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Classic Book 1 - The First Doctor 1st

Jun 03, 2018

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    Welcome to the Doctor Who Solitaire Story Game...

    A thing that looks like a Police Box... it can go anywhere in Time and Space?

    (Ian Chesterton An Unearthly Child)

    The Doctor Who Solitaire Story Game goes back in time to the Classic series in this latest expansion that allowsplayers to recreate the era of the first Doctor. From a junkyard in Totters Lane to the alien jungles of the planet

    Kembel, its time to play at the birth of the legend.

    How to Use this Expansion

    Doctor Whoin 1963 was very different to the regenerated version seenon our screens in 2005, so there are a number of changes to the basicrules when playing the first Doctor:

    You start with 6 Luck Points and may have 3 Companions.

    The TARDIS has a -2 penalty when attempting to set controls (e001a).You may heal wounds within the TARDIS as if you had Medicine.

    Many of the first Doctors adventures were purely historical. If you land at an Earth Adventure before 1950and encounter a Character that can become a Minionof an Enemy before you encounter an Enemy, then thatCharacter becomes the Enemy instead. See ce02 immediately.

    Go to Ca00 to begin your Adventures.

    Starting Characters

    The First Doctor

    The first incarnation of the Doctor was at times irascible and badtempered, but this was mixed with a heart of gold and a mischievoustwinkle in his eye. Outwardly appearing to be a doddery grandfatherfigure, his brain was razor sharp as he challenged injustice andoppression.

    Have you ever thought what its like to be wanderers in the fourthdimension?

    Brains 13, Brawn 4, Bravery 9 (Aware, Bureaucrat, Engineering,Gloating, History (2), Science, Thief)

    Susan

    Susan was the Doctors grand-daughter and a very unearthly child.Although she looked like a typical British schoolgirl, she was really aTime Lord just like the Doctor and her intelligence and knowledge oftenbelied her youthful appearance. Susan is fiercely loyal and protective ofher grandfather.

    I was born in another time. Another world.

    Brains 8, Brawn 4, Bravery 6 (Aware, History, Science, Running,Screamer) Personality (optional): Loyal, Protective.

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    Cv01. The Daleks

    You have encountered your sworn enemies - the dreaded Daleks!Originally from Skaro, these mutated creatures of hate are carried insidearmoured shells fitted with devastating weaponry and now they havemanaged to escape their metal city and invade other planets. They glidetowards you and your blood chills at their cry of Exterminate!

    The Daleks (DM: -2. Goals: 1-2: Ce11; 3-4: Ce13; 5-6: e165) are eachBrains 2, Brawn 10, Bravery 5. Roll 1D6 and add +1 if the Turn numberis 5-8, +2 if the Turn number is 9+:

    1-2: Robomen cv01a below; 3-4: 1D3 Daleks; 5-6: 1D3+1 Daleks plus Robomen (see cv01a but return here)

    Roll a second 1D6 and add +2 if you can Oppose and +2 if you are currently in a Dalek City or ship or e082. Ifthe result is 6 or more then they are led by the dalek Supreme Brains 9, Brawn 10, Bravery 9.

    Chose an option below

    Fight: Combat occurs as normal. If you wish to surrender, see below with -1 to the roll. If you later wish to escapethe combat, see option below. If you win a fight against the Daleks, gain a +1DM (and an extra +1DM ifyou kill the Dalek Supreme). If you can Oppose then they are instead Defeated.

    Surrender: Then roll 1D6: 1-2: The Daleks only want to exterminate and attack! 3-4: e062a; 5-6: e061. If you arecaptured or enslaved and the Dalek Supreme is here then roll for a Goal event as it cannot resist gloating.

    Evade: The Daleks can move fairly fast when they want to so you must make Running8 rolls to escape. If you fail,or choose not to hide, you must choose another option.

    Hide: You must make Thief8 rolls before combat starts and before any other option. If you fail, or choose not toescape, you must choose another option.

    Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose anotheroption with -1 to the roll; 5-7: Lose quarry event ends; 8: e082; 9-10: v511a: 11+: e146.

    Talk: You may try to confuse the Daleks so you can escape. If you can make a Brains roll, with your Brains

    reduced by 1 for each Dalek (-2 for the Dalek Supreme), then you succeed gain a +1DM or Defeat theDaleks if you can Oppose and the Dalek Supreme is here. If you fail then choose to Surrender or Fight.

    cv01a. Robomen

    Robomen are the human zombie servants of the Daleks. Strong andbrainwashed to the Dalek cause, they make useful troops and a means ofcontrolling the local population. You encounter 1D6 Robomen eachBrains 2, Brawn 7, Bravery 5 (Minion, Troop). Choose from below:

    Fight: Combat occurs as normal. If you wish to surrender or escape, seebelow. If you win a fight against the Robomen, gain a +1DM.

    Surrender: Roll 1D6: 1-2: The Robomen attack anyway; 3-6: e061.

    Evade: You must make Running7 rolls to escape. If you fail, or choose not to escape, choose another option.

    Hide: You must make Thief8 rolls before other options. If you fail, or choose not to hide, choose another option.

    Talk: You may try to confuse the Robomen so you can escape. If you can make a Brains roll, with your Brainsreduced by 1 for each Roboman, then you escape. If you fail, choose to either Surrender or Fight.

    Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose anotheroption with -1 to the roll; 5-7: Lose quarry event ends; 8-9: e082; 10+: e144.

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    Cv02. The Zarbi

    You have encountered the Zarbi eight feet long ant-like insectoids thathave been enslaved to the alien consciousness of the Animus (DM 0;Goals: 1-2: ce14; 3-4: e262; 5-6: e247). You watch with horror as theyscuttle towards you with an angry chittering sound.

    Roll 1D6 to see what you have encountered, adding any DM to the rolland +1 if Turn 5-8 or +2 if Turn 9+:

    1-3: 1D3+1 Zarbi each Brains 2, Brawn 7, Bravery 5. Roll 1D6 for each Zarbi and on a result of 1-2 they arewith a venom grub Brains 1, Brawn 8, Bravery 5.

    4-6: 1D6+1 Zarbi see above for stats. Each Zarbi has a 1-3 chance of being with a venom grub.

    7+: You have found the lair of the Animus see cv02a below.

    Choose from options below:

    Fight: Combat occurs as normal. You may later choose to Surrender with -1 to die roll. If you win a fight againstthe Zarbis gain +1DM or if you can Oppose, you may immediately go to cv02a below.

    Evade: You may make Running8 rolls before combat starts. If you fail, or choose not to escape, you must chooseanother option. If you later choose to Surrender, you have -1 to die roll.

    Hide: You must make Thief8 rolls before combat starts and before any other option. If you fail, or choose not tohide, you must choose another option.

    Capture: This is only possible if no venom grubs. If you make a Brains roll by at least 5 (adding any Domination)then 1 Zarbi joins you as an Ally. Other Zarbi must be encountered using another option. You may onlyhave 1 (plus any Domination) Zarbi slaves. If these Zarbi enter the lair of the Animus you must make aBravery roll (adding any Domination) to maintain control or they revert to being enslaved by the Animus.

    Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose anotheroption with -1 to the roll; 5-7: Lose quarry event ends; 8-9: e082; 10+: cv02a.

    Surrender: Roll 1D6: 1-2: The Zarbi are not interested in your surrender and attack you see Fight option; 3-4:You are surrounded by Zarbi and taken to a cell see e061. If you later escape you may make asuccessful Move action to see cv02a below; 5-6: You are taken to the Animus see cv02a below.

    cv02a. The Animus

    You are brought to the Animus - Brains 9, Brawn 8, Bravery 7, athrobbing, writhing mass of tentacles and tissue. It is with 1D3+1 Zarbi,each Brains 2, Brawn 7, Bravery 5. Choose an option below:

    Fight: Combat occurs but after each round, each non-MachineCharacter

    in your group must make a Bravery roll (adding any Domination) orbecome enslaved by the mind control of the Animus. If you kill theAnimus and can Oppose then you have Defeated it. You may Evadethe fight by making Running 9 rolls. If you escape and make asuccessful Move action (with a +1 bonus), then return here.

    Surrender: Roll1D6: 1-2: You are attacked anyway see Fight option; 3-6: see e061 and roll for a Goal event.

    Confront: Only possible if you can Oppose and you make successful Opposed Brains and Bravery rolls againstthe Animus. If both are successful it is Defeated otherwise take a -1DM and choose another option. If youescape and make a successful Move action (with a +1 bonus), then return to this paragraph.

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    Ca00.Earth - 1963(Present Era)

    You tolerate this century but you certainly dont enjoy it. The end ofearths twentieth century is hardly civilization. Still, the junkyard hasproved a useful hiding place whilst you repaired the Ship and it evenallowed Susan to gain an education of sorts. But now the repairs arecomplete and you allow yourself a small smile of satisfaction. Susan

    should be home momentarily and then you can both resume your travelsin the fourth dimension.

    Roll 1D6: 1-3: ce01; 4-6: No further event.

    The doors to the Ship open as Susan returns home. Although she is sad to see the end of her stay here, she cansee your eyes alive with excitement. You tentatively press the controls and stand with your arm around hershoulders as the central column begins to rise and fall and an unearthly wheezing and groaning fills the air.

    Go to e001. You do not gain any first adventure bonuses from Adventures.

    Ca01. Earth - 1289(Middle Ages)

    (Wilderness) You have landed on the snowy heights of the Pamir Plateau in Nepal the roof of the world. But tothe south and east lies the baking hot Gobi Desert that leads into the heart of imperial Cathay. Heres your chanceto explore ancient Asia and witness incredible sights as you journey towards Peking.

    Special:Any TARDIS Characters here without History are -1 Brains.

    Enemy (D6): 1: v531; 2: v537; 3: v507; 4: v534; 5: e123; 6: e125

    Character (D6): 1: ce03; 2: e125; 3: e123; 4: e081; 5: e029; 6: e030

    Event 1 (D6): 1: e078; 2: e079; 3: e051; 4: e085; 5: e112; 6: e002

    Event 2 (D6): 1: e151; 2: e152; 3: e121; 4: e145; 5: e226; 6: e002

    Plot (D6):1: e154; 2: e148; 3: e132; 4: e141; 5: e288; 6: e150.

    Location (D6): 1: e217; 2: e066; 3: e108; 4: e209; 5: e218; 6: e093

    Ca02. Earth - 2167(Near Future Era)

    You have landed in the middle of London under a bridge next to the Thames. But something is decidedly wrong no birds in the sky, no sounds of traffic and rubble and debris all around you. As you look around you can see StPauls cathedral and Big Ben in ruins. This is a London under occupation

    Special:You may automatically perform Investigate actions and take an extra -1DM when Enemy is revealed.

    Enemy (D6): 1: v514; 2: v503; 3: v519; 4: v504; 5: cv01; 6: v531

    Character (D6): 1: e285; 2: e023; 3: ce04; 4: e018; 5: e048; 6: e039

    Event 1 (D6): 1: e151; 2: e112; 3: e160; 4: e223; 5: e206; 6: e002

    Event 2 (D6): 1: e095; 2: e145; 3: e143; 4: e116; 5: e115; 6: e002

    Plot (D6):1: e153; 2: e179; 3: e260; 4: e139; 5: ce10; 6: e150

    Location (D6): 1: e158; 2: e028; 3: e144; 4: e067; 5: e146; 6: e297

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    Ca03.Vortis - 2565(Expansion Era)

    (Wilderness) You have landed on a foreboding looking plain where great spires of rock needle out in front of adark sky filled with alien moons. You appear to be alone yet the TARDIS systems are acting strangely, and oddnoises of possibly scuttling feet and flapping wings seem to echo over the landscape

    Special:To move the TARDIS in this Adventure you must make a successful Engineering9 roll.

    Enemy (D6): 1:cv02; 2: cv01; 3: v512; 4: v519; 5: v520; 6: v538Character (D6): 1: ce04; 2: ce05; 3: ce05; 4: ce06; 5: ce07; 6: e020

    Event 1 (D6): 1: e078; 2: e085; 3: e095; 4: e112; 5: e265; 6: e002

    Event 2 (D6): 1: e027; 2: e135; 3: e198; 4: e205; 5: e116; 6: e002

    Plot (D6):1: e131; 2: e133; 3: e260; 4: e162; 5: e141; 6: e150

    Location (D6): 1: e158; 2: e217; 3: e144; 4: e064; 5: e217; 6: e158

    Ca04. Earth - 1192(Middle Ages)

    You have landed in woodland in twelfth century Israel, during the height of the Third Crusade between nobleEnglishman King Richard the Lionheart and the fearsome Saladin. In the distance the city of Jaffa lies occupied bythe Crusaders, with bazaars of fine silk and good wine. An interesting historical period of Earth to visit

    Special:Any TARDIS Characters without Historyhere are -1 Brains. If the Enemy Goal is ce02, add +5 to anyQuality required.

    Enemy (D6): 1: v537; 2: v529; 3: v517; 4: v531; 5: e123; 6: e125

    Character (D6): 1: ce09; 2: e081; 3: e123; 4: e125; 5: e018; 6: e207

    Event 1 (D6): 1: e051; 2: e078; 3: e079; 4: e213; 5: e229; 6: e002

    Event 2 (D6): 1: e226; 2: e121; 3: e145; 4: e208; 5: e223; 6: e002

    Plot (D6):1: e154; 2: e134; 3: e137; 4: e153; 5: e133; 6: e150

    Location (D6): 1: e209; 2: e209; 3: e209; 4: e273; 5: e066; 6: e218

    Ca05. Kembel - 4000(Twilight Era)

    (Wilderness)You have landed in a dense jungle on the planet Kembel, considered to be one of the most hostileworlds in the galaxy by the Space Security Forces of this period. The planet is meant to be devoid of anyintelligent life forms, yet you spot a gleaming alien city and docking spacecraft from a nearby ridge

    Special:Any Move or Explore Actions are -1 to the roll. You may Investigate as an Action without knowing theEnemy.

    Enemy (D6): 1: cv01; 2: cv02; 3: v530; 4: v508; 5: v504; 6: v527

    Character (D6): 1: ce06; 2: ce07; 3: ce08; 4: ce12; 5: e020; 6: e032

    Event 1 (D6): 1: e151; 2: e160; 3: e095; 4: e077; 5: e078; 6: e002

    Event 2 (D6): 1: e143; 2: e145; 3: e034; 4: e035; 5: e116; 6: e002

    Plot (D6):1: e288; 2: ce10; 3: e173; 4: e153; 5: e260; 6: e150

    Location (D6): 1: e158; 2: e144; 3: e144; 4: e146; 5: e065; 6: e068

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    Ce01. Unexpected Intruders

    As Susan enters the ship, she is followed by two more figures her two teachers Ian Chesterton and BarbaraWright. You are furious, how could Susan have been so stupid? But there is no time to let them leave. Your handsfly over the controls as the Ship starts to dematerialize on an epic journey

    See e001b. Ian and Barbara join as Companions but for the next 1D3 Adventures, all TARDIS Characters are -1to all Qualities as you get used to each other. If ever Ian and Barbara return to Present Era Earth then see e116.

    ce01a. Ian Chesterton

    Ian is Brains 6, Brawn 5, Bravery 7 (Charisma, Running, Science, Thief)and is +1 to all Qualities when with Barbara. Personality (optional):Resourceful, Protective (Barbara).

    ce01b. Barbara Wright

    Barbara is Brains 6, Brawn 4, Bravery 4 (Charisma, History, Running,Screamer) and is +1 to all Qualities when with Ian. Personality(optional): Compassionate, Moral Code.

    Ce02. Adventures in History

    You can never rewrite history not one line but you will often find yourself trying to oppose the various tyrantsand madmen that have plotted for political or personal power. The Character will have an Enemy DM of +1.

    When you need to roll for a Goal then roll 1D6 here: 1-2: e227; 3-4: ce02a; 5-6: ce02b. To Defeat the Enemyyou must be able to Oppose and have 2 Historyand any Quality of 30 or greater.

    ce02a. Power Struggle

    (Goal 3) You discover that the Enemy intends to pursue their own personal power. If the Enemy kills 2 Allies, takea -1DM. If you have 2 Historyand 25 Bravery gain +1DM. if you win a fight against the Enemy gain a +1DM.

    ce02b. Power Move

    (Goal 4) you discover that the Enemy is trying to manipulate events to further military or political power. If anyCharacter with Bureaucrat is kidnapped then take a -1DM. If you have History, 2 Charismaand 25 Brains, gain a+1DM. If you win a fight against the Enemy gain a +1DM.

    Ce03. Marco Polo

    You have encountered the famous Venetian explorer Marco Polo on hisjourney to Cathay. Polo is Brains 6, Brawn 7, Bravery 8 (Bureaucrat,Charisma, History, Tracking). He is accompanied by a Mongol warrior -Brains 5, Brawn 7, Bravery 6 (History, Poison, Thief, Tracking) and ayoung female storyteller Brains 5, Brawn 3, Bravery 5 (Charisma,

    History, Running, Thief, Screamer). Gain a Luck point for meeting Marcoand his group become Allies. Also make a Brains roll for Polo with a +1bonus and if he succeeds then roll for a Plot event.

    If you encounter Polo and there is no Enemy here however, he confiscates your TARDIS intending to present it tothe mighty Kublai Khan. Every other turn, Polo will make a Move Action (taking the TARDIS with him). You mayaccompany him and after 5 successful Move Actions then you arrive at the court of the Khan. Unless you canmake a Brains roll by at least 3 the TARDIS is lost forever the game is over. You may try to steal the TARDIS Keyby making a Thief 10 roll (You may add +1 if Susan and the storyteller is here) as an Action to retrieve theTARDIS but will lose Polo as an Ally. If you fail the Thiefroll by at least 5 then see e058 with a +1 to the roll.

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    Ce04. Vicki

    You have encountered Vicki a lonely, orphaned girl who jumps at thechance of joining you as your Companion. She is Brains 5, Brawn 3,Bravery 6 (Aware, Charisma, Medicine, Thief). Personality (optional):

    Adventurous, Curious. Gain a Luck point. Vicki may know something thatis important so make a Brains roll for her (with a +1 bonus) and if

    successful roll for a Plot event. If attacked by a native Creature at thislocation, Vicki may cancel the attack buy a successful Charisma7 roll.

    Ce05. Menoptra

    You have encountered the Menoptra butterfly aliens that are native tothe Isop Galaxy. There are 1D6 Menoptra, each Brains 5, Brawn 5,Bravery 6 (Aware, Creature, Running, Troop) and roll 1D6 for eachMenoptra for an additional Trait:1-2: None; 3: Science; 4: Marksman;5: Poison; 6: Medicine. You may fight or choose an option below:

    Talk: Make a Charismaroll, adding +1 if there is an Enemy here; +2 if

    that Enemy is the Zarbi:2-4: You are attacked. If you wish to surrender or try to escape thefight, see below.5-6: You are allowed to surrender see 059 or the soldiers will attack.7-8: The Menoptra let you pass with no incident.9+: They become Allies. Roll for a Plot event. If the Enemy is the Zarbi gain a +1DM.

    Evade: Roll 1D6: 1-2: They ignore you; 3-6: Make Running 9rolls, or choose another option with -1 to roll.

    Surrender: Roll 1D6: 1-2: The Menoptra attack you anyway; 3-4: e059; 5-6: e059 with +1 to the roll.

    Ce06. Alien DelegateYou encounter a strange alien delegate. Roll 1D6 and then choose from the encounter options below:

    1: Zephon a strange, cloaked alien of the Fifth galaxy. He is Brains 8, Brawn 3, Bravery 8 (Bureaucrat,Computers, Creature, Gloating). Take a -1DM if there is a Universal Council (Ce10) here.

    2: Trantis an argumentative alien from the Tenth galaxy. He is Brains 7, Brawn 5, Bravery 6 (Aware,Bureaucrat, History, Poison, Running).Take an extra -1 to Talk option below.

    3: Mavic Chen see ce12 instead.

    4: Celation a bizarre, yet perceptive alien from the Eighth galaxy. He is Brains 8, Brawn 5, Bravery 6 (Aware,Bureaucrat, Demolitions, Engineering, Medicine, Pilot). Take a -1 to the Evade option below.

    5--6: Unknown Ambassadors A pair of ambassadors from a strange alien culture that you have not encounteredbefore. Each is Brains 6, Brawn 5, Bravery 5 (Bureaucrat, Creature, History).

    Evade: Roll 1D6 adding any Thief Traits: 1-3: the delegate requires an audience, see the Talk option below with a-1 to the roll; 4-6: the delegate passes by and the event ends.

    Talk: Make a Bureaucrat roll with a -1 to the roll if there is an Enemy here:2-6: You have insulted the delegate and are surrounded by guards see e059.7-9: The delegate sweeps past you and then departs.10-11: The delegate pauses to impart some useful knowledge roll for a Plot event.12+: The delegate declares a common cause and joins you as an Ally. Roll also for a Plot event.

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    Ce07. Steven Taylor

    You have encountered Steven Taylor a brave and resourceful spacepilot. Steven is Brains 5, Brawn 6, Bravery 7 (Marksman, Pilot, Running,Thief). Personality (optional): Brash, Headstrong. If you can make aCharisma9 roll then Steven joins you as a Companion gain 1 Luckpoint otherwise he joins you as an Ally. Make a Brains roll for Steven -

    if he succeeds then roll for a Plot event. Steven gains +1 Brains and +1Bravery in the Expansion or Twilight Eras.

    Ce08. Sara Kingdom

    You have encountered Sara Kingdom, a hardened and ruthless SpaceSecurity Agent. Sara is Brains 6, Brawn 7, Bravery 8 (Computers,Marksman, Pilot, Running, Tracking, Victim). Choose an option:

    Fight: Combat occurs as normal. You may later escape (Running8 rolls)or Surrender (see below with -2 to the roll)

    Evade: You need to make Running8 rolls or choose another option.Surrender: Roll 1D6: 1-3: Her orders are to shoot to kill see the Fightoption, she is +1 Brawn for first round; 4-6: See e059 with -1 to the roll.

    Talk: Make a Charisma roll, adding +1 if there is an Enemy here (+2 if the Enemy are the Daleks) but -2 if youhave encountered Mavic Chen:

    2-5: You are attacked. If you wish to surrender or try to escape the fight, see above.6-7: You are allowed to surrender see 059 or Sara will attack.8-9: Sara is on a top secret mission and ignores you event ends.10+: Sara joins you as an Ally. Make a Brains roll for her and if successful roll for a Plot event. Sara gains +1

    Brawn when in a fight against Mavic Chen. If she helps Defeat any Daleks, gain an extra Luck point.

    Ce09. King Richard The Lionheart

    You have met the King of England Richard the Lionheart whilst on oneof his many Holy Crusades! Gain a point. He is with a retinue of 1D6+1knights. King Richard is Brains 6, Brawn 7 Bravery 7 (Bureaucrat (2),Charisma, History, Running). Each knight is Brains 3, Brawn 6, Bravery 6(Running, Troop). You may choose from the options below:

    Evade: Roll 1D6: 1-5: The retinue pass by; 6: The soldiers attemptcombat whilst the King observes. You may surrender e059, or try toevade using Running 8 rolls.

    Talk: You attempt to gain an audience with King Richard. Make a Bureaucratroll.

    2-4: You unwittingly give insult and are captured by an overwhelming force see e058.5-7: The King is not in the mood for conversation and brushes you off.8-10: You have an interesting conversation with King Richard roll for a Plot event. If you have a male

    Companion with Bravery of at least 7, then the King bestows a knighthood. The Companion gains +1Brawn, +1 Bravery and Charismawhilst in this Adventure. King Richard then graciously departs.

    11+: The King declares that you have a common cause and joins you as an Ally. Roll for a Plot event also.Whilst the King is your Ally, all other Allies are +2 Bravery.

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    Ce10. Universal Council

    (Plot) You discover that the Enemy has called a council with aliens fromthe entire universe as representatives to help them in their deadly goal.Gain a +1 DM if you have Bureaucrat. If you encounter any alienambassadors or delegates and do they do not become your Allies thentake a -1DM for each ambassador or delegate.

    Ce11. The Destruction of Time

    (Goal5) You discover that the Daleks wish to build a Time Destructor so that they can conquer the entire universe.If you have Thief with either 2 Science or 2 Engineering then gain a +1DM. If you have 30 Brains and 3Engineeringtogether with either 3 Pilot or 3 Running, then gain a +2DM. Five turns after this Goal is revealed youmust destroy one of your Characters (your choice but all Victimsfirst) at the end of each turn. If you fail to Defeatthe Daleks in this Adventure then you have lost the game.

    Ce12. Mavic Chen

    You have encountered Mavic Chen, the megalomaniac Guardian of theSolar System and a traitor. Chen is Brains 8, Brawn 4, Bravery 9(Minion, Victim). Take an immediate -1DM penalty. If there is already anEnemy here, refer to that event to see what is with Chen and have anEnemy encounter. If there is no Enemy revealed yet then roll 1D6-1 forthe number of guards with him, each Brains 3, Brawn 7, Bravery 7(Marksman, Minion, Troop). Choose an option below:

    Talk: Make an Opposed Brains roll against Chen. If you fail, take a -1DMand choose another option. If you succeed gain a +1DM.

    Evade: You may always Evade Chen if he is alone, otherwise you need to make Running8 rolls.

    Hide: Make Thief 8 rolls before any other option. If you fail, or choose not to hide, choose another optionSurrender: See e061 and if the Enemy is revealed then roll for a Goal event as Chen cannot resist gloating.

    Fight: Combat occurs as normal although if Chen is ever alone, roll 2D6 at the end of a combat round and on aresult of 8+ he has escaped. If you win a Fight against Chen then gain a +1DM. You may try to Evade, orSurrender in the combat with -1 to the roll.

    Before further Enemy encounters roll 1D6 (+1 if Turn is 9+): 1: Instead encounter Chen alone; 2-3: EncounterEnemy normally; 4-6: Encounter Enemy and Chen. Chen reduces Brains rolls made in Enemy encounters by -1.

    Ce13. Core Values

    (Goal 4) You discover that the Daleks have an audacious plan to mine the core from the planet and then pilot itanywhere in the universe. If you have 25 Brains and either 2 Demolitionsor 3 Engineering then gain a +2 DM. Ifyou do not Defeat the Daleks then future Adventures with them have an additional -1DM.

    Ce14. Infect Planet

    (Goal 4) You discover that the Animus wishes to spread throughout the planet as it grows stronger. If you haveBrains 25, Bravery 25, Scienceand Poisongain a +2DM. At the end of every third turn after this Goal is revealedtake an additional -1DM.