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AITAS 2nd Doctor Sourcebook PDF

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100% found this document useful (1 vote)
700 views

AITAS 2nd Doctor Sourcebook PDF

Uploaded by

Toñete Temete
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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THE SECOND DOCTOR SOURCEBOOK

THE second doctor sourcebook

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

© Cubicle 7 Entertainment Ltd. 2013

BBC, DOCTOR WHO (word marks, logos and devices), TARDIS, DALEKS, CYBERMAN and K-9
(wordmarks and devices) are trademarks of the British Broadcasting Corporation and are used
under licence.

BBC logo © BBC 1996. Doctor Who logo © BBC 2009. TARDIS image © BBC 1963. Dalek image ©
BBC/Terry Nation 1963.Cyberman image © BBC/Kit Pedler/Gerry Davis 1966. K-9 image © BBC/
Bob Baker/Dave Martin 1977.

Printed in the USA


THE second doctor sourcebook

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.

How to Use this Book


This book is designed to be a primer on capturing the feel of the Second Doctor’s era and incorporating
it into your adventures. Chapter One: The Second Doctor and Companions provides information on the
Doctor’s second incarnation and his companions. Chapter Two: Tools of the Trade offers advice for creating
characters for this era, as well as new traits and gadgets. Chapter Three: Enemies looks at the various
opponents that the Doctor faced between his regeneration and his trial and Chapter Four: Designing Second
Doctor Adventures offers advice on crafting your own Second Doctor adventures as well as alternative ways
to use the material in this book. Chapters Five to Eleven describe the Second Doctor’s adventures. Each
adventure has the following sections:

• 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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the second DOCTOR SOURCEBOOK

chapter one:
the second doctor and companions

5
chapter one: the second doctor and companions THE second doctor sourcebook

“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.

His ‘ruthless’ actions can perhaps be explained by his almost precognitive


ability to determine what needs to be done. Not only does he have centuries
of experience with many races, but the Doctor can also recognise certain
traits in an alien or even an entire race that warrants decisive action.
When the Second Doctor chuckles after sending a battle fleet into
the sun or throwing a ticking bomb into a departing spaceship
he’s not amused at what he’s done, he’s overjoyed that he’s
prevented something much worse from happening.
chapter one: the second doctor and companions

Like his previous incarnation, the Second Doctor has


little control over his TARDIS and can’t steer it. The
Doctor vehemently denies this and often looks for
some other reason why they’ve strayed off-course.
This generally doesn’t fool his companions, especially
Jamie, who constantly needles the Doctor over his
inability to properly pilot the TARDIS. In spite of his
insistence that he can steer the TARDIS, the Second
Doctor never risks using it during an adventure.
In addition, the TARDIS is much more prone to
malfunctions and breakdowns with the Second Doctor
than with any other incarnation.

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.

You should also impress upon the player that the


TARDIS is to be used to get the characters to their
destination and to take them away from it after the
adventure is over. The TARDIS is little used during
adventures by the Doctor and should not become
a crutch for the players. In order to cut down on the
temptation, however, you may still want the TARDIS to
arrive in a relatively inaccessible location.

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The Second Doctor story points 8


a
attributes skills biodata
a4 AWARENESS ○○○○ 1 ATHLETICS 1 MEDICINE Personal Goal
To Fight Evil

a3 COORDINATION ○○○ 5 CONVINCE 5 SCIENCE Personality


Excitable, clownish, and impulsive, the
a7 INGENUITY ○○○○○○○ 2 CRAFT 5 SUBTERFUGE Doctor sometimes gets himself into
trouble as much as he gets himself

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

B The Doctor’s Companions Ben Jackson


Unlike his previous incarnation, the Second Doctor Ben was a sailor serving aboard the HMS Teazer before
genuinely enjoys having people aboard the TARDIS being caught up in the Doctor’s adventures. He was
for company. He adopts a mentoring attitude, helped slow to accept the new Doctor as being the same person
by the fact that his new companions are either he’d come to know, but came round to the idea by the
technologically primitive or young and inexperienced. end of their adventure with the Daleks. He stayed with
the Doctor until, by coincidence, the TARDIS arrived at
Still, he allows them to make their own decisions Gatwick airport on the same day that he and Polly had
regarding whether to stay with him; the Second left in the TARDIS. They both took the opportunity to
Doctor won’t persuade them either way (although in return to their native time, and the Doctor believes that
Victoria’s case he elects to remain a day in case she the two of them will remain together. He also hints that
changed her mind). Ben will become an Admiral.

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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.

Ben Jackson story points 6


a
attributes skills biodata
a3 AWARENESS ○○○ 4 ATHLETICS 1 MEDICINE Personal Goal
To enjoy exploring the universe while

a4 COORDINATION ○○○○ 3 CONVINCE 2 SCIENCE hoping to one day return to his normal
life.

a4 INGENUITY ○○○○ 3 CRAFT 3 SUBTERFUGE Personality


Headstrong yet practical, Ben is a

a3 PRESENCE ○○○ 3 FIGHTING 4 SURVIVAL team player and is good at thinking on


his feet, although he sometimes acts
before thinking. He is easily offended
a3 RESOLVE ○○○ 2 KNOWLEDGE 2 TECHNOLOGY when he feels that someone is hiding
something from him.
a4 STRENGTH ○○○○ 2 MARKSMAN 3 TRANSPORT
Background
Ben is a sailor in the navy and uses
traits stuff his practical skills to solve problems.
He is a loyal friend and willing to risk
Argumentative Ben carries a Swiss army knife and has his well-being when his friends are in
Attractive appropriated or kit-bashed useful items danger.
By the Book during his adventures.
Brave
Devotion – Polly (see opposite page)
Experienced
Impulsive
Quick Reflexes

1966 5

10
THE second doctor sourcebook

person. Her faith was rewarded as the new Doctor


proved himself against his hated enemies, the Daleks.

Polly took a liking to young Jamie and asked the


Doctor to let him join them on their travels. She
demonstrates her resourcefulness when they face
the Cybermen on the moon, concocting a chemical
mixture (playfully dubbed “Cocktail Polly” by Ben)
that destroys their chest units.When they return to
Earth on the same day they had left, she elects to
stay behind with Ben and promises the Doctor that
she will look after him.

Polly is a flirtatious, independent young woman that


can be bravely fighting Cybermen one minute and
Polly WRIGHT screaming at the sight of a rat the next. She gets
Polly began her travels through time and space with along well with the Doctor, Jamie, and especially
the First Doctor (see The First Doctor Sourcebook). Ben, whom she gently teases.
Unlike Ben, she immediately concluded that the
Second Doctor and the First must be the same man, in Like Ben, Polly is one of the Second Doctor’s more
spite of the new Doctor referring to the old in the third experienced companions.

Polly Wright story points 9


a
attributes skills biodata
a3 AWARENESS ○○○ 3 ATHLETICS 1 MEDICINE Personal Goal
To get back home but enjoy the

a3 COORDINATION ○○○ 4 CONVINCE 2 SCIENCE adventures along the way.

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 McCrimmon airport. He remained with the Doctor as Ben and


Scottish piper James Robert McCrimmon was the Polly left, staying on to explore new wonders with
longest-serving of the Second Doctor’s companions, Victoria and, later, Zoe. He is a loyal friend to the
joining him on his second adventure and remaining Doctor, although there have been times when he
with him until the Time Lords forced him to go home. has questioned the Doctor’s motives.

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

base on the moon, an alien colony, and a modern Doctor.

James Robert McCrimmon story points 6


a
attributes skills biodata
a3 AWARENESS ○○○ 3* ATHLETICS 1 MEDICINE Personal Goal
*Jamie cannot swim To explore the universe.

a4 COORDINATION ○○○○ 2 CONVINCE 1 SCIENCE Personality


Jamie is practical and well-grounded;
a3 INGENUITY ○○○ 2 CRAFT 3 SUBTERFUGE while amazed at the wonders he sees,
he is not overwhelmed by it. He often

a4 PRESENCE ○○○○ 4 FIGHTING 2 SURVIVAL pretends to understand technologies


that he can’t grasp. Jamie is loyal to his
friends and very protective of female
a3 RESOLVE ○○○ 1 KNOWLEDGE 1 TECHNOLOGY companions, especially Victoria.

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

Mid 18th century 4

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Victoria Waterfield doesn’t want to, as she only joined as a victim of


Victoria Waterfield is a young woman from the circumstance. Still, she demurred to the Doctor as a
Victorian era whose father, Edward Waterfield, surrogate guardian until she finally decides to remain
conducted time travel experiments with Theodore behind. Interestingly she chooses to remain on Earth
Maxtible. Unfortunately those experiments attracted a full century after she’d left, joining a stable family
the attention of the Daleks, who held Victoria hostage who will look after her.
while laying a trap for the Doctor. She is later removed
to Skaro and joins the Doctor and Jamie aboard the Victoria is curious and sensible, but a bit timid. She
TARDIS after her father was killed. feels a kinship with Jamie because they are both
close in age; both are generally just as bewildered
Victoria is a study in contradictions. On one hand, when faced with advanced technology. Unlike Jamie,
she exemplifies the stereotypical Victorian lady. however, Victoria doesn’t adapt easily and lacks a
She initially balks at wearing a leg-baring skirt and thirst for adventure. She feels a bit trapped in the
generally screams at the first sign of trouble. On the TARDIS.
other hand, she is very independent, upset at being
left behind and is a good judge of character. Her enthusiasm eventually wanes to the point where
she decides to remain on Earth, even though it is
These two sides of Victoria struggle over whether over a century later than her home time.
she should stay with the Doctor. In her heart she

Victoria Waterfield story points 12


a
attributes skills biodata
a3 AWARENESS ○○○ 1 ATHLETICS 1 MEDICINE Personal Goal
To find a stable lifestyle again.

a3 COORDINATION ○○○ 3 CONVINCE 3 SCIENCE Personality


Victoria is a bit shy and timid. While
a2 INGENUITY ○○ 2 CRAFT 3 SUBTERFUGE no coward, she does have a tendency
to scream at the first sign of trouble.

a4 PRESENCE ○○○○ 1 FIGHTING 1 SURVIVAL She can hold her own in an argument,
provided it remains cordial.

a4 RESOLVE ○○○○ 2 KNOWLEDGE 2 TECHNOLOGY Background


Victoria is a Victorian young lady
a2 STRENGTH ○○ 2 MARKSMAN 1 TRANSPORT forced to travel with the Doctor rather
than be left on Skaro after her father’s
death. While she enjoys travelling with
traits stuff the Doctor and Jamie, she really longs
to return to a simpler life.
Attractive Victoria doesn’t tend to travel with
Charming much, although she carries a bag on
Code of Conduct – Victoria has the occasion.
prim and proper attitude and values of
a Victorian woman raised in a middle
class home
Empathic
Screamer!
Time Traveller (Minor) – Victoria
learns to adapt to Tech Level 5 during
her travels with the Doctor
Unadventurous.
Notes: Victoria’s Subterfuge skill
applies only to lock-picking.

Mid 19th century 4

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Zoe Heriot saving the Earth by instantly calculating courses for


Zoe Heriot was raised in the 21stcentury. She was missiles to destroy an invading Cybermen fleet.
given extensive and advanced logical training,
honing a photographic memory and the ability to For all of her scientific knowledge, Zoe is not very
make lightning-fast calculations. She becomes an good at history. This is exemplified in her first meeting
astrophysicist at a young age and is assigned to with Jamie by her failing to identify a Scottish kilt
Space Station W3 (which orbits the sun between (Scots apparently stop wearing them at some point
Mercury and Venus). While not emotionless, her in the 21st century, obviously a ripple in the Time
logical training made it easier for her to accept the War). She also fails to recognise the Cybermen when
inevitable, a trait that irked her co-workers. they invade the Wheel in spite of their two previous
attempts to conquer Earth in 1968 and 1986 (not
After an attempt by the Cybermen to take over her counting the Cybermen remaining in the London
station, Zoe decides to travel with the Doctor and sewers through 1985 or their small-scale invasion in
stows away after being told not to come with them. 1988).
She is highly intelligent and considers herself to be
smarter than the Doctor (whether he truly believes In all other respects, Zoe is an average teenager
this as well is a matter of pride). Like the Doctor, Zoe and enjoys travelling with the Doctor. She remains
is considered a ‘high brain’ by the Krotons and she is with him until the Time Lords put him on trial, after
chapter one: the second doctor and companions

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.

Zoe Heriot story points 6


a
attributes skills biodata
a4 AWARENESS ○○○○ 2 ATHLETICS 2 MEDICINE Personal Goal
To explore the universe.

a3 COORDINATION ○○○ 3 CONVINCE 5 SCIENCE Personality


Zoe has a positive outlook on life,

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

a3 RESOLVE ○○○ 3 KNOWLEDGE 4 TECHNOLOGY realize what she’s wandering into.

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.

early to mid 21st century 5

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Without access to supplies and spare parts from


B The second Doctor’s TARDIS Gallifrey, the Doctor learned to maintain his Ship
The Second Doctor continued to fly the same using scavenged parts and the expertise of others,
battered Type 40 TARDIS as his predecessor. During such as Professor Travers.
his tenure, the TARDIS suffered more injuries and
indignities – struck by a Cyberman missile, buried in The TARDIS continued to have problems with its
lava with blown fluid links, engulfed in Yeti webs – mercury fluid links and chameleon circuit, and
but came through more or less intact. (Well, it was remained as unpredictable and stubborn as ever.
blown to pieces once, but got better.) Unlike his previous incarnation, however, the Second
Doctor seemed to accept his fate as a cosmic hobo,
and rarely tried to drag the TARDIS to a specific
The second Doctor’s TARDIS destination.

The main console, control room and overall internal


configuration remained largely unchanged during
this period. A power room containing equipment
related to the ship’s power source adjoined the
console room at least some of the time.

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)

Gadget Traits: Scan(x3), Transmit, Forcefield (Major)


armour: 30
speed: 12
Story Points: 17

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the second DOCTOR SOURCEBOOK

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.

In addition, the Doctor’s universe is a dangerous


place that has bred the most terrible things, which
might spell doom for a character, and your players
might need to create a replacement. While everything
you need is in the core box set, this section offers
guidance on the types of characters best suited for
adventures inspired by the Second Doctor’s travels.

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!

There is also another major difference between the


companions that the Second Doctor inherited from
the First and those whom he allowed to accompany
him on his own terms. Ben and Polly are self-reliant
young adults that often come up with their own
solutions to problems. Jamie, Victoria, and Zoe are,
on the other hand, impressionable teenagers. They
see the Doctor as a surrogate father figure and rely
on him for explanations. They also have a tendency
to get into trouble when they wander off on their
own.

While a player is free to create any companion, he or


she should keep these things in mind if she is trying
to create a companion in the mould of the Second
Doctor’s. A new companion is likely teenaged and
inexperienced, although their reasons for jumping
aboard may vary. Jamie and Victoria joined because it
was dangerous for them to remain, while Zoe stowed
away. In every case, the Second Doctor ensures
as best as he is able that the potential new
companion has an opportunity to turn him
down.

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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

Modern Day Investigators


Modern Day Investigators can either be independent
investigators, like Sarah Jane Smith, or a more
military group like UNIT or Torchwood. In keeping
with the spirit of the Second Doctor’s adventures,
‘modern’ investigations would take place in the late
1960s. You can take inspiration from The Underwater
Menace, The Faceless Ones, The Web of Fear, The
If the player wishes to play a new Time Lord then Fury from the Deep, and The Invasion.
he’ll have to decide whether his Time Lord has
been sanctioned or is considered a renegade. A
sanctioned Time Lord may be able to request aid,
while a renegade is constantly watching their back.
Assuming that the new Time Lord isn’t a vigorous
crusader against evil, you’ll have to adjust the
adventure to pique his interest in seeing it through.

You’ll also have to decide whether to make an original


Time Lord’s TARDIS more reliable than that of the
Second Doctor. One way to give a Time Lord more
control while maintaining the integrity of the Second
Doctor’s adventures is to allow the Time Lord the
ability to plot general trips, but making them unable
to be precise. Thus, while a Time Lord might be able
to set a course for the late Roman Republic, they
wouldn’t have command of exactly when they landed
and would certainly be unable to steer the TARDIS
during an adventure set there.

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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Some of these adventures, such as Fury from the Space Opera


Deep, will need a bit of date massaging to fit in the Given the number of futuristic stories that take place
late 1960s. Evil of the Daleks is a special case, as the after the year 2000 but prior to the Dalek Invasion,
Daleks have a personal reason for baiting the Second you can have your group play Earth Examiners or
Doctor. This can be easily transferred to any scientific Space Patrol agents having adventures very similar
genius on a modern investigative team. Alternatively, to the ones that the Doctor has. You can even adapt
you could use the early 21st century as your base, the six adventures that take place during this era,
utilising some of the suggestions offered in the massaging the dates a bit so you can run them more
relevant adventures in Chapters Six, Eight and Nine. or less concurrently.

For once, I was actually able to steer the TARDIS!


There is a way to allow players to play the Second Doctor with any assortment of companions without
worrying about messing with the Doctor’s timeline. In fact, the player playing the Doctor can have his
full range of memories, up to and including the Trial. Imagine a Second Doctor that plucks Adric from
his impending death or allows Jamie to return to the TARDIS with his memories intact. This can be quite
a boon if you have more than two male players and all want to play official Companions, as the Doctor
has only had more than one male companion when Jamie initially joined Ben and Polly (not counting,
of course, Ian and Steven, but that was only a brief encounter and Steven had not officially joined the
Doctor yet).

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...

The CIA grants the Doctor a working TARDIS console but


allow him to keep his old TARDIS as it allows them plausible
deniability when the Doctor meddles on their behalf. This
includes the ‘gothic’ secondary console room that the
Doctor briefly uses in his Fourth Incarnation as well as
a more advanced version of his primary console. When
the Doctor is returned to Earth in his Third Incarnation,
his primary console room had been heavily damaged and
moved to storage until he finally got around to repairing it.

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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

Running Post-Trial Second Doctor Adventures


In order to run a post-Trial adventure you can have one player play the Second Doctor while the other
players play Companions from any period in the Doctor’s life, including his future. For full creative
freedom, ensure that the Companion is plucked after his or her last appearance in the Doctor’s timeline.
You can also allow the players to make original Companions as well. With this set-up, there is no safety
from continuity. We don’t know what happens to Turlough after he leaves the Doctor for Trion, so it’s
possible that he meets the wrong end of a Dalek exterminator while working with the Second Doctor.
The player involved would simply replace him with a new Companion.

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.

B new Traits Devotion (Minor, Good)


The following new traits were used in designing The Character has deep and intense feelings for
characters for the Second Doctor Campaign Pack another character. This can inspire them to great
and are available for general use. Some of these heights of accomplishment or force them to act
traits can also be found in the Time Traveller’s impulsively when the object of their devotion is
Companion and the Eleventh Doctor Edition of threatened.
Doctor Who: Adventures in Time and Space and are
repeated here for convenience. Effect: Once per adventure, when an action is directly
related to protecting the well-being of the object of
the character’s devotion or impressing them, the
Biochemical Genius (Major, Good) character may gain a single temporary Story Point
The character is a dab hand with chemistry and biology which can only be used on that action.
and has a natural ‘feel’ for the way the two combine.

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 attempts to get people to do what


Healer (Minor, Good) you want. Characters you have menaced also get a
This character can make medical miracles happen +2 to resist attempts by others to act against you.
no matter what resources are available to him.

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.

Effect: Select three languages in which the


Character is proficient (other than their native
tongue). At the Gamemaster’s discretion, a Character
can also instantly know an additional language during
an adventure by spending a Story Point and having
a rational reason for knowing the language. For
example, Polly knows French, German and Spanish.
When the TARDIS lands on a 17th century Dutch East
Indies vessel, Polly can spend a Story Point to “have
learned Dutch before” as well. However, she could
not plausibly know the Martian tongue the first time
she meets an Ice Warrior.

NOTE: Most characters are assumed to know their


native language and familiar with at least one other,
so this trait isn’t necessary for a character to be
considered bilingual. Effects: The Minor version of this Trait starts the
character as a non-commissioned officer of a
rank equivalent to an Army Sergeant. This gives
them command over a squad of troops and all the
requisite equipment that comes with that squad,
including specialist equipment for specific Military
Operations Specialties (like demolition equipment
for an engineering unit) and limited use of transport
vehicles.

The Major Version of this Trait starts the character


as an officer of a rank equivalent to an Army
Lieutenant. This gives them command over a squad
of troops and all the requisite equipment and
vehicles that comes with that squad.

The Special Version of this Trait costs 6 Character


Points, and reduces the character’s Story Point

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Total by 1, but starts the character as an officer of


a rank equivalent to a Brigadier General. This gives
them command over a Brigade of troops and all the
requisite equipment and vehicles that comes with
that Brigade, including the ability to call in artillery
and air support and take command of local law
enforcement agencies. It also provides the Friends
(Government and Military) Trait to represent the
officer’s political and military connections.

The ranks given above are starting ranks and it is


possible to raise them through promotion during
active service, but taking ranks outside of that level
of Trait (to move from Colonel to Brigadier General
for example) requires the normal expenditure of
character points (and a Story Point in the case of the
Special version) as well.
chapter two: tools of the trade

Random Regenerator (Major Bad)


The Time Lord has no control over their body during
Regeneration, and they’re pretty much stuck with
whatever they get. Time Lord Engineer (Major Good,
Prerequisite: Technically Adept)
Effects: Regardless of how well the Time Lord does Some Time Lords eschew the more theoretical and
on their Regeneration Roll, they can never achieve philosophical sciences and concentrate, instead,
more than a regular Success. on the more practical application of technology.
Obsessed with honing their technical skills, these
inveterate tinkerers typically find themselves
Slow (Minor/Major Bad) working to maintain Gallifrey’s vast infrastructure or
A lot of the Doctor’s adversaries are incredibly working in a TARDIS repair bay after they graduate
dangerous but thankfully many of them move slowly. from the Academy.
Cybermen are walking tanks able to withstand
gunfire and damage but the Doctor is quick to avoid Effects: This Trait doubles the effect of the Technically
them as they lumber from one place to the next with Adept Trait, giving a +4 to all uses of the Technology
a slow marching stomp. This trait can also be used Skill.
for characters that are physically impaired from
moving properly.
Uncreative (Minor/Major/Special Bad)
Effect: Slow is a Minor or a Major Bad Trait which The character lacks the creative spark to ‘think
means that the character is slower than average. As outside the box’ and think of creative ways to
a Minor Bad Trait, the character’s effective Speed is approach a situation. The character doesn’t handle
halved (round down), so a Coordination of 4 means new situations well and relies on past experiences or
that the character has a Speed of 2 in a chase. The wisdom to approach problems.
character’s Speed has a minimum of 1, though
particularly slow creatures can sometimes have Effect: Uncreative is a bad trait that makes it difficult
Speeds that are slower (down to 0.5, etc). for characters to try new solutions. As a minor trait,
the character takes a -2 penalty on any roll that the
Such slow speeds, however, require additional Gamemaster decides requires creativity. As a major
calculations on behalf of the Gamemaster and may be trait, the character takes a -4 penalty. As a special trait,
ignored. As a Major Bad Trait, the character’s Speed the character is so coldly logical and unimaginative
is effectively zero. The character does not move or, that it is simply impossible for her to perform any
if it does, it moves so slowly that it is regarded as action that requires creative thought. The special trait
stationary in a chase situation. is generally not for player characters. You cannot have
both the Uncreative trait and the Boffin trait.

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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.

500 Year Diary


B new Gadgets The Doctor has travelled extensively
The following new gadgets appear during the Second throughout time and space and has
Doctor adventures. Some of these are designed for left himself many notes on those
a single adventure but may be used in subsequent journeys. When his own memory
adventures with the Gamemaster’s permission. fails him the Doctor can use the
500 Year Diary to jog his memory
about someone or something he’s
Bigger on the Inside encountered before.
(Minor/Major/Special Gadget Trait)
This Trait can be applied to any object with an interior Traits: This gives a Hint once per
space or holding area, like a bag, backpack or vehicle adventure, as if the owner had spent
interior. In effect, the interior of the item is a pocket a Story Point to gain a hint.
dimension of greater size than is possible for the Cost: 1 Story Point

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Recorder Stattenheim Remote Control


The Doctor’s recorder helps him think when he plays A Stattenheim Remote Control is keyed to a specific
it; in game terms, he gets a +2 bonus to any Ingenuity- TARDIS and allows the holder to summon the TARDIS
based roll if he has time to play and think for a while from anywhere in time and space.
first. He can also use the recorder to avoids answering
awkward questions – if he loses a Social Conflict that Traits: Transmit
would normally force him to talk, he can just play the Cost: 1 Story Point
recorder instead.

Cost: 1 Story Point TARDIS Chest


The TARDIS contains a chest that often provides
the Doctor with something that he’ll need in his
Sonic Screwdriver Mark 1 current adventure. As the Doctor has yet to go on
This is the Doctor’s original sonic screwdriver which, the adventure he often won’t know why he needs the
in addition to its Traits, can also turn a screw. item, only that it’s interesting and he should keep it
for now. The nature of the object taken often provides
a clue as to what the Doctor is about to face.
chapter two: tools of the trade

Traits: Resourceful Pockets, Restriction: No input


(the character can’t ask for the resourceful item; she
merely takes what the TARDIS (i.e. the Gamemaster)
offers.
Cost: 2 Story Points

NOTE: The TARDIS Chest is a regular repository, so


the character can keep retrievable objects in there
as well; this gadget’s trait only emulates the odd
thing the character may pull out and stuff into her
pocket without thinking too much about it.

Time Vector Generator


The Time Vector Generator is a rod that, when
Traits: Open/Close, Restriction (Cannot open Deadlock removed, disengages the real world interface of the
Seals, Tricky Controls), Scan, Transmit, Weld. TARDIS and leaves only the shell of the last exterior
Cost: 2 Story Points appearance. Any Characters inside the TARDIS are
dumped inside the shell. The Time Vector Generator
is also capable of unleashing deadly bolts of energy
(4/L/L) as well as providing a power source for other
The Sonic Screwdriver can do what? devices.

The Sonic Screwdriver is seen to burn through Cost: 2 Story Points


brick and metal in “the Dominators.” Astute
Gamemasters that read this section will notice
that this ability is not listed within the Mark 1
Sonic Screwdriver’s capabilities. The reason
for this is that not only does it greatly increase
the utility of the gadget, but it also wasn’t used
by the Doctor for this purpose when it would’ve
been helpful in other adventures.

If you want to add this capability to the sonic


screwdriver, then increase the story points to
4 and give it the Delete trait.

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the second DOCTOR SOURCEBOOK

chapter three:
enemies

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chapter three: enemies THE second doctor sourcebook

“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.

Why are earlier Cybermen


more advanced than later Cybermen?
To keep things simple, we’ve named the Cyberman models in the order that the Second Doctor
encountered them. You could argue that the Model 4 Cyberman is actually the first model, as it
appears chronologically earlier, or that the Model 2 and Model 3 should switch designations,
as the Model 3 Cybermen invade Space Station W3 decades before the Model 2 Cybermen
invade the Moonbase (and are the same model found on Telos centuries later).

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.

Cyborg: The Cybermen were once human, but have


everything apart from their major internal organs
replaced with machinery.

Environmental (Minor): Cybermen can survive in


the vacuum of space.

Fear Factor (3): Cybermen are pretty scary and


gain a +6 to rolls to actively scare someone.

Natural Weapon – Hand Laser: Model 2 Cybermen


have a small, hand-held laser pistol that is
normally sheathed beneath their chest unit - 4/L/L.

Natural Weapon – Stun Weapon: Built into the


Cyberman’s wrist, stun weapons can knock a
humanoid unconscious at short range – S/S/S.

Networked (Major): Cybermen in a particular unit


are in communication with others of that unit.

Slow: Due to their heavy cybernetic bodies,


Cybermen are slow. They only have a Speed of 1 in
chases.

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.

Cyborg: The Cybermen were once human, but have


everything apart from their major internal organs
replaced with machinery.

Environmental (Minor): Cybermen can survive in


the vacuum of space.

Fear Factor (3): Cybermen are pretty scary and gain


a +6 to rolls to actively scare someone.

Natural Weapon – Chest Laser: Model 3 Cybermen


have a laser weapon directly into their chest units -
4/L/L.

Natural Weapon – Hypnosis (Major): Model 3


Cybermen can hypnotise people at short range. They
can also use this power to communicate orders to
other Cybermen or controlled humans.

Natural Weapon – Stun Weapon: Built into the


Cyberman’s wrist, stun weapons can knock a
humanoid unconscious at short range – S/S/S.

Networked (Major): Cybermen in a particular unit


are in communication with others of that unit. Technically Adept

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.

Cyborg: The Cybermen were once human, but have


everything apart from their major internal organs
replaced with machinery.

Environmental (Minor): Cybermen can survive in


the vacuum of space.

Fear Factor (3): Cybermen are pretty scary and gain


a +6 to rolls to actively scare someone.

Natural Weapon – Chest Laser: Model 4 Cybermen


have a laser weapon directly into their chest units.
- 4/L/L

Natural Weapon – Flame Rifle: The Model 4


Cybermen invasion force carried flame rifles during
the Doctor’s last encounter with the Cybermen.
These had a longer range than their laser weapons
– 4/L/L

Natural Weapon – Stun Weapon: Built into the


Cyberman’s wrist, stun weapons can knock a
humanoid unconscious at short range – S/S/S.

Networked (Major): Cybermen in a particular unit Technically Adept


are in communication with others of that unit.
Weakness (Major): The Cybermen’s chest unit is
Slow: Due to their heavy cybernetic bodies, Cybermen particularly vulnerable to clogging or dissolving
are slow. They only have a Speed of 1 in 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 4. Tech Level: 6 Story Points: 3-6

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Cybermats small openings and make excellent sentries, assassins,


The Cybermen occasionally employ small cybernetic saboteurs, and advance units. A Cybermat can track
organisms known as a Cybermats. A Cybermat is a human brainwaves and emit an electrical discharge
metallic creature that resembles a squat metallic insect from its eyes. A Cybermat can also bite; injecting a
and comes in at least two sizes; a smaller one that can potent poison or powerful corrosive. A strong burst of
fit in the palm of one’s hand and a larger one about electricity can scramble their brains, stunning or even
the size of a small cat. Cybermats can crawl through killing them.

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).

Jumping: A Cybermat’s advanced hydraulics enable Story Points: 1-2


it to leap 5-6 feet in the air, perfect for landing on a
humanoid’s back or shoulder. Note:  A Cybermat’s Strength is for pushing or
pulling only. Similarly, a Cybermat only does as
Natural Weapon (Bite): A Cybermat can bite programmed; its Technology and Transport skills
an opponent, although its damage is reduced are only for seeking out the proper wiring or circuitry
depending on size. Larger Cybermats tend to do to corrode and destroy equipment or gadgets.

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Cyber-Controller to have everything he needs built-in. The Cyber-


The Cyber-Controller is the leader of the Cybermen Controller has more redundant internal systems
on Telos. He is chosen for his intelligence and than the average Cyberman, allowing him to take
houses his large brain in a great helmet. Unlike other more damage before falling. While the Cyber-
Cybermen, the Cyber-Controller does not require Controller first seen by the Doctor was a variation
a chest unit; his larger size (the Cyber-Controller on the Model 2 Cyberman, they are upgraded to the
towers over the other Cybermen) likely enables him latest available model.

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

Weakness (major): Without a chest unit, the


Cyber-Controller is immune to most Cybermen
weaknesses except radiation.

Story Points: 10-12


Note:  The Cyber-Controller lacks a chest unit,
probably because the conditions beneath the
surface of Telos don’t require one or the Cyber-
Controller’s body is still largely organic. As he
is upgraded with a chest unit the next time the
Doctor meets him, one can presume that the
repairs he needed required him to add a chest
unit.

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Partial Cybermen Cyber Planner


The conversion process from man to Cyberman The Cyber Planner (or sometimes called the
is long and arduous, but like the Cybermen’s own Cyber Coordinator) is a human-sized machine that
ancestors it’s possible to function after being only functions as an immobile Cybermen Controller.
partly converted. In the Ice Tombs of Telos Toberman It is constructed of metal and transparent tubing
is given a bionic arm and brainwashed, but otherwise surrounding a central braincase. Whether the Cyber
he is still human. Tobias Vaughn undergoes a more Planner is a cyborg or robot is unknown, although its
complete conversion, leaving only his head, brain, susceptibility to emotional impulses suggests that it
and other internal organs intact. In Vaughn’s case has an organic brain.
he seems to have been given a realistic-looking body
as well, as he lacks the outer armour and chest unit Unlike a Cybermen Controller, the Cyber Planner
of a Cyberman (yet his body is still invulnerable to has enhanced information-gathering sensors as
bullets). He is also more independent than standard part of its design, enabling it to discover and process
partial Cybermen. It is clear in both instances that information quickly and allow it to settle on a course
the Cybermen wish to complete the process rather of action with the highest probability of success.
than leave the human in a partially-converted form.

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

Environmental: Daleks are able to survive in the


vacuum of space or underwater.

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.

Natural Weapon – Exterminator: The legendary


Dalek weapon usually kills with a single shot – Awareness 3 Presence 3
4/L/L.
Coordination 3 Resolve 4
Technically Adept: Daleks are brilliant at using and Ingenuity 4 Strength 5
adapting technology.

Emperor Dalek might need to defend himself; he believes that his


The Emperor Dalek is a large (between two to three Black Dalek guard are sufficient. While the Seventh
times the height of a regular Dalek), immobile Dalek Doctor discovers that Davros becomes the Emperor,
that speaks with a booming, echoing voice. The whether the Emperor Dalek that the Second Doctor
casing of the Emperor Dalek is conical and contains meets is actually Davros is unknown. In any case,
no weapons or appendages; instead, it is hooked up it’s possible that this Emperor Dalek, like Davros,
to a large computer system through various tubes. may have a mobile casing in reserve and perhaps
Safe within his throne room in the Dalek City on uses this to escape destruction in the Dalek Civil
Skaro, it doesn’t occur to the Emperor Dalek that he War.

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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.

visited only by those that can send their minds into


B GREAT INTELLIGENCE the plane, or it may actually be the space-time
The Great Intelligence is a powerful being of mental vortex. The fact that the Great Intelligence is able to
energy that is trapped in another plane of existence. manifest a web around the TARDIS while it is in the
It desperately wants to attain physical form and space-time vortex lends credence to the latter idea.
needs living servants to achieve that goal. It is
unknown what the Great Intelligence’s true form is The Great Intelligence has a relatively straight
like beyond the sludgy foam seen emanating from a forward method of operation. It waits until someone
pyramid focus. can get close enough to the barrier between the
physical world and its own (astral projection is a
The Great Intelligence’s prison is something of a good method) and it then possesses that person.
mystery. It might be a true astral plane, able to be The possessed person then starts construction on

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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.

The core of every robotic servant is a small sphere


chapter three: enemies

that is capable of independent action. When activated,


these spheres find the closest available robotic
servant and interface with it, providing power for
the creature. The Great Intelligence works through
the spheres, often using visual aids (such as a map
and figurines) to ease its mental strain when issuing Awareness 2 Presence 2
commands.
Coordination 3 Resolve 4
Ingenuity 1 Strength 7

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

Yeti Command Unit


This handheld device allows the user to issue
commands to a control sphere programmed
to accept them.
Awareness 2 Presence 2
Coordination 4 Resolve 4 Traits: Possess (Yeti with reconfigured control
sphere)
Ingenuity 1 Strength 6 Cost: 3 Story points

Skills Yeti Control Sphere


Athletics 4, Fighting 4, Marksman 3
This device is the heart of a robot Yeti. Without
it, the Yeti can’t move. The control spheres are
Traits programmed to seek out the nearest Yeti and
Alien Appearance: Yeti are designed to look
pop inside.
like large shaggy humanoids with glowing
eyes.
Traits: Scan (look for Yeti)
Alien Senses: Yeti can see in the dark.
Cost: 1 Story Point
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.
Enslaved: The Yeti are under the control of the
Great Intelligence and can’t act on their own.
When not given orders, a Yeti simply stands
still.
Fear Factor (3): Yetis are pretty scary and gain
a +6 to rolls to actively scare someone.
Natural Weapon (Claws): A Yeti has sharp
claws that do 4/8/12 damage when attacking
foes.
Robot
Yeti Control unit
This handheld device allows the user to shut
down Yeti control spheres at short range. It
Weapons: Web Gun - The Yeti carries a web gun does not allow the wearer to control the sphere.
that can shoot webs of lethal energy. (4/L/L)
Traits: This device effectively acts as a stunning
Story Points: 3-4 effect (S/S/S) on nearby Yetis.
Cost: 1 Story Point

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spores to Earth. These spores would transform the


Talk about an Achilles’ Heel... Earth’s atmosphere into something more suitable for
Martians while exterminating the human population.
In spite of their ferocity, both types of Yeti have Thanks to the Second Doctor’s intervention, the spore
a remarkably easily exploitable weakness; seeds were destroyed and the Ice Warrior invasion
their control spheres can be removed simply fleet was sent into the gravitational pull of the sun.
by lifting a flap and pulling them out. Given
that the Yeti have a tendency to stand immobile Several centuries into the future, an Ice Warrior ship
until ordered to do something, all you need to and crew are excavated during an attempt to hold
do is observe from the shadows, wait until a back a new Ice Age. Unfortunately, this group of
Yeti stops moving, sneak up to it, and pop out militaristic Ice Warriors believe that the humans are
the control sphere. While this doesn’t always out to destroy them and won’t listen to reason. Further
work (sometimes the Yeti is simply on guard complicating matters is the fact that Mars is now a
duty), it works often enough that players will dead world. As the Ice Warriors plan to dismantle a
try it. device that the humans need to hold back the glacial
advance threatening all of Earth, the Second Doctor
This weakness seems a bit odd when you take ensures that they are destroyed and the world saved.
into consideration that a Mark I Yeti morphed
chapter three: enemies

into a Mark II. If the Yetis are capable of this,


then why not ‘morph’ an opening for the
sphere and seal it up once the control sphere is
inside? One possible answer is that the control
sphere needs to be relatively exposed in order
to receive orders from the Great Intelligence.

Gamemasters should decide if this weakness


works as-is or if the control spheres are
protected but easily accessed by Characters
with appropriate equipment. For example,
perhaps the sonic screwdriver can pop the hatch While ‘Ice Warrior’ is not the Martians’ proper
open or a boffin can use a little jiggery-pokery designation, it’s worth noting that only soldiers have
to create a method of extraction. Perhaps a been encountered. In spite of their appearance the
time agent with a vortex manipulator can take Ice Warriors are cyborgs, incorporating technology
a Yeti through time, severing its connection to into their armoured carapaces. The Second Doctor
the Great Intelligence and causing its control has encountered two types of Ice Warrior. Rank-
sphere to explode (which risks damage to the and-file Ice Warriors wear large, bulky armour suits
time agent and the vortex manipulator as well). while officers wear slimmer carapaces. Both types
have sonic weapons built into their forearms. All Ice
Warriors have difficulty in Earth-like environments
which makes them move slowly and speak in harsh
B ice warriors whispers. They do not have such difficulties in
The Ice Warriors (or, more properly, Martians) come Martian-like environments, although their voices
from the fourth planet in the solar system. They are still have a natural rasp.
an ancient race whose civilisation developed when
Mars was still a wet, snowy world. While a martial
race, Ice Warrior civilisation was once considered Ice lords
honourable and noble. Unfortunately, they never Ice Lords are higher ranking Ice Warriors.
explored much outside the solar system and when They tend to have slimmer armour and a
Mars started to die the Ice Warriors suddenly had different-shaped helmet. One such Ice Lord is
nowhere to go. Slaar, whose rank is never mentioned but he
obviously commands the Ice Warriors on the
At least one militaristic faction of Ice Warriors moon. Another Ice Lord is the Grand Marshall,
decided to make a new home on Earth in the 21st who wears a more ornate version of the Ice
century. A vanguard took control of the Travel Mat Lord helmet.
relay on the moon and used it to send Martian

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Ice Warrior Ice lord

Awareness 2 Presence 2 Awareness 2 Presence 4


Coordination 1 Resolve 3 Coordination 2 Resolve 3
Ingenuity 2 Strength 5 Ingenuity 3 Strength 4

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.

The Lost Adventures


Usually when planning to run a Doctor Who: Adventures in Time and Space campaign based on a
particular Doctor, the best preparation you can do is to sit down and watch a few of that Doctor’s
adventures. With the Second Doctor, however, most of his early adventures (and the penultimate
adventure) are missing. None of his adventures with Ben and Polly nor his two encounters with the
Daleks can be seen in full (the odd episode exists, but there are no full stories).

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.

• Cliff-hanger endings – leave your players


excited about the next session. Cliff-hangers
are also used at the end of a Second Doctor
adventure to whet the appetite for the following
adventure. It can be difficult to plot cliff-hangers
for an adventure because the Players often
go in directions that the Gamemaster hasn’t
considered, or work out the plot quicker than
anticipated. It’s a good idea to think of a number
of potential cliff-hanger situations and tailor one
of those to the current situation as you get to the
second doctor themes
chapter Four: Designing second Doctor Adventures

end of your game session. B


There are a number of elements that are common
to several Second Doctor adventures. This section
Campaign Arcs or Lack Thereof addresses some themes that you may wish to
Unlike the Doctor’s more recent adventures, those incorporate into your own Second Doctor adventures.
of his second incarnation tended to be standalone While you certainly wouldn’t want to cram everything
adventures; there are no greater story arcs that offer here into each adventure, using one or two of these
hints at an epic finale (although ironically the Second elements in a single adventure should help you
Doctor ends his adventures with perhaps the most capture the feel of a Second Doctor adventure.
epic of all endings).

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.

What all this means is that you don’t have to get


wrapped up in explanations to have a cracking
adventure in the mould of the Second Doctor’s era.
Just pick an interesting monster (or design your
own), drop it into one of the adventure archetypes
outlined below, and challenge your group to defeat it.
By Salamander’s time in the early 21st century the
United Nations has been superseded by the stronger
Unreliable TARDIS World Zones Organisation (probably an evolution of
The TARDIS is un-steerable by the Second Doctor the Eurozone applied globally). The world is divided
and frequently breaks down. The Doctor can’t rely on into zones that are drawn along regional lines. For
using it for short jumps (which is why he pilots an the rest of the 21st century the WZO evolves into a
experimental rocket when the Ice Warriors take over true world government, although national identities
the Moonbase, rather than hop in the TARDIS and go remain in place. So too would seem the idea of
to the moon) so the TARDIS is effectively not a gadget zones, as many international crews that the Doctor
except as a laboratory or storage cabinet. encounters seem primarily comprised of Western
Europeans. This new world government reverts
If your players are using a future Doctor, another to the United Nations moniker for a while before
Time Lord, or an alternative group, then you’ll need being referred to as simply Earth Government in the
to ensure that the characters don’t have access to a decades prior to the Dalek invasion.

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Where are the Superpowers in the Future?


While one might expect American, Chinese, Indian, and Russian representation, international teams in the
future of the Second Doctor are mostly represented by (Western) Europeans.

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

Arms Control However, just because there is a scarcity of


A recurring theme for Second Doctor adventures in conventional weapons it doesn’t mean that the
the future is the lack of weaponry. Key installations characters can’t take direct action – it’s just that they
are often left unguarded without a security officer in will have to use their ingenuity to cobble together
sight. Even when weapons are introduced, they tend something useful from the materials at hand. Realising
to have little effect on the enemy. In contrast to the that a venting system, gravity control, or solar power
victims, the enemy is usually well-armed and a lethal relay can be used as a weapon is perfectly in keeping
show of force is often enough to prompt surrender. with the Second Doctor era. Generally speaking, if a
violent solution is necessary, then the means to that
The Moonbase is a good example. By 2070, humans end should be within the Characters’ grasp, often just
are well aware of aliens, if only because of the under their noses.
Cybermen invasion of 1986 (to say nothing of the
earlier Cybermen invasions, the Yeti in the London When scripting Second Doctor adventures you’ll
sewers, or the string of alien invasions in the 1970s). want to take this into account, especially since your
Yet the Gravitron, which is sitting out on the Moon players will likely go looking for them. Even sensitive
and is so sensitive that even a few minutes of misuse installations don’t have weapons hanging on the
could cause massive catastrophes on Earth, is walls and if security is armed, then they’re likely
unprotected. Worse, the attacking Cybermen are going to be used against the Characters at some
worried about reinforcements from Earth, meaning point. A good Doctor Who: Adventures in Time and
that Earth weaponry at that time is capable of Space adventure requires the Characters to use their
harming Cybermen. wits, not have them running through corridors like
space marines gunning down every Dominator in
sight.

Overpopulation and Resource Management


One easy way to design a futuristic adventure is to
involve the theme of overpopulation. During the
1960s there was a growing awareness of the dangers
of world overpopulation (culminating with the 1971
publication of The Population Bomb by Paul Ehrlich)
and many of the Doctor’s near future adventures
touched on it. Various methods are employed, from
alternative food sources to weather manipulation
to instant travel to artificial food. Simply select a

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method to control overpopulation and an agency to Tricky Space Travel


run it, then create an enemy that either wants to Space travel is a dangerous business during the
control or disrupt the method chosen. times and places visited by the Second Doctor in the
course of his adventures. Space ships (or rockets)
have to plot exact courses or risk being caught in
the gravitational pull of the sun, resulting in a slow
Recurring Locations but inevitable death. Space ships are generally short
The Doctor returns to two places in particular on provisions as well and even a minor detour from
during his travels. He visits the Moonbase the anticipated schedule risks running out of food.
several times over the course of the 21st Worse, most space ships lack failsafe mechanisms
century (notably in The Moonbase and Seeds or other means of staying on course if a beacon
of Death, and both adventures tie in with the transmitter is disabled or changed.
themes of ecological collapse and humanity’s
‘teething trouble’ in the 21st century). He Quite a few of the Second Doctor’s adventures involve
also visits the 1960s multiple times, and a rocket (or even entire battle fleets) being lost to
repeatedly encounters first Professor Travers the sun because of a false signal or other means
(The Abominable Snowman, The Web of Fear of misdirection. Sometimes it’s the badly needed
and, to a lesser extent, The Invasion) and later cavalry that gets flung into the sun, at other times
the Brigadier and UNIT. Repeated visits to it’s the enemy’s invasion force. When designing a
the same place or group of people give a nice futuristic adventure you’ll certainly want to consider
sense of stability and continuity to a game – adding the threat of a roasting death if a space ship
and give a baseline to compare against truly misses its mark and hurtles toward its doom.
weird adventures, like The Mind Robber.
Space flight is considered so inefficient and
dangerous that humans forsake space ships and
space exploration in the latter part of the 21st century
altogether once T-Mat technology is installed. When
the Ice Warriors take over the T-Mat lunar station the
Doctor and his allies are forced to cobble together an
experimental rocket that was being built in a retired
engineer’s spare time. After the threat is over there
is a debate over rebuilding rockets, one in which
rockets ultimately win and humanity spreads to the
edge of the solar system and beyond.

Electronic Science Fiction


There seems to be a theme in futuristic Second
Doctor adventures that any advanced technology
manifests itself as electronic or mechanical in
nature. As an example, while the Great Intelligence
is a being of pure astral energy, the Yetis and control
Nature’s Rage spheres are mechanical and electronic devices.
Another recurring theme in the Second Doctor’s Other forms of advanced technology, such as psychic
adventures is the wrath of nature, which is often power or bio-technology, are either absent or, as
tied to the solutions of overpopulation and resource in the case of the Krotons, indistinguishable (while
management. Mankind has so enforced its will on they are crystalline entities, both the Krotons and
nature that nature rebels, often with catastrophic the Dynatrope have a mechanical appearance).This
effects, for example the new Ice Age brought about approach means that the Doctor, or any other bright
by the destruction of all plant life on Earth. This scientist, can deduce a futuristic device’s inner
provides a great challenge to player characters workings and modify it with existing technology.
in avoiding the catastrophe while solving the While this is a characteristic of the Boffin trait, non-
adventure. Ironically it is usually the continued Boffin characters can often recognise advanced
application of technology, or humanity continuing to technology because it uses familiar, if slightly more
assert its dominance, which saves the day. advanced, components.

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Science Wizards philosophy never quite finds mass acceptance as the


Another staple of the Second Doctor’s adventures Brotherhood of Logicians a few centuries later is still
is the concept of scientists and technicians as considered a small and distinct group (and, due to
generalists, rather than specialists in a particular their frustration, the Brotherhood futilely turns to
field. For example, while Professor Eldred is a rocket the Cybermen for help).
scientist, he’d been offered a high position within
the T-Mat network. Similarly, the Doctor thinks that
Professor Travers, and later Professor Watkins, Mind Control
would be able to fix some parts of his TARDIS. A few of the Doctor’s adventures involve brainwashed
characters. In most of these cases, the mind control
is a symbol of authority versus individualism, with
joining authority leading to very bad consequences.
The Cybermen brainwash humans to use the
Gravitron to destroy the Earth as well as invade the
Space Wheel, the Macra enslave a human colony to
feed themselves, and the Seaweed Creature controls
humans to spread its influence over the world.
chapter Four: Designing second Doctor Adventures

Mind control is an effective technique, as it makes


everyone a suspect. Interestingly, most forms of
mind control in the Second Doctor’s adventures tend
to mute a victim’s personality, making them appear
somewhat more stiff and prone to speak in monotone.
This surprisingly tends to go unnoticed until the mind-
controlled victim actually does something suspicious.
While areas of expertise are optional in Doctor A notable exception is the Dalek mind control
Who: Adventures in Time and Space, you should device, which fails to function properly (likely due to
be careful to avoid having every scientist that the shortcomings in their knowledge of the humanity).
characters meet be capable of solving all scientific
problems. That’s the player characters’ job! Related
to the scientific wizard is scientific wizardry, also The Megalomaniac
known as jiggery-pokery. Science can perform feats Several of the Second Doctor’s most memorable
that seem magical and are often the solution to many adversaries are the megalomaniacs, villains with
adventures. Examples include Cocktail Polly, the the goal of enforcing their will on a world (inspired,
Human Factor, and the Cerebration Mentor. no doubt, by the villains of a certain British secret
agent). Megalomaniacs typically have a position of
influence and forge alliances of convenience. The
Trust the Computer megalomaniac will turn on his allies as soon as he
Characters in the Second Doctor’s 21st century no longer needs them. Megalomaniacs often have an
and beyond seem to place a high value and trust in air of manifest destiny about them and are quick to
computers and logic. In addition to running virtually anger when challenged.
all systems and piloting all vehicles (a situation
not all that much different from our own early 21st
century), computers tend to make many decisions
for their operators and leaders (or at least dissuade
them from taking certain actions). It can even be
argued that the World Computer rules the Earth
during the New Ice Age.

This almost-worship of computers leads to new


teaching techniques and philosophies that place
logic above all else. Zoe is an early example of a
woman whose been given intensive logical training,
as she appears to be little more than a humanoid
computer to her older co-workers. This logical

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Third, the base’s staff should be unable to defeat


B adventure structure the threat on their own. There are many reasons for
Most of the Second Doctor’s adventures follow one of this but two of the most common are that the aliens
five structures: the base under siege, the historical, are in a stronger position or they are working with a
the alien invasion, insatiable curiosity, or hooked. Of mole within the base (usually it’s a combination of
these, the base under siege is the most common, both). The mole usually aids in disabling the base’s
while the pure historical was only used once. Using defences. If the base is large enough then the aliens
one of these structures will aid you in crafting a might start taking it section-by-section, pushing the
Second Doctor adventure. characters back until they have nowhere left to run.

Fourth, the characters are sealed within the base.


The Base under Siege The Doctor often willingly seals himself in rather
Many of the Second Doctor’s adventures involve than flee in the TARDIS, but at other times it’s
a base under siege. The characters arrive at a because the Doctor and Companions are physically
relatively isolated location and help the locals fight separated from the TARDIS and can’t reach it until
off an attack from hostile aliens. The following the threat is neutralized. In many cases the Doctor
elements are keys to designing a good base under and Companions are initially confined as they tend to
siege adventure. show up unannounced as the trouble begins.

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.

First, choose a historical era where there is an


ongoing conflict, as it gives the natives a reason
chapter Four: Designing second Doctor Adventures

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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the second DOCTOR SOURCEBOOK

chapter five: The Second Doctor’s Adventures,


The Power of the Daleks, The Highlanders, The Underwater Menace

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‘Well I don’t think we’re...quite where I expected, Upgrade 2.1


but never mind, this looks very interesting’. Updating the setting of the Second Doctor’s Earth-
bound adventures requires some work in advance
While the previous chapter described many of the of the game, to adjust the details so that the
elements found in Second Doctor adventures, this story works in today’s context. This could involve
chapter focuses on his actual adventures, from his changing names of countries or organisations, and
first regeneration to his trial at the hands of the thinking about how our technological advances
Time Lords. The adventures are listed in relative could affect the resolution of the adventure. The
chronological order (from the perspective of the mobile phone alone has revolutionised our personal
Doctor’s timeline). Much care is given to playing or communications. There are more details on this
even re-skinning these adventures, making them in the description of each of the Second Doctor’s
useful for both players who aren’t familiar with adventures, in the following chapters.
the Doctor’s past exploits and those who’ve been
peeking in his 500-year diary. Once that work is done, however, your games will
be much easier to run. Everyone will be on the same
page with regards to the setting, and there’s no risk of
Now is Then; Does it Matter? arguments breaking out over the availability of GPS.
Some of the Second Doctor’s adventures take place
in our recent past, the present, or the near future. Keeping it real
However, the Earth’s politics and technological Playing the Second Doctor’s adventures as he
developments are different from those he experienced them is the most nostalgically satisfying
experienced. This presents Gamemasters and approach, and also means that the Gamemaster
players with a decision to make – do you want to play doesn’t have to do as much work to adapt the
authentically in the Second Doctor’s era, or do you adventures for his or her players. The hard part is
want to set the same adventures within the context keeping a consistent presentation of the setting,
of the world as it is now? especially in regards to the limits of technology.

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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.

Dating the Future


chapter Five: The second Doctor’s Adventures

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.

Below is an unofficial timeline of the Second Doctor’s adventures, massaging


a few inferences to keep it cohesive. This timeline is only a guide; feel free
to adjust or ignore it for your own campaigns. Of particular note is that the
sole UNIT story is established as happening in the then-present of 1968.

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.

1746 The Highlanders


1866 The Evil of the Daleks
1935 The Abominable Snowmen
1966 The Faceless Ones, The Evil of the Daleks,
The Web of Fear
1968 The Mind Robber, The Dominators,
The Krotons, The Invasion
1969 The Underwater Menace, The War Games
1971 Fury from the Deep
2020 The Enemy of the World
2070 The Moonbase, The Wheel in Space
2085 The Seeds of Death
2140 The Space Pirates
2150 The Power of the Daleks
2575 The Tomb of the Cybermen
3000 The Macra Terror, The Ice Warriors
4000+ The Evil of the Daleks

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The Power of the Daleks

‘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.

One solution is to overload the electricity cables, but


the players should be encouraged to try their own
ideas. Perhaps they could unite the colony against
the Daleks, or use the Daleks’ limited mobility
and power dependency against them by fighting a
guerrilla war.

The crucial point here is whether a character goes


through the charade of actually being the Earth
Examiner or would rather concoct some other
scheme to get access to the facilities on Vulcan. When
a character sees the Examiner’s badge, remind him
that such a badge gives authority and access. If your
players are slow on the uptake, then you could ask
for the expenditure of a Story Point and suggest the
ruse to them, but don’t push this course of action if
they are happily concocting their own scheme.

Even if your characters choose to be simple tourists,


they’ll soon spot a Dalek and realise that something
bad is going on. By this point, the Daleks are well into The Other Tenth Planet?
their plan and the characters may gain an audience ‘Vulcan’ is an interesting choice of planet name and it
with the Governor or Deputy Governor (whoever is has nothing to do with living long or prospering. Since
filling the seat at that point) by claiming to be experts the 19th century, astronomers have postulated the
on the Daleks. Alternatively, the characters may be presence of a planet between Mercury and the Sun
drafted by the rebels, who’d want outside support for that was dubbed ‘Vulcan’ by French mathematician
their cause. Urbain Jean Joseph Le Verrier. While Einstein
seemingly disproved Vulcan’s existence in 1915,
If the characters get an audience with the Governor, many astronomers continued to believe that Vulcan
they will learn about the crashed space ship. might exist.
Presuming they want to see it Lesterson won’t object,
as he is indeed making a charade of opening it for While The Power of the Daleks seems to place
the first time. You may wish to allow the characters Vulcan outside the Solar System, you could elect
to spot the Daleks on this first go around, as they, to put Vulcan within the Solar System. Practicality
unlike the Doctor, are unlikely to stop the test even aside (it’s difficult to see how humans would survive
if they suspect it is a Dalek vessel based on the on a planet that close to the sun), placing Vulcan
markings inside. within the solar system allows the colony to thrive

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much earlier, perhaps as early the 21st century. It Further Adventures


also explains how Earth can be radioed so quickly • As the TARDIS leaves a nearby Dalek slowly
and why visits from Earth are limited to every two raises its eyestalk. This could be the last gasp
years (as the travel time likely takes half a year, of a power-drained Dalek, or it could be that
round trip). the Doctor ultimately failed; the Daleks were
damaged but not destroyed. Is someone else
As the Daleks are seen to be not quite dead at the supplying them with power and, if so, how and
conclusion of this adventure, they may eventually for what reason? Perhaps an outside force wants
overtake a solar system Vulcan or at least be in to take over the colony and, through the Daleks,
a position to observe the Earth and its suitability has a cheap way to do so? If so, it wouldn’t be
for Dalek purposes. Once this is broadcast back to too long before the Daleks turned on them and
Skaro, the Dalek Invasion of Earth begins. would the Doctor be so willing to help those that
eliminated the first colony?

• At the conclusion of this adventure the colonists


have no power and Vulcan isn’t exactly hospitable.
The colonists aren’t sure if the power can be
restored, perhaps necessitating an evacuation.
chapter Five: The Power of the Daleks

It’s quite possible that, without the Doctor’s


advice, the evacuating vessels take the Daleks
with them and bring them to Earth. Perhaps the
characters visit Earth in the mid-22nd century
to find that the Daleks are alert and scheming
again, this time to take over the Earth!

• Vulcan’s unknown resources could be of interest


to another enemy, perhaps the Cybermen or the
Ice Warriors. This new threat could either visit
Vulcan prior to the discovery of the Daleks or
immediately thereafter. Perhaps the characters
What is Produced on Vulcan? return and find that the desperate colonists have
All we learn from this adventure is that Vulcan is home reactivated the Daleks to aid them, incorrectly
to an Earth colony that has a group of dissatisfied reasoning that a threat to the colony is a threat
colonists. We don’t know what the purpose of the to the Daleks.
colony is nor do we know why conditions are so bad
as to foment a rebellion. We don’t even know whether
the rebellion is a serious movement or simply a
small group of agitators.

What we do know is that Vulcan itself is almost


inhospitable, with mercury swamps and plants that
spew poisonous gas. With this in mind, two things
seem certain. First, we know that Vulcan isn’t an
emergency colony (Earth is alive and well), so
whatever brought the colonists here is worth risking
one’s health to acquire and second, that if this is
a working colony then if the workers are feeling
oppressed than it must be due to their working
conditions or compensation.

Perhaps the colonists are gas miners. The mercury


swamps are obviously dangerous and a colonial
government that is cutting corners to save money
could be putting the workers at risk in both the
mining and refining processes.

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Deputy Governor Quinn Rebel


Awareness 4 Presence 3 Awareness 3 Presence 4
Coordination 3 Resolve 4 Coordination 3 Resolve 4
Ingenuity 3 Strength 3 Ingenuity 3 Strength 3

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.

Tech Level: 6 Story Points: 3 Traits


Brave: Rebels are willing to risk the
consequences in order to achieve their goals.
Obligation (Major): Rebels are obsessed with
changing conditions in the colony.

Tech Level: 6 Story Points: 2

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.

Tech Level: 6 Story Points: 3 Tech Level: 6 Story Points: 6

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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.

This is the first time we see the Second Doctor in


‘magician mode’; he dons several disguises, subtly
influences people, and comes up with a cache of
weaponry just when its needed. While Ben and Polly
get to do a lot on their own, it isn’t because the Doctor
can’t; he’s just as physically capable and critical to
the success of the adventure.

The adventure begins with the characters being


captured. If they are captured by the Highlanders,
they are led back to the cottage where they meet the
Laird. The English then capture them along with the
Highlanders. In the Doctor’s adventure, some of the
characters are collecting water when the English
arrive and remain free. Splitting the group in this
way can add tension and drama to your game but,
as you can only focus on one group at a time, you

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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?

Or has the TARDIS truly fallen into an alternate


Tech Level: 4 Story Points: 2
universe?

Further Adventures Kirsty McLaren


• When the Time Lords exiled the Doctor to
Earth, they returned Jamie to his own time
with only the knowledge of his first adventure
with the Doctor (presumably he remembers Awareness 4 Presence 4
escorting the Doctor, Ben, and Polly back to Coordination 4 Resolve 4
the TARDIS and believes they left without him).
However, there is still a war going on and Ingenuity 2 Strength 2
Jamie is last seen chasing an English soldier.
It is entirely possible that Jamie gets arrested, Skills
necessitating a rescue by the characters. Athletics 2, Craft 4, Fighting 1, Knowledge 3,
It could be an interesting challenge for the Marksman 1, Subterfuge 3, Survival 4
player of the Doctor to outwardly downplay his
affection for Jamie while doing everything he Traits
can to help him. Attractive: Kirsty is attractive and gets a +2
bonus on rolls in which her appearance would
• Captain Trask escaped at the end of this matter.
adventure. It’s quite possible he set up shop
elsewhere; the plantations in the Caribbean Tech Level: 4 Story Points: 7
still need workers. Whether he hatches another
scheme to recruit indentured servants or turns

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Solicitor Grey Captain Trask


Awareness 4 Presence 2 Awareness 4 Presence 2
Coordination 2 Resolve 4 Coordination 4 Resolve 4
Ingenuity 4 Strength 2 Ingenuity 2 Strength 3

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

Awareness 4 Presence 4 Traits


Attractive: Ffinch is attractive and gets a +2 bonus
Coordination 5 Resolve 4 on rolls in which his appearance would matter.
Charming: Algernon is an aristocrat and his
Ingenuity 3 Strength 4 polite manner is pleasing to most. He gets a +2
bonus on social rolls where charm is a factor.
Skills Eccentric: As a foppish gentleman, Ffinch’s
Athletics 4, Convince 4, Fighting 6, Knowledge 3, mannerisms can be off-putting at times.
Marksman 3, Survival 4 Weakness (Major): Ffinch is extremely worried
about his pride and reputation and allows
Traits himself to be blackmailed.
Tough
Tech Level: 4 Story Points: 6
Tech Level: 4 Story Points: 5

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The Underwater Menace


Zaroff was aware of this, but wanted to do it anyway,
simply because he could.

Ben and Jamie learned that the Atlanteans have been


kidnapping shipwreck survivors and putting them to
work as miners or Fish People. They also learned
that the farmed plankton can’t be stored; it rots
within hours. The Doctor escaped from Zaroff and
found Polly, who’d been rescued from the operating
table by Ara, a sympathetic serving girl. The Doctor
attempted to convince King Thous of the Atlanteans
about Zaroff’s duplicity, but the king handed him over
to Zaroff.
chapter Five: The Underwater Menace

‘Nothing in the world can stop me now!’

B Synopsis
Atlantis, after 1968

While exploring a volcanic island somewhere in the


Atlantic Ocean,  the travellers were captured by
primitive warriors, although the island didn’t seem
to be wholly cut off from the modern world as Polly
had discovered a discarded souvenir from the 1968
Olympics. The travellers were led to a reception
area in an underwater complex where they met Ben and Jamie fled through the tunnels and arrived
an Atlantean priest, Lolem. Lolem informed them in time to help the Doctor by using a device inside
that they were to be sacrificed to the Atlantean god the head of the Amdo sculpture to make the priests
Amdo. believe Ben is Amdo. The Doctor decided that the
best way to get the Atlanteans to cooperate was to
Taking stock of his surroundings, the Doctor deduced disrupt their food supply. They managed to capture
that the base was the work of Professor Zaroff, a Zaroff but he escaped after informing them that the
brilliant scientist who had disappeared during the plan was already in motion and couldn’t be stopped.
Cold War. The Doctor talked a serving girl, Ara, into Ben and the miners convinced the Fish People to
taking a message to the Professor. Zaroff interrupted strike. A concerned King Thous summoned Zaroff
the sacrifice and took the travellers to his quarters. to demand answers, but Zaroff shot him instead.
He explained that he was allied to the Atlanteans, Fortunately, the wounded king was discovered by
and planned to raise Atlantis. The Professor sent the Doctor and tended to by loyal Atlanteans while
Ben and Jamie to work in the mines while Polly was the Doctor and Ben went after Zaroff. They found
taken by Zaroff’s assistant, the surgeon Damon, to Zaroff in his laboratory and the two managed to foil
be converted into a Fish Person to help farm the the experiment, flooding the lower levels of Atlantis
plankton. but otherwise leaving the planet unharmed. Trapped,
Zaroff drowned.
The Doctor learned from Zaroff that the latter wanted
to raise Atlantis from the sea. His plan, however, A recovered King Thous pledged to rebuild an Atlantis
called for cracking the Earth’s crust in order to drain free of the superstitions that so easily duped them
the water, which would instead destroy the world. while granting the Fish People their freedom.

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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.

This is the second story in a row where the Doctor


uses a ‘secret’ to garner an audience with a villain
only to reveal that there is no secret once the
audience is granted.

The TARDIS does not to allow the time travellers


to communicate in Atlantean when they meet the
first set of guards. The simplest reason is that the B Running the Adventure
guards don’t want to speak to them, but another This adventure has a very 1960s Cold War superspy
reason might be that the effects of decompression vibe to it. Ships are sinking in the Atlantic, the
have affected the TARDIS’ ability to influence survivors taken to fuel a madman’s plan. The madman
their minds until they’ve adjusted. Still another is a Cold War scientist who disappeared decades ago
reason might be that the TARDIS is unfamiliar with and each side blamed the other for it. He’s joined
Atlantean and needs to sample it before adjusting forces with local primitives that believe he is helping
the time traveller’s brains. In any case, the Doctor them while the madman plots to destroy the world.
and his Companions have no trouble understanding In furtherance of this plan he’s performing genetic
Atlanteans throughout the rest of the story (and it’s experiments on some of the castaways, turning them
doubtful that they’ve all switched to English for the into underwater slaves.
convenience of four people).
At its core, this is a very basic adventure theme that
can be used countless times over. A civilization in
distress reaches out to a saviour, willing to overlook
(or is unaware of) the saviour’s past. In the meantime
the ‘saviour’ works towards his own ends, which
spell doom for the very people he promised to save.
The characters have to stop the madman while
convincing the people to turn against him.

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

air-breathing makes it difficult to outfight them.

Nothing in the world can stop me now!


Professor Zaroff is a madman. He believes that his
experiment will destroy the world, yet he will do it
simply because he can. If you want to make Zaroff
a sympathetic adversary, then you can ratchet down
his megalomania to that of a wounded scientist that
Awareness 3 Presence 2 is tired of the scientific community telling him that he
can’t raise Atlantis from the sea. He firmly believes
Coordination 3 Resolve 2 that he can without destroying the world. The
Ingenuity 1 Strength 3 Doctor’s (or other character’s) attempts to dissuade
him only make the Doctor the latest in a long line of
naysayers and are easily dismissed by Zaroff.
Skills
Athletics (Swimming) 3, Fighting 1, Knowledge It’s also possible that Zaroff is suffering from some
(Underwater) 2, Survival (Underwater) 3 personal tragedy that has sent him over the edge.
Perhaps he lost a loved one as a result of Cold War
Traits politics, or some other scientist that wronged him is
Alien Appearance: While surgically-altered on the verge of making a great discovery and Zaroff
humans, Fish People have fins, gills and scales.
wants to pre-empt his or her glory.
Some wear diving masks or goggles that give
them an even more alien appearance. A few
actually do have altered, unblinking eyes.
Enslaved: The Fish People are surgically
altered to serve the Atlantean people as
underwater farmers. While they could
technically leave, they seem unwilling to do
so without outside guidance. This may be a
psychological problem
Environmental: Fish people are able to
survive underwater and are more comfortable
underwater than on land.

Tech Level: 5 Story Points: 1-2

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An Alien Twist they are the crypts of the dead. Unfortunately,


Professor Zaroff’s experiment, while destructive, is Zaroff’s experiment had penetrated enough
very useful for some of the more martial powers in crust to emit low levels of Stahlman gas, which
the galaxy, especially the Daleks or the Sontarans. has been poisoning local fauna. Mutated crabs,
They may invade in order to extract the Professor fish, and cephalopods now plague the Atlantic.
before he kills himself or offer to keep him safe while Unless the hole is plugged, Zaroff’s dream of a
he conducts his experiment. Such enemies would, of devastated Earth may soon come to pass.
course, resent the presence of interfering characters.
Another possibility is that Professor Zaroff is the
Master or another alien that wants to destroy the
world for some other reason (perhaps the Slitheen Professor Zaroff
arrive early, or the Cybermen want to prevent the
destruction of Mondas). Finally, it’s possible that Zaroff
has engineered a giant octopus to attack approaching
vessels and cause shipwrecks, providing Atlantis with
a regular source of miners and Fish People.

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

• After the Doctor defeats Zaroff and the lower Traits


caverns of Atlantis are flooded, the Atlanteans Boffin: Zaroff has invented a machine that can
leave the Fish People to their own devices. None of punch a hole through the crust of the Earth.
the Doctor’s future travels on Earth ever mention Eccentric (Major): It only takes a few minutes
them, so it’s likely that they’ve either died out in the of conversation with Zaroff to realise that he’s
near future or remained incognito. Perhaps they’ve completely mad.
moved into the submerged sections of Atlantis and Obsession (Major): Zaroff is so obsessed with
rediscovered some of Zaroff’s research. Maybe proving that he is the greatest scientist of all
they wage war with the Atlanteans. Maybe they time that he’s actually quite eager to destroy
create their own community and occasionally the world to prove it.
capsize boats to increase their numbers. Maybe Technically Adept: Zaroff is ahead of his time
they’ve moved into an old Silurian bunker. The as far as technology is concerned and gets a +2
possibilities are endless. bonus to any Technology roll.

• There are many that would like Dr Zaroff’s equipment: Pistol


process for creating aquatic people, but the notes
are buried beneath the sea and the Atlanteans Tech Level: 5 Story Points: 9
don’t want anyone traversing the lower levels;

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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

Biochemical Genius: Damon gains Areas of


Expertise for the Science Skill in Biology and
Chemistry and has used this trait to create the
Fish People.

Tech Level: 4 Story Points: 7

Awareness 3 Presence 4 Atlantean Priest


Coordination 2 Resolve 4
Ingenuity 2 Strength 3
Awareness 2 Presence 3
Skills Coordination 2 Resolve 3
Athletics 2, Convince 4, Fighting 2, Knowledge 3, Ingenuity 3 Strength 2
Marksman 1, Survival 2

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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the second DOCTOR SOURCEBOOK

chapter six:
The Moonbase, The Macra Terror, The Faceless Ones
THE second doctor sourcebook

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.

Another possibility is that these Cybermen aren’t


human at all, but a similar humanoid race. This
would explain the three-fingered hands and their
apparent contempt for humanity (presumably they’d
lump the unfortunate Mondasians into the same
Finally, the Cybermen, while superior fighters, are category) as well as the callous way they propose to
killed by a chemical concoction and later pushed destroy it. The Mondasian Cybermen still considered
off the moon via a modification to the Gravitron. Earthlings as a kindred race, albeit an imperfect one.

Liquid Plastic Neurotrope X


This liquid comes in a spray can. If it hits a Cybermat This poison, when injected, causes the victim to
it completely encases it in plastic. If used against a collapse unconscious with large black tendrils
Cyberman’s chest unit it causes great damage. (following nerve bundles) covering the body. This
makes the victim more susceptible to control by
Traits: One Shot, Inflict Major Weakness the Cybermen.
Each application acts as a major weakness against
a Cyberman’s physical attributes, inflicting 4 Traits: Anyone that consumes Neurotrope X is
damage each Action Round. Unless the Cyberman completely incapacitated and can be controlled by
has some way to purge its chest unit of the poison, the Cybermen as per the Possession trait.
it keeps taking this damage until it is destroyed. Cost: 3 Story Points
Cost: 2 Story Points

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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.

If done well, a Gamemaster can take this lesson and


apply it to any of the Second Doctor adventures. Simply
pick an adventure you like, file off the serial numbers,
and re-run it. As the adventure synopses and other
information for the Second Doctor’s adventures are
quite extensive, you can use most of the information
for an original adventure. Unlike The Moonbase, you
don’t even need to use the same enemy.

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.

• While the Doctor helped the Moonbase crew Hobson


chapter six: The moonbase

convert the Gravitron into a weapon out of


necessity, its utility as a weapon has now been
demonstrated. Perhaps the characters discover
an Earth criminal using a private Gravitron
to extort power and wealth from a vulnerable

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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The Macra Terror


‘Doctor, that was it – that thing in the picture! That The Doctor snuck out and met Medok hiding in a
was the claw! They’re in control!’ construction site, where they encountered a large
Macra before being caught by the police. Medok
‘confesses’ that he manipulated the Doctor so that
B Synopsis the Pilot would show leniency, and the Controller
Earth Colony, centuries into the future ordered the Pilot to brainwash the new travellers.

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.

A strict curfew was enforced that night and


everyone was to remain indoors while
the police hunted the dangerous
Medok.

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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.

B running the adventure


This adventure explores the hidden dangers of a
seemingly utopian society. Much is made of the
utopian nature; the travellers are immediately
welcomed and refreshed, the community seems
happy and content, there is a sense of equality (e.g.
they hold beauty pageants for the title of ‘Beauty
President,’ ‘Pilot’ is a less-authoritarian term for
‘Governor’), and the people work for work’s sake.

There is a strong allegory about communism as well.


The travellers are attended to according to their
needs and expected to work for the common good of
the colony. The Controller is a ‘big brother’ figure who
is never seen but presents a picture of perfect health.
The colonists’ minds are filled with propaganda and Macra
anything that doesn’t fit the Party’s (i.e. the Macra’s) The Macra are giant crab-like creatures with claws
goals is edited out as if never existing. Dissenters are that can surround a human body. They live beneath
arrested and re-educated. the ground and survive on a particular (and unnamed)
gas. Without the gas, the Macra become sluggish and
Predictably, it is soon revealed that this communist even inert. Macra only come to the surface at night.
utopian society has a rotten core that reveals that the Whether this is due to a physiological need or just to
colonists are slaves to a system that only cares about keep from being seen (stretching their legs safely in
their usefulness. The Macra need gas to survive and the dark) is unknown.
are willing to go to any lengths to ensure that the
colonists provide it. The Macra infested a human colony like a parasite,
using advanced technology to hypnotise the
While obviously fuelled by Cold War fears, The Macra population and force them to mine the gas that
Terror serves as an example of a utopian society Macra need. The affected humans don’t understand
that needs a veil lifted and a threat removed. One why they are mining the gas nor do they accept the
could easily replace the communist community existence of the Macra. Where this technology comes
with one based on any religion or philosophy that from and how the Macra learned to use it is unknown.

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It’s possible that the Macra have rudimentary natural


macra hypnosis abilities and use this to force the original
colonists to build the machines, but there’s no
evidence of such an ability.

Macra can speak English and use it to issue


commands to the colony, but this may be through
a translator built into the control centre. Whether
Macra eat humans is also a matter of debate, as the
Macra seem to hunt humans that they come across
(although one leaves Medok’s body unmolested after
killing him, presumably to continue hunting Jamie).

Macra Influencing Engine


The Macra have fully integrated a hypnosis
machine into the communications network of
Awareness 2 Presence 4 the colony. Every night subliminal messages
Coordination 3 Resolve 3 are fed to the humans as they sleep. A character
can resist with an Ingenuity and Resolve roll
Ingenuity 3 Strength 12 (Difficulty 15). The longer a victim is exposed
to the Macra influence, the bigger the changes
in their personality. Here, the Macra use it to
Skills
Athletics 3, Convince 5, Fighting 3, Survival 3 brainwash everyone into having the Bad Traits
By The Book, Obligation (to serve Control) and
Traits Eccentric (mandatory happiness). A single failed
Additional Limbs: The Macra have six legs and resistance roll means the character gains one
two huge, clawed appendages and gain a +4 to of these as a Minor Bad Trait. Repeated failures
their effective speed. add on the missing Bad Traits or upgrade them
Alien to Major Traits (so, six failures in a row turns
Alien Appearance: They look like giant crabs. a character into a brainwashed, gas-mining
Armour (Major): The Macra’s shell reduces happy camper like the rest of the citizens of the
their damage by 10. colony.)
Dependency (Gas): The Macra needs to feed
on gases to survive. Cost: 2 Story Points
Fear Factor (3): The Macra are very scary and
gain a +6 on rolls to actively scare.
Huge (Minor): A Macra gains +2 to Strength
and +1 to Speed, while those trying to spot them Historical Note: Holiday Camps
gain a +4 and those trying to hit them gain a +2. The Macra-infested colony is reminiscent of
Natural Weapon (Claws): The Macra’s claws traditional Holiday Camps, which had their heyday
are especially deadly and add +2 to the Macra’s from the middle of the 20th century until the end
strength when using them to inflict damage. of the 1970s and offered families meals and varied
Weakness (Bright light): The Macra remain entertainments on a strict timetable. Holiday
underground or otherwise hidden during Camps are resorts that cater to low-income working
daylight hours. If exposed to daylight or other families, who would rent chalets and spend their
bright light they become blinded instantly, holiday swimming in the pool, dancing, enjoying the
reducing their Awareness to 0. beach (if a seaside resort), or participating in events.
Weakness (Fresh Air): The Macra need a
particular gas to survive. If deprived of it, they Events are generally scheduled by age group; parents
quickly lapse into lethargy. can leave their children for hours at a time as they
are participating in their own events. The focus of
Tech Level: 6 Story Points: 5-8 the activities was on having fun, and many of them
were somewhat out of the ordinary. The list on any

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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

The Holiday Camp is actually a mine for toxic gas.


Smashing together happy, cheerful entertainments
with ghastly or unpleasant purposes makes for
wonderful settings – consider, say, a circus that is Medok
also a mercenary military unit, or a playground that
doubles as a Cyber-conversion experiment, or a
seaside resort that eats people.
Awareness 4 Presence 2
Coordination 3 Resolve 4
Ingenuity 2 Strength 3

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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The Time Scanner


The Time Scanner (which is not the same thing as the Time-Space Visualiser installed by the First Doctor)
gives glimpses of the ship’s next destination. It is normally used as a navigation aid when the Time Lord
has full control of his vehicle, but during this era in the Doctor’s adventures, when the TARDIS moves
seemingly at random, it gives glimpses of the ship’s immediate future. The Gamemaster can use the
Scanner to foreshadow upcoming adventures, or give the players clues about things to do in the next
adventure. For example, if the Scanner shows a scene of two technicians talking about the upcoming
arrival of the Earth Examiner, then the players could take this cue to impersonate the Examiner and his
assistants when they arrive.

The Pilot Police Chief Ola

Awareness 3 Presence 5 Awareness 4 Presence 3


Coordination 3 Resolve 4 Coordination 4 Resolve 4
Ingenuity 3 Strength 3 Ingenuity 3 Strength 4

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.

Tech Level: 6 Story Points: 8

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The Faceless Ones


kidnappings the aliens were mailing
fake postcards that indicated that
the passengers had reached their
destinations.

The travellers, aided by the sister of


a kidnapped passenger and a police
investigator, gathered evidence
and attempted to convince the
Commandant of the airport about
the scheme. The Commandant didn’t
understand the motive but agreed to
help. The inspector boarded a plane
and discovered a futuristic cockpit
before being captured by the aliens.
chapter six: The faceless ones

The Doctor, Jamie, and the missing


man’s sister found a secret office
where the Doctor discovered traces
of alien gas. Unfortunately, Spencer
discovered and paralysed them,
then set up a laser beam to kill
them. The three managed to deflect
the laser with a mirror and freed
themselves.

The Doctor investigated the medical


unit and discovered that Nurse
Pinto was an alien and had been
using the unit to affix armbands and
‘You wanted to know what was the secret of map human likenesses onto other aliens. He barely
Chameleon Tours. Well Inspector, see for yourself!’ managed to escape when another alien tries to
electrocute him. Jamie stowed away on a Chameleon
flight and was taken to a space station orbiting the
B Synopsis Earth. He learned that the kidnapped humans were
Gatwick Airport, 1966 being miniaturised for easy transport.

After the TARDIS arrived on a runway in Gatwick


Airport, Polly stumbled into a storeroom owned
by Chameleon Youth Tours and observed a pilot,
Spencer, shooting a man with a futuristic pistol. Polly
fled and brought back the Doctor and Jamie. The
Doctor determined that the man was electrocuted by
an alien weapon. As they left, Polly was kidnapped
with a freeze ray.

Spencer and the other members of Chameleon Youth


Tours were actually members of an alien race that
had lost their forms in a nuclear war, reducing them
to shapeless blobs. They were kidnapping people in
order to use their likenesses, achieved by wearing
wirelessly linked armbands. In order to cover up the

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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.

As the travellers prepared to leave, Ben and Polly


discovered that they were on Earth on the same day
that they left, meaning that they could easily return
to their normal lives. The Doctor wished them well
before telling Jamie that he couldn’t find the TARDIS.

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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Package Holidays Further Adventures


Interestingly, after an adventure in the future • The Doctor promised to help the Chameleons find
modelled on the Holiday Camp, the Doctor returns a cure for their condition. What if it doesn’t work?
to the present and gets involved in an adventure The Chameleons won’t be so trusting of the Doctor
that features the pastime that is replacing Holiday or Time Lords in general the next time they meet.
Camps; the package holiday. Finding a cure might require the Doctor to travel
back to the time when the Chameleons lost their
Prior to the internet and price shopping, tour identities in a gigantic explosion.
companies offered all-inclusive trips that, for one low
price, a traveller could pay a tour company to handle • Having the Chameleons visit Earth (or a similar
travel, accommodations, meals, and tours. All the planet) in an earlier period changes their
traveller had to do was arrive at the airport on time. methodology. Entire villages could disappear
overnight with no one being any the wiser.
Perhaps the Chameleons have manufactured a
Chameleon Fun plague to which their victims are immune (their
Through some jiggery-pokery it may be possible to water supply is laced with the antidote) and
fine-tune the Chameleon armbands to eliminate while the area is quarantined the Chameleons
the threat to the white armband wearer and allow swoop in and kidnap their victims. Chameleons
her to remain conscious while the black armband could pose as local lords, soldiers, or physicians
wearer takes on her appearance. This could be very in order to maintain the ruse.
useful in subterfuge, as one person could be in two
places at once (providing an alibi) or someone with • Not all Chameleons are likely to sign up to the
a useful skill can utilise it in an area where only her Doctor’s proposed solutions, especially if they
companion has access. It’s certainly possible that are less than perfect. Individual Chameleons
the bands fell into the hands of UNIT or Torchwood, may snatch a body and effectively live in exile,
as well as less scrupulous collectors like Henry van or an enterprising Chameleon may run a black
Statten. market for healthy bodies.

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Samantha Briggs Captain Blade (Human Duplicate)

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

sometimes land her into trouble, where she Awareness 3 Presence 4


often bursts into tears once she’s realised it. Coordination 3 Resolve 4
Attractive: Samantha gets +2 to rolls in which
her appearance would be a factor. Ingenuity 4 Strength 3
Inexperienced: Samantha doesn’t have a
great deal of life experience and gets easily Skills
frustrated. Athletics 3, Convince 4, Fighting 3, Knowledge 4,
Insatiable Curiosity Marksman 4, Medicine 2, Science 2,
Subterfuge 4, Survival 3, Technology 3,
Tech Level: 5 Story Points: 9 Transport 5

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

Tech Level: 5 Story Points: 6

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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

the evil of the daleks


it into three Daleks, who he named Alpha, Beta and
Omega. These Daleks began acting like children,
playing with the Doctor, until they received a
summons to Skaro. Jamie found the Doctor and
they searched for Victoria, while Maxtible tried to
convince Waterfield to join him; Maxtible’s reason
for aiding the Daleks was that they promised him the
secret of turning metal into gold. When Waterfield
refused, Maxtible knocked him to the brink of
unconsciousness and left for Skaro.

The Daleks left a bomb behind but the Doctor and


Jamie found Waterfield and the three escaped
through the mirrored cabinet just in time. They
‘You will take the “Dalek Factor.” You will spread it entered a Dalek city where they were soon captured
chapter seven: The evil of the daleks

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.

The Daleks forced the Doctor to use Jamie in an Continuity


experiment to free Victoria. The Daleks also used a The Dalek Emperor is seen for the first time. He is
mind-controlled human, a mute muscleman named guarded by black Daleks. It is unknown whether this
Kemel, to challenge Jamie. During an altercation Dalek Emperor is actually Davros.
Jamie saved Kemel and the two became friends.
They rescued Victoria, but Jamie was separated from There’s some uncertainty as to whether Maxtible
them. A Dalek forced Kemel to take Victoria through and Waterfield’s mirrored time machine worked or
the mirrored cabinet back to Skaro. simply tapped into Dalek Time Corridor technology.
We presume the latter, as the time mats that the
Through the experiments performed on Jaime, the Doctor uses to get back to 1866 and from there to
Doctor synthesised the Human Factor and implanted Skaro are Dalek devices.

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This is the first adventure where two different Dalek


factions vie for control.
The Factors
B running the adventure Dalek research – aided by the Doctor –
Once again, the Daleks use time travel against the distilled the essence of humanity into the
Doctor, but this time they aren’t simply trying to kill Human Factor, the root of our compassion and
him. They acknowledge the genius of their enemy adaptability and determination and creativity.
and force him to help them become an even greater By isolating the Human Factor, the Daleks
threat. Normally, this task would fall to a supporting were able to create its inverse, the Dalek
character, usually a mad genius or well-meaning Factor. Either Factor could be imprinted onto
dupe (Professors Maxtible and Waterfield seem to a living creature by means of the Factor Arch.
fit this role, but they are simply pawns in a greater
game).
Human Factor (Special Good Trait)
This adventure answers the question of why an old Possession of the Human Factor increases
enemy wouldn’t simply kill the characters once they the character’s Resolve by 1, and gives the
are in their grasp. Tension is added by using the other traits Empathic or Brave. It also makes
characters in the experiments to make the enemy the possessor more compassionate. Most
stronger, with a real risk of death. Finally, there’s a importantly, it gives an extra 2 Story Points.
chance that the character’s meddling actually does The Human Factor costs 4 Character Points.
change the enemy for the better (the Daleks that put
the Master on trial in Doctor Who: The Movie could
be the triumphant humanised Daleks), or eliminate Dalek Factor (Special Good Trait)
their threat, as Skaro descends into a civil war that The inverse Dalek Factor increases the
the Doctor believes will be the end of the Daleks. character’s Ingenuity, Resolve and Marksman
scores by 1, and gives the traits Obsession and
Finally, this is an adventure about conversion. For the Obligation (Serve the Daleks). Furthermore,
first time, being a Dalek is presented as something the character gets a free Story Point every
more than a Skaro mutant that is forced to live in adventure that can only be spent on furthering
a casing. It is a ‘brainwashing’ method that can be the cause of conquering and exterminating
applied to anyone; similarly, a sense of humanity can lesser species to ensure the ultimate victory
be instilled in the Daleks. of the Daleks. Gaining the Dalek Factor costs
2 Character Points.

What are the Dalek and Human Factors?


The Dalek and Human factors are distillations of the Factor Arch (Special Gadget)
essence that makes one a Dalek or Human. They are The Factor Arch is a biodata modification
presented as opposites in this adventure, although they imprinter that projects the Dalek Factor or
are basically enhancements of particular virtues; the Human Factor onto any creature that passes
Human Factor seems to encourage ‘good’ emotions, through it. A character may resist imprinting
while the Dalek Factor engenders hate, xenophobia, by making an Ingenuity + Resolve test against
and slavish devotion to the Dalek hierarchy. Difficulty 21. If the imprinting succeeds, the
character immediately gains the appropriate
The question here is whether these factors are Factor. If he does not have the Character
nature versus nurture. As cyborgs, the Daleks Points spare to purchase it, he must do so as
created by Davros in Genesis of the Daleks have soon as he gains the necessary Experience
partially computerised brains (one lacked the ability Points.
to recognise ‘pity’). As Daleks can survive outside
their casings, at least for short periods, it makes Human characters may not possess the
more sense that the ‘databank’ is a teaching machine Human Factor, Daleks can’t have the Dalek
or hypnosis technique. Taking this a step further, Factor, and imprinting one Factor cancels out
the arches in this adventure are primarily hypnosis the other.
machines that instantly rewire the brain with mental
conditioning.

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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

Mirrored Time Travel


Professors Waterfield and Maxtible have created Time Corridors are also navigational hazards in
a time machine by lining a room with mirrors. vortex travel. Unwary Time Travel Capsules ‘fall’ into
Somehow, the lightbeams reflected in this room them, getting sucked into an artificial plug-hole in the
managed to tap into a time corridor and connected vortex and forcibly deposited at its end. It can be very
1866 to Skaro. While it is likely that a Dalek time difficult for even a TARDIS to break free from their
corridor provided the main link between Earth and pull once caught inside, and the worst part is that
Skaro, there is certainly something odd going on with once you’ve materialized at the corridors destination,
mirrors and time travel. UNIT use mirrors as a part it’s practically impossible to take off again while the
of their time machine in Turn Left, while the Doctor Corridor is still active without damaging your Time
traps one of the Family of Blood behind all mirrors in Travel Capsule.
another adventure. Waterfield may be like a caveman
who bangs two shiny warm rocks together, then Traits: Transmit, Vortex, Restriction (Gates Required,
feels sick – he’s discovered uranium, radiation and Loss of Corridor*)
radiation poisoning all at once, but has no context to * On a Disastrous Failure when using the Time
describe his discovery. Corridor, anything or anyone transported is lost.
Cost: 7 Story Points
Mirrored time travel could have all sorts of
implications. Perhaps an old mansion has enough For descriptions and game information on the Daleks,
carefully placed mirrors that ascending a staircase see page 34 in the Enemies chapter.
a certain way can transport someone from 1966 to
1666. Perhaps someone in the past is using mirror
technology to glimpse the future and make a profit Further Adventures
(or at least make the right decisions) in the past. • Skaro is now a dead world, with the Daleks
Perhaps a time traveller is slowly going insane as having destroyed themselves. An archaeological
she continues to make adjustments in order to make expedition comes to Skaro and unearths the
her future perfect. Dalek Factor arch, which is still in working
condition. While powering it up, some scientists
are accidentally converted into Daleks. Can they
Time Corridor be stopped before they unearth more Dalek
The Daleks have developed a Time Corridor, an technology and resurrect the true Dalek race?
artificial link between two fixed points in time via a
stable quantum wormhole through the vortex. You • A mirrored time machine is relatively ‘low-tech’.
simply step in one end of the Corridor and are whisked It’s certainly possible for someone else to invent
to the other end in the blink of an eye, protected from one. What happens when an opportunist takes
the ravages of the vortex by the quantum energy field items from a more advanced time back to the
of the Corridor itself. The Time Corridor can create a past or uses her knowledge of the intervening

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years to become the most powerful person on


the planet? For that matter, what happened to
the 1966 end of Waterfield’s time machine?
Edward Waterfield
• A colony is in trouble from an impending
cataclysm and reaches out for help. The Daleks Awareness 3 Presence 3
answer and seemingly have altruistic motives. Is
this a group of humanised Daleks that survived Coordination 2 Resolve 2
the civil war, or are they regular Daleks playing
a ruthless game for reasons that benefit them?
Ingenuity 6 Strength 2

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.

Tech Level: 4 Story Points: 6

Awareness 3 Presence 4
Coordination 2 Resolve 4 Kemel
Ingenuity 6 Strength 3

Skills Awareness 3 Presence 2


Athletics 2, Convince 4, Craft 4, Fighting 2,
Knowledge 5, Marksman 2, Medicine 2, Coordination 3 Resolve 3
Science 6, Subterfuge 3, Technology 6, Ingenuity 3 Strength 5
Transport 4

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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The Tomb of the Cybermen


trust anyone he wanted them to remain in the
control room while the repairs were completed. The
sabotage was actually carried out by Kaftan’s large
mute servant Toberman.

With subtle help from the Doctor, Klieg managed


to open the hatch and the men descended. They
discovered a honeycomb of extremely cold corridors.
Upstairs, Kaftan drugged Victoria asleep and closed
the hatch, trapping the rest of the expedition below
before she was stunned unconscious by Victoria’s
Cybermat. Below, the expedition discovered the
suspended animation chambers of the Cybermen
and Klieg woke them up after shooting and killing a
protesting expedition member. Klieg revealed that he
chapter seven: The tomb of the cybermen

was a member of the Brotherhood of Logicians and


needed the Cybermen’s physical power to create a
new, logical order.

‘You belong to us. You shall be like us.’

B Synopsis
Telos, at least the 26th century

The TARDIS landed on the desolate planet of Telos.


The travellers discovered an Earth archaeological
expedition led by Professor Parry that was looking The Cybermen advanced on the expedition with
for the lost city of the Cybermen. They found an their Cyber-Controller, the leader of the Cybermen.
electrically-charged entrance that the Doctor was Klieg attempted to forge an alliance, but the
able to open after the unfortunate death of the Cyber-Controller rejected him. Instead, the Cyber-
first expedition member that touched it. Inside was Controller revealed that the entire tomb was a trap;
a large control room with a couple other doors; the Cybermen were out of supplies and needed
the expedition split up to explore them. Klieg, an intelligent beings to convert; the series of tests to
intellectual expedition member, remained in the obtain entry had confirmed them to be suitable for
main control room to try and open a large hatch. conversion. Luckily, Captain Hopper was able to
open the hatch and mount a rescue; only Toberman
Kaftan, the sponsor of the expedition, conspired with was captured as the rest of the team made it through
Klieg. She tried to eliminate Victoria by trapping her in the hatch and closed it.
a sarcophagus-like Cybermen revitalising chamber
while Jamie was almost killed by a weapon testing Kaftan and Klieg were isolated while the expedition
device that killed another expedition member. Jamie members were still barred from returning to the
also discovered a tiny Cybermat, which Victoria put ship. The Cybermen send Cybermats through the
in her purse. Captain Hopper arrived and announced vents to attack the expedition. The Doctor neutralised
that the rocket ship was sabotaged. As he couldn’t the threat, but Kaftan and Klieg used a Cyberman

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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.

Added to this is the drama of a rival expedition and


puzzles that must be solved in order to get into the
main treasure room. Here, the ‘rival expedition’
is actually different factions within the same
expedition. Its sponsors, Klieg and Kaftan, clearly
have a different agenda than Professor Parry and,
should they succeed, their plans spell doom for the
rest of the expedition. The puzzles require all factions
to work together and the ‘treasure’ is the mummies
themselves, or the Cybermen.

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.

There are three exits from the control room; a door


on either side as well as a large hatch that leads The Matter of Telos
below. The hatch is quite evident but the doors are The importance of Telos is a bit over-inflated where
hidden, requiring an Awareness and Ingenuity roll the Cybermen are concerned; it is only referenced
(Difficulty 18) to notice them. A character studying in this adventure; it goes unmentioned in the other
the walls looking for hidden doors can find them with three instances where the Cybermen met the Second
an Awareness and Subterfuge roll (Difficulty 15). Doctor. This makes sense if the Cybermen landed on
Telos after the events of the other four adventures
(if we include all of the First and Second Doctor’s
adventures with them), which take place in the 20th
and 21st centuries.

If we take the Cybermen Cyber-Controller at his word


then the Cybermen retreated here after the events
chapter seven: The tomb of the cybermen

of The Moonbase (and by extension The Wheel in


Space) because they were out of supplies, which
were dwindling after the destruction of Mondas (for
which the Cybermen blame the Doctor, but he was
really little more than a knowledgeable observer). It’s
likely that Telos had been scouted in advance when
Mondas passed by or the more militaristic Cybermen
came upon it during their explorations. Earth was
still a tempting target, but the Cybermen were foiled
at every opportunity. By retreating to Telos, they’d
hoped to await more intelligent specimens from
Earth in order to convert them and hopefully mount
a successful invasion of Earth. It took 500 years for
the humans to find them.

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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Further Adventures • A faction of Cybermen that never got frozen has


• In spite of the evidence, Klieg is not dead. The been perfecting their bodies in preparation for
Cyberman that attacked him used Neurotrope war. The characters arrive at a colony jubilantly
X to make him appear dead. Similarly, the celebrating the repulsion of a Cybermen invasion.
Cybermen Cyber-Controller was also only As the characters examine a Cyberman corpse
damaged. Klieg is converted and makes several they make a shocking discovery; this Cyberman
upgrades to the Cybermen design (including the would be immune to the glitter guns of the
Cybermen Cyber-Controller). Armed with Klieg’s upcoming Cyber-Wars. The characters need to
knowledge, the Cybermen know of several find the remnants of this Cybermen faction and
colony worlds ripe for conquest and conversion. stop them from contacting and upgrading those
The characters arrive at one of these outposts on Telos.
just before the Cybermen attack.
• The plan of the Brotherhood of Logicians in
this adventure seems very – well – illogical. It
makes more sense that this is the mad scheme
Eric Klieg of a couple of members rather than a concerted
effort by the group. While Klieg and Kaftan are
off chasing old legends, the leadership of the
Brotherhood is conducting genetic experiments
to create a perfectly logical ‘super human’. Of
course, the first wave of these new humans
‘logically’ try to take over Earth.

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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Toberman, Augmented Kaftan

Awareness 3 Presence 2 Awareness 4 Presence 4


Coordination 4 Resolve 5 Coordination 3 Resolve 3
Ingenuity 2 Strength 7 Ingenuity 5 Strength 2

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)

Tech Level: 6 Story Points: 6 Tech Level: 6 Story Points: 6

Professor Parry Toberman

Awareness 5 Presence 3 Awareness 3 Presence 2


Coordination 3 Resolve 3 Coordination 4 Resolve 5
Ingenuity 4 Strength 2 Ingenuity 2 Strength 6

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.

Tech Level: 6 Story Points: 6

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The Abominable Snowmen


Jamie and Victoria soon got bored waiting in the
TARDIS and went to explore. After seeing the strange
tracks outside the ship, they came across a timber-
propped cave, and ran inside when a large, furred
creature approached. Jamie found a pyramid of silver
spheres at the back of the cave. As the creature
entered the cave, Jamie knocked out a support beam
and brought down part of the roof onto it. Jamie
pocketed one of the spheres, and they noticed that the
buried creature was stirring. Jamie and Victoria fled
the creature and headed after the Doctor to warn him.

Although the monks disagreed over the Doctor’s


‘Come in, my child, come in. You have no alternative.’ fate, Khrisong decided to act. He tied the Doctor to
the monastery gate to see if the Yetis would rescue
him, proving that he was in league with them. After
B Synopsis the Doctor was taken from his cell, a young monk
Tibet, 1935 named Thonmi found the ghanta and realised that
the Doctor had returned it. He took it to the Abbot,
The TARDIS arrived in the Himalayas, offering the Songsten, and they were joined by their master –
Doctor an opportunity to return a holy Tibetan bell, the lama, Padmasambhava. The lama learned that
a ghanta, which he’d taken for safe keeping from the Doctor had returned the relic, and asked that
a monastery in 1630. After finding large footprints he be treated with respect and kindness. The Abbot
near the TARDIS, the Doctor decided to return the ordered that the Doctor be released.
relic to the Det-Sen Monastery alone. On the way
down the mountain he discovered a dead body near Travers left the monastery and met Jamie and
an abandoned tent, and found a bag and rifle which Victoria, who agreed to show him the Yeti’s cave in
he took with him. On arrival at the monastery, the return for him first taking them to the monastery. The
Doctor was accosted by the monks and an English Doctor was freed, and examined the silver sphere
explorer named Travers, whose rucksack and rifle while Jamie told him what had happened in the cave.
the Doctor was carrying. Travers accused the Doctor Jamie and the monks captured a Yeti for the Doctor
of killing his companion, changing his earlier story to study, but they didn’t notice a discarded silver
about a creature attacking them. Khrisong, the sphere, which began to move and emit a strange
leading warrior amongst the monks, didn’t really electronic sound. The Doctor discovered that the Yeti
trust Travers, but as some monks had also been was a robot with a mysterious flap-covered cavity in
killed recently he decided to imprison the Doctor its chest, and deduced that its control unit must have
until the monks decided what to do with him. been dislodged.

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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.

As the travellers said goodbye to Travers, he spots a


real Yeti in the distance...

Meanwhile, Abbot Songsten took the pyramid to


the cave and activated it, causing a foamy Great
Intelligence to start oozing out. A hidden Travers
watched this happen. Via the Abbot, Padmasambhava
ordered the monks to leave the monastery. When
they don’t obey, he summoned the Yeti to scare
them away. Victoria stumbled across the lama in his
sanctum and saw that he was controlling the Yeti. The
Yeti toppled the monastery’s holy statue and killed a
monk before the lama moved them back outside. He
hypnotised Victoria and sent her to urge the monks
to leave the monastery. Upon hearing that his old
friend Padmasambhava was still alive, the Doctor
went to meet him and learned that the old man had
encountered the Great Intelligence while astrally

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Continuity A Lesson from the Weather


The Doctor has been to the Det-Sen Monastery on At the beginning of this adventure the TARDIS
previous occasions. He took the ghanta in 1630 and scanner clearly shows a snow-covered landscape.
is only now returning it. Padmasambhava is still the When the Doctor and his companions do go outside
lama of the monastery. there isn’t a snowflake to be found. While it’s possible
that the TARDIS scanner actually gave them a visual
There are actual yetis in the Himalayas, but they are of a Tibetan mountainside a bit into the future (after
shy, reclusive creatures. They are generally friendly a snowfall), there is a lesson to be learned for
towards the Tibetan monks. Gamemasters; if you bother to set up atmospheric
conditions be sure to utilise them during play.
The Doctor apparently no longer wants to learn how
to play the bagpipes as he doesn’t want Jamie fixing Imagine how much more creepy and hostile this
his broken set. adventure would be if it was snowing. It would be
much more difficult to move around and there would
be an even greater sense of isolation. The Yetis
B running the adventure become vague shapes in a snowstorm and victims
To a modern gamer, there are many elements to would be covered, only to be discovered by kicking
this adventure that seem rather Lovecraftian. There them with one’s foot. Snow tracks are easier to follow
is a disembodied horror from beyond space and but can get covered over by more snow. Characters
time that is controlling a monk that tried to attain dress differently for inclement weather. And, if the
a higher level of existence – the monk’s lifespan snow is high enough, it could be difficult to get away
has been considerably increased as a result. There from an advancing Yeti.
are strange robots built with a level of technology
unknown in 1935 (even the year falls within the span
of Lovecraft’s writings) as well as alien machines that
somehow breach the walls of reality and manifest
the Great Intelligence as a formless blob.

It is very easy to reinterpret this as a horror adventure


(one in which the characters win, of course). The
Great Intelligence is a genuine threat and may be
beyond the characters’ capabilities to stop should it
actually manifest. It can hypnotise people, making it
difficult to tell friend from foe and the Yetis fill the
role of shaggy, horrific beasts.

Rather than mechanical robots and pyramids, you


could make the Great Intelligence’s powers more
overtly psychic. The Yeti, for example, don’t need
to be robots. They could be psychic manifestations, Further Adventures
hypnotised real Yeti, or even giant snow-puppets • At the conclusion of this adventure Travers spots
animated with psychic energy. In such a case it a real Yeti, which is slimmer and more docile than
probably wouldn’t take the Great Intelligence two the robotic Yetis. As it turns out, the ‘real’ Yetis
hundred years to manifest (although the revamp are a sentient race that had also been harmed by
of the pyramids in the next paragraph could take the robotic Yetis. Unfortunately, either Travers
decades or even centuries to accomplish). or another hunter kills one, causing the rest of
the Yetis to react in revenge and to reclaim the
Also of interest are the pyramids. Perhaps this is body. The hunter is staying in an isolated village,
now a crystalline structure which holds the mental where the characters arrive to find the town
energy of victims. The Great Intelligence needs to under siege.
collect enough mental energy to escape its extra-
dimensional prison, allowing it to manifest on Earth. • The Great Intelligence may contact other
This is why it’s so interested in the Doctor; it can ‘fill ascended minds at other points in history and
the rest of the tank’, as it were, and manifest after utilise local legends to keep people away. It
draining the Time Lord. may contact a New Age priestess in the Pacific

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Northwest, utilising Sasquatches as guards or


it may contact a Druid deep in a British forest,
creating fae-like robots to scare away intruders.
Khrisong
• In the near future the Great Intelligence is using
an immersive online computer game to contact Awareness 4 Presence 4
an appropriate mind, using an elaborate series
of puzzles to ‘open the mind’ of a potential Coordination 5 Resolve 4
host. The game is secret and a legend amongst
Ingenuity 2 Strength 5
gamers. Unfortunately, the Great Intelligence
wants to keep it secret and those that find its
game and fail die along with their avatars. Skills
Athletics 5, Convince 2, Craft 2, Fighting 5,
Knowledge 3, Marksman 3, Medicine 1,
Edward Travers Survival 3

Traits
Brave: Khrisong gets a +2 on rolls when he
chapter seven: The abominable snowman

needs to show courage.


Tough: Khrisong is tough. Damage is reduced
by 2 before being applied to his attributes.

equipment: An assortment of martial weapons,


usually a sword (damage Strength +2).

Tech Level: 4 Story Points: 6

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
THE second doctor sourcebook

The ice warriors


Caught and initially accused of being
scavengers, the Doctor, Jamie, and
Victoria were granted a little leeway by
base leader Clent when the Doctor saved
the ioniser from overloading. Clent
theorised that overpopulation killed
most of the plants, leading to this new
ice age. The drilling team returned to the
base with the humanoid, an Ice Warrior
named Varga, in tow.

While the Doctor and the base crew


attended a meeting, the Ice Warrior
thawed out and took Victoria hostage.
The Ice Warrior raided the medical
chapter eight: The ice warriors

centre for supplies and was spotted


by an ex-crewman, Penley, who was
stealing supplies to aid Storr, another
ex-crewman that was injured in an
avalanche. The Doctor believed that the
humanoid was an alien and probably
trying to find his ship. If it was nearby,
the ioniser might accidentally hit it and
spark a nuclear explosion.

Varga freed his associates from the


ice and they burrowed to their ship. He
released Victoria to contact the humans
and learned that they were interested
in his ship’s engines. The attempt to
recapture Victoria failed and Jamie
was injured. Victoria was trapped by
cracking ice and she was saved by Storr,
but he wanted to join the Ice Warriors.
They killed him instead.

‘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.

B running the adventure


This adventure comes wrapped in an environmental
message; the problem of the new Ice Age is
inadvertently man-made, as Earthlings in the future
wiped out too many plants and damaged the natural
order of the planet. They are reduced to using
artificial means to maintain some semblance of the
Earth that they remember.

Environmental and other catastrophes are a great


way to add plot elements and background scenery
to your adventures. Pick an environmental issue
such as global warming, peak oil, or over-fishing,
and wrap an entire adventure around it. The issue
need not be the focus of the adventure; in The Ice
Warriors the main threat comes from aliens and
their spaceship buried in the ice, not the advancing
glaciers. The glaciers and the means to stop them
simply add interesting plot elements to the same
story.

Why would a lack of plants


diminish carbon dioxide?
The explanation of the lack of carbon dioxide on
Earth due to a severe depletion of plant life seems
backwards; if anything the lack of plants would
decrease oxygen and increase the amount of carbon
dioxide, resulting in a world that chokes animal life
and invites plant life to grow again. It’s the kind of
issue that could pull your players out of the story as
they debate scientific plausibility.

However, the idea that something prematurely


Continuity started a new ice age and that a network of machines
Earth has entered a new Ice Age that came early due is necessary to combat the glaciers is an exciting
to efforts to solve a worldwide famine. Humanity has and plausible situation. This new ice age can be the
taken all available farmland to make their homes; result of the Earth crying out in rage after centuries
food is artificially produced. Ionisation technology of artificial weather manipulation. Alternatively,
is being used to keep the glaciers from advancing perhaps the artificial food creator eats up carbon
any further. The world is run by the great World dioxide. There’s also the possibility of a nuclear
Computer. winter, created either through war (perhaps the

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Ammonium Sulphide Phial (Minor Gadget)


A common ‘stink bomb’ that gives off a scent similar to rotten eggs, ammonium sulphide is a potent
stunning weapon when released in the face of an Ice Warrior.

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

the Federation that live so close to


each other.
The Danger of Fanaticism
Most of the Brittanicus Base crew have a slavish It is more likely that the Ice Warriors have
devotion to the World Computer, which they believe left Mars and settled on a ‘New Mars’
is infallible. There are two points about this that somewhere else (or, by the same
are extremely relevant. The first is unchecked token, perhaps Earthlings have moved
fanaticism, in which people so strongly believe that somewhere else). The lack of memory
someone has their best interest in mind that they can be explained as a purge of
willing go along with anything he or she says and records during the Dalek conquest
shut out any dissenting viewpoints. In this case, it is of Earth.
the cold logic of the World Computer that the crew
puts their faith in; the machine effectively runs the Second, and more sinisterly, it’s
world government. possible that the humans at the
Brittanicus Base don’t recall the
The second point is the lack of humanity on the part Ice Warriors (it was a long time
of the World Computer. Science fiction is filled with ago, presumably with other alien
examples of computers deciding that humanity is not contacts since, and the Dalek
nearly as important as some other goal, either for invasion was much more
a greater ‘good’ or simply self-preservation. Here, successful), however, the World
the computer would rather sacrifice a base full Computer does recognise them
of humans, and those protected by this particular and has taken their abilities into
ioniser, in order to preserve the ioniser network. It consideration when calculating its
does this even though it doesn’t fully understand the response. This viewpoint has support;
nature of the alien threat. when Clent asks the computer whether
their actions would succeed, the computer
goes haywire. This seems the reaction of a
Why Doesn’t Anyone Recognise machine not wanting to reveal the answer,
the Ice Warriors? rather than simply offer an ‘insufficient data’
For anyone remotely familiar with the Ice Warriors, response.
Varga’s body in the ice should be immediately
recognisable. Evidence indicates that the humans
should remember, as the Ice Warriors tried to invade Further Adventures
Earth previously (The Seeds of Death) and they join • In the 11th century a small fleet of Norse
the Federation as Martians in the near future (The long ships discovers an Ice Warrior
Curse of Peladon). There are two ways to approach buried in an iceberg floating in the
this question. Atlantic. This Ice Warrior quickly

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takes over the crew and leads them to the New


World, where he hopes to discover his ship. One
of the Norsemen is a Norwegian prince and
Clent
his father is preparing to send a large fleet to
scour ‘Vinland’ to find him. A large-scale Nordic
invasion would alter Earth’s history, and what Awareness 2 Presence 3
happened to the Ice Warrior’s ship?
Coordination 2 Resolve 3
• Clent warns that if the ionisers slip then
Ingenuity 3 Strength 2
thousands of years of history would be buried
under the ice. Even at its current level of advance,
a number of nations, including Canada, Great Skills
Britain, Norway, Sweden, Finland, and Russia, Athletics 2, Convince 5, Craft 3, Fighting 2,
already lost major cities to the glaciers. Perhaps Knowledge 4, Marksman 2, Science 4,
something that needs to be retrieved is already Subterfuge 2, Technology 5, Transport 2
buried, and the characters join an expedition to
find it. Traits
By the Book
• The World Computer not only keeps the glaciers Phobia: Clent is afraid to take the initiative if
at bay, it also guides society. Perhaps the World the computer doesn’t offer solutions. He gets a
Computer takes its job a bit too seriously and -2 on all rolls when he takes initiative or goes
institutes a dictatorship that severely rations against the computer’s advice.
resources and curtails human freedoms. The Voice of Authority: Clent gets a +2 on social
characters arrive in a Computer Police State and rolls when dealing with the staff at Britannicus
must aid the rebels in freeing a docile humanity Base.
from its influence.
Tech Level: 5 Story Points: 8
Storr

Awareness 3 Presence 2 Elric Penley


Coordination 2 Resolve 4
Ingenuity 3 Strength 2 Awareness 4 Presence 4
Coordination 3 Resolve 4
Skills Ingenuity 4 Strength 2
Athletics 2, Convince 2, Craft 4, Fighting 2,
Knowledge 3, Marksman 2, Science 3,
Subterfuge 4, Survival 5 Skills
Athletics 2, Convince 3, Craft 2, Fighting 2,
Traits Knowledge 4, Marksman 2, Medicine 4,
Argumentative Science 4, Subterfuge 3, Survival 3,
Eccentric Technology 5, Transport 2
Phobia: Storr is anti-technology and modern
medicine and incurs a -2 penalty when broaching Traits
the subject. Outcast: Penley is an exile from the ioniser
group. He gets a -2 to social rolls when dealing
Tech Level: 5 Story Points: 4 with them.

Tech Level: 5 Story Points: 8

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The Enemy of the World


With Astrid’s help, Jamie and Victoria tried to help
Denes escape but he was killed during the attempt
and Jamie and Victoria were captured. World Zones
Authority Security Chief Bruce, who’d earlier been
fooled by the Doctor pretending to be Salamander,
was confused by Salamander’s relationship to
Jamie and Victoria and came to believe a double
was involved. Salamander took the two back to
Australia while Bruce attempted and failed to catch
Kent and the Doctor. Kent convinced the Doctor to
impersonate Salamander to save his friends and the
Doctor realised that his initial concern was correct:
it was a turf war.
chapter eight: The enemy of the world

‘A sort of Jekyll and Hyde character, perhaps, our


Mister Salamander.’

B Synopsis
Earth, Early 21st Century

The TARDIS landed on an Australian beach in the


early 21st century. The travellers were immediately
attacked by three men and rescued by an agent, Astrid,
who swooped in via helicopter. After the rescue she
introduced them to her superior, a man named Giles
Kent. Kent explained that the Doctor was attacked
because he had an uncanny resemblance to Ramon
Salamander, a Mexican scientist that created a Sun
Catcher, which regulated the weather and increased Regardless, the Doctor impersonated Salamander
food production. Kent believed that Salamander was to get inside the Kanowa research station in
trying to take over the world and wanted the Doctor’s Australia, where Kent believed information to
help to expose him. expose Salamander existed. Meanwhile Salamander
and Bruce were at odds, since Salamander wanted
The Doctor was sceptical, wondering if this was the Doctor and Kent captured in spite of them not
simply a turf war between Kent and Salamander, but doing anything illegal. It was revealed that the
Jamie and Victoria convinced him to help. Kent sent Kanowa research station hid the true power behind
Jamie and Victoria to Europe in order to get inside Salamander’s Sun Catcher; he was holding a group
Salamander’s circle. Astrid aided Jamie by setting up a of engineers and scientists in a bunker below ground.
fake assassination attempt and allowing Jamie to take These people believed that there was a war on the
the credit in stopping it. Jamie used his new goodwill surface and that the Sun Catcher was a weapon
with Salamander to secure jobs for himself and aiding the war effort.
Victoria as a guard and chef, respectively. Salamander,
meanwhile, used his Sun Catcher to make volcanoes The Doctor rescued Jamie and Victoria while
in Hungary explode and indict Controller Denes Astrid went below and told the bunker crew that
so Salamander could install a puppet leader in his Salamander was lying. Kent was revealed as
place. Back in Australia, Kent noted to the Doctor Salamander’s former partner in his scheme and,
that these anomalous natural disasters were created while the former comrades confront each other,
by Salamander to discredit unfriendly government Kent rigs the complex to explode. Jamie encountered
officials and gain power for himself. Salamander on the way back to the TARDIS, and took

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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.

• The character has the face of the duplicate but


none of the memories, mannerisms, or even
the voice of the original (although the latter is
usually ignored in fiction). She’ll need a good
Convince skill to carry off being who she’s not
while covering for the ‘gaps’ in her knowledge.

• While the character can act as a duplicate,


Continuity she can’t be in two places at once. Unless the
Earth is now run by the World Zones Organisation, character only appears in areas where the
a stronger United Nations (this name doesn’t stick, duplicate is located, others will begin to suspect
as the UN continues to be used in adventures set when they realise that the same character is
a bit further in the future). The WZO is concerned miles apart at the same time.
about declining resources and is looking for ways to
replenish them. Weather manipulation technology • What goes around comes around. While the
plays a key role. It is likely that this weather character can substitute for the duplicate, the
technology is the precursor to the Gravitron and that reverse is also true. The character’s associates
the WZO sets up Space Control. may be duped into believing that the duplicate is
the character, much as Salamander convinced
Air travel in the early 21st century is conducted by Jamie and Victoria long enough to take over
rocket. These could be scramjets (travelling at 4000 the TARDIS (and, to return to the earlier point,
miles an hour, or over 7-8 times faster than a Boeing Salamander looked like the Doctor but lacked
747), which are still experimental as of the very early his knowledge; he moved the TARDIS with the
21st century. doors open).

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

else. Only the convenient duplicate is a bit outside


of the box, but masters of disguise aren’t exactly
uncommon in spy thrillers.

This type of an adventure makes an excellent


template for UNIT or Torchwood groups, particularly
if the megalomaniac has a little help from aliens or is
using alien technology. Even groups using the Doctor
and companions may find an adventure in this mould
to be a refreshing change of pace from historical,
futuristic, and monster-of-the-week adventures.

Another interesting angle is to use Tegan Jovanka.


She’d likely be in her 60s or 70s at this point, but
being a former companion she may be suspicious of
Salamander and would certainly be alarmed to hear
of a police box showing up on an Australian beach. Awareness 3 Presence 4
She may be working with Kent or, if you’re using a
shorter version of this adventure, be the characters’
Coordination 3 Resolve 4
main contact and instigator of the investigation into Ingenuity 4 Strength 2
Kanowa station.
Skills
Athletics 1, Convince 4, Fighting 2, Knowledge 4,
Further Adventures Marksman 3, Medicine 1, Science 3, Subterfuge 4,
• Salamander was sucked into the time vortex,
Survival 1, Technology 3, Transport 3
but that doesn’t mean he stays there. If he
survived somehow, he could be dumped into any
period of Earth history and use his wiles and his
Traits
Adversary (Major): Kent’s former partner
scientific knowledge to gain power for himself.
Salamander is trying to destroy him.
The characters could encounter Salamander
Charming: Kent gets a +2 to influence others.
running an East Indies shipping empire in the
Obsession (Major): Kent wants to take over
17th century, or aiding the rebels in the Taiping
Salamander’s operation for himself.
Rebellion.

• The control equipment was destroyed, but the


Tech Level: 5 Story Points: 3
Sun Catcher is still orbiting the planet. It’s a
ready weapon and possible precursor to the

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Astrid Ferrier Ramón Salamander

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.

Tech Level: 5 Story Points: 10

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The Web of Fear


As the webs advanced through the Underground,
Anne believed the Doctor might be behind the Yetis.
Jamie and some soldiers were trapped by Yetis, but
the Yetis were called away. Victoria slipped free and
found the Doctor, who’d also bumped into Colonel
Lethbridge-Stewart, who’d survived a Yeti attack
and was looking for the rest of the army in the
Underground. They found the army base at Goodge
Street and Lethbridge-Stewart assumed command,
although Captain Knight was suspicious of him.

The military and the Doctor worked to buy some


time by sealing the base, but there was a saboteur
inside that kept a door opened. The saboteur
used a Yeti homing device to let a Yeti inside and
chapter eight: The web of fear

‘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.

The now elderly Professor Travers managed to


reactivate a control sphere. He visited a private
museum that contained a deactivated yeti that he
had sold to the museum’s owner, Silverstein, many
years previously. Silverstein refused to sell the yeti
back to the professor, despite Travers’ insistence that
he needed it to experiment with the control sphere.
Soon thereafter, the control sphere escaped from
Travers’ possession, crashed through the window
and reactivated the Yeti (reconfiguring it into a Mark
II version in the process).

Sometime later, central London was evacuated as


a mist appeared, along with a mysterious web-like
fungus in the Underground. Those that entered the
mist didn’t return, and an evacuation was underway. The Doctor learned that Travers was working on a
The army was trying to contain the fungus but were control unit for the spheres and convinced Anne to
being attacked by the Yetis, who were now using web help him complete the work. He also told Lethbridge-
guns. Stewart that he was a time traveller and needed
his TARDIS back. The Colonel mounted a retrieval
The Yetis, the mist, and the fungus were controlled operation and the Doctor accompanied him. They
by the Great Intelligence, which was once again were ambushed by the Yetis and failed to get it, but
trying to manifest on Earth. It reached out and tried the Doctor did get some electronic components that
to capture the TARDIS, but the Doctor managed to he needed for the control unit. The army suffers a
land in the Underground. Jamie and Victoria were serious defeat and retreats.
soon captured by the army, where they meet Travers
and his daughter. Travers was shocked that they They returned to base and Travers appeared,
hadn’t aged. Meanwhile, the Doctor followed a cable escorted by two Yetis. Travers had been taken over
to explosives and watched as the Yetis used their by the Great Intelligence, and admitted that this was
webs to contain the explosion. all a trap for the Doctor; the being wanted to take

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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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Professor Edward Travers Colonel Alistair Gordon


Lethbridge-Stewart
Awareness 3 Presence 4
Coordination 3 Resolve 4
Ingenuity 5 Strength 2

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

Brave: Travers gets a +2 on rolls when he needs


to show courage. Awareness 4 Presence 4
Charming: Travers has natural charm and gets
a +2 on rolls when using it.
Coordination 4 Resolve 4
Obsession: Travers is obsessed with unlocking Ingenuity 4 Strength 4
the secrets of the control spheres.

Tech Level: 5 Story Points: 12 Skills


Athletics 3, Convince 3, Fighting 3, Knowledge 2,
Marksman 3, Subterfuge 2, Survival 3, Transport 3

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.

Tech Level: 5 Story Points: 6

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the second DOCTOR SOURCEBOOK

chapter nine:
Fury of the Deep, The Wheel in Space, The Dominators
THE second doctor sourcebook

Fury from the Deep


‘The mind does not exist. It is tired. It is dead. It is suggested that the gas flow should be stopped. She
obsolete. Only our new masters can offer us life.’ did so, but accidentally touched a piece of seaweed
that was sitting on his desk. It stung her and, after
she threw it away, started foaming.
B Synopsis
England and North Sea, late 20th Century Contact was briefly re-established with the silent
rig, but its chief seemed quiet and evasive before the
The TARDIS materialised in the ocean and the Doctor, feed went dead once more.
Jamie, and Victoria floated ashore on a rubber raft.
The Doctor was concerned by the amount of sea The time travellers escaped from their cabin and
foam on the beach and found that there were giant learned that Robson was stonewalling investigations
pipes pumping gas from the sea for ESGO – Euro Sea into the strange happenings, despite concerned
Gas. The travellers heard a sound like a heartbeat reports from Chief Baxter and Van Lutyens from
within the pipes, but were discovered by security the Control Rig about plummeting morale and the
guards, shot with tranquilisers and taken to the strange heartbeat sound in the pipes. The Doctor
chapter nine: fury of the deep

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.

Harris took command and informed the Director


about the situation. He told Van Lutyens about
the creature he caught a glimpse of in Robson’s
room, and they connected it with the earlier
attack on Victoria. The Doctor and companions
arrived and told Harris what they knew. A
controlled Robson returned to the rig and
attempted to reassert control as the ‘lost
rig’ count climbed to three. Van Lutyens
investigated the base of the impeller shaft,
which he thought was the source of the
problems. He discovered that the chamber
was full of foam and weed, and was attacked
and taken by the weed creature.

The Director of the Board of ESGO, Megan


Jones, arrived and sided with Robson,
dismissing the idea of a seaweed
creature. She sent helicopters to
investigate the other rigs. She was

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Continuity
chapter nine: fury of the deep

emulate. Devise a creature based on a current ‘fear’


The sonic screwdriver makes its first appearance and keep it in the shadows until it is time for the
and is used as a screwdriver. reveal and, when that time comes, make it seem
shocking and all-powerful. Drop hints about the
In this era, multinational corporations have the creature’s Achilles’ heel throughout the adventure;
power to tranquilise and imprison trespassers. They reveal it in full (with story points if necessary) when
can also call upon the Royal Air Force if needed. the Characters need it most.

With the ambiguously dated setting and the amount


B running the adventure of power Robson and ESGO have, it seems that this
Out of all of the Second Doctor’s adventures this one story is set in the near future with echoes of the
comes closest to evoking the feel of a horror movie cyberpunk genre. The Corporation seems to have
(The Web of Fear comes close, but the mystery its own enclave where its employees live and receive
aspect outweighs the horror). Here you have the medical care, and it has the right to shoot (with
Doctor and his companions entering an isolated base tranquiliser guns) any trespassers and may even
as a mysterious alien creature starts infecting people imprison them.
and turning them against the remaining technicians.
They also have to deal with two shaky leaders (the Robson has the ability to cut the complex off from the
stubborn Robson and the frightened Harris) before outside world even to non-employees (in a state of
finally getting decisive support from Jones. In a emergency one might presume a Corporation could
subversion of trope, a companion’s screams are keep its own employees on site, but one can’t see the
enough to end the threat. harm in allowing non-employees to leave and return
at their leisure). It even appears that the Royal Air
As with many horror and science fiction movies of Force is available as back-up for the Corporation.
the 1950s and 1960s, there’s an undercurrent of anti-
communism. The Seaweed Creature is portrayed as Gamemasters that enjoy running near-future
a composite entity sapping free will from the victims settings can place this adventure in a world where
that it incorporates into its colony. It is conquering multi-national corporations are truly autonomous
an off-shore fort and plans to launch an attack on entities that work as partners with weaker
England (and eventually the world). The ‘good guys’ governments, but effectively control them. In this
are capitalists and work hand in hand with the case Megan Jones is the ultimate authority and
‘Western’ British and Dutch (and possibly other) Euro Sea has its own military.
governments. And while the ‘communist menace’ is
defeated, future threats still lurk beneath the waves. Finally, it should be noted that, while this Second
Doctor adventure is his most horrific, no one actually
In short, Gamemasters looking to tinge their games dies at the conclusion. The menace is simply wiped
with horror will find this adventure very useful to away, returning its victims to their normal states.

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Seaweed Creature begins possessing humans, however, it has a desire


The Seaweed Creature is a being from the depths to expand. The Doctor theorizes that it starts gaining
of the sea. It is not known if the Seaweed Creature the intelligence of its possessed victims (this leads to
is truly intelligent or even of this Earth. It is also the possibility of the Seaweed Creature being some
uncertain whether there is a single Seaweed sort of discarded bio-weapon (perhaps from the Sea
Creature or if it’s a colony of creatures with a hive- Devils or the Zygons?)). In its aggressive state the
mind. The Doctor certainly believes it has a nerve Seaweed Creature wants to expand, incorporating
centre but does not elaborate. more humans into its collective intelligence until
it has taken over the world. In spite of its horrific
The Seaweed Creature is relatively harmless so long means of conversion, the Seaweed Creature actually
as it is free from human contact; it was reportedly takes care of its thralls and enables them to breathe
seen by sailors in the eighteenth century. Once it and survive underwater.

Seaweed Creature Seaweed Thrall

Awareness 3 Presence 1 Awareness 3 Presence 3


Coordination 3 Resolve 4 Coordination 3 Resolve 3
Ingenuity 1 Strength 5 Ingenuity - Strength 3

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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The Wheel in Space


The Controller feared that the ship’s autopilot could
fire the engines and threaten the Wheel. His concerns
were amplified when they detected inexplicable
drops in air pressure and small objects, assumed to
be meteorites, hitting the hull of the space station.
He ordered the rocket destroyed. A debate about
whether there might be survivors ensued, and ended
when Jamie’s use of the Time Vector Generator was
detected indicating that someone was aboard the
ship.

Two crewmembers spacewalked to the Silver


Carrier and retrieved the time travellers. Both were
taken to Dr Gemma Corwyn, who revealed that the
Doctor had a concussion. Dr Corwyn told Jamie that
he might want a tour of the station and suggested
crewmember Zoe Heriot as a guide. Meanwhile, Dr
Corwyn shared her concerns with the Controller
that the Doctor and Jamie might be stowaways
or saboteurs working for the Pull Back to Earth
movement.

‘Logic, my dear Zoe, merely enables one to be wrong


with authority.’

B Synopsis
Space Station W-3, 21st century

As the TARDIS began to land, it seemed to be warning


the travellers to go elsewhere by flashing images of
alternative locations. The ship experienced a power
overload which caused an explosion and damaged During his tour, Jamie discovered that the crew
the fluid links. The Doctor removed the Time Vector planned to use the X-Ray laser to destroy the now
Generator and he and Jamie exited onto a deserted presumably empty Silver Carrier. Panicked because
spaceship. The ship’s engines suddenly fired and the TARDIS was still aboard, Jamie sabotaged the
the Doctor fell, suffering concussion. A rogue Servo X-Ray laser, which left the Wheel defenceless until
Robot attempted to kill them, but Jamie destroyed it it could be repaired. Crewmembers working on the
with the Time Vector Generator as the Doctor slipped laser soon discovered sabotage by the Cybermats
into unconsciousness. – these were the ‘meteorites’ that the crew had
detected hitting the station. Meanwhile, the Silver
Nearby, the crew of Space Station W-3, or simply ‘the Carrier proved not to be empty, as two Cybermen
Wheel,’ monitored the seemingly adrift ship. The ship emerged from transport containers and reported
was named the Silver Carrier and had been reported to the Cyber-Planner, who was aboard a nearby
missing 2 months ago. It was extremely off-course. Cybermen ship.

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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.
chapter nine: the wheel in space

The Cybermen killed one crewmember and forced Continuity


another to repair the laser before sending him to the The Cyber-Planner takes the place of the mobile
control room to smash the communications console. Cyber-Controller. It functions as an admiral in this
He was killed, but the Doctor surmised that mind adventure.
control was involved. He showed the crew a technique
to block further attempts. The Doctor investigated and This is the first occurrence of the Doctor using “Dr.
discovered that the Cybermen wanted to control, not John Smith” as an alternate name. Jamie dubs him
destroy, the Wheel. The Doctor had a crewmember this when pressed for a name by Dr. Corwyn.
broadcast a particular frequency throughout the
station which destroyed the Cybermats. In his first encounter with the Daleks on Skaro, the
Doctor falsely claims that the TARDIS’ mercury fluid
The crew turned on a force field around the control link is low. Here, it actually is a problem.
centre to stop the Cybermen from entering. When it
was announced that the X-Ray laser was functional, Scotsmen stop wearing kilts around the year 2000,
the Doctor determined that the Cybermen wanted although it’s become trendy amongst Scandinavian
the Wheel protected, it must be the springboard for men. The term “kiltie” describes Scandinavian kilt-
an invasion of Earth! The Doctor believed that the wearers, although it’s not clear whether this is a
Time Vector Generator could destroy the Cybermen derogatory term.
but it was still aboard the Silver Carrier.
Some schools are starting to give children intensive
Meanwhile, the Cybermen attempted to poison the lessons in logical thinking, which has the side-effect
air supply but were discovered by Dr Corwyn, who of muting their students’ emotions. This may be the
relayed the plan just before being killed, enabling origin of the Brotherhood of Logicians.
the crew to neutralise that threat. Jamie and Zoe
retrieved the Time Vector Generator as the Doctor The humans aboard the space station have never
confronted the Cybermen and confirmed their plan. heard of Cybermen or Daleks. While this establishes
He destroyed one with an electrical field. He then that the story takes place before the Dalek Invasion,
helped tie the Time Vector Generator into the X-Ray it doesn’t explain why they’ve never heard of the
laser. Cybermen.

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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.

The Wheel has internal and external force fields.


The exterior force field can deflect meteorites (and
Cybermen) while the interior force fields prevent
people from getting inside the operations centre (and
presumably other sensitive areas of the station).

Damn Those Mercury Links!


Once again, the mercury links explode, stranding
the travellers in a dangerous situation. You can use
the mercury links as a catch-all reason to stop the
player characters from leaving in the Tardis and as
a McGuffin that they have to chase down. Maybe the
only source of mercury on the planet in the laboratory
of the sinister alchemist who’s drugging the king,
B running the adventure or perhaps the characters get captured by a mad
This is the first adventure that really showcases the computer while searching for mercury supplies.
precariousness of space travel in the middle of the
21st century. The Cybermen have a large invasion Mercury’s only liquid between around -40°C and 350°
fleet, but they need to rely on a signal from a Space C – does that mean that the Tardis could be disabled
Wheel at the edge of the Solar System to guide easily by freezing it? The fate of the ship near the
them to Earth without incident. Otherwise, they risk cold sun in Amy’s Choice (see The Eleventh Doctor
missing Earth and possibly getting pulled into the Sourcbook) does suggest extreme cold can shut down
sun. the console.

If you want to retain this feel for 21st century


adventures then most Transport tasks are only A Missing Broadcast?
Very Easy – Routine if the character has a signal As the Silver Carrier drifted towards the Space
to follow. Absent the signal, task ratings become Wheel, the Controller determined to destroy it with
at least Difficult and more likely Very Difficult or the X-Ray laser. If not for Jamie, the laser would have
Improbable. Missing this roll usually dooms the craft destroyed it, fortuitously but inadvertently trumping
to getting lost in deep space or plunging into the sun. the Cybermen’s plan. While one could argue that the

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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.

Another Mystery of the Wheel


One of the most curious things about this adventure Servo Robot
chapter nine: the wheel in space

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?

One possible and sinister interpretation is to string


certain elements of this adventure together. Bennett
is a capable leader until confronted with things that
seem irrational. Zoe is a product of a scholastic
emphasis on logic. Perhaps the drugs are designed Awareness 2 Presence 2
to help humanity become more logical and rational-
minded as well as ‘edit’ dangerous experiences and Coordination 1 Resolve 3
information. Does the government of Earth want to Ingenuity 1 Strength 4
delete the previous invasions of the Cybermen from
human memory? If so, then why?
Skills
Fighting 2, Marksman 2, Science 2, Survival 3,
Further Adventures Technology 4, Transport 4
• The remnants of the Cyber-fleet spread out and
head towards the centre of the Solar System, Traits
hoping to find Earth. One ship does encounter Armour: The Servo Robot’s metal body reduces
an Earth freighter and the Cybermen intend to damage by 5.
board it and use its signals to lead the rest of Natural Weapon (laser): This heat weapon does
the fleet to Earth. The characters arrive on the 4/L/L damage. When in ‘welding torch’ mode it
freighter just before the boarding. only does 2/4/6 damage.
Robot
• The Pull Back to Earth movement could be Technically Adept
anything from a well-meaning group that believes
humans shouldn’t be leaving the circle of life Story Points: 4
that is Earth, or it could be violently militant. If
the latter, then the characters could arrive on a

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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 Doctor and Jamie returned to the island where Continuity


they tried to mount a rescue, but the Doctor was Weapons haven’t been used on Dulkis for 172 years
captured during the attempt. Jamie and Cully escaped (when the atomic test took place). The Doctor visited
into a nuclear shelter as the Quarks destroyed the Dulkis prior to this and is unaware of the atomic
building. Meanwhile Rago threatened Zoe until the test that irradiated the Island of Death. The Doctor
Doctor told him how to get to the Council. Rago enjoyed his visit to Dulkis and didn’t want to leave.
arrived at the council, killed a Dulcian and announced
that he was enslaving suitable Dulcians and killing While the Dulcians have turned to pacifism, they
the rest. The Council still did nothing. maintain working weapons in at least one effectively
abandoned museum. These weapons later prove
Toba killed Balan while interrogating the prisoners useful against Quarks. Useful discarded technology
about the attackers before being admonished by also appears in The Seeds of Death, where part of
Rago. Rago contacted the Fleet Leader who decided the solution involves using a rocket from a little-
that none of the Dulcians were worth saving, while regarded private museum.
Jamie and Cully arrived and freed the prisoners. The
Doctor wondered why there were four drilling sites The Dominators can suck all of the radiation from
at the corners of a square and one in the middle. a localized area and convert it to power. Such a
He realised that the Dominators planned to turn technology would be very beneficial to planets
chapter nine: the dominators

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.

The most important thing you need to do in this type of


situation is present the pacifist world as sympathetic Dominators
rather than simply stubbornly naïve. Here are a few The Dominators are a humanoid race of conquerors
ways to accomplish that. whose empire spans ten galaxies. They pride
themselves in assessing problems with cold
• Provide a credible backstory. The Dulcians aren’t detachment and practicality; more emotional
simply biologically wired to be pacifists; they had members of their race aren’t allowed to advance
violence and wars in the past. They overcame it to positions of authority. Dominators are generally
and built a utopian society. The Dulcians are also accompanied by their robotic servants, the Quarks.
unaware that aliens exist, or at least that aliens
would want anything from them, so they have no Judging by the two Dominators that the Doctor
reason to maintain a defence system. encountered, it would seem that the Dominators are
a naturally aggressive and impulsive species whose
• Provide sympathetic characters. While the officers pride themselves in being able to hold their
Dulcian Council seems unwilling to do anything, emotions in check. Still, even the cool officers can
the characters meet the rebellious Cully and lose their temper if their patience is challenged, and
some scholars that are directly in the line of fire. their violent streak re-emerges.
These Dulcians are more open to resistance as
they are being preyed upon. Due to their brutal efficiency, Dominators tend to try to
get the most done with the least amount of resources.
• Make it difficult to simply pack up and leave. This makes capturing victims preferable to killing
The characters have access to the TARDIS, but them, as slavery is more efficient than relying on the
between separate trips to the Council, being Quarks for physical labour. Sometimes, this can lead
captured, and getting buried in rubble it’s difficult to mistakes (such as scanning Jaime’s vital signs and
for the characters to take off in the TARDIS. presuming that the Doctor’s will be the same).

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The Dominators travel in saucer-shaped spacecraft


usually manned by a crew of two Dominators and
three Quarks. The spacecraft can absorb and convert
Dominator Probationer
local radiation into fuel, the nuclear destruction of a
planet is enough to refuel an entire fleet.

Dominator Navigator

Awareness 3 Presence 4
Coordination 4 Resolve 4
Ingenuity 3 Strength 4

Skills
chapter nine: the dominators

Athletics 2, Convince 2, Fighting 4, Knowledge 3,


Awareness 3 Presence 4
Marksman 4, Medicine 2, Science 3, Technology 4, Coordination 4 Resolve 4
Transport 3
Ingenuity 3 Strength 4
Traits
Armour (Minor): A Dominator’s combat suit Skills
provides some protection, reducing damage by Athletics 2, Convince 2, Fighting 4, Knowledge 3,
5. Marksman 4, Medicine 2, Science 3, Technology 4,
Fear Factor (1): While they look like tall Transport 3
humans, Dominators have a manner and
reputation that strikes fear in the hearts of Traits
others. They gain a +2 on attempts to instil fear Armour (Minor): A Dominator’s combat suit
in their enemies. provides some protection, reducing damage by
Indomitable: Dominators have disciplined 5.
minds and gain +4 on attempts to resist any type Fear Factor (1): While they look like tall
of mental control. humans, Dominators have a manner and
Obsession (major) – Efficiency: Dominators are reputation that strikes fear in the hearts of
obsessed with efficiency and will only conduct others. They gain a +2 on attempts to instil fear
actions that they don’t deem wasteful. in their enemies.
Stubborn: Dominators believe that they are Indomitable: Dominators have disciplined
better than other races and they don’t value minds and gain +4 on attempts to resist any
their opinions or experience. They receive +2 to type of mental control.
resist Convince attempts. Stubborn: Dominators believe that they are
Voice of Authority: Dominators demand to be better than other races and they don’t value
obeyed and there are harsh consequences when their opinions or experience. They receive +2 to
their orders aren’t complied with. They receive a resist Convince attempts.
+2 on Presence and Convince rolls to get people Voice of Authority: Dominators demand to
to do what they want. be obeyed and there are harsh consequences
when their orders aren’t complied with. They
Tech Level: 7 Story Points: 3-5 receive a +2 on Presence and Convince rolls to
get people to do what they want.
Notes: Higher-ranking Dominators have
Obsession (Efficiency) as a major bad trait. Tech Level: 7 Story Points: 3-5

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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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faction that has developed a superweapon that


Does Dulkis Seem Familiar? they hope will win the war. The characters arrive
as the superweapon nears completion; can they
Dulkis and Gallifrey have many parallels. prevent the faction from destroying Dulkis?
Both are largely pacifist societies with violent
histories. Both have ruling councils reluctant
• Dulkis has a dirty little secret; its people haven’t
to get involved in confrontations. Both allowed
adopted a policy of pacifism; their minds have
alien races to invade their worlds and appear
to do nothing about it, at least initially. Even the been altered to weed out aggressive tendencies.
Dulcians themselves resemble Gallifreyans, This doesn’t always fully work (explaining Cully),
with larger brains and two hearts. Perhaps one but normally such deviations are harmless side-
of the reasons that the Doctor enjoys Dulkis so effects. Recently, however, some Dulcians are
much is that it reminds him of home? manifesting aggressive emotions and Dulkis
has its first serial killer in centuries. Is someone
tampering with the mind control, or is Dulcian
biology beginning to reject the treatments? If
Further Adventures the characters get involved, should they help the
• The Dominators are a warlike race that conquered Dulcians return to a medicated paradise or force
much of the ‘Ten Galaxies.’ It shouldn’t be long them to live with free will?
chapter nine: the dominators

before they cross a race that challenges them,


such as the Draconians or Sontarans. The
characters could arrive on a battleground between
the two races as they work against each other, Dulcian
with an innocent society caught in the middle.

• The characters arrive on Dulkis during their last


war, which is devastating the entire world. While
many Dulcians are now coming around to the
idea of the futility of war, there is at least one

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).

Tech Level: 6 Story Points: 6 Story Points: 2

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the second DOCTOR SOURCEBOOK

chapter ten:
The Mind Robber, The Invasion, The Krotons
THE second doctor sourcebook

The Mind Robber


‘Don’t worry about fiction. Hang on to real life. A strange vibration shook the TARDIS apart and the
You’ve got to get out!’ three time travellers were scattered through a forest.
Jamie confronted an English ‘redcoat’ which shot
him, turning Jamie into a frozen two-dimensional
image. Zoe was surrounded by walls and plunged
Name Change! into a hole when she went through the sole door.
The kidnapped writer of The Mind Robber is The Controller was watching them but worried about
generally referred to as ‘the Master’ during the where the Doctor was. He sent clockwork soldiers
course of the adventure. The use of this term after him.
is problematic, as ‘The Master of the Land of
Fiction’ conjures images of a certain renegade The Doctor found his companions after beating
Time Lord. For this reason, the Master of this a series of riddles while avoiding the clockwork
adventure is referred to as ‘the Controller,’ as soldiers. He returned Jamie to life, albeit with
this is the title the Master was to bestow on the the wrong face. They met a sailor that the Doctor
Doctor when he took his place. This also eases realised was Lemuel Gulliver of Gulliver’s Travels. He
chapter ten: the mind robber

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.

Jamie was pursued by a soldier but received help


from Rapunzel, who helped him enter the castle of
the Master Brain. He found a room full of computers
which showed that Zoe would be turned to stone
by Medusa. In the Labyrinth, the two travellers
encountered and overcame the Minotaur before
confronting Medusa. The Doctor used a mirror to
turn the creature to stone, and the computer in the
castle displayed a failure reading. The Doctor and
Zoe were helped into the castle by a comic strip
superhero known as the Karkus, after Zoe subdued
him using martial arts.

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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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Master Brain cases a victim can evade obstacles by solving logical


The Master Brain is a supercomputer that controls problems and riddles. The Controller can also make
the Controller of the Land of Fiction, a realm outside fictional constructs.
of normal time and space. It is unknown who created
the Master Brain but they obviously wanted to
remove the Earth’s population. It plans a non-violent
invasion, enticing humans to come into the Land of Master Brain
Fiction and play out fantasies for the rest of their
lives (assuming that the Master Brain doesn’t plan to
kill them once its plan is accomplished).
Awareness 5 Presence 1
Coordination - Resolve 5
Ingenuity 2 Strength 5

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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Fictional Constructs Some fictional constructs are limited to using words


Fictional constructs are characters plucked from of dialogue from their sources, while others have
fiction and given a physical form. They seem unaware more freedom (likely due to drawing from multiple
of their status and see everything through their own sources or from the Master creating new dialogue
fictional lens. for them). They generally aren’t adversarial unless
being so is true to their literary roots.

Toy Soldier A special kind of fictional construct is the toy soldier.


Toy soldiers act as extensions of the Controller’s
will in the Land of Fiction. The Controller can see
through cameras in their hats and can give them
Awareness 2 Presence 2 direct orders.

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

for a new controller. This time around the Land


As a computer, however, the Master Brain still of Fiction is more focused and realistic; the
needs a creative spark and, in its evolved state, only characters may not realise where they are until
a creature of advanced intelligence will do. Why it they’ve unwittingly subjected themselves to it.
wants to invade is unclear; this could be a remnant
of the Maker’s wishes or the desire of a fictional • The Controller was returned to Earth, but as the
character that the Master Brain absorbed. Perhaps Master Brain has no concept of time it returned
the Master Brain has no plan, and the various lost him to 1926. Now 20 years too old, the Controller
civilisations of the universe had their populations uses his knowledge of future fiction to generate
simply scooped away in the past. income; he soon becomes the most famous
author on the planet and his stories inspire a
generation of scientists and engineers. The
Did this Adventure Really Happen? characters arrive in the middle of World War II,
The end of this adventure leads directly into The but it is a very different war. Rocket planes jet
Invasion with no evidence of the Controller on board through the sky and infantry soldiers carry laser
the TARDIS. While the Controller could simply have rifles. The characters need to return to 1926 to
been sent back to his own time (likely sometime fix time, but first they need to get back to the
in the mid-20th century), the time travellers never TARDIS, from which they were separated.
referred to the events in this adventure. It’s possible
that they either forgot or it was a mass dream, • The characters arrive on Earth in the 35th century
perhaps brought on by the TARDIS to keep them sane and discover a Draconian scientific colony. The
while traversing beyond time and space. Draconians have never met a live Earthling, as
they all disappeared in the 22nd century; colonial
• There are a number of elements to this story that humans that returned to Earth also disappeared.
could reflect dreamlike perspectives from the Archaeological teams have been trying for
time travellers, especially if looked at through centuries to figure out why. If the characters look
the eyes of another time traveller. through the archives, they discover that all the
humans on Earth disappeared on the date of Zoe’s
• Zoe never mentions the name of her home city. death. Should the characters go back in time to
It also looks rather futuristic (and perhaps even meet Zoe, they discover that she remembers her
on the moon or a different planet) for the year time with the Doctor, up to when he sent her and
2000, which she cites as when she read about Jamie back to their own times so that he could
the Karkus’ adventures. take over the Land of Fiction. As it turns out, the
characters are in a parallel universe, and one in
• Jamie’s face is rearranged by the Doctor, which which this desperate Doctor wants their TARDIS
can be seen as an allegory on regeneration. to help him escape his fate.
The Doctor considers the change a ‘nasty trick,’

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The Controller Gulliver

Awareness 3 Presence 2 Awareness 3 Presence 4


Coordination 2 Resolve 5 Coordination 3 Resolve 3
Ingenuity 5 Strength 1 Ingenuity 3 Strength 3

The Controller is an unnamed but prolific British Skills


author that wrote 5000 words a week for 25 Athletics 3, Fighting 2, Knowledge 3, Marksman 1,
years, primarily for the Captain Jack Harkaway Medicine 4, Science 2, Survival 3, Transport 3
adventures in The Ensign boy’s magazine. The
Master Brain kidnapped the Controller while he Traits
was sleeping in 1926 to run the Land of Fiction. Literally By The Book (Minor): A fictional
construct can only say words attributed to him
Skills from the fiction in which he was created.
Convince 3, Knowledge 4 (literature, puzzles), Weakness (Major): Once all victims realise that
Subterfuge 4 they are fighting against a fictional construct,
the fictional construct is either turned into a
Traits cardboard cut-out, a statue or vanishes. This
Voice of Authority (Minor Good Trait): +2 bonus weakness only manifests if everyone viewing it
to Presence and Convince rolls realises that it is fictional. If even one person
has doubts, then the fictional construct
Tech Level: 4 Story Points: 5 remains. The victims can choose to keep the
fictional construct around if they so desire.

Tech Level: 4 Story Points: 4

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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Rapunzel The Minotaur

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.

After they left, Vaughn consulted


chapter ten: the invasion

with the hidden Cyber-Planner.


The Cyber-Planner recalled the
Doctor and Jamie from meeting
them on Planet 14. Meanwhile
the Doctor and Jamie try to elude
the IE security guards tailing
them and end up getting captured
‘Don’t underestimate them, Jimmy. They may look by UNIT. They were taken onboard a converted
like amateurs, but that man has an incredible knack Hercules aircraft, the mobile command centre of the
of being one jump ahead of everyone.’ newly promoted Brigadier Lethbridge-Stewart. The
Brigadier explained that his team had been watching
IE, as they’d exploded on the technological scene
B Synopsis rather quickly. Unfortunately, UNIT agents sent
London, 1968 to assess the situation had either disappeared or
become uncooperative.
The TARDIS materialised near the moon, but
immediately came under missile attack. The Doctor Meanwhile, Zoe and Isobel went looking for the
took evasive action and the TARDIS ended up on the Doctor and got captured by IE after causing the
Earth, but with a damaged visual stabiliser rendering computer receptionist to melt down by giving it an
it invisible. Noting the date, the Doctor suggested irresolvable logic problem. Vaughn wanted to use
seeking out Professor Travers for help. They flagged Isobel to encourage Watkins’ compliance. The Doctor
down a passing lorry, but the driver was concerned and Jamie went after them only to be captured by
about security at International Electromatics (IE). He Vaughn after observing several large containers
explained that they were inside the IE compound, being loaded on a train, including one with Zoe’s
and that the company had bought out the previous feather boa caught in the lid. Vaughn took them to the
inhabitants from the area. Most of them had joined IE factory and allowed the Doctor to meet Watkins.
the company, but some had disappeared. The time Watkins told the Doctor about the Cerebration Mentor
travellers took the ride, but got out just before the which can affect emotions. The Doctor also noticed a
driver was stopped outside the compound by IE deep space radio transmitter. Vaughn demanded to
security guards, who killed him. be told about the visual stabiliser, seeing the TARDIS
as a potential escape route if his plans went awry.
The time travellers reached London and learned
that Travers and his daughter went abroad for a The Doctor and Jamie managed to escape and, with
year and lent the house to Professor Watkins and UNIT’s aid, rescued Isobel and Zoe by helicopter.
his photographer niece, Isobel, who answered the Vaughn realised that UNIT were a threat to his plans,
door. While Watkins could have been helpful with the he contacts Major-General Rutlidge and hypnotises
repairs, Isobel mentioned that he worked for IE and him, telling him to stop UNIT operations involving IE.

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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.

Vaughn agreed to help the Doctor destroy


the homing beacon. After destroying the
machine in the IE London office, they
travelled to the factory, where Vaughn used
the Cerebration Mentor to destroy some
of the Cybermen before being killed. With
UNIT’s aid, the Doctor managed to destroy
the transmitter. The Cybermen made a
last-ditch effort by bringing their ship closer
to drop a devastating bomb, but the anti-missile
battery destroyed the bomb and the Russian rocket
destroyed the Cybermen ship.

Watkins helped the Doctor fix the visual stabiliser


and the time travellers left Earth.

Continuity
International Electromatics is part
of Cybus Industries in a parallel
universe where its CEO, John
Lumic, created the Cybermen

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The answer, of course, is not necessarily. With the


B running the adventure world unconscious, UNIT could clean up the mess
When the Doctor arrives on Earth, he immediately before anyone was the wiser and the United Nations
looks for Professor Travers. Instead, he discovers would likely comply with removing evidence and
Isobel Watkins and meets her uncle Professor maintaining the secret out of fear of a panic. In
Watkins. They end up filling the same role as Travers addition, the failed Cybermen invasion would pour
and Anne, to the point of using the same residence new resources into UNIT and similar organisations.
(with the original inhabitants conveniently away in Both Torchwood and Van Statten took trophies from
America for the duration). The lesson here is that this invasion.
there are times in a Doctor Who: Adventures in Time
and Space campaign when you might find it necessary These Cybermen were designed for combat; they
to replace a character that you’d intended to use for are soldiers operating under a central plan. Perhaps
an adventure but is now unavailable. Don’t sweat it; the Mondas government sent them ahead to prepare
a simple re-skinning of names and backgrounds and the Earth before Mondas arrived, making the energy
you can slot in new characters to replace them. transfer easier and perhaps taking Earth as a new
home. Once these Cybermen were destroyed, the
Similarly, the hypnotic attack that the Cybermen use Mondasian government had to go with a Plan B and
to aid their invasion ensures that, once the invasion hope that they were strong enough to conquer Earth
chapter ten: the invasion

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.

How can this adventure take place before 1986?


Unless we presume that the Doctor has made
subtle changes to the time stream since his first
regeneration, there seems to be a paradox here. The
Cybermen in this story come to Earth at least a decade
early (depending on when one dates this adventure)
and are obviously more advanced than the ones that Planet 14
arrive with Mondas. Has history been changed? The Cybermen are aware of the Doctor and Jamie
(though not necessarily Zoe) from ‘Planet 14’. This
planet is never identified and likely refers to one of
two things. It’s either the 14th planet of the solar
system or it’s the 14th planet that the Cybermen
have discovered. It’s also possible that Planet 14 is
Telos, but the Doctor doesn’t visit for another 500
years or so (or does he?).

One argument in favour of Planet 14 being in the


solar system is that Cybermen space travel seems
relatively limited during the 21st century, relying
on radio signals. It doesn’t seem plausible that the
Cybermen could be travelling far on such limited
technology or perhaps, as we’ve suggested for The
Moonbase and The Wheel in Space, their deep space
vessels travel slowly.

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In any case, Planet 14 offers the Gamemaster a


chance to run an unseen Doctor adventure against
the Cybermen using any set of companions after The
Cerebration Mentor
Highlanders. Professor Watkins’ handheld teaching device
is actually an effective weapon against the
Cybermen. It instils strong emotions in its
Further Adventures victim, causing those that aren’t used to
• Not all of the Cybermen perished. Some emotions (such as Cybermen) to have a painful
retreated into the sewers where they remained nervous breakdown and collapse.
until 1985. These Cybermen attempt to complete
their mission and destroy humanity (or subjugate Traits: Acts as a major weakness against a
it) before Mondas’ arrival. The characters arrive Cyberman’s mental attributes when turned
in the late 1970s or early 1980s and have to stop on. When used on humans, it can project low-
a Cybermen plot to start World War III. level emotions, working like the Empathy trait.
Cost: 2 Story Points
• The Cybermen recognised the Doctor and
Jamie from an incident on Planet 14. Where is
this planet and what were the Cybermen doing
there? The characters land on Planet 14 and
discover a Cybermen base, waiting to help with Professor Watkins
the invasion. Can the characters prevent an even
larger force from invading Earth?

• Someone is using the Cerebration Mentor as


the perfect killing machine, forcing people to
have intense emotions at the wrong time and
getting themselves killed. The characters arrive
as UNIT investigators are trying to discover why
the principal members of a particular cause are
dying from mysterious accidents.

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.

Tech Level: 5 Story Points: 6 Tech Level: 5 Story Points: 12

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Brigadier Alistair Gordon Tobias Vaughn


Lethbridge-Stewart
chapter ten: the invasion

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.

Vana’s lover, Thara, led a group of youths


against the Dynatrope but were stopped, first
by the Doctor and then by the Krotons, who
demanded obedience. They vaporised a rebel
to make their point. Selris regained control
and dispersed the crowd. The Doctor
and Selris explored the ‘underhall’
beneath the Dynatrope while Zoe
tried a teaching machine. By the
time the Doctor returned, the
Krotons had selected Zoe to join
them. The Doctor then tried a
teaching machine and scored
high enough to be selected along
with her.

Inside the Dynatrope, the Doctor


and Zoe were made to sit and the Dynatrope
drained their energy; only quick thinking by
‘We only know what the Krotons tell us. We don’t the Doctor allowed them to remain cognisant. They
think. We obey.’ reasoned that their brainwaves were being used to
power the ship and discovered a slurry pool within
the control centre. As they fled, two crystalline
B Synopsis Krotons emerged from the pool.
Gond Home Planet, Unspecified Time
Fearing for his friends, Jamie tried to enter the
The time travellers arrived on a barren planet that Dynatrope and the Krotons captured him. Through
smelt of sulphur. They spotted a settlement nearby Jamie, the Krotons learned about the TARDIS. One of
and, while on their way, discovered a structure that the Krotons left the Dynatrope to destroy the TARDIS
the Doctor deduced was some kind of machine. A and capture Zoe and the Doctor. A growing dissent
door in the structure opened and a disoriented Gond manifested amongst the Gonds over whether to obey
walked out, only to be disintegrated by guns on the or destroy the Krotons. The faction that wanted to
door. The Doctor and his companions entered the fight was hampered by their lack of knowledge about
Gond city, but the locals were suspicious of the new weapons – the Krotons had been very selective in
arrivals as visitors were unheard of. Vana, a Gond their education of the Gonds.
who had been chosen for a particular ceremony,
rushed into a similar door to the one they had seen The Doctor discovered that the Krotons are mineral
outside the city. The Doctor told the assembled creatures and likely blinded by the sun. He used this
Gonds what had happened earlier, and the travellers information to escape the Kroton that was following
rushed back into the wasteland to save Vana. them, assisted by Jamie distracting the Kroton back
in the Dynatrope that was directing its fellow.

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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.

It turned out that the Krotons need two more ‘high


brains’ to provide energy for their ship. A rebel Gond
leader who had seized power from Selris captured
chapter ten: the krotons

the Doctor and Zoe and gave them to the Krotons


in exchange for the aliens leaving the planet.
Selris sacrificed his life to sneak a vial of the acid
to the Doctor. Zoe dumped it into the slurry, which
poisoned the Krotons. Jamie and Beta destroyed the
Dynatrope by pouring acid over it from above. The
time travellers slipped away as the Gonds elected
Thara to be their new leader. When running the Krotons, you need to emphasise
that these are utterly alien beings that are incapable
of thinking in human terms. They do what is necessary
to get their ship up and running; no more, no less.
While the Gonds see them as gods the Krotons don’t
play this role; they simply ‘feed their stock’ until two
of them show enough promise to be invited inside the
Dynatrope.

One way to update this adventure is to play up the


crystalline aspect of the Krotons. The Dynatrope
becomes a large rock that has slowly been turning
into crystal as more mental energy has been
absorbed over the years. The Krotons themselves
and their learning machines can also have a more
Continuity crystalline appearance. It’s even possible that
The TARDIS’ Hostile Action Displacement System the Dynatrope is the intelligent creature, with the
(HADS) is used for the first time. Its activation implies Krotons mere extensions of its will.
that the Krotons are able to damage the TARDIS. The
Doctor needs to set it, which is why it didn’t activate The educational and cultural stagnation of the
during the Cybermen missile attack. Gonds can also be emphasized. With the best and
brightest being pruned, the Gonds that remain
would be of lower intellect and perhaps force the
B running the adventure Krotons to adapt their method of harvesting high
This is a standard ‘our gods are evil’ adventure. The brains. The Gonds see the Krotons in an even more
Krotons’ Dynatrope was damaged in a space battle and overtly religious way and treat their lessons as
two of the four Kroton crew were killed. They landed scripture. Perhaps there’s a subversive element
on the planet and educated the Gonds to become the whose members have been fooling the Krotons for
higher brains they required. Once the Krotons take centuries, keeping their intellects intact until they
two appropriate Gonds, they plan to leave. can find a way to fight back.

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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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Krotons have little concept of death and, as a mineral


species, don’t really understand or care for biological
humanoids. They ruthlessly disintegrate the Gonds
Kroton
they drain (even though the evidence suggests that
they’ll recover) just to maintain their ruse. They also
won’t hesitate to kill any Gond that questions their Awareness 3 Presence 3
authority.
Coordination 3 Resolve 5
The Krotons fly in a ship they call the Dynatrope
Ingenuity 4 Strength 4
and have a symbiotic relationship with it. Like the
Krotons, the Dynatrope is also powered with mental
energy and is vulnerable to sulphuric acid. Skills
Fighting 3, Convince 3, Knowledge 3, Marksman
3, Science 3, Technology 4, Transport 4

Gond Traits
Alien Appearance: As crystalline lifeforms,
Krotons may actually be mistaken for robots.
chapter ten: the krotons

Armour (Major Trait): The Kroton’s crystalline


body reduces damage by 10. The mass of a
Kroton makes it slower and its Coordination is
reduced by 1 (already taken into account in the
Attributes).
Immortal (Special): A Kroton cannot die,
although it may dissolve when its energy
supply is exhausted.
Impaired Senses (Major): A Kroton is
effectively blind in sunlight.
Natural Weapon (Acid Gun): Krotons use acid
weapons that can instantly dissolve a victim.
4/L/L.
Awareness 2 Presence 3 Networked: The Krotons are connected to
each other via the Dynatrope.
Coordination 3 Resolve 2 Special (Multiple Configurations)*: As a
Ingenuity 1 Strength 3 silicate life form, a Kroton can reconstitute
itself in multiple configurations while still
retaining a silicate appearance. This allows
Skills the Kroton to mimic two minor traits or one
Athletics 3, Convince 2, Craft 2, Fighting 3, major trait at a time (so a Kroton could grow
Knowledge 1, Medicine 2, Science 1, Survival 3 additional arms and legs, or reconfigure
its body to enable mentally-powered major
Traits Flight). The Gamemaster has the final say on
Enslaved: While largely unaware of it, the how a Kroton can reshape its body.
Gonds are effectively slaves to the Krotons.
Knowledge Gaps: The Krotons only teach Tech Level: 7 Story Points: 6-8
the Gonds what they need to survive. They’ve
especially restricted their knowledge of *This trait is only alluded to in The Krotons,
chemistry and other topics that can be used as a Kroton can dissolve and reconstitute
against the Krotons, as well as ensure that itself from soup and the occasional arm
the history lessons remember the Krotons as modification. If you wish to ignore this trait,
saviours. simply remove it from the stat block.

Tech Level: 4 Story Points: 2

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the second DOCTOR SOURCEBOOK

chapter eleven:
The Seeds of Death, The Space Pirates, The War Games
THE second doctor sourcebook

The Seeds of Death


captured by the Ice Warriors. He learned that they
wanted to transport ‘seeds’ to Earth. He discovered
the hard way that the seeds were poisonous, as one
almost killed him and rendered him unconscious.

Slaar orders Fewshaw to transport several seeds to


different locations on Earth. The seeds emit fumes
and grow fungus that absorbs oxygen, asphyxiating
any humans nearby.

The planet was destabilised by the breakdown of the


T-Mat, as the people feared starvation and essential
supplies such as medicines couldn’t be transported.
Eldred suspected it was instead an alien invasion.
‘Your leader will be angry if you kill me. I’m a genius.’ Slaar also sent an Ice Warrior to Earth in order to
chapter eleven: the seeds of death

take over the Weather Control station and keep


the weather ‘dry’ before destroying the controls.
B Synopsis The T-Mat then broke down again. The Moonbase
Great Britain and the moon, 21st century technicians made their escape by turning up the heat,
which choked the Ice Warriors. The time travellers
The Moonbase was the central hub for the Travel and humans used a solar gun to destroy enough Ice
Mat, or T-Mat network, which teleports people and Warriors so that they could escape via T-Mat.
goods all over the Earth; it has become the sole
means of long-range transportation. Unfortunately,
it was occupied by the Ice Warriors just as the
TARDIS arrived in a rocket museum on Earth. To
prevent an invasion of Earth, the commander of the
base sabotaged the T-Mat before the Ice Warriors
could stop him. The time travellers learned about
the T-Mat and the lack of rocket progress from the
curator and former rocket engineer, Eldred. They
were soon joined by Commander Radnor, who
explained that they’d lost communication with the
Moonbase and needed Eldred’s secret rocket project
to send a team up and make repairs.

Eldred initially refused but after some coaxing


agreed to prepare the rocket. Due to a lack of Fewsham remained behind. He opened a channel to
trained astronauts, the time travellers piloted it Earth, allowing Earth Control to discover that Slaar
to the moon. In the meantime, Ice Warrior leader was using a beam to bring an invasion force to Earth
Slaar forced moon technician Fewshaw to repair the and that this invasion force lacked the fuel to correct
T-Mat enough to allow it to receive transmissions. any miscalculations. Slaar realised he’d been duped
T-Mat Earth Control Manager Gia Kelly took two and killed Fewsham. The Doctor, now back on Earth,
technicians with her to the moon. The Ice Warriors determined that the seeds were transforming the
only revealed themselves once she had finished her Earth’s atmosphere to more closely resemble Mars,
work. They then turned off the beacon that the rocket but that the only substance needed to destroy them
needed to make a safe landing. was water.

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.

The Doctor shares the name ‘Ice Warrior’ with the


staff of Earth Control. Obviously the name and the
race are forgotten between this invasion attempt and
Varga’s thawing a few centuries later (possibly lost
during the Dalek occupation).

Earth has completely abandoned spaceships and


space exploration in favour of the T-Mat. This proves
to be a short-term situation, as a spaceship is
needed for the Doctor to get to the moon after
the T-Mat fails. Spaceships are again in vogue by
Zoe’s time.

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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 Space Pirates


Clancey boarded a piece of the beacon and rescued
the time travellers, taking them aboard his ship
before using a trick to outfox Hermack’s vessel. He
decided to head to Ta, the headquarters of the Issigri
Mining Corporation, although he had fallen out with
Madeleine Issigri (he used to be partners with her
father before he disappeared several years ago).
Caven, meanwhile, diverted the beacon segments
towards Lobos, Clancey’s home planet, to throw
suspicion on him.

Zoe determined that the pirates were heading


toward Ta. The time travellers explored the bowels of
‘Well, these old mining prospectors like Clancey Ta and spotted pirates before they fell into a chasm.
were the first men to go out into deep space. For They survived the fall, and headed to Madeleine
a time they had the place to themselves, roaming Issigri’s office with Clancey. There, they discovered
the spaceways, looking for planets, jumping each that Madeleine was in league with Caven, who
other’s claims. They were a wild breed, Ian, and they captured them. Caven imprisoned Clancey and the
learned to live without the law.’ time travellers in a study, where they discovered
Dom Issigri, Clancey’s former partner, still alive and
Caven’s prisoner.
B Synopsis
Fourth Sector, the Future

Earth’s space beacons have been the subject of


piracy, as criminals destroy them for the precious
argonite that they’re built from. The TARDIS landed
on one of these beacons as a group of pirates led
by Caven blew it apart and attached rockets to the
pieces, leaving the time travellers separated from
the TARDIS. The pirates avoided a trap by General
Hermack of the Earth Space Corps, whose ship
was not fast enough to catch them. Hermack did
interrogate a local argonite prospector, Milo Clancey,
about the thefts, believing that he had something to
do with them. Clancey protested that he’d been a
victim of the pirates as well.

Madeleine Issigri realised that Caven was planning to


kill the prisoners and decided to break her alliance
with him. She alerted Hermack to Caven’s presence
on Ta. Caven learned of this and got her to rescind
the request by revealing that her father was alive
and in his custody. The time travellers escaped, but
Caven installed a remote control on Clancey’s ship,
activating it when Hermack, unswayed by Issigri’s
change of heart, arrived anyway. Only Clancey and
Dom Issigri were aboard when it launched.

Caven had the oxygen cut on the ship to kill Clancey


so that the Space Corps would blame him for the
theft of argonite and he wouldn’t be able to argue

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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

Government seems to be confined to the Milky Way.

New Sarum, Lobos, and Ta all appear to be in the


‘fourth sector’ of the galaxy (Hermack’s use of ‘our
galaxy’ implies that Earth’s jurisdiction may be
intergalactic). A colloquial name for the fourth sector
is ‘New Sarum sector’, indicating that New Sarum is
likely the most important planet in the fourth sector.
Reja Magnum, where Hermack had his first tour of
duty, is also likely in the fourth sector as Milo Clancey
is considered a legend there.

There are at least three ‘brush-fire’ wars in different


sectors under the Space Corps’ jurisdiction. This
is apparently enough to occupy almost all of its
resources. The Space Corps has a prison planet Hermack’s vessel is the V41, a V ship. The pirates use
called Nevan. a Beta Dart freighter (one of the latest models, and
twice as fast as a V ship), and Clancey’s ship is LIZ 79,
an obsolete C class freighter in operation for over 40
years. Clancey uses ‘floaters’ to carry argonite ore.
These are unmanned vessels that lack propulsion
units. V ships contain smaller ships called minnows.
All rockets need to have a feedback to Central Flight
Information.

The Space Corps uses Martian missiles (either


supplied by now-friendly Ice Warriors or, more likely,
built at a human colony on Mars) and has mind probe
technology. Mining vessels are typically unarmed.

The pirates use thermite guns. Clancey’s rifle has a


‘quarter blast’ setting that only stuns foes. Explosives
Mining prospectors were the first humans in deep used to destroy electromagnetic locks are known as
space. It was a lawless time until the Space Corps scissor charges.
established order. Apparently, there is no ‘deeper
space’ or new expeditions must be more tightly Locks are generally auditory as combination locks
regulated, as Milo Clancey is considered a dying breed. were too easily cracked by portable computers.

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and, with a few tweaks and a bit of re-skinning, you


B running the adventure can easily mould diverse plot elements into a single
This adventure has two overarching themes that cohesive adventure.
sometimes seem to scrape against each other. The
first is space opera or, perhaps more accurately,
the space western. Many Old Western American
elements are present, a rough frontier, bandits,
prospectors, valuable ore, hidden camps, a femme
fatale, and even a cavalry, all re-filtered through the
lens of space opera. While the Doctor has certainly
seen his share of space adventures, this is the first
that really embraces the space opera genre and does
so without a single non-human alien in sight.

Conflicting with the space opera is the second


theme, which is realistic space travel (which was
constantly in the news during this period). Rather
than swooping in and out of sectors at the speed of
plot, the V41 spends most of the adventure plodding
along, taking several hours to get from point A to
point B, usually just after its quarry has left. It is this
element that allows the Doctor and his companions Further Adventures
to take part, as they can’t rely on the cavalry to • Milo Clancey and Dom Issigri were prospectors
arrive in time. back when the space frontier was practically
lawless. This is a great setting for space opera
While The Space Pirates is a good model for adventure, especially with far-flung colonies just
incorporating space opera into your adventures, getting their start with little support from home.
it is also a cautionary tale. The Doctor and his When an enemy threatens one of these small
companions are almost superfluous to the plot and outposts, the colonists only have the recently-
it would be very easy to edit them out altogether. arrived characters to rely on for protection.
When running this scenario, you should be careful to
ensure that the player characters are the ones who • Argonite is running out. Drastic measures are
shine, rather than the supporting cast. Still, if your taken and the Earth government begins to
players are the swashbuckling type, then this is just fracture between the needy developed worlds of
the type of adventure for them. the inner territory and the newly-rich but less
populated and protected frontier worlds. The
Earth government decides to nationalise the
Cowboys and Pirates argonite mines and the frontier worlds respond by
Besides space opera, this adventure borrows hiring the Judoon to protect them. The characters
heavily from both the high seas piracy and American arrive on a luxury liner that is intercepted by a
western genres. As a result, The Space Pirates is a Judoon cruiser. As it turns out, there is argonite
lesson in taking tropes from one genre and putting on board, but the crew denies any knowledge of
them into another. While we’ve covered the western smuggling. The penalty for smuggling is death;
tropes above, the high seas piracy tropes are vessels can the characters sort this out before the Judoon
with valuable cargo floating in space, isolated from wipe out everyone on the ship?
any aid. The pirates seize these vessels to melt them
down and fence them later. They also disguise their • Earth prospectors discover a new source of
efforts by pinning the blame on someone else (i.e. argonite on an alien world that is seemingly
‘raising their flag’). Finally, the pirate ship is fast, uninhabited. Unfortunately this turns out not
allowing it to stay one step ahead of government to be the case as the excavation team soon
ships. discovers a vault that contains several sleeping
Cybermen. The characters arrive after some
When looking for inspiration, don’t be afraid to see team members disappear and must convince
what other genres have to offer. Doctor Who has a the miners of their innocence while imploring
long history of adapting adventures from other genres them to heed the threat of awakened Cybermen.

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Maurice Caven Milo Clancey

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

Menacing: Caven gets a +2 bonus on attempts Awareness 3 Presence 4


to get people to do what he wants. Characters
Coordination 3 Resolve 4
he has menaced also get a +2 to resist attempts
by others to act against him. Ingenuity 4 Strength 3
equipment Skills
Blast Armour (6), Thermite Gun 4/L/L
Athletics 2, Convince 3, Fighting 2, Marksman 3,
Subterfuge 3, Survival 5, Technology 4,
Tech Level: 6 Story Points: 6 Transport 5

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

Tech Level: 6 Story Points: 2

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The War Games


‘You asked me to justify my actions, I am doing so. dematerialised, taking them to Central Control. They
Let me show you the Ice Warriors, cruel Martian discovered that they were on an alien world, and that
invaders, they tried to conquer the Earth too. So did the aliens were bringing in batches of hypnotised
the Cybermen, half creature, half machine. But worst soldiers from Earth’s history and making them fight.
of all were the Daleks, a pitiless race of conquerors The aliens were being plagued by the Resistance, a
exterminating all who came up against them. All group of soldiers from various zones that had resisted
these evils I have fought while you have done nothing their conditioning. Infiltrating the base, they learned
but observe. True, I am guilty of interference, just as that the conditioning could be reversed, and found
you are guilty of failing to use your great powers to files on the soldiers whose conditioning had failed
help those in need!’ and which of them were known to have joined the
resistance. While attending a lecture on the mental
conditioning programme, one of the alien leaders,
B Synopsis the War Chief, seemed to recognise the Doctor, so
War Lord’s Planet, Unspecified time he and Zoe fled.

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.

The time travellers and Lady Buckingham


escaped and decided to go to a black triangle
marked on the centre of the map. On the way,
they find themselves in the American
Civil War zone, where they discovered
a travelling capsule, a SIDRAT,
transporting Confederate soldiers
to the battlefield. The Doctor and
Zoe snuck aboard the SIDRAT as it

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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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Did the war games take place at all? SIDRAT


At the conclusion of the War Lord’s trial, the Time A SIDRAT is a rudimentary time travel capsule created
Lords sentence him to dematerialisation ‘as if by the War Chief for the use of the War Lord’s race.
[he] never existed.’ While this could simply mean It looks like a green box on the outside with a door
disintegration and perhaps a hypnotic suggestion to that slides forward. It is quite primitive compared
the War Lord’s race to forget him, it could also mean to a TARDIS and although it is bigger on the inside
that the Time Lords rewrote the timeline so that the than the outside, it is not nearly as vast as a TARDIS
War Lord never menaced Earth. In this case the events interior. The exterior of a SIDRAT actually looks like
are completely erased from history. Soldiers that died the exterior of the “default” TARDIS exterior.
in the war games return to life, and anyone the Doctor
encountered before wouldn’t remember him. SIDRATs are piloted remotely from a central
control room and have only minor interior controls
(door, atmosphere, etc.) of their own, which can be
overridden. They are dimensionally transcendental in
a limited, finite fashion, but their interior dimensions
can be changed at whim within those parameters
by the remote operator. This dimensional flexibility,
along with remote capability, comes at a price,
chapter eleven: the war games

however, speeding up the already shortened lifespan


of the individual units.

Time Lord Councillor


Alien Commander
Awareness 4 Presence 5
Coordination 3 Resolve 6
Awareness 3 Presence 4
Ingenuity 9 Strength 2
Coordination 3 Resolve 5
Ingenuity 4 Strength 3 Skills
Convince 5, Knowledge 5, Medicine 3, Science 3,
Skills Technology 3, Transport 3
Athletics 2, Convince 4, Fighting 2, Knowledge 3,
Marksman 4, Subterfuge 4, Technology 3 Traits
By the Book: Time Lord Councillors are
Traits notoriously bound by the Laws of Gallifrey.
Menacing: An Alien Commander’s words carry Feel the Turn of the Universe: Time Lord
weight. They get a +2 bonus to get people to do Councillors can sense when something is wrong.
what they want and a +2 to resist attempts by Time Lord
others to act against them. Time Lord, Experienced: All Time Lord
Military Rank: An Alien Commander of a Councillors have regenerated at least once.
particular army has the highest rank of that army. Time Traveller (All TLs): Time Lord Councillors
Voice of Authority: Alien Commanders get a +2 have at least a passing familiarity with all TLs.
on Presence and Convince rolls to get others to Voice of Authority: Time Lord Councillors
follow their orders. always have the final word and gain a +2 bonus
on Presence and Convince rolls.
equipment: Hypnotic Spectacles, era-appropriate Vortex
sidearm
Story Points: 10
Tech Level: 7 Story Points: 6

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THE second doctor sourcebook

Traits: Bigger on the Inside (Special), Force Field Further Adventures


(Major), Transmit, Vortex, Restriction (Lack of • Perhaps the War Chief didn’t die, but simply
Interior Controls, Limited Lifespan*) regenerated (if the War Lord was erased from
  history, then he may not have died at all). He still
*Every use of a SIDRAT to travel through the vortex has ambitions for a peaceful galaxy under his
requires a permanent expenditure of 1 Story Point. rule. The characters could come across multiple
When all of these are gone, the TTC stops functioning. War Chief schemes in this regard, although he’s
Cost: 6 Story Points probably adopted a new sobriquet.

• The Resistance members crossed time zones and


some of the older members may have picked up
newer equipment, especially if the Time Lords
were a bit sloppy (and, again, history wasn’t
erased). A Roman soldier bringing back a rifle or
machine gun could wreak havoc with history.

• It’s also possible that the Time Lords were a bit


sloppy with where they dropped off the soldiers.
In addition to unexplained deaths (for those that
died in the games), a Resistance member or
even a soldier that accidentally wandered across
zones may end up being sent home at the wrong
time, creating all sorts of complications.

The War Lord Lady Jennifer Buckingham

Awareness 4 Presence 6 Awareness 3 Presence 4


Coordination 3 Resolve 5 Coordination 3 Resolve 4
Ingenuity 5 Strength 3 Ingenuity 2 Strength 2

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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THE second doctor sourcebook

A Designing Second Doctor Adventures 43 Gravitron 73


(The) Abominable Snowman 95 Doctor Who? 8 (The) Great Intelligence 36-37
Continuity 97 (The) Doctor’s Companions 9 (Solicitor) Grey 63
Further Adventures 97 Dulcian 126 Gulliver 133
(A) Lesson from the Weather 97 Does Dulkis seem Familiar? 126
Running the Adventure 97 Dominator Navigator 124 H
Synopsis 95 Dominator Probationer 124 (Zoe) Heriot 14
Absent Characters 44 (The) Dominators 121 (The) Highlanders 60
Adventure Length and Pacing 43 Continuity 122 Continuity 61
Adventure Structure 49 Dominators 123 Further Adventures 62
(The) Alien Invasion 50 Dulcians 125 Highlanders and Aliens 62
(The) Base Under Seige 49 Further Adventures 126 Running the Advenutre 61
(The) Historical 50 Quarks 125 Synopsis 60
Hooked 51 Running the Adventure 122 Hobson 74
Insatiable Curiosity 51 Synopsis 121 (Captain) Hopper 93
Alien Commander 156 Human Factor 87
AmmonIum Sulphide Phial 102 E
Arms Control 46 (Daniel) Eldred 148 I
Atlantean Priest 68 Electronic Science Fiction 47 Ice Lord 41
Emergency Unit 129 Ice Warriors 40-41, 146
B Enemies 26 (The) Ice Warriors 100
(Captain) Blade (human duplicate) 84 (The) Enemy of the World 104 Continuity 101
(Security Chief) Bragen 59 Continuity 105 (The) Danger of Fanaticism 102
index

(Samantha) Briggs 84 Further Adventures 106 Further Adventures 102


(Security Chief Donald) Bruce 107 (The) Name is Smith, Doctor John Smith... 106 Running the Adventure 101
(Lady Jennifer) Buckingham 157 Running the Adventure 105 Synopsis 100
Synopsis 104 Why doesn’t anyone recognise the
C Evil Must be Fought 44 Ice Warriors 102
Campaign Arcs or Lack Thereof 44 (The) Evil of the Daleks 86 Why would a lack of plants diminish
(Maurice) Caven 152 Continuity 86 Carbon Dioxide? 101
Cerebration Mentor 139 Did the Daleks Trap the Right Doctor? 88 International Electromatics 136
Chameleon 82 (The) Factors 87 Introduction 4
Chameleon Armbands 81 Further Adventures 88 (The) Invasion 136
Chameleon Miniaturisation Device 81 Mirrored Time Travel 88 Continuity 137
Chapter Eight 99 Running the Adventure 87 Further Adventures 139
Chapter Eleven 145 Synopsis 86 How can this adventure take place
Chapter Five 52 Time Corridor 88 before 1986? 138
Chapter Four 42 What are the Dalek and Human Factors? 87 Planet 14 138
Chapter Nine 111 Running the Adventure 138
Chapter One 5 F Synopsis 136
Chapter Seven 85 (The) Faceless Ones 80
Chapter Six 69 Chameleon Fun 83 J
Chapter Ten 127 Chameleons 82 (Ben) Jackson 9-10
Chapter Three 25 Continuity 81
Chapter Two 16 Further Adventures 83 K
Character Statistics 54 Package Holidays 83 Kaftan 94
(Milo) Clancey 152 Running the Adventure 81 (The) Karkus 133
Clent 103 Synopsis 80 (Gia) Kelly 148
Cliff-hanger endings 44 Factor Arch 87 Kemel 89
(The) Controller 133 (Astrid) Ferrier 107 (Giles) Kent 106
(Detective Inspector) Crossland 84 (Lt. Algernon) Ffinch 63 Keep the true villain concealed for a session or two 43
Cully 126 Fish People 65-66 Keeping it real 53
Cyber-Controller 32 For once, I was actually able to steer the TARDIS! 19 khrisong 98
Cyber Planner 33 Fury from the Deep 112 (Eric) Klieg 93
(Model 2) Cyberman 28 Companions out of Time 116 Kroton 144
(Model 3) Cyberman 29 Continuity 114 (The) Krotons 141
(Model 4) Cyberman 30 Further Adventures 116 Continuity 142
(Partial) Cyberman 33 Running the Adventure 114 Further Adventures 143
Cybermat 31 Seaweed Creature 115 Krotons 143
Cybermen 26, 136 Synopsis 112 Running the Adventure 142
Shapeshifting Krotons? 143
D G Synopsis 141
Dalek 35 (New) Gadgets 23 What Really Happened in the Past? 143
(Black) Dalek 34 500 Year Diary 23
(Emperor) Dalek 35-36 Bigger on the Inside 23 L
(Humanised) Dalek 34 Recorder 24 (The) Land of Fiction 129
Dalek Factor 87 Sonic Screwdriver Mark1 24 Lesterson 59
Daleks 34 Stattenheim Remote Control 24 (Brigadier Alistair Gordon) Lethbridge-Stewart 140
Damon 68 TARDIS Chest 24 (Colonel Alistair Gordon) Lethbridge-Stewart 110
Dating the Future 54 Time Vector Generator 24 Liquid Plastic 72
Death of the Author 129 Gond 144 (The) Lost Adventures 43

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THE second doctor sourcebook

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
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trying.

Defending the Earth is a 160 page full colour sourcebook for the Doctor Who:
Adventures in Time and Space roleplaying game. Within, you’ll will find:

• The history of UNIT


• Rules for creating UNIT characters, including new Traits and Areas of Expertise
• Expanded firearms and combat rules, including mass combat and skirmish rules
• Details on major UNIT personnel, including the legendary Brigadier Lethbridge-
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• Two new adventures

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the time traveller’s companion


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This 240 page hard cover supplement for Doctor Who: Adventures in Time and Space
gives more information on Time Lords, temporal mechanics and time machines,
including:

• Gallifreyan culture, history and law


• New options for creating and playing Time Lord characters
• More on the physics of Time, temporal phenomena and Time Travel
• Detailed information on the TARDIS, and rules for creating your own
• Secrets of the Time Lords...

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