Welcome to the Doctor Who Solitaire Story Game...
“I got my spaceship, I got my boys...my work here is done.”
(Amy Pond - „The Vampires of Venice’)
The Doctor is never without his loyal companion – and neither should players of the Doctor Who Solitaire Story
Game. This expansion introduces new rules and depth to Adventures with many exciting developments of Actions,
Traits and events. Add new Abilities to your Doctor, visit restaurants from around the universe, take up sports or
gamble in holiday resorts and include new weather rules in Adventures. The universe just got a lot bigger...
How to Use this Expansion
All the rules contained in this expansion can be considered optional and
players can decide to use any or all that they want to enhance their
games and adventures.
Some rules add a little more book-keeping to the game so new players
may want to pick and choose the sections they use at first whilst they get
used to the main flow of the game.
C001. New Dalek Paradigm
These rules add more flavour to encounters with the new Dalek Paradigm (Mv03) that was introduced in „Victory
of the Daleks‟ although does make them a lot more dangerous! If you ever have an encounter with at least 3
Dalek drones, roll 1D6 to see if they are joined by extra forces: 1-2: None; 3-4: Dalek Scientist; 5: Dalek
Strategist; 6: Dalek Eternal.
If you find e082 in the Adventure where the new Dalek Paradigm is the Enemy, roll 1D6: 1-4: see e082 as
normal; 5-6: See c001a below.
Dalek Scientist – The orange livery of these Daleks hold keen intellects, totally dedicated to serving the Dalek
cause by creating new weaponry and biological warfare against other races. It is Brains 7, Brawn 10,
Bravery 6. The Dalek Scientist gives a -2 to the Talk roll instead of the -1 for a Dalek drone. Take a -1
penalty to any Science roll for the rest of the Adventure.
Dalek Strategist – These blue Daleks devise complex schemes of conquest and extermination and are expert at
assessing the weaknesses of enemy races. It is Brains 6, Brawn 11, Bravery 6. All of your Characters are
-1 to Brawn when Fighting Daleks when the Strategist is present. Add +5 to any Brawn totals in Goal
events. If you are using the optional Battle Tactics rules (r317), automatically roll on r317a.
Dalek Eternal – The exact function of this yellow Dalek is still shrouded in mystery but it no doubt has a deadly
purpose. It is Brains 7, Brawn 10, Bravery 8. The Dalek Eternal has the same options modifiers and
functions as the Supreme Dalek. If you fail to Defeat the new Dalek Paradigm in this Adventure, add +1
(cumulative) to all new Paradigm Dalek Qualities if you encounter them in further Adventures.
c001a. Dalek Progenitor
(Artefact) The Progenitor devices carry the pure DNA of the Dalek race
and were scattered across the universe like seed pods – each waiting to
create more Daleks. Take an immediate -1DM and a Dalek Eternal has
+1 to all Qualities in this Adventure. If you can have Brains 25, Science
and Engineering and can make a Science 10 roll as an Action to
sabotage the Progenitor. If successful, gain a +3DM and all new
Paradigm Daleks are -2 to Qualities for the rest of this Adventure. If you
fail, you may make further attempts, but increase the chance of an
encounter on r307 by 1 and if there is an encounter, it will automatically
be mv03 with +1 to the number of Daleks encountered.
C002. Abilities
This is an optional set of rules to make your incarnation of the Doctor a
little more quirky with interesting personalities and behaviours. Abilities
can be both advantageous or incur penalties to various rolls or situations.
Abilities work similarly to the Companion Personality rules in Appendix 4
of the Rules. When you start the game (or when you regenerate), if you
want to use the Ability rules, you may choose up to 3 Abilities from the
list below but the total Cost of these Abilities must equal zero. This means
that any „good‟ Abilities are balanced by disadvantages.
At the end of an Adventure you may use Luck points equal to 4 times the Cost to buy a new Ability or to lose one
you already have. You may also take a disadvantageous Ability (one with a negative Cost) to gain Luck points
equal to twice its Cost. You may never have more than 5 Abilities.
Appealing
(Cost 1) This Ability represents the Doctor‟s knack of always managing to charm who he meets. If he is using the
Talk option to any female Character, he gains an extra Charisma Trait.
Arrogant
(Cost -1) This Ability represents the Doctor‟s impatience and irritation of any petty bureaucrats that happen to
stand in his way. Any Talk rolls to Bureaucrat Characters are made at a -1 penalty.
Bench Thumping
(Cost 1) This Ability represents the Doctor‟s innate love of gadgets and tinkering where sometimes a good whack
can work wonders. Once per Adventure, if you fail an Engineering roll you may immediately roll again.
Escape Artist
(Cost 2) The Doctor often named Houdini as one of his friends. This Ability represents the Doctor‟s knack of being
able to escape bonds and captivity, even without his sonic screwdriver. Escape rolls are made with a +1 bonus.
Foolish Exterior
(Cost 1) This Ability represents the Doctor‟s standard tactic of acting the fool so that Enemies believe he is of no
threat. Brains rolls made with Talk options in Enemy encounters when you cannot Oppose gain a +1 bonus.
Garish Clothes
(Cost -2) The Doctor‟s sartorial elegance means that he doesn‟t always blend in with the crowd. Any Hide rolls are
made with a -2 penalty and any Talk rolls with Bureaucrats made with a -1 penalty.
Hypnosis
(Cost 1) The Doctor often uses hypnosis to break the conditioning of Characters under the influence of an Enemy.
You must have Domination to gain this Ability. If you can make a Domination roll greater than a Human Minion‟s
Bravery at the start of an encounter without an Enemy present, that Minion becomes an Ally.
Impatient
(Cost -2) Some incarnations of the Doctor like to dive straight in and prefer all the running to careful thought and
preparation. This Ability gives the Doctor a -1 cumulative penalty for successive Planning or Research Actions.
Indiscreet
(Cost -1) The Doctor can be amazingly indiscreet at times and really say things that people don‟t want to hear.
Before any Charisma rolls, roll 1D6 - on a result of 1-2, your Charisma counts as a penalty, rather than a bonus.
Insatiable Curiosity
(Cost -1) Many incarnations of the Doctor have found themselves in serious trouble because they couldn‟t resist
taking „a quick look around‟. After any Explore or Investigate Action, take -1 from the vertical roll on r307.
Inspirational
(Cost 1) This Ability represents the Doctor‟s influence over his Companions where he always brings out the best in
everyone. Once per Adventure, a Companion or Ally can add +2 to their Bravery for 1 turn.
Irritable
(Cost -1) The Doctor can sometimes be infuriatingly antagonistic with people he doesn‟t respect. Any Talk rolls
with Characters without either Bureaucrat 2 or Science or Engineering are made with a -1 penalty.
Literary Quotations
(Cost 1) The Doctor is often quoting great works of literature to his Companions or to himself. Once per Adventure
you may add +1 to any Quality for 1 turn to any TARDIS Character.
Loner
(Cost -2) Sometimes the Doctor feels it better to travel alone. To make any
Companion Charisma rolls requires you to spend a Luck point and then
have a -2 penalty. You may not participate in e103.
Keen Intellect
(Cost 1) This Ability represents the Doctor‟s razor-sharp wits, intelligence
and cunning. When the Doctor has to make an opposed Brains roll, you
may roll 1D6 twice and take the highest roll.
Master of Disguise
(Cost 2) This Ability represents the Doctor‟s love for dressing up in different clothes and using not-so subtle accents
to fool the Enemy. You must have Thief to gain this Ability. You gain +1 to any Hide rolls and may turn Running
rolls in Evade options into Thief rolls with an extra +1 bonus.
Mastermind
(Cost 2) This Ability represents the Doctor‟s manipulative skills at being at least one step ahead of the Enemy and
their plans. When the Goal is revealed, you may automatically complete a free Planning Action to gain a Trait or
increase a Quality listed on the Goal event.
Nemesis
(Cost -1) When you‟ve defeated terrifying aliens and masterminds as long as the Doctor, you‟re bound to pick up an
arch nemesis. Choose any Enemy with a DM of -2 to be your Nemesis. When you encounter this Enemy take an
additional -1DM when they are revealed, and you are -1 to all Qualities for that Adventure.
Overconfident
(Cost -1) The Doctor‟s overconfidence can put both himself and his Companions in danger. If you have this Ability
then any Defeat Actions are made with a -1 penalty.
Poor TARDIS Pilot
(Cost -1 or -2) The Doctor hasn‟t always had the ability to control the
TARDIS and has often landed at unintended locations around the
Universe. Apply the Cost of this Ability as a penalty to any TARDIS rolls.
Powers of Observation
(Cost 1) The Doctor‟s amazing powers of observation could sometimes
rival Sherlock Holmes. You must have Aware for this Ability. If you fail an
Aware roll then once per Adventure, you may roll again.
Protective
(Cost -2) The Doctor is always very protective over his Companions. If any Companion with you is about to be
Wounded or Seriously Wounded, you must take those Wounds instead.
Resourceful Pockets
(Cost 1) This Ability represents the Doctor‟s incredible jacket pockets that occasionally turn out to be bigger on the
inside too. Once per Adventure you may add +1 to any Trait roll.
Sense Evil
(Cost 1) Sometimes the Doctor has an innate ability to sense evil in the atmosphere. If you can make an Aware 8
roll before any Plot or Enemy events in an Adventure, then you may Investigate as an Action.
Shabby Appearance
(Cost -2) This Ability represents another aspect of the Doctor‟s dress code and overall appearance. Any Talk rolls
to Bureaucrat or Troop Characters are made with a -1 penalty to the roll.
Swordsman
(Cost 1) The best swordsman the Doctor ever knew was a captain in Cleopatra‟s guard. If you have History and
are in the Antiquity, Middle Ages or Renaissance eras (or the Sycorax are the Enemy), gain +2 Brawn in Fights.
TARDIS Crew
(Cost 2) The Doctor can sometimes gather loyal Companions around him that act as extended family. You may
have 3 Companions with this Ability and you add +1 to the Companion Leaving roll at the end of an Adventure.
Underestimated
(Cost 1) Enemies have often underestimated the Doctor and let him live
when it would have been much better to kill him. If you have this Ability,
add +1 to any Surrender roll.
Vengeful
(Cost 1) The Daleks destroyed the Doctor‟s home planet of Gallifrey. This
Ability means the Doctor is +2 to Qualities, gains Marksman, and will
not offer Mercy (Appendix 5) in any Dalek encounters.
Venusian Akido
(Cost 2) The Doctor‟s mastery of this alien martial art has proved invaluable. In a Fight against non-Machine or non-
Creature Characters, the Doctor may apply his full Brawn separately to two opponents.
The Doctor
The Abilities of the various incarnations of the Doctor as seen on the TV programme are:
First Doctor – Irritable, Poor TARDIS Pilot, TARDIS Crew
Second Doctor – Foolish Exterior, Shabby Appearance, Underestimated
Third Doctor – Arrogant, Nemesis (The Master), Venusian Aikido
Fourth Doctor – Insatiable Curiosity, Resourceful Pockets
Fifth Doctor – Protective, TARDIS Crew
Sixth Doctor – Garish Clothes, Literary Quotations, Sense Evil
Seventh Doctor – Insatiable Curiosity, Mastermind, Overconfident
Eighth Doctor – Appealing, Bench-thumping, Protective
Ninth Doctor – Inspirational, Loner, Vengeful
Tenth Doctor – Appealing, Impatient, Keen Intellect
Eleventh Doctor – Indiscreet, Powers of Observation
C003. The Music of the Spheres
Inspired by the wonderful music that Murray Gold has written for Doctor
Who since 2005, Music has now been added as a Trait for the game.
Music
This Trait represents the ability to sing, play a musical instrument or
perform in front of an audience. Tallulah and Abigail Pettigrew certainly
had this Trait and the Arcateen culture is based largely on music. This
Trait can be chosen by the Doctor or a Companion as normal.
The following events have now been modified to include Music:
Characters: Add Music to the following Characters:
(e026) Jabe; (e049) Civilian; (e110) Tallulah; (e211) Madame de Pompadour; (L013) Star Poet;
(ce03) Marco Polo’s storyteller
Artefacts/Equipment: The following give Music to the User:
(ce16) Recorder; (L002) Gifts of the Arcateen
Events Addenda: All the following events have the following changes:
e070. Alien Museum: On 2D6 roll: 2: e198; 3: e132; 4: e158 or Q006; 5: e159; 6: e069; 7: An alien
musical instrument – a user with Aware gains Music; 8: The headpiece of an old enemy – gain 1 Luck
point; 9: e131; 10: e191; 11: e036; 12: e200.
e080. Entertainment: Gain an extra Luck point per Character with Music.
e205. Telepathic Field: If at least 5 Ood here, they also gain Music.
e208. Secret Ceremony: Any priests, cults or monks you encounter are +1 to Qualities and gain Music until
the end of the next turn.
e213. Masked Ball: You can add Music to the Charisma roll
e259. Church: If at a Holiday location and you have 2 Music, choose a Relax Action and gain 1 Luck point.
me04. What Lies Below: If you are on Starship UK, then gain an extra +1DM if you have either Music or 2 Aware
(or can make an Aware 10 roll) and Brains 25.
q011a. The Bane: In the Fight option, you may add Music to Brawn.
xe13. City of the Ood: If you try to communicate with the Ood, roll
2D6 and add Aware and Music Traits:
yv04a. Carnosaur: To deactivate the control conditioning you need
28 Brains and either 3 Science or Music.
ce44. Aggedor: To hypnotise Aggedor you can add any Music to the
Charisma roll
ce52. Music Hall Theatre: A Character with Music may make a Charisma 8 roll (adding any Music) to gain a
Luck point as an Action (this can be repeated until the roll is failed).
C004. Restaurants at the Edges of the Universe
With all Time and Space to explore, it‟s only natural that the TARDIS can bring you to some fabulous places to eat and
drink. Sample the incredible cuisine of some of the finest restaurants in the universe, sip champagne or tuck into
Christmas dinner with these new rules.
The rules here are generally used to supplement the restaurant event (e073) that can be encountered as part of a Relax
Action or as a Location event, but they can also enhance other events in certain cases as shown below. You may also
opt for Characters to become master chefs themselves...
c004a. Cookery
This is a new optional Trait that Characters (including the Doctor or a
Companion) can use and that supplements these rules. It represents the ability
to create and appreciate good food and fine dining. The eleventh Doctor
demonstrated this Trait whilst cooking for Craig Owens and Amy Pond in the
dream world created by the Dream Lord could certainly whip up a few cakes!
If at a Holiday or native Adventure location, Characters with the Cookery
Trait can as a Relax Action, make a Cookery 9 roll to make a tasty dish. This
gives the Character an extra Charisma Trait for 1 use only in this Adventure
or a one-time Medicine Trait if trying to heal another Character (r310).
Alternatively, a Character with Cookery can take an Action (again only if at a Holiday or native Adventure location) to
prepare a meal for other Characters. This requires a successful Cookery 7 roll, adding +1 to the required total for each
Character (so to prepare a meal for 3 other Characters needs a 10). If successful, gain a Luck point for each Character.
If you prepare a meal for just 1 Character you may see e206. If you fail the Cookery roll, lose 1 Luck point.
c004b. Food and Drink
Champagne
The famous sparkling wine from France always adds a touch of class. You may have champagne at any resort,
casino, Party event, VIP reception (e055) or masked ball (e213) by spending 1 Luck point. Characters with
champagne gain an extra Charisma Trait when Talking to Characters until the end of the next turn. If 2
Characters have champagne, you may opt to get romantic - see e206 next turn.
Chips
Potatoes have never tasted so good – especially with salt and vinegar. You can get chips on Present or Post Modern era
Earth at e073. Any native Human Character who has chips is +1 to Bravery until the end of next turn. If Krillitanes are
the Enemy here, take a -1DM penalty and any Human who eats chips is +3 Brains until the end of the Adventure.
Christmas Dinner
Turkey and all the trimmings plus pudding and crackers – what‟s not to love?
Christmas Dinner is available on all Adventures that mention Christmas or
December in their game text either on a result of 8+ on a Relax Action or as
an Action when an Enemy has been Defeated before Turn 12 in an
Adventure. This counts as Family time (e103). Roll 2D6 adding any Cookery
and if the result is 8+ you gain a Luck point for each Character (there must be
at least 2) that has Christmas Dinner. If the result is 4 or less then the dinner
was ruined – lose 1 Luck point!
Tea
A cup of tea has saved many a Time Lord in need of refreshment. A Human Companion or Ally may make some tea for
your group at an Earth Adventure (Victorian to Near Future Eras) or in the TARDIS as part of a Rest or Planning Action as
long as they have not added Traits or Qualities to the roll. Tea will cancel any ill effects of Time Lord Regeneration (see
r310) and any Human or Time Lord Characters are +1 to Qualities (not cumulative) until the end of your next turn.
c004c. Adventures with Dining
Certain Holiday resorts will also have famous dishes or special wines that Characters may like to sample. If you visit any
of the Adventures below and roll 8+ on the Relax Action to choose a restaurant (see e073 but do not roll for service
quality – it is always excellent), or visit the market on Shan Shen, then you may see below rather than original options:
a422. Ashanka
The frozen ice hotel on Ashanka is the epitome of fine cuisine and offers two rare delicacies that are found only on this
planet. Visitors to the fine restaurant there may instead choose to dine on:
Iced Tupalanka: An incredible frozen dessert of flavoured ice infused with sub-arctic gases. Characters must make a
successful Bravery roll (adding any Cookery or Domination) to taste the Tupalanka and gain 2 Luck points.
Characters that fail the Bravery roll by at least 3 are Wounded however.
Bulaba stew: A steaming broth containing delicate slivers of Bulaba – creatures that roam the frozen tundra of the planet.
Characters that have the stew gain Tracking for the rest of this Adventure and are immune to effects of e079 here.
a432. The Titanic
Being the flagship of Capricorn Cruise Lines, the Titanic boasts an elegant
dining experience amongst the stars where the chefs aboard are only too
willing to cater for their passengers every need. Characters that choose to
visit the restaurant may instead attend the Captain‟s Dinner Reception - a
sumptuous Party where all TARDIS Characters gain a Luck point. Roll 1D6
and on a 1-4 also see e266 immediately.
Whilst at the restaurant or attending the Reception, instead of gaining a Luck
point, a Character may order a Capricorn Sunrise – a huge fruity cocktail
named after the cruise line director. Characters that drink a Sunrise gain +1
to a Quality for the rest of the Adventure. Also roll 1D6 - on a 1-2 see e271.
a435. Lemeria
The underwater resort of Reef City 1 on Lemeria boasts a restaurant with amazing views of the wildlife in the oceans and
reefs surrounding it. Visitors to the fine restaurant may instead choose to dine on:
Steamed Red Kalmera: The kalmera fish is found only on Lemeria and has a very delicate pink flesh cooked within an
aromatic sauce. Characters that have the fish gain an extra Charisma Trait until the end of the Adventure.
Morak Kelp: Lemeria has top quality undersea farms that source the best restaurants. Morak kelp is dark green and rich
in vitamins so Characters eating it are +1 to Brawn (cumulative) until the end of the Adventure.
a448. Shan Shen
The markets of this over-populated planet are amongst the most diverse in the
known universe and as such, visitors can find strange and exotic dishes.
Shukina: A warm, frothy milk-like drink that is very popular on Shan Shen.
Each TARDIS Character that has Shukina gains +1 to Seek Information
or Seek Help Actions for the rest of the Adventure.
Tocca berries: Large, fleshy purple fruits that are said to heighten a person‟s
senses. Characters that eat Tocca berries gain an extra Aware Trait for
the next 3 Turns (not cumulative).
a449. Midnight
The amazing leisure complex built on the planet Midnight tries to offer an incredible array of dining choice and for all
budgets – from economy to the deluxe anti-gravity restaurant. Visitors to the deluxe restaurant (needing a Charisma 9 roll
to enter per group) may instead choose to sample the speciality of the house with a fantastic chocolate Sapphire
Waterfall dessert. Any female Characters having the dessert gain 2 Luck points. Characters with Cookery may (on a
result of 8+ on a Relax Action) enlist on a Fine Dining course that takes 1D3 turns. At the end of the course, roll 1D6
adding any Cookery: 1-2: gain Cookery; 3-4: Gain 1D3 Luck points; 5-6: A waste of time – you gain nothing.
C005. Trivial Pursuits
These rules provide additional options for a Relax Action at particular Adventures or ways to enhance certain encounters.
c005a. Fine Clothes
Sometimes you just want to look your best when visiting some of the elegant
places in the universe. To equip your TARDIS Characters with fine clothes at
the start of an Adventure (or if you return to the TARDIS) costs 1 Luck point per
Character and gives that Character an extra Charisma Trait at any Party,
Casino, or Restaurant at a Resort. Any Characters that are Appealing, double
their bonus as well. However, female Characters wearing fine clothes suffer a
-1 to any Running rolls (it‟s the heels!).
c005b. Incredible Resorts
When the pace gets too much and saving the universe a little wearing, there‟s nothing better taking a break at a Holiday
location. There are some places in the galaxy where you can just get away from it all, but if you want perhaps a little bit
more to do, then why not visit one of the luxury resorts?
In the Core game, four Adventures are Resorts – a422 (Ashanka), a432 (The Titanic), a435 (Lemeria) or a449
(Midnight), and any future expansions for DWSSG will use Resort as a keyword when needed. When you choose a
Relax Action in a Resort and gain an 8+, then in addition to the usual choices of e073 (with the added dining options
from c004c), e080 or e129 you may also choose from the three options below.
All Resorts also have trained medical staff so that any Seek Help Action to find a physician automatically succeeds with a
result of 9-10 on r306l.
Spa Treatments
Luxury resorts always have an incredible spa and using it is the ultimate
in relaxation. Why not get pampered, massaged or have a facial? Swim
in heated pools, sweat it out in a sauna or treat yourself to a beauty
session. Characters gain 1 Luck point (2 Luck points if Indolent – see
r315) each although female Characters may instead opt to become
Appealing (r315) until the end of the Adventure (or 1 Luck point and
Appealing if Indolent).
Recreational Pursuits
It‟s time to get physical by working out in a luxury gym, playing in a variety of team or solo sports, or taking part in a
fitness regime to improve your stamina. Indolent (r315) Characters may not choose this option. Each Character that
chooses this option must roll 1D6 and on a result of 1 they become Wounded. Characters that are not Wounded
each gain 1 Luck point or instead can opt to gain Marksman, Running or +1 Brawn until the end of the Adventure. If
a Character chooses to have this increase in Qualities or Traits then it costs 1 less Luck point to make the increase
permanent at the end of the Adventure.
Casino
(Location) You find a fantastic and luxurious casino with men in dinner jackets and beautiful women in long evening
gowns sipping cocktails and champagne. Only Characters with Charisma may enter the casino. Gain +1 to Relax
actions in the casino. Each turn in the casino you may gamble by making Charisma 8 rolls to get into a game then
roll 2D6 - if you roll a 7 or 11 or any doubles (except double 1) then win a Luck point. Any other result loses a Luck
point. If you roll a 2, lose 2 Luck points. Whilst you are gambling roll 2D6 for any other event (before you roll for a
usual encounter): 2-7: None; 8-9: Character; 10-11: Plot; 12: Enemy.
c005c. Relaxing at Christmas
If you roll 8+ for a Relax Action in any Adventure with „December‟ or Christmas in the text, then aside from cooking
Christmas Dinner (see c004b), you may also opt to send TARDIS Characters Christmas shopping – roll 1D6 for each: 1:
Too late – lose 1 Luck point; 2-6: Gain 1 Luck point - 2 Luck points if they make a successful Quality roll (their choice).
Characters with Music may also opt to sing Christmas carols, gaining 1 Luck point each or 2 if they make a successful
Music 8 roll. If there are at least 3 other TARDIS Characters or Friends with them, gain an extra 2 Luck points.
C006. Seasons to Fear
From glorious sunny afternoons and meeting Agatha Christie, Cybermen
stalking a snowy Victorian graveyard or the heavy rainstorms that transported
the Royal Hope Hospital to the Moon, weather has played an important part
in many Doctor Who adventures.
These rules add more detailed weather rules to Adventures as well as
modifiers to events that depend on the season – Spring to Winter – that the
Adventure takes place. There are also events for more exotic weather
conditions of alien worlds.
c006a. Earth Seasons and Weather
When you arrive at an Adventure on Earth, the Adventure text normally describes the scene before you and implicitly the
time of year in which it occurs. With these rules, unless an Adventure mentions Christmas in the text (in which case it is
automatically Winter) then roll 2D6 below to randomly determine the season:
2D6 2 3 4 5 6 7 8 9 10 11 12
Winter Winter Winter Spring Spring Summer Autumn Autumn Summer Winter Winter
Once the season has been determined, then roll 1D6 again. If the result is a 6 (or if you ever have e148 in the
Adventure or the text mentions Christmas explicitly) then the Adventure takes place on or near an important Date. See the
season descriptions below for details of what happens on that date plus any other modifiers to events:
Spring – Date: Beltane is an occult festival that takes place on April 30th. Ignore the e055 reference on e148 and the
next Event (2) you have here, instead see e208 immediately.
Summer – Date: The Summer solstice on June 21st is often important to
many religions or cults. All priests, monks and cults are +1
to Qualities for the rest of the Adventure.
e055. VIP Reception – Gain +1 to any Talk rolls to Characters met at the
reception due to the gloriously sunny weather.
e079. Bad Weather – Characters gain an extra +2 to the Bravery roll.
e121. Sunstroke – Characters suffer from sunstroke on a roll of 5-6.
Autumn – Date: Halloween on October 31st is the major occult festival of the year and as such the Bravery of all native
Allies is reduced by 1 and you may not choose a Relax Action even if at a Holiday adventure. If you
have e124 then take an additional -1DM penalty. Ignore the e055 reference on e148 and the next
Event (2) you have here, instead see e208 immediately. If you have e229 then any Characters with a
Quality of 4 or less are affected. If the Goal is revealed to be e180, e204, e245 or e247 then
increase the Goal number by 1. To enter either e236 or e259, Bravery rolls have a -1 penalty.
Increase any Quality needed in e270 by 1.
Winter – Date: Christmas – see c004b and c005c for additional options
available to Characters. It always snows when you have
e079 at Christmas (see below). If in the Post Modern Era,
the next Event (1) that you have, roll 1D6 and on a 1-3
then see e037 instead.
e079. Bad Weather – Characters take an additional -2 penalty to the
Bravery roll. Also roll 1D6 - if the result is 4-6 then snow
makes any Move Actions have a -1 penalty but Tracking
rolls gain a +1 bonus.
e121. Sunstroke – ignore this event.
e223. Chase – all Running rolls are made with a -1 penalty.
c006b. Bad Weather on Alien Worlds
If you ever roll e079 on an alien world then roll 1D6. On a result of 4-6 then instead roll on e079a below:
e079a. Alien Weather
You have encountered unusual weather effects on the alien world you
have visited. Roll 1D6 with +1 if you are in a Wilderness and -1 if you
are at a Holiday Location and consult the chart below:
0: The weather conditions of this world have fashioned part of its
landscape or atmosphere into a beautiful sculpture or vista. Gain a
Luck point per TARDIS Character as you gaze upon it and each
Companion is +1 to Bravery until the end of the Adventure.
1: A stunning aurora lights up the sky. You gaze upon it in wonder and gain a Luck point.
2: Lightning EMP storm - A storm begins and lightning strikes the ground. The lightning also sends out magnetic
pulses disrupting electronics. Roll 1D6 each Turn - on 4-6 the storm continues and all Machine Characters or
Enemies are -1 to their Qualities. Once the storm stops you need not roll to see if it continues further.
3: Mistfall - A huge eerie blanket of mist envelops the land. All Tracking rolls have a -1 penalty. The Mist may
also have strange properties. If you are at a Dimensional Adventure you receive a -1DM penalty and this is
regarded as a Temporal event.
4: Sentient Weather - Astonishingly you hear voices on the wind. As you watch the wind gathers loose debris or
grit and fashions itself a rough humanoid body. The „wind‟ is actually a sentient being. Roll 2D6 and add
any Aware or Tracking:
2-6: The Wind is a violent and cruel entity and it attacks making a Brawn 6 attack against a random
Character. You cannot Fight back and you must flee the area with Running 8 rolls. Characters failing
the roll are attacked each Turn until they escape.
7-9: The Wind is a mindless or playful entity and simply leaves you alone after a while. Gain a Luck point
if you have Science.
10+: The Wind sees you as a friend and imparts some news it has heard - roll for a Plot event and gain a
Luck point if you have Science.
5: Acid Rain - A deluge of rain erupts and is acidic in nature. All Characters must make Running 8 rolls. Failure
means they become Wounded. If you are at a Location you can ignore this Event as you quickly find shelter.
6: Neurogenic Rain - It begins to rain heavily. However either due to a natural phenomenon or pollutants in the
air the rain has bizarre chemicals that wipe memories. You begin to forget things as the rain „washes away‟
your short term memory. For the next 1D3 Turns, all non-Machine Characters are -1 Brains and any Research
or Planning Actions have a -1 penalty. Take a -1DM if you have gained any DM from a Goal event.
7: Solar Tsunami - You watch in horror as flaming meteors begin
striking the landscape around you. Each Character must make
Running 8 rolls or become Seriously Wounded. If you are at a
Location you need not roll for injury but roll 1D6 and if the result is
4-6 then the Location is destroyed and you cannot use it again in
this Adventure. Roll 1D6 at the end of the Turn and if the result is a
1-2 then the tsunami continues next Turn and Characters must roll
again to see if they are injured.
C007. Exploring the Universe
To give players more choice in the early stages of Adventures, the following Actions have been added. Some expand the
Explore Action in various Adventure locations whilst others give alternative Actions that can be chosen. If the Adventure
does not fall into one of the categories below, then use the Explore table (r306c) from the Core rules as normal.
c007a. Explore Alien Culture
(A non-Wilderness Alien World) You decide to explore your surroundings and see what you can discover. This
Action may only be chosen if the Enemy has not yet been revealed. Roll 2D6 and add +1 if your group contains
a Time Lord and +1 for each Character with Brains 7+ (max +3). If you roll natural doubles, in addition to any
result below, your group becomes randomly split afterwards (see r306e).
2: You encounter an Enemy – roll for an Enemy event.
3: You become hopelessly lost – see e078 immediately.
4-5: Companion in trouble – see e002.
6-7: You discover nothing unusual. Gain +1 to further Explore Actions here if you have 2 Aware.
8: You meet someone – roll for a Character event. If you do not have Aware and the encountered Character is
not Human then you have -1 to any Talk option (-2 if they have Creature).
9-10: You either discover clues that need Investigating – see r306d next turn if you wish OR make a successful Move
Action next turn to roll for a Location event.
11: You discover something important – roll for a Plot event
12+: You discover somewhere vital – see e082.
c007b. Explore Corridors
(Ship, Station, Resort or Base) You decide to explore the corridors to see what you can discover. This Action may
only be chosen if the Enemy is not yet revealed. Roll 2D6 and add +1 (max 3) for each Computers. If you roll
natural doubles, in addition to any result below, your group becomes randomly split afterwards (see r306e).
2: You encounter an Enemy – roll for an Enemy event.
3-4: All these corridors look the same – roll 1D6: 1-2: e097; 3-6: e078.
5: Companion in trouble – see e002.
6-7: You discover nothing unusual.
8: You meet someone – roll for a Character event.
9-10: You either discover clues that need Investigating – see r306d next
turn if you wish OR roll for a Location event immediately.
11: You discover something important – roll for a Plot event
12+: You discover something vital – see e082.
c007c. Explore History
(Earth Modern Era or earlier) You decide to explore the area and see what you can discover. This Action may
only be chosen if the Enemy has not yet been revealed. Roll 2D6 and add +1 (max 3) for each History. If you roll
natural doubles, in addition to any result below, your group becomes randomly split afterwards (see r306e).
2: You encounter an Enemy – roll for an Enemy event.
3: Companion in Trouble – see e002.
4-5: Find trouble – make a History 8 roll or see e059.
6-7: You discover nothing unusual.
8: You meet someone – roll for a Character event.
9-10: You either discover clues that need Investigating – see r306d next
turn if you wish OR make a successful Move Action next turn to roll
for a Location event. Add any History to either attempt.
11: You discover something important – roll for a Plot event
12+: You discover somewhere vital – see e082.
c007d. Explore Wilderness
(Wilderness) You decide to explore the surrounding area to see what you can discover. This Action may only be
chosen if the Enemy has not yet been revealed. Roll 2D6 and add +1 (max 3) for each Tracking. If you roll
natural doubles, in addition to any result below, your group becomes randomly split afterwards (see r306e).
2: You encounter an Enemy – roll for an Enemy event.
3: Attacked by hostile creature – e095
4-5: You become hopelessly lost – see e078 immediately.
6: The weather suddenly turns – see e079.
7: You discover nothing unusual.
8: Find secret path or tracks – +1 to further Explore Actions.
9-10: You either discover clues that need Investigating – see r306d next
turn if you wish OR make a successful Move Action next turn to roll
for a Location event.
11: You find somewhere – roll for a Location event
12+: You discover somewhere that could be important – see e082.
c007e. Meddle
(Any non-Wilderness) You decide to get yourself involved – always the best way to find out what‟s happening!
This Action may only be chosen if the Enemy is not yet revealed and you have not had a Plot event. Roll 2D6 and
add +1 per Aware, History (if on Earth in Modern Era or earlier) and +1 if a Companion is Curious (max +3). If
you roll natural doubles and a Companion is involved in this Action, see e002 before result below.
2-3: Your meddling is not welcomed – see e059.
4: Your meddling attracts the attention of the Enemy – roll for an
Enemy event.
5-6: Your meddling has no effect.
7-8: You make a nuisance of yourself – have a Character event with -1
to any Talk or Surrender option.
9: Discover useful information – roll for Plot event.
10: You encounter someone – roll for a Character event
11: You stumble on the Enemy‟s plan – reveal the Enemy and roll for a
Goal event.
12+: Your meddling attracts the attention of the Enemy – gain a +1DM but also roll for an Enemy event.
c007f. Challenge
You decide to confront the Enemy directly to discover their plans. This Action may only be chosen if you know the
Enemy and they must have a Talk or Confront option. Only Characters with Bravery 8+ may attempt this Action.
Roll 2D6 and add any Domination, Gloating, -2 unless you know the Goal, +1 if you can Oppose (max +3):
2-3: Your challenge has failed - See the Surrender option of Enemy (you
are attacked if none) and take a -1DM.
4: Your Enemy mocks you - All Allies will be -1 to Qualities in this
Adventure.
5-6: Your threats are dismissed as empty – You may not attempt another
Challenge Action in this Adventure.
7: Enemy unimpressed – No effect.
8: Enemy digests your words – Gain +1 to Challenge next turn.
9: Important information gleaned – Roll for a Goal event
10: Enemy unnerved – Gain +1DM.
11: Enemy cowed – Any captured Characters are released and gain +1DM
12+: Enemy deeply worried – Reveal Goal and they are -1 to all Qualities for the remainder of the Adventure.