’ without the teaching of years ago? What lead to them landing on
machines. the planet of the Gonds? Why did the rest of
the Krotons not come looking for their missing
What makes the most sense is that the Krotons ship – were these the only survivors of some
destroyed much of the world, either due to the genocidal war, or are the Krotons so long-lived
Dynatrope’s exhausted power (the Doctor feared that a thousand years is only a short time for
an explosion from the exhausted power supply – a them? (“Sorry I’m late, dear – I had to force-
curious notion) or simply that, by irradiating most of evolve a higher brain over the course of five
the world, the Krotons could ‘pen in’ the surviving hundred Gond generations. Is my dinner in the
Gonds. The war story is designed to keep them docile oven?”)
and grateful that the Krotons spared them from their
own short-sightedness. In this sense the Krotons are • The characters arrive on a world where a group
farmers, fattening up their stock with intelligence of Krotons are helping the ‘primitives’ create a
before picking the best ones for slaughter. civilisation and stabilise a series of planetary
quakes. An interstellar coalition arrives to try
the Krotons for war crimes but they claim to be
‘evolved’ and their mission one of benevolence.
The characters arrive and learn that, without
the Krotons’ aid, the primitives are doomed to
a planetary disaster. Should the characters aid
the Krotons or not? And is their mission really as
benevolent as it seems?
Krotons
The Krotons are a crystalline race that has little
regard for biological life. They cannot die but they
dissolve into their constituent elements when
exhausted, requiring a mental boost to get them
reconstituted in a solid form again. This energy can
be taken from human mental energy but only from
Shapeshifting Krotons? a ‘High Brain’, the best and brightest of a humanoid
Given that they can dissolve into a type of slurry and species. It could take several thousand years for
reconstitute themselves through mental energy, enough High Brains to be harvested from a local
and the fact that they modified their appendages community to be of use to the Krotons.
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Gond Traits
Alien Appearance: As crystalline lifeforms,
Krotons may actually be mistaken for robots.
chapter ten: the krotons
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the second DOCTOR SOURCEBOOK
chapter eleven:
The Seeds of Death, The Space Pirates, The War Games
THE second doctor sourcebook
Phipps, a moon technician that was hiding from the Ice Jamie and Zoe went to the Weather Control station to
Warriors, realised what had happened and provided create rain and were menaced by the Ice Warrior. The
a radio signal for the travellers to navigate by and Doctor found them and he and Zoe created another
land. The Doctor was separated from the others and heat weapon to destroy the Ice Warrior. The Doctor
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then fixed the weather controls. Kelly launched a Capital punishment apparently exists for Europeans
satellite to broadcast a false signal to the fleet from in the 21st century (in spite of its abolition in almost
Mars, while the Doctor returned to the moon to all European countries by 2010) although it’s possible
disable the real one. that Fewsham lied about its existence to Slaar.
The Doctor was captured by Slaar and the remaining The United Nations controls the world. As this
Ice Warrior but had first managed to sabotage the adventure seems to take place after Salamander’s
beam. When Slaar transmitted the signal, the fleet time, it can be guessed that the World Zones
followed the wrong one and plunged into the sun. Authority returned to its old name.
Jamie arrived on the moon in the nick of time and
he and the Doctor destroyed Slaar and his final
subordinate. The Doctor and Jamie returned to Earth B running the adventure
and slipped away with Zoe as the technicians argued The Seeds of Death is a cautionary tale of putting
over whether to maintain an emergency rocket fleet. too many eggs in one basket. By exclusively relying
on a centrally-controlled worldwide transportation
service, Earth is ripe for conquest by a small invasion
Continuity force. The Ice Warriors easily send their seeds
The Ice Warrior fleet is destroyed at the end of this throughout the world. The fact that they can change
adventure. The Doctor justifies its destruction by the Earth’s weather by sabotaging one weather
claiming that the Ice Warriors tried to destroy an control station attests to this as well.
entire world, leaving open the possibility that, as a
race, the Ice Warriors survive. As they go on to join That said, the Ice Warriors also put their eggs in
the Galactic Federation, perhaps a peaceful faction one basket. Their entire battle fleet is headed to
of the Ice Warriors seek another world on which to Earth with so little fuel that a single calculation
settle (their lack of knowledge about Earth culture in error sends the entire fleet spinning into the sun.
the Federation seems jarring if Earthlings are their While impractical, adventures designed with a single
planetary neighbours), leaving Mars open for Earth Achilles’ heel make it easy for the characters
colonization. As the fleet is destroyed by a homing to get involved and win against what
signal error, it is likely that the Ice Warriors solve would normally be impossible odds.
that problem and create interstellar spacecraft. The Ice Warriors’ plan involves the
T-Mat; once it’s disabled their plan
In The Ice Warriors Mars was only implied as the Ice is on hold until it can be fixed.
Warrior’s home world (the Ice Warriors themselves This gives the characters plenty
only referred to it as ‘the Red Planet’). Here the of time to gather intelligence,
Doctor explicitly states that they are from Mars. undo the damage, and come
up with a plan to defeat
For the first time three ranks of Ice Warriors are them.
clearly distinguished by their armour designs. The
bulkier Ice Warriors from The Ice Warriors are clearly
the rank-and-file, while Slaar’s slimmer look is for
higher-ranking members (Slaar is never given a rank).
The Grand Marshall has a different helmet to Slaar’s.
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Panic!
One of the most intriguing elements of The Seeds of
Death is how quickly human society breaks down the
Daniel Eldred
moment T-Mat goes offline or the seeds start killing
crops. Within minutes, the world falls into chaos,
with world panic threatening to destroy humanity Awareness 2 Presence 3
long before the Ice Warrior invasion arrives.
Coordination 2 Resolve 4
Closely related to the panic is the theme of dependency.
Ingenuity 4 Strength 1
The Travel Mat has become so convenient that all
other forms of transportation have been abandoned,
from automobiles to rockets. This convenience also Skills
carries with it complacency; mankind has stopped Craft 4, Knowledge 4, Science 3,
exploring the stars. Once the dependency is no longer Technology 5 (rockets), Transport 5 (rockets)
dependable, the people panic.
Traits
How can this happen so quickly? We need only look at Eccentric (Minor): Eldred wants nothing to do
our current society for answers. With 24-hour news with T-Mat and believes that the world should
chapter eleven: the seeds of death
services, the internet, and instant communications, return to the older rocket technology.
it takes only seconds for a politician’s gaffe or a Selfish (Minor Bad): Eldred puts his own needs
major accident to circulate through society. first
Technically Adept: Eldred gets a +2 bonus on
It isn’t difficult to imagine that, a few decades from Technology rolls within their areas of expertise.
now, a few videos of darkened skies, vegetable-
eating foam, and marching green aliens with sonic Tech Level: 5 Story Points: 3
guns would panic the populace within minutes.
Supermarkets would be raided, homes boarded up,
and people fleeing into the wilderness where they’re
less likely to be attacked by large green reptile-
men. Gia Kelly
Further Adventures Awareness 3 Presence 4
• The characters arrive at an Ice Warrior colony
on a planet outside the solar system. It soon Coordination 3 Resolve 5
becomes obvious that these are the survivors
of the Ice Warrior battle fleet that was plunging Ingenuity 5 Strength 3
into the sun. Who rescued them and why?
Skills
• The characters arrive on Earth when there’s Convince 3, Craft 4, Knowledge 3, Science 3,
another problem with the T-Mat; travellers start Technology 4, Transport 4
disappearing. The travellers then reappear, but
something is ‘off’ about them. The Chameleons Traits
are back and they are stealing people and Attractive: Kelly gets a +2 in situations in which
imitating them long enough for several thousand her appearance would be a factor.
to be captured before all of them head into the Boffin: Kelly can use Jiggery-Pokery, especially
T-Mat at once and return to their mother ship. when involving the Travel Mat.
Technically Adept: Kelly gets a +2 bonus on
• Not all of the seeds were destroyed by rain; a Technology rolls when dealing with the Travel Mat.
terrorist group has managed to catch a few whole Voice of Authority: Kelly commands authority
and is now using them as biological weapons. when she speaks. She gets a +2 to Presence and
This group, like Eldred, wants to return Earth to Convince rolls to get people to do what she wants.
rocket technology by sabotaging the T-Mat and
sending the seeds to the moon, where it will Tech Level: 5 Story Points: 6
poison the air of the central hub.
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the point. Madeleine warned Clancey and Hermack Argonite is the most valuable mineral in Earth’s
of Caven’s plan, and the Doctor helped Clancey and economy. It has many useful applications and is
Dom disable the remote control. the most expensive mineral in the galaxy. Argonite
attracts copper, and argonite sensors can be
Frustrated, Caven revealed that he rigged Issigri’s disrupted in the presence of copper. There’s a black
office to explode and the blast area would destroy market for stolen argonite on Ruta Magnum.
the pirates, Issigri, and Hermack’s ship. Fortunately
the Doctor disabled the detonator and a Space Corps Space beacons are made of eight sections that
fighter pilot destroyed Caven’s ship. Dom Issigri was are held together by electromagnetism. There are
reunited with his daughter while Clancey offered the usually eighteen space beacons in the fourth sector,
time travellers a ride back to their TARDIS. each millions of miles apart. All are made primarily
of argonite. Newer ships, such as V ships, Beta
Darts, and Minnows, are constructed of argonite.
Continuity Older ships, such as the LIZ 79, are made of tillium.
Earth is now run by a single government (‘Earth Tillium is not attracted to copper. The LIZ 79 uses a
Government’) and polices its colonies through the thermo-nuclear power source.
Space Corps. Large corporations handle most
resource-retrieval operations in the colonies. Earth
chapter eleven: the space pirates
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Awareness 3 Presence 5
Coordination 3 Resolve 5
Ingenuity 5 Strength 3
Skills
Athletics 3, Convince 5, Fighting 4, Marksman 4,
Subterfuge 4, Survival 4, Technology 3, Transport 3
Traits
Adversary (Major): As a space pirate, Caven has
the Space Corps coming after him.
chapter eleven: the space pirates
Traits
Adversary (major): Throughout this adventure
Milo is suspected of being a space pirate.
Argumentative: Milo is a free spirit and doesn’t
Space Pirate take kindly to being ordered around.
Brave: Milo gets a +2 bonus to any Resolve roll
when he needs to show courage.
Charming: Milo can be quite charming in his
Awareness 3 Presence 2 own way and gets +2 to rolls in social situations.
Coordination 3 Resolve 2 Eccentric: Milo is the last of a dying breed and
has many quirks.
Ingenuity 1 Strength 3 Technically Adept: Milo gets +2 on Technology
rolls to fix broken devices and using gadgets.
Skills
Athletics 2, Fighting 2, Marksman 2, Subterfuge 3, equipment
Survival 2, Transport 2 Cutter Rifle: Blast Settings - Quarter (S/S/S),
Half (2/5/7), Three-Quarter (3/7/10), Full
Traits (4/L/L)
None
Tech Level: 6 Story Points: 6
equipment
Thermite Gun 4/L/L
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The time travellers arrived in what appeared to be a Meanwhile, Jamie had fallen in with a band of
European battlefield during World War I. They met a resistance fighters. They were attacked by a force
nurse, Lady Jennifer Buckingham, who drove them arriving in a SIDRAT, but defeated them and boarded
to the British headquarters in her ambulance after a the travel capsule to gain access to Central Control.
rescue from German soldiers mounted by Lt. Jeremy The War Chief was waiting for them with a group of
Carstairs. They were taken to General Smythe, who guards, and they attacked and captured the rebels as
immediately court-martials them and sentences the they disembarked from the SIDRAT.
Doctor to execution. Unbeknownst to them Smythe
was an alien with an ability to hypnotise people and a The Doctor and Zoe staged a rescue, and Zoe and the
strange communications device in his office. resistance travelled back to the war zones to recruit
an army. Jamie, Carstairs and the Doctor stole the
The Doctor’s firing squad was interrupted by a sniper mental processing equipment and, narrowly escaping
attack, and Lady Buckingham and Carstairs helped from the War Chief, they seized a SIDRAT along with
the time travellers escape. Smythe ordered the the circuits needed to control its travel.The aliens’
British forces to attack the escapees, and the Doctor leader, the War Lord, arrived in Central Control and
tried to evade them by driving the ambulance through sought the advice of his advisors, the Security Chief
a strange thick mist, where they found themselves and the War Chief. The two advisors obviously had
confronting a Roman legion. Fleeing back the way a rivalry, but the War Lord took command and sent
they came, the Doctor reasoned that must be a force- a strike force after the Doctor, capturing him and
field barrier separating the different time periods. The bringing him back to Central Control.
fugitives broke into the British HQ, where the Doctor
discovered a map divided into separate zones, each
corresponding to a different Earth war. The time
travellers left the British HQ but were captured
by German soldiers who took them to their
leader, Captain von Weich, who was also an
alien masquerading as a human leader.
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The War Chief took the Doctor to his office. He A cruder version of the TARDIS, a SIDRAT, is used
confirmed that he was also a Time Lord, and they extensively in this adventure. The Doctor seems
spoke of the Doctor’s theft of a TARDIS. He explained much more proficient piloting SIDRATs than his own
that the purpose of the war games was to create an TARDIS.
army to conquer the galaxy. The soldiers would be
made to fight until only the best survived to form The Time Lords return Jamie and Zoe to their own
the army. The Doctor was furious that the War Chief time periods, with all of their adventures with the
had given technology to the aliens, but the War Chief Doctor except their first erased from memory (this
argued that he wanted to bring peace to the galaxy, a means Zoe would remember Jamie, but Jamie
peace that he intended to rule over by overthrowing would not remember meeting Zoe). They also
the War Lord once the war was won. He invited the ‘dematerialise’ the War Lord and his planet. There
Doctor to join him. seems to be limits to the Time Lords’ powers,
however, as the removal of the War Lord’s planet
The War Lord arrived and forced the Doctor to prove from the time stream does not affect the events that
his loyalty by capturing the Resistance, which he did. took place in the War Zones.
Still, the Security Chief wasn’t convinced and got
evidence that the two Time Lords were conspiring. The Doctor dons disguises again in this story, first
The War Chief was arrested, but the Doctor freed the as an alien student (along with Zoe) and later as a
chapter eleven: the war games
Resistance leaders and they rescued the War Chief, soldier in a gas mask.
who killed the Security Chief in the process.
The War Chief stopped the games while the Doctor, B running the adventure
unsure of how he could get all of the soldiers home, At its core, The War Games is a mystery. While it
sent a message to Gallifrey. The War Chief tried to appears that the characters are in one location,
escape, but was killed by the War Lord, who was there are subtle hints that things aren’t what they
subsequently seized by the Resistance. The time seem. Enigmatic leaders making strange decisions,
travellers and Carstairs escaped Central Control in anachronistic technology, and enveloping mists
a SIDRAT. make for interesting clues. Once the characters
have started noticing these things anachronistic
The Time Lords arrived and forced the Doctor to soldiers show up, some of them not acknowledging
return to Gallifrey, where they held two trials. The their circumstances. Once the mystery is revealed
first was for the War Lord and his race, who were the characters have to work against the aliens and
found to be guilty. The War Lord and his guards were the adventure becomes more of a standard action-
erased from history and his planet sealed from the adventure.
rest of the universe forever.
The second was for the Doctor for violating the Time
Lords’ policy of non-interference. After a spirited Hard Choices
defence, the Doctor was found guilty. Jamie and
Zoe were returned to their own times with only the If the players don’t have the Story Points to
memories of their first adventures with the Doctor. spend for a dramatic deus ex machina ending
The Doctor was sentenced to exile on Earth after like calling down the wrath of the Time Lords
being forced to regenerate. of Gallifrey, then the Gamemaster can offer to
strike a deal. Give the players a hard choice –
“I’ll give you the extra Story Points you need…
Continuity but then something awful will happen to your
The Doctor is revealed as a Time Lord for the first character”. Or “You can save the planet… but
time and as a renegade amongst his people, for at the cost of one of your companion’s lives.”
which he is forced to stand trial. Another renegade Or “you can change history… but you’ll be
Time Lord, known to the aliens as ‘the War Chief’, erased from the timeline, and no-one will
is responsible for granting them time technology. ever remember your character”. The player
Gallifrey is also seen for the first time, although it is characters should always be able to pull out
not named as such. The Time Lords have a policy of a victory against all the odds, but sometimes,
strict non-interference; they relax this policy for the they should pay a heavy price for that victory.
Doctor after his help in The Three Doctors.
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War Chief alliance. They would overthrow the War Lord and
The War Chief is the second Time Lord that the Doctor lead the army themselves. While the Doctor played
meets in his adventures, following the Monk. Like along, the War Chief’s betrayal was exposed and the
the Monk, the War Chief is a renegade Time Lord. He War Lord had him executed.
has chosen to throw his lot in with the War Lord and
his army, as he hopes that by working clandestinely While it appears that the War Chief is dead, it is
he can escape the notice of the High Council. entirely possible that he simply regenerated and
escaped in the closest SIDRAT. Gamemasters
The War Chief is an opportunist and, once the Doctor deciding to use this possibility should give the
had discovered his involvement with the War Lord, War Chief a new appearance. Rules for randomly
realised the potential threat to his scheme. He generating a new appearance can be found in the
tried to salvage his plans by offering the Doctor an Time Traveller’s Companion.
War Chief
Awareness 4 Presence 4
Coordination 4 Resolve 5
Ingenuity 7 Strength 4
skills
Athletics 1, Convince 3, Craft 3, Fighting 2,
Knowledge 5, Marksman 1, Medicine 1, Science 3,
Subterfuge 5, Survival 4, Technology 6, Transport 3
Traits
Boffin: The War Chief can create gadgets through
the fine art of ‘jiggery-pokery’.
Charming: The War Chief gets a +2 bonus on Charm
rolls.
Epicurean Tastes: The War Chief gets a +2 bonus Time Lord: The War Chief is from Gallifrey and
when judging the quality of a luxury item or to managed to keep his affiliation with the War
impress others with their impeccable taste. Lords secret from other Time Lords.
Feel the Turn of the Universe: The War Chief has an Time Traveller: The War Chief is not only familiar
innate ability to sense when something is amiss or with the Tech Level of Gallifrey, but also of most
temporally not right. He senses something wrong other time periods.
with an Awareness or Ingenuity roll with a +2 bonus Voice of Authority: The War Chief gets a +2 bonus
– the more successful, the more likely he is to know to Presence and Convince rolls to get others to
what is wrong and how to start to fix it. trust him.
Indomitable: The War Chief gets a +4 bonus on rolls Vortex: The Vortex trait adds +2 to any roll
to resist being mentally controlled. that involves piloting a time travel or vortex
Quick Reflexes: The War Chief always goes first in manipulating device. The War Chief primarily
the Action Round phase. uses this trait to steer his own TARDIS as well as
Selfish: The War Chief is always looking out for SIDRATs.
himself and willing to shift allegiances as it suits him. Wanted Renegade: The War Chief is wanted by
Technically Adept: The War Chief gains a +2 bonus the Time Lords. He gains 6 story points if the
to any Technology roll to fix a broken or faulty device, Time Lords appear in the adventure.
and to use complex gadgets or equipment. The
bonus also applies to any gadget-creating jiggery- Tech Level: 10 Story Points: 8
pokery.
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Skills Skills
Athletics 2, Convince 5, Fighting 3, Knowledge 3, Athletics 3, Convince 3, Marksman 2,
Marksman 4, Subterfuge 4, Technology 3 Medicine 4, Transport 3
Traits Traits
Menacing: The War Lord gets a +2 bonus to get Brave: Lady Jennifer gets a +2 on Resolve rolls
people to do what he wants and a +2 to resist that require courage.
attempts by others to act against them. Charming: Lady Jennifer is sociable and gets a
Military Rank: The War Lord is the ranking +2 on rolls where charm would apply.
officer of his people. Empathic: Lady Jennifer gets a +2 bonus on rolls
Voice of Authority: The War Lord gets a +2 on to empathise or ‘read’ another person.
Presence and Convince rolls to get others to Healer: Lady Jennifer gets a +2 bonus on
follow his orders. Medicine rolls when trying to reduce Injury
levels.
Tech Level: 7 Story Points: 10
Tech Level: 4 Story Points: 6
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M R (Captain) Trask 63
Macra Influencing Engine 77 Rapunzel 135 (Anne) Travers 110
(The) Macra Terror 75 Redcoat 134 (Edward) Travers 98
Continuity 76 Rebel 59 (Professor Edward) Travers 110
Further Adventures 78 Recurring Locations 47 Tricky Space Travel 47
Historical Note: Holiday Camps 77 Robotic Servants 37-38 Trust the Computer 48
Macra 76-77 Running Post-trial Second Doctor Adventures 20
Running the Adventure 76 U
Synopsis 75 S (The) Underwater Menace 64
Making friends 44 (Ramón) Salamander 107 An Alien Twist 67
Master Brain 130 Science Wizards 48 Continuity 65
(Theodore) Maxtible 89 Seaweed Creature 115 Fish People 65
(Jamie) McCrimmon 12 Seaweed Thrall 115 Further Adventures 67
(Laird Colin) McLaren 63 (The) Second Doctor 9 Nothing in the world can stop me now! 66
(Kirsty) McLaren 62 (The) Second Doctor and Companions 6 Synopsis 64
Medok 78 Second Doctor Themes 44 Running the Adventure 65
Medusa 134 (Designing) Second Doctor Adventures 43 Upgrade 2.1 53
(The) Megalomaniac 48 (The) Second Doctor’s Adventures 53
Mind Control 48 (The) Seeds of Death 146 V
(The) Mind Robber 128 Continuity 147 (Tobias) Vaughn 140
Continuity 129 Further Adventures 148
Did this Adventure Really Happen? 132 Panic! 148 W
Fictional Constructs 131 Running the Adventure 147 War Chief 155
Further Adventures 132 Synopsis 146 (The) War Games 153
Master Brain 130 Servo Robot 120 Continuity 154
Running the Adventure 129 SIDRAT 156 Did the War Games take place at all ? 156
Synopsis 128 Songsten 98 Further Adventures 157
White Robots 131 (The) Sonic Scredriver can do what? 24 Hard Choices 154
Who Created the Master Brain? 132 Space Opera 19 Running the Adventure 154
(The) Minotaur 135 Space Pirate 152 SIDR AT 156
Modern Day Investigators 18 (The) Space Pirates 149 Synopsis 153
(The) Moonbase 70 Continuity 150 War Chief 155
Continuity 71 Cowboys and Pirates 151 (The) War Lord 157
Further Adventures 74 Further Adventures 151 (Edward) Waterfield 89
(The) Rewrite 73 Running the Adventure 151 (Victoria) Waterfield 13
Running the Adventure 71 Synopsis 149 (Isobel) Watkins 139
Synopsis 70 Storr 103 (Professor) Watkins 139
Where are these Cybermen from? 72 (The) Web of Fear 108
Moonbase Crew 74 T Continuity 109
Talk About an Achilles’ Heel... 40 Further Adventures 109
N (The Second Doctor’s) TARDIS 15 Running the Adventure 109
Name Change! 128 (Unreliable) TARDIS 45 Synopsis 108
Natures Rage 47 (King) Thous 68 (The Wheel in Space 117
Neurotrope X 72 Time Agents 18 Another Mystery of the Wheel 120
New Companions 17 Time Lord Councillor 156 Continuity 118
New Characters 17 (The) Time Scanner 79 Further Adventures 120
New Time Lord 17 Toberman 94 (A) Missing Broadcast? 119
Now is then; does it matter? 53 Toberman, Augmented 94 Running the Adventure 119
(The) Tomb of the Cybermen 90 Synopsis 117
O Continuity 91 (A) Two-pronged Attack? 119
(Police Chief) Ola 79 Further Adventures 93 Where are the Superpowers in the Future? 46
Other Groups 18 (The) Matter of Telos 92 White Robot 131
Overpopulation and Resource Management 46 Running the Adventure 91 Who is the Doctor? 6
Synopsis 90 Why are earlier Cybermen more advanced
P (The) Tomb 91 than laterCybermen? 27
(Professor) Parry 94 (A) Worthy Successor 92 (A) World Government 45
Perkins 62 Tools of the Trade 17 (Polly) Wright 11
(The) Pilot 79 Toy Soldier 131
Playing the Second Doctor 7 (New) Traits 20 Y
(Elric) Penley 103 Biochemical Genius 20 (Mark I) Yeti 38
Plot adventures as multi-parters 43 Devotion 20 (Mark II) Yeti 39
(The) Power of the Daleks 55 Epicurean Tastes 20 Yeti Command Unit 39
Continuity 56 Healer 21 Yeti Control Sphere 39
(The) Other Tenth Planet? 57 Linguist 21 Yeti Control Unit 39
Running the Advenutre 56 Menacing 21
Synopsis 55 Military Rank 21 Z
What is Produced on Vulcan? 58 Random Regenerator 22 (Professor) Zaroff 67
Slow 22
Q Time Lord Engineer 22
Quark 125 Uncreative 22
(Deputy Governor) Quinn 59 Wanted Renegade 23
159
DEFENDING THE EARTH: THE UNIT SOURCEBOOK
Front and centre, soldier! You’re part of UNIT now, the Unified Intelligence Taskforce.
We are the Earth’s best defence against the myriad alien forces who would try to
subjugate and conquer our planet. It’s not an easy job, and even those recruited for
their scientific knowledge can find themselves on the front lines of combat against
almost unstoppable foes. We will protect humanity from extraterrestrial terrors or die
trying.
Defending the Earth is a 160 page full colour sourcebook for the Doctor Who:
Adventures in Time and Space roleplaying game. Within, you’ll will find:
and more…
CB71104 $34.99
This 240 page hard cover supplement for Doctor Who: Adventures in Time and Space
gives more information on Time Lords, temporal mechanics and time machines,
including:
CB71103 $39.99
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