Doctor Who RPG - Gamemaster's Companion
Doctor Who RPG - Gamemaster's Companion
Doctor Who RPG - Gamemaster's Companion
C credits
Writing: Morgan Davie, Mark Lawford,
Andrew Peregrine, Gareth Ryder-Hanrahan
and Nathaniel Torson.
Editing: Andrew Kenrick
Cover: Paul Bourne
Graphic Design and Layout: Paul Bourne
Creative Director: Jon Hodgson
Publisher: Dominic McDowall
Special thanks: Ross McGlinchey and the BBC
team for all their help.
.
Printed by: Standartu, Spaustuve
www.standart.lt, Vilnius, Lithuania.
C contents
Introduction 4 Running Games, Campaigns The Kraken 119
and Stock Footage 73 The Yatsoshiro 120
Running Games 74 Characters 120
starting Out 5 Framing Scenes 74 Prologue 124
How to Set Up a New Game 6 Describing Things 76 Act I: The Kraken Wakes 125
Overall Concept 7 Responding to the Players 80 1. Arrival in the Debris Column 125
Creating Characters 11 Pacing 81 2. The Privateers 127
Quick-start Concepts 16 Dealing with Time Travel 82 3. Sudden Impact 128
Getting Things Back on Track 83 4. The Missing Pod 129
Campaigns 86 5. Here we are Again 130
Adventures 19 Character Arcs 86 6. The Cliffhanger 130
The Many Hats of the Gamemaster 20 Plot Arcs 88 Act II: The Bodysnatchers 131
The Plot 21 Foreshadowing 89 1. The Chase 131
The Three-Act Structure 22 Changing Characters 91 2. Defeating the Slime 132
Act I - The Beginning 23 Killing Characters 92 3. Restarting the Engines 133
Act II - Rising Action 24 Big Finales 93 4. Escape the Debris Column 134
Act III - The Finale 26 Stock Footage 95 Act III: The Maw 135
Setting the Stage 27 People 95 1. The Crash of the Yatsoshiro 135
Lights, Camera, Action! 30 Places 99 2. The Kraken Attacks 135
Random Adventure Generator 30 Planets 101 Aftermath 136
Themes 30 Impossible Places 105 The Bellagio Imbroglio 137
The Adversary 42 Adventure Synopsis 137
Objectives 44 Getting There 139
Location 45 Death in Toytown, Casanova and the Bellagios 140
The Grip of the Kraken and Juggling the Cast 141
THE BELLAGIO IMBROGLIO 106 The Bellagio Stone 142
Villains and Making Death Comes to Toytown 107 The Adventure Begins 143
Monsters 48 Adventure Synopsis 107 The Rest of the Adventure 146
Villains 49 Hamilton’s Toys and Games 107 Important Locations 146
The Seed of Evil 49 The Nestene Consciousness 107 How to Run the Rest of
Power Base 51 The Players’ Characters 107 the Adventure 147
Villains and Story Points 53 1. Valley of the Dolls 108 List of Events 147
Making Monsters 56 2. The Toys Come to Life 110 What They All Did Next 148
Initial Inspiration 56 3. Edgar Hamilton 111 Wrapping Up 155
Making it Memorable 59 4. Escaping the Toy Shop 112 Aftermath 156
Dealing with Monsters 61 5. Saving Samuel 114 Optional Variation: Aliens
6. Tracking the Signal 115 Among Us 156
7. The March of the Chairs 116
Settings 63 8. Lair of the Nestene 116
Coming up with a Concept 64 Aftermath 118 index 157
Setting Toolkit and Checklist 69 The Grip of the Kraken 119
Introducing the Setting 72 Adventure Synopsis 119
doctor who roleplaying game
Introduction
‘Hello.
Anyway, why don’t we stop and have a nice little chat
where I tell you all my plans and you can
work out a way to stop me,
I don’t think.’
All of time and space, everywhere and everywhen. From stopping a Cybermen invasion in the heart of
London to venturing inside a Dalek and (almost) everything in between, the Doctor’s been there and done
that. But when it comes to writing and running your own adventures, where do you even begin? This is
where the Gamemaster’s Companion comes in.
The Gamemaster’s Companion is an invaluable resource to help you run the Doctor Who Roleplaying Game,
offering advice on telling stories in the style of the Doctor’s adventures. It’s a veritable toolbox of tips, tricks
and techniques that you can use in your own games, picking and choosing which ones you want to try out.
You’ll be using flashbacks, starting games in media res and ending your next session with a killer cliffhanger
before you know it!
The first part of the Gamemaster’s Companion is divided into five chapters.
Chapter One offers advice on starting a new game, from setting concept to creating characters and putting
the group together. Chapter Two is about planning an adventure, from plot to pacing, finishing off with the
Introduction
mother of all random adventure generators. Chapter Three is all about the bad guys, offering advice on how
to create a truly memorable villain and some special rules for making them truly threatening. It also takes a
look at that staple of Doctor Who adventures, the monsters, particularly focused on how to make your own.
Chapter Four provides a toolkit for bringing the setting to life, helping you to create a vivid location for your
adventure to unfold in. Chapter Five delves into the nitty-gritty of how you go about running an adventure,
from describing things to bringing things back on track when they go somewhat… awry. This chapter also
zooms out to look at the bigger picture, helping you link all of your adventures into a campaign. Finally, it is
loaded with what we’re terming ‘stock footage’ – that is to say, ready-made characters and locations that you
can dip into when you’re in tight spot.
The second part of the book contains three complete adventures, each of which showcases some of the
techniques and tips explained earlier in the book, letting you put all you’ve learned so far into practice.
Death Comes to Toytown starts the game in the middle of the action in a fantastical location; the characters
have been transformed into toys, trapped in a toy shop filled with otherwordly foes. Who’s done it and what
do they want with the characters’ real bodies?
The Grip of the Kraken sees the TARDIS becalmed in space about a powerless starship, drifting towards a
mysterious asteroid belt and into the maw of a new monster – the Kraken.
The Bellagio Imbrolio is a sandbox-style adventure, pitching the characters into the political intrigue of
18th-century Venice with a cast of NPCs all pulling the story towards a different agenda. Who will the
characters choose to help and what will the outcome be?
Finally, a note of caution. If you’re a player; while there’s nothing inherently spoiler-y about this sourcebook’s
contents, reading it will be something akin to working out how the magician performs all his tricks. So
while we won’t come out and say “players, stop reading now!”, reading it might take away some of the
mystery of your game. Alternatively, it might just inspire you to run your own game!
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STARTING OUT
‘‘So, all of time and space, everything that ever some people who stumble into a rogue TARDIS”, try
Starting Out
happened or ever will. Where do you want to start?’ “I think the game should be about some people from
different periods of Earth’s history who stumble into
Starting a new game of the Doctor Who Roleplaying a mysterious TARDIS and are yanked out of their
Game? Let’s work out the best set-up for you and own times. They keep getting dragged into exciting
your friends. adventures throughout time and space, all while
trying to figure out the secrets of the TARDIS”.
C hOW TO sET UP A nEW gAME Warning! Don’t fall so in love with your idea that you
Here’s the thing: the game set-up you choose needs can’t bear to change it! No game concept entirely
support from the whole group. You need a thumbs survives contact with player creativity!
up from everyone, even if it isn’t their first choice. As
Gamemaster, making sure of this is your job; this is a You don’t need to stop at one idea, but you don’t want
game where the Gamemaster calls a lot of the shots, to share more than three or four at once. Beyond that
and the players will expect the same here. you’ll be presenting the players with so many options
that it will be hard to make a good decision.
So this is how you do it:
Now the second step: talking it through. Get the
• You tell them your best idea. players together (or send out group emails, whatever
• Then you talk about it. works) and tell them you want their help deciding the
concept for the game. Describe your idea to them,
First up, think about game ideas that you get excited but – and this is important – present it as a starting
about. After all, you’ll be putting more work into point, not something set in stone.
this than any of the players. Choose a concept that
really catches your imagination. Think about how Invite suggestions, counter ideas, modifications,
to describe it to your players. You want the players whatever they come up with. Talk it out. Many times,
to see why your idea will make for a really exciting the group will be happy to go with your suggestion, but
game that they’ll love to play. Adding a bit of detail even then see if you can get at least one suggestion
can help: instead of “I think the game should be about from each player for a change or addition to the
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concept. The more the game reflects the interests of groups will give it a try the first time they play – but,
everyone, the more likely it is to deliver an amazing of course, there are other ways to play.
experience in play.
Potential Pitfalls: Even though this is the classic
approach, it has its problems. First, it requires
The Correct way to Start committed players. Say you have a large group
There is no correct way to start. No, that’s wrong: but because of work or family commitments, you
there are lots of correct ways to start. You can do it never know who will make it to any particular
like this: game session. The classic set-up won’t be a great
fit, because there’s only so many times you can make
• Step One: Decide on a concept. excuses as to why one of the team sits out the
• Step Two: Choose characters to fit. adventure in the TARDIS before it starts to
• Step Three: Work out your starting point. feel fake.
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some groups this won’t be a problem, but in others, long. When that happens, you’ll either change the
this will be a huge minus to their experience. If you concept into something new, or start winding up
decide on a small agency where people are expected the game. This can actually be a really good thing,
to take the initiative, and you this problem mostly as players might find it very satisfying to go from
goes away. helpless victims of circumstance to travellers in
control of their own fates, but it’s worth knowing
Starting Out
If the group aren’t in a formal organisation, but are what you’re getting yourself into. This set-up also
just curious amateurs, then the main problem is that shares the problem of player commitment. If you
of protecting themselves. If any given set of villains have an irregular player or two, then it will be quite
can portray the group as criminals, then that might hard to keep continuity from one game session to
be the end of their careers and the game right then the next.
and there – they won’t have UNIT or Torchwood
advising police not to press charges.
High Concept
“You know what would be an awesome idea? If we
Accidental Wanderers play…”
Just because they’re travelling through space and
time doesn’t mean they know how to steer. Perhaps • “…Sontarans who were infected with human
their travel is entirely accidental. Your game can be emotions by the Doctor, and now we’re chasing
about a group of people who stumble into a situation him through time and space to make him put us
they don’t understand. Perhaps they crawled back like we were before!”
through a wardrobe and ended up in a strange new • “…the bridge crew of one of those time-travelling
world, with no clear idea of how to get home, and the shape-changing robots, only instead of enforcing
controls to the wardrobe are extremely confusing… justice we’re tracking down the Key to Time!”
• “…a band of thieves plotting the biggest heists
This can be a handy one for a Gamemaster, because in all of time and space, and we decide on the
it means the players entrust you with deciding where Daleks as our first target!”
they go from week to week. You decide if it’s Roman • “…members of a cross-time flower delivery
Britain now, ancient Mesopotamia next, then the service, and we’re constantly competing with a
year 3 million. They go along for the ride. rival cross-time flower delivery service!”
• “…people whose lives got messed up by aliens
Potential Pitfalls: While hopping from random place but they blame the Doctor and want to put him on
to random place can be fun for a while, many groups trial, so they investigate everything mysterious
will want some control over their destiny before too in case he’s involved!”
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• “…ordinary people who wake up in a world can start anywhere in time or space, with any sort of
where all of time is mashed together and who characters. In fact, there are so many choices, it can
try to work out what went wrong so they can put be a challenge to even get started! Here are some
things right!” good options to start you off…
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Other Familiar Characters Get everyone to pick one of these characters, come
The Doctor has encountered many other interesting up with a way to bring them together, and begin! You
folk through his travels, and many of them would can also mix-and-match these characters with an
make great people to adventure with. There’s various established TARDIS crew, adding them in as extras
UNIT brigadiers and scientific advisers, a cat burglar, to fill out a game table.
a Silurian and a Sontaran in Victorian London, the
Doctor’s vat-grown ‘daughter’, Wilfred’s grey-haired A good option if the players…
alliance, maybe even funny-forehead Adam after he
grows up a bit. • Love the huge world surrounding the Doctor’s
travels.
• Have favourite characters who they want to see
more.
• Aren’t confident creating new characters from
scratch.
Relationship to ‘Canon’
Starting Out
Here’s something else you’ll want to talk about in advance – or, at least, fairly early on. How does your
game fit in with the known adventures of the Doctor and his friends? If you play a game with the Doctor,
Mickey and Rose, and Mickey sacrifices himself saving Rose from the Daleks – well, that isn’t what
happened in the adventures everyone knows. Mickey ends up in Pete’s World, then comes back to save
the universe, and ends up married to Martha. Right?
At some point you and the group are going to have to pick an option. Best to talk about it early, even if you
don’t make a firm decision right away.
• Not a problem! We’re not using the Doctor and chums, so we don’t need to worry about whether
our adventures match up to the story everyone knows. Besides, the Doctor’s adventures do seem
to contradict each other anyway from time to time, so if we do end up incompatible with something,
well, so what?
• We’re on our own! As soon as we sit down to play, we’re off into a tangent universe where anything
can happen. Time can be rewritten, Rigsy can keep the chronolock instead of Clara, the Doctor can
die battling the Silence, Donna can turn right instead of left…
• We’ll fit in the gaps! We’ll play with the understanding that our game will slot neatly in between two
of the Doctor’s escapades, like a missing adventure. We’ll all try and avoid invalidating the future
adventures of our characters. And if we do end up breaking our expected future, we’ll see if there’s
a way to put things back together again. (I mean, Rory keeps coming back to life after dying, right?)
You can play many games without this decision mattering terribly much, but some players will care a
whole lot about it. So talk about it in advance!
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perhaps a scientific advisor, and a reliable sergeant It’s also possible to have a mixed set-up. Perhaps
who knows how to set explosives, and so on. Also, two characters are work colleagues and friends,
try to ensure each character has a role to play that schoolteachers, say. Perhaps two other characters
makes them special. In other words – don’t create are family, perhaps a grandfather and granddaughter.
two characters who both have the same job. Giving These two pairs are then forced together by
everyone a distinct niche means that everyone will circumstance and get to know each other as they
get their own moments to shine in the adventures to embark on a series of adventures. That might work.
come. Some examples:
• Talking to people.
• Punching people in the chin.
• Sneaking around and investigating.
• Playing with gadgets.
• Understanding time, space, the universe and
everything.
• Anything else that you expect to come up in
adventures.
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or full of coincidence – nothing ever quite goes While all this detail work is being done, it’s a great
to plan when you play things out, so it’s far safer opportunity for you as Gamemaster to talk one-to-
to keep that detail in flashbacks only! one with each player. Make sure you understand
why they’re excited to play this character. You’ll get
inspiration from their ideas!
What are their Skills and Traits?
Now it’s time to get those character sheets filled
in. Everyone should start choosing skills and traits What Stuff do They Have?
based on their character concepts. You can skip this question if the answer is ‘ordinary
things’. If the group concept is to be university
Everyone should keep talking as they go. Hearing students, then just assume everyone has university-
everyone else making decisions will help players student-type gear, and move on. Problem solved.
narrow down their own ideas. Keep those special
roles in mind, and watch out for any signs of overlap But some concepts need a little more care. If the
between characters. group is a UNIT squad, then presumably they’ll have
weapons of some kind. A Torchwood scientific unit
Watch out for combinations that will instantly cause might have strange and interesting gadgets. And any
trouble during play! If one player chooses the Outcast concept that has the characters travelling through
trait, explaining that they are a compulsive thief, and time and space requires them to have a time machine!
another takes the By the Book trait, announcing
themselves as determined to uphold the law, then Individual characters can negotiate with the
you’re headed for trouble in play. Gamemaster to have Gadgets that suit their situation,
but a shared conversation can decide what equipment
On the other hand, you could try to set up some is normal for this group. If there are any Gadgets or
combinations that will lead to a fun character dynamic. vehicles that will be important to everyone, like an
If one character is Cowardly and another is Brave, then alien supercomputer hidden inside an attic wall, now
there’s probably going to be some bickering down the is the time to scope them out.
line, but likely the fun sort of bickering. An Eccentric
who keeps wandering off would be well-matched by a As Gamemaster, you must have a strong role in this
friend with a Sense of Direction and Keen Senses who discussion. It is a good idea to be cautious about
can track them down. what you allow. At this stage you’re just making
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guesses about the potential impact of different kinds you as Gamemaster because it gives you some great
of gear, so try to hold back on firm approvals until story ideas that you know will grab player attention.
the game has started and your guesses become a bit And it helps the players, because it ensures they get
more educated. stories that suit their interests, and it helps them
define and enjoy the characters they’ve invented.
As part of this process you must decide if there’s any
Story Point cost from the Gadgets, and whose Story These story ideas might end up being just small
Point total it counts against. Split the total among parts of upcoming adventures, but they could also
multiple characters if the Gadget will genuinely be become huge ongoing themes. As a small example,
shared, but usually you should designate one owner Clara’s player might come up with “Holds down a
and count it against their total. job as a school teacher in between adventures in
the TARDIS”. Playing through the drama as she
juggles her work responsibilities with time with the
Doctor might not be the focus of the game, but it is a
powerful way to define Clara’s character.
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Most Doctor Who Roleplaying Game concepts rely on the characters being able to move through time
and space. How can this be accomplished? Here are a few suggestions:
• A TARDIS: The Doctor’s, or any other example – there are probably a few battered and bruised
TARDIS capsules lying abandoned in the wake of the Time War.
• An alternative TARDIS: Many attempts have been made to copy TARDIS technology, from the
SIDRAT of the War Lords to the Dalek time machines and the hidden timeships of the Silence.
Few of these attempts end well, but they might just work well enough for your group to have some
adventures.
• A Vortex Manipulator: As used by 51st century Time Agents, these complex devices are highly
prized by any species with a technology level high enough to understand their power.
• A Time Ring: Also Gallifreyan technology, but much more limited in power and scope, there might
well be a few of these hanging about in odd corners of the universe.
• Time Corridors: Daleks mastered this technology, but it’s out in the wild now. Not a vehicle as
such, rather a shortcut through time. They usually require conduits at each end.
• A Mysterious Old House: It sits on a country road, overgrown and abandoned, all its windows
boarded up. You go inside, and when you step out again you’re somewhere else. The house is a
crossroads, existing in countless spaces and times all at once. But how do you control where you
end up when you go outside?
• Advanced UNIT Technology: They’ve dealt with a few time invasions, and if they can get their hands
on a burnt-out TARDIS they might be able to rig something up that can send a team through time
and space!
• Weeping Angels: A tame Weeping Angel, hurling the characters back through time and slipping
along with them. Can it be trusted? Of course not. It helps when it must, and for the rest of the time
it stands in the corner with hands over its eyes, and it waits…
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Twists to consider:
• “We are the Time Lords now!” Without the Fits well with:
Doctor’s fierce integrity, can the new time
travellers resist the temptations that come with • Familiar characters who died in one of the
power over space and time? Doctor’s adventures.
• The Doctor makes it look simple, but inexpert • Characters who start out as strangers.
travel through time leaves a trail of havoc, • A flexible group of players who like mysteries.
paradox and broken realities. Are these amateurs
causing more problems than they solve? Twists to consider:
• The exploits of the group draw the attention of
some of the Doctor’s most fearsome enemies. • There is a pattern to the places on the other side
Without warning they become targets for pre- of the portals – every one leads to a fixed point
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in time that must be preserved. But why would a crucial mission along death-trapped timestreams
someone build time portals only to the places and under the folding husks of spent planets. Then
that should be left alone? the Vortex convulses around them, and they are
• They all remember dying. They remember what pushed out of the main warzone, into a tentacle of
it felt like. But here they are, apparently alive. bent time that extends far from the war.
How can this be? Did some force pluck them
from the timestream just in time and repair their Somehow, they have arrived in the world after the
bodies? Or are they dead, and they just don’t Time War, where Gallifrey and the Time Lords were
realise it yet? trapped. It is unclear how they can get back. One
• Where are they, anyway? Why are there no signs thing they do know, however: they didn’t arrive here
of any other people, anywhere? What will they alone. Some of the most dangerous weapons of the
find if they start walking along the coast? Time Lords – or of the Enemy – were also caught
• And what does it mean when they find a battered up in the convulsion and spat out into a universe
blue police box, silent and impenetrable, in the unprepared for their power. And then there are
dusty corner of the abandoned basement? rumours about one other Time Lord who made it
out of the war: the Doctor…
What the Gamemaster will need to do:
Fits well with:
• Dynamically present a series of unfolding
mysteries, slowly revealing answers that pose • Brand-new characters who are Time Lords.
deeper questions. • Characters who start out in a well-defined team.
• Work out the truth behind these mysteries, or at • Groups who like to choose their own goals and
least a possible explanation for them that can be go after them.
modified as the game goes on.
• Decide the destinations of the portals and prepare Twists to consider:
adventures behind each one.
• The characters arrive with some other Time
Lords who are of a more militaristic bent, and
Fight the Time War who immediately set about establishing a
The Time War is now! A war party of Time Lords military rule of their new reality. Do they become
struggles for victory. In the thick of battle they run tyrants who the characters must oppose?
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• As the characters learn more about the progress • A mix of characters, perhaps including aliens, but
of the Time War, they discover just how vicious none of whom are Time Lords.
and wicked the Time Lords became. How far have
they already fallen? Do they want to try to save a Twists to consider:
Gallifrey that would commit such atrocities?
• If there is a way back into the Time War, and a • The TARDIS starts returning to places the Doctor
chance to change how that war ended, will any of has already been, a week or a decade or a century
the characters take it? Especially if it becomes after the Doctor’s visit. The characters have to deal
clear that it’s a one-way trip? with the unfinished business from, or unintended
consequences of, the Doctor’s adventures.
What the Gamemaster will need to do: • The Doctor may not be in evidence, but something
very strange is happening in the depths of
• Expect the first few adventures to revolve around the TARDIS – as you go further in, the walls
the characters making sense of what happened themselves seem to decay into a strange Gothic
to them and trying to get back to the war. After nightmare, and whispers can be heard always
a few adventures it will be clear they are stuck, around the next corner…
and more settled wandering and exploring can • Across a number of adventures it becomes clear
begin, but until then the characters will be that the TARDIS has a mission in mind and these
pushing strongly for their goals. characters, out of all of space and time, are the
• Think about how time travel works, particularly only ones who can succeed. What is the mission?
around the thorny issue of the Time War. Some And why is it up to them?
of the Doctor’s statements suggest that this
group’s escape should have been impossible.
You don’t need to come up with a thousand-
word essay explaining how it works, just get
yourself ready for the characters trying all
manner of tricky things as they respond to their
circumstances.
Starting Out
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Adventures
‘Oh, this is my own fault. I like adventures as much you can imagine, living, dead or fictional, without
Adventures
as the next man, if the next man is a man who likes worrying about set budgets, expensive special effects,
adventures.’ actor’s fees or casting problems. Want the late, great
Sir Ralph Richardson to play the Time Lord mentor
Writing and running an adventure for the Doctor in your story? He’s always available and will never
Who Roleplaying Game, may seem daunting at first. charge you a penny.
The truth of the matter is that, although producing
a cracking Doctor Who session is very similar to
writing and producing an episode of a real-life The Gamemaster as Writer
television series, the actual work involved is quite This will be your main ‘pre-production’ role when
minimal. Let’s look at it from the perspective of the creating an adventure for the game. You must come
typical production studio staff. up with the story, the characters and the general
plotline for the players to interact with. Unlike a
normal writer, however, you don’t have to write a
45-page script with extensive scenes complete with
C The Many Hats of dialogue. On the contrary, you only need to prepare
the Gamemaster a basic plotline, some short scene descriptions, and
come up with characters. The vast majority of the
The Gamemaster as Producer story will come from the interaction between you and
The first and most important role you will take on the players!
is that of producer. In television terms, this person
organises and assigns tasks, handles budgets
and keeps the whole process moving smoothly. As The Gamemaster as Director
Gamemaster, you will be doing this when you run the It is the director’s job to keep the story moving,
game, keeping track of how the story is progressing give the actors clues on how to play the scene, and
and making on the spot rulings about various game dictate the action as it occurs. The director also has
mechanical elements. Unlike an actual producer, a hand in casting the guest stars and minor roles.
however, your budget and influence is limitless! You Like a director, the Gamemaster sets the scene
can set a story anywhere, anywhen and with anyone for the players during the game and answers any
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questions they might have about the environment And good Adversaries are not hard to come up with.
their characters are interacting with. You also ‘cast’ From major baddies like Daleks and Cybermen, to
the NPCs, giving them attributes, traits and possibly more uncommon species like the Dominators or the
even Story Points, and then having them enter and Boneless, all the way up to beings of almost godlike
exit the scene as needed. power like the Eternals or the Celestial Toymaker,
there is no shortage of adversarial conflict in the
Doctor’s universe. The Doctor Sourcebooks are very
The Gamemaster as Actor handy in this regard and will provide you with villains
Finally, the Gamemaster needs to be an actor, and aliens (and villainous aliens) enough for years
playing the roles of all the non-player characters, of continuous campaign play.
giving them a voice and a life so that the players may
interact with them. Now, this doesn’t mean you have Should you desire something new and interesting,
to adopt a funny accent or produce scenery-chewing like maybe an evil mastermind to act as Moriarty
dialogue, if that sort of thing makes you feel a wee to the players’ Holmes, we have a system for
bit strange. You can, instead, relay the gist of the creating powerful, unique villains, with a
conversation to the players with whatever verbal well defined set of abilities, resources and
clues might be needed to tell them that the NPC is motivations, on pg. 49.
shifty, ill or possibly an alien in disguise. Or, if you
prefer, you can indulge your inner thespian and give Keep in mind when selecting an Adversary
full expression to the NPCs. that you aren’t limited to one. Imagine the
players getting caught between a small
war between the Daleks and the Cybermen
C The Plot over the possession of the inhabitants of
First things first: you need a good plot. As we a primitive world (who see them both as
mentioned earlier, you don’t need a fully fleshed out gods, have picked sides, and started a war
story treatment here, you just need the following of their own).
elements…
Another good use of multiple Adversaries is to have
the main Adversary or Adversaries turn out to be
The Theme pawns in the game of another, hidden Adversary.
This is the main focus of the adventure, the driving Once the players figure out who the real instigator
force behind all the action. If, when running the is, they might even be able to turn the pawns
adventure, you ever become stuck for an idea on how against their master (who might literally be the
to proceed, you should always remember to return to Master, who often uses other species to do his
the Theme as quickly and directly as possible. dirty work).
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achieve it for reasons not necessarily his own. He’s The number of Locations is up to you, but it is best
been used as a messenger to deliver artefacts to to limit it to half a dozen or so at most (including
mutants on Solos, hijacked mid-transmat to stop the smaller scenes and Sets within a single Location).
genesis of the Daleks and ordered to quest for the This keeps the players from wandering too widely
Key To Time under the threat of nothing happening and losing track of the story due to being presented
to him. with too many options.
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The GAMEMASTER’s COMPANION
for your first few adventures, you will find it helpful to For example, the Doctor and Amy are exploring a
stick to the well-worn and time-tested format of the museum when he finds a starship home box with
Three-Act Structure. ancient Gallifreyan burned into it. He translates it and
finds that it says “Hello Sweetie.” He quickly returns
This structure gives you a pretty handy set of to the TARDIS, hooks up the box, dematerialises and
‘beats,’ clearly identifiable moments of change rematerialises just in time to catch River Song falling
in direction. It also helps you to break down the out of an airlock. Before he can even ask her what’s
story into manageable chunks so that you don’t get going on, she tells him to “Follow that ship!”
overwhelmed with the ‘big picture.’ In most cases, a
good Gamemaster with an outline of the act structure
along with a couple of ideas for Sets and NPCs can
largely wing an entire adventure.
Alternative Prologues
Some adventures start out, not with the
Doctor and his companions, but with NPCs
who get involved in the situation before the
time travellers arrive. This trick can be used
(sparingly) as a variation on the Prologue, with
Act I – The Beginning the players taking the roles of NPCs for a scene
In Act I, the characters are introduced to the or two before the game proper starts.
adventure setting and take their first steps into the
wider storyline. There are typically three parts to this The important thing to remember is not to
act. provide too many spoilers as the NPCs move
through the Prologue. This can be easily done
Prologue by ratcheting up the tension but, when the big
Every good Doctor Who adventure starts off with reveal is made, the scene cuts away to the title
an introduction known as a Prologue. This is a sequence without you actually describing what
short scene in which the characters interact with they saw or how they met their doom. If they
each other and possibly other NPCs before being survive, these NPCs can be brought back later
presented with the ‘hook’ that leads them into the on in the adventure. A prologue of this sort is
adventure proper. an excellent way of introducing the cast of an
adventure in a dramatic way.
The Doctor might be showing Amy the fun of
weightlessness when a massive ship hoves into view,
walking with Clara through an alien marketplace in The Set-up
which she wanders off and encounters a runaway After the Prologue, it is time to introduce the
child, or the whole adventure might start off in the characters into the adventure and start them
middle of the pursuit of a runaway Chula Ambulance. investigating and interacting with NPCs. At this point
Whatever the case, let the players interact with each you should have a limited number of Sets for them
other and the locals a bit, establishing their current to explore and a general idea of who and what they’ll
situation and getting into character, before hooking meet. Let them wander a bit, get their bearings and
them and moving them on to the next bit… find a few clues, but while you can provide a bit of
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menace, nothing in this section of the adventure set goal isn’t inherently bad if used delicately and in
should be life-threatening. Give the players time to a manner that leaves the characters’ free will intact,
get comfortable before you drop the floor out from but it takes a keen eye to know when it should be
under them. used and when it shouldn’t. It is a far better idea to
insert a few Hooks into your adventure.
In this part of Act I, introduce the key NPCs and plot
elements. Allocate one scene per NPC if you can, or A good Hook is something that will strongly entice
else have a way of introducing all the NPCs clearly the players to keep moving forward of their own free
and concisely. will. It might play on their natural curiosity, provide
some positive incentive or threaten their characters
For example, The Impossible Planet is a great in some way (in which case its less of a Hook and
example of how to introduce all the elements of a more of a Prod… ). The trick is knowing your players
complex story quickly. The Doctor and Rose arrive and the particular things that push their gaming “Go”
at the Sanctuary Base and have a hair-raising buttons. Does one player really like mysteries? Then
encounter with the Ood (Prologue), then meet the give them a puzzle to solve! If one character always
crew (the Set-up). Captain Zachary Cross Flane talks to children, then put a crying child in their path.
quickly introduces each member of the crew, giving
them a name, a title and associating each of them A much more direct method to hook characters
with a section of the base. That one scene tells the instead of players is to provide instances where
players about the situation, the supporting cast and their Bad Traits come into play. Have a character
the location, and also gives them several mysteries who is Insatiably Curious? You should provide at
to investigate. least one Hook that presents them with an open
door into a restricted area or a box that contains
something so bizarre that they have been ordered
not to look inside it. Does one of them have an
Obsession? Throw a Hook related to that Obsession
into the Prologue. That should get them jumping
into the adventure feet first and dragging everyone
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starts to actively resist them. As a result, NPCs will Before each game session starts, consider the way
often be killed or even turn on the players as the the story is going or might go based upon what you
plans of the enemy come to fruition. know about your players, and jot down at least three
Bang elements (roughly one per Act) that will push
Development the players back towards the action.
In Act I, you established the setting of the adventure
and a selection of NPCs and Sets. Now we’ll develop Examples include a sudden radio call for help, a
the story further by altering some of the existing mass attack by the enemy designed to drive them
Sets and NPCs, and introducing new ones for the back to a previous location, an easily discovered
players to explore. Many of these changes will alter but extremely difficult or dangerous to attain clue
the characters’ behaviour and plans, so you must be that detours them to another part of the scene map
ready to react to the ingenuity of the players as they re- altogether (likely as part of an Ending Beat to move
experience old encounters or explore new locations. the story along) or an early implementation of the Act
II Turning Point to get them back on track.
Side Trips and Bangs
Quite often, the players will do unexpected things you You don’t have to fire off a Bang if you don’t want
haven’t prepared for. They’ll come up with brilliant to – sometimes, what you come up with on the spot
plans, they’ll make crazy assumptions and chase in response to unexpected action by the players is
after the wrong clues, and they’ll get into arguments better than what you prepared. The point of Bangs
and dangers you didn’t think were possible. We’ll is to shake things up in a way that fits with your
return to the topic of improvisational gaming when it prepared material.
comes to actually Running Games (see Chapter Five,
pg. 74), but right now, let’s talk about ways to plan for For example, the players have wandered far off
the unplannable. track as a result of misreading a previous clue. The
Gamemaster has prepared for this and tells them
First, plan less! In Act I, you can expect the players that they can see a strange, sinister fellow following
to stick to your pre-planned scenes and Sets. You them and speaking into his collar while touching his
know the opening scene and the scenes that are ear. The players come up with a plan to catch him but
immediately connected to that, so you can predict the whole thing turns into an exciting chase which
with a fair degree of accuracy what the players will just so happens to lead them to the first scene of the
do. By Act II, though, the possibilities multiply. next act…
This is where we abandon the subtlety of Hooks and The Turning Point
trade them in for Bangs. A Bang element should be In Act II, introduce something that throws the players
direct, dramatic and designed to immediately catch a curve ball. A major disaster that must be averted,
the players off guard and put them on their toes. an attack on the good guys by a massive force
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of bad guys or the ever-popular ‘allies who turn out Confrontation and Climax
to be traitors’ gambit are all excellent examples of The threat is blazingly apparent at this point and the
events that will quicken the pace of the story and characters rush to confront the Adversary directly
keep the players on their toes. or bring their plans to final ruin. Reveal at least one
Set devoted to the Adversary’s main lair by the end
You might even create a sub-plot that, while not of Act II. Seed a few ways for the players to defeat
directly involved with the main story, is none-the-less the Adversary or solve the problem, but don’t restrict
critical to the players’ success. A good example of this yourself to those pre-planned solutions. If the
is using a character’s Adversary trait to add another players find a different solution, run with that.
enemy into the already-high-stakes situation. A Time
Lord who is a Wanted Renegade, for example, might For example, the Doctor and UNIT, having identified
suddenly find themselves dodging CIA agents as well the location of the Nestene Consciousness, assault
as trying to foil the Daleks. Channing’s plastics factory. The Doctor must stop
the Duplicate General Scobie and fight his way to the
For example, Mels regenerates in Hitler’s office, breeding chamber to confront Channing and destroy
revealing herself to be River Song! After gleefully the quickly growing Nestene.
examining her new body she turns a gun on the
Doctor and says “Now, let’s get down to business!”
Adventures
The Denouement
Once the Adversary is defeated and the threat is
largely over, it’s time for the characters to say
The Ending Beat goodbye. They may have to set something right
Like Act I, some dramatic element leads the players before they go, like towing the Earth back to the solar
into the final act. Typically this is the big reveal of system, and this might provide one last bit of action
the Adversary’s master plan, the capture of the before the adventure ends, but you should have some
characters who face total annihilation or the world appropriate way for them to exit the scene, with fond
being brought to its knees as the Adversary’s plans farewells, a joke or just slipping quietly away.
come to full fruition.
It may not seem important, but getting this ending
For example, Think Tank has been defeated, but their right is as important as getting the prologue right, so
killer Robot is now at large, thanks to the Brigadier spend some thought on a few potential endings and
and a shot from a disintegrator gun. The Doctor must how you might wrap them up.
find a way to defeat it while the UNIT troops hold it
at bay. For example, after defeating the villainous Weng
Chiang, the Doctor strolls across London with Jago
and Litefoot, munching on muffins as they try to
Act III: The Finale explain tea etiquette to Leela. Once they reach
Once your adventure reaches Act III, all further action the TARDIS, the Doctor bids them farewell. As
needs to bring it to a close quickly and dramatically. the TARDIS dematerialises, Litefoot declares “It’s
The players are either close to defeating the villain or impossible!” and Jago exclaims “Good trick that! I
one step away from doing so, so don’t let them dilly- venture even the Great Li H’sen Chang himself would
dally. There are two parts to Act III. have appreciated it!”
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Description
C Setting the Stage When designing your Sets, the first thing you should
Once you have a general idea of how your story is do is get an image of it in your mind and then write
going to play out, it’s time to start building the Sets down some notes so you can describe it to your
in which the action will take place. As you build your players later. You should describe what it looks like
Sets, populate them with assets, like NPCs and and possibly even what it sounds and smells like.
props, and then note them down on an ever-growing Little details like “paint peeling off the wall” will
scene map that organises them into a structure your further help to pepper your description and make the
characters can explore. set come alive in the players’ minds.
Multi-Set Locations
Very large structures, like UNIT HQ, the lair of a
resourceful villain or a medieval village, should
be treated as one large Location split into a series
of smaller Sets. Note that not every room, boot
Chases in a Corridor work like normal chases, except the difficulty of hitting a character in the twisting
corridors means that, so long as they stay more than one Area ahead, they cannot be hit by ranged
fire. On the downside, they must always test to see if they exit where they intend, even if they’ve been
to every connected Set before. And if there are enemies coming from that location as well? They might
dive back in the corridors again, but this time, all the enemies move one Area closer…
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cupboard and water-closet in the place needs a Set assumes the players will definitely do a particular
dedicated to it, only the more important bits that thing – leave room for improvisation, unexpected
players are likely to explore or that are important to decisions and wild dice rolls.
the story, like a jail cell (which the players might end
up in) or the villain’s laboratory (where the players
might find evidence of his diabolical plan). ‘Actors’
These are the primary NPCs that will be taking part
For example, Nerva Beacon, a large space station in the adventure. They deserve full write-ups and
orbiting another Location, the planet Voga, is the a set of Story Points of their own. They include any
target of the Cybermen. We need the following Sets: non-player character who is not necessarily fixed
the Bridge, the Ready Room, the Docking Bay, the to a single Location (although a sentient computer
Transmat Room, Kellner’s Cabin and some Corridors. might just be) and can move about freely and interact
Everything else is cut off by sealed bulkheads or with the characters intelligently.
unimportant (like any other cabin besides Kellner’s).
Extras
Scenes Along with the major NPC’s that will populate your
Sets are locations in space – but you also need to adventure, there will also be a variety of low-level
think about events in time. Scenes are pre-planned NPCs that serve basic functions but do not, as such,
events that either anticipate the actions of the contribute much to the overall adventure, or exist
players, or that are triggered by external events and only to be bumped off early on in Act I or II. They do
the actions of non-player characters. For example, not typically leave their assigned areas, unless they
if an alien monster attacks when the characters are soldiers or the like.
explore a crashed starship, that’s a Scene whose
timing depends on the players. A Scene where the Extras should be built with full attributes, possibly
alien monster breaks out of the crashed spaceship with one or two traits, but with no Story Points.
and attacks an innocent victim can be run whenever
the Gamemaster wants. As a rule, do not use the normal damage rules
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actions and responses of the players during the game! 6 Technology Gone Wrong
4 1 Temporal Anomaly
Don’t worry though – we’ll cover how to run an
adventure far more in Chapter Five: Running 2 Things From Dimension X
Adventures, Campaigns and Stock Footage (see pg. 3 Traitor
74).
4 War
5 World Gone Mad
C Random
Adventure Generator 6 The X Doctors
The final section of this chapter is packed with loads 5 1-2 Roll again and Double the
of tables, allowing you to randomise almost every number of Adversaries.
aspect of the adventure. They’re a great help if you’re 3-4 Roll Again and Double the
stuck for an idea, or just after a little inspiration. Just Number of Locations.
grab some dice and roll up the Doctor’s next great
5-6 Roll Again and Double
adventure!
the Number of Objects or
Objectives.
C Themes 6 Plots Within Plots
The following Themes cover many of the different
plotlines that have taken centre stage in the Doctor’s
adventures and should serve as examples to fire off Alien Menace
your imagination. Choose one or roll on the table An alien or group of aliens have ended up in the
below. Once you have a Theme, fill in the specifics LOCATION and are either stranded or looking to achieve
by replacing the capitalised text items, with an an OBJECTIVE. Regardless of why they are at the
appropriate entry from their respective sections. location, the aliens’ attitudes towards the natives might
ADVERSARIES, for example, should be chosen from range from scared to hostile (or some combination of
The Adversary section on pg. 42. the two). You can choose their attitude or roll a die:
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Alter History
A time-travelling ADVERSARY is trying to alter the
history of a specific LOCATION, which is likely some
turning point in history or at least has some personal
significance to the Adversary.
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Chase Disaster
Considering the sorts of trouble the typical time All planets face environmental chaos, from
traveller gets into, it won’t take long for them to earthquakes to volcanic eruptions to massive
acquire some very powerful enemies. And sometimes asteroid strikes that cause worldwide chaos. The
they interfere so often one particular ADVERSARY Earth itself has had its entire surface licked clean of
will decide to chase them across space, and possibly life by solar flares at least three times in its history.
time itself, in order to put an end to their interfering And then there are the unnatural environmental
ways. It isn’t always revenge that drives a chase, disasters caused by ignorant civilisations whose
however, and there are other reasons for hounding technology outpaces their common sense and
the players. Choose or roll one die to see what the morality and threatens to wipe them out before they
hunters are after: learn any better.
Choose or roll one die to see who they’re actually 5-6 Artificial (nuclear chaos, pollution,
after: etc.).
Exploitation
The universe is replete with woeful tales of abuse
and exploitation by unscrupulous individuals
or organisations. From the predations of the
Intergalactic Mining Corporation to the slave trade
in Ood, many of the Doctor’s adventures revolve
around ending such exploitation. The OBJECTIVE of
exploitation can be extremely varied as well as the
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LOCATION. The driving force behind the exploitation Typically, the characters or some NPC will come in
can also vary. Choose or roll one die below to contact with the infection by exposure to one of the
determine one: following (choose or roll a die):
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Example Adventures: The Dalek Invasion of Earth, Example Adventures: The Seeds of Doom, The
The Sontaran Stratagem, Death in Heaven. Lazarus Experiment, Sleep No More.
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Alternative Universes are very similar to our own Example Adventures: Inferno, Rise of the Cybermen,
except in certain particulars. The anti-matter The Wedding of River Song.
universe of Omega is made up of anti-matter, for
instance, whereas E-Space has negative coordinates
in relation to ours. Raid
An ADVERSARY attacks a single LOCATION to
acquire a specific OBJECTIVE. Raids may be part of a
larger goal, and make great sub-plots for an Invasion
Theme, but if this is the main plot for the adventure,
the raiders will return to wherever they came from
once they have what they’re looking for. Whether they
leave anyone alive when they do is largely dependent
on the Adversary involved.
Adventures
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Example Adventures: The Deadly Assassin, The Example Adventures: The Web Planet, The
Caves of Androzani, The Name of the Doctor. Silurians, The Hand of Fear.
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Survival
A race or species has been driven to the edge of
extinction and reduced to primitivism or near-
OUT OF CONTROL TECH
primitivism due to some disaster. Typically, by the 1 An AI, robots or androids.
time the players arrive on the scene this state of 2 A new energy source.
affairs has been going on for quite some time, leaving
the species desperate for assistance if they are going 3 A biological creation (monster, virus,
to survive. Their level of primitivism varies (choose clones, revived dinosaurs, etc.).
one or roll a die): 4 Species enhancement (genetic.
cybernetic, chemical, etc.)
5 Experimental physics (dimensional
LEVEL OF PRIMITIVISM gates, singularity generators, etc.)
1-2 They shun technology as sorcery or the 6 Temporal Experiments.
cause of their downfall .
3-4 Technology is the domain of religious
elite and even they treat it with
mysticism.
5-6 They understand the technology, but
it is broken, rationed or incapable of
saving them without outside help.
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War
The characters are caught in the middle of a
major military conflict between ADVERSARY 1 and
ADVERSARY 2. Wars are common enough in history
that it shouldn’t be difficult to find a reason for two
(or more) sides to fight. In this case the war is being
fought over (choose or roll a die):
DECLARATION OF WAR
1 Territory
2 A LOCATION.
3-4 An OBJECT or OBJECTIVE.
5 Social, religious or philosophical
reasons. World Gone Mad
Something has so upset the fabric of the universe,
6 Economic reasons.
and the changes have so reverberated up and down
the timeline, that the world the characters know
is now a bizarre amalgam of lost empires, famous
While war itself has no innocents, there is typically historical personalities, dinosaurs, zeppelins and
a clear aggressor in the conflict (choose or or roll a other strange contradictory and anachronistic
die): nonsense. This is not an alternate timeline, more
of a complete and utter rearrangement of what was
by a massive rupture in space-time, likely caused by
massive interference in fixed events by:
THE AGGRESSOR
1-2 ADVERSARY 1.
3-4 ADVERSARY 2. World Gone mad
5 Both are equally to blame. 1-2 An ADVERSARY.
6 The whole thing has actually been 3-4 A temporal accident.
secretly instigated by ADVERSARY 3.
5-6 The players’ characters. Mega-Oops!
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Crossing an individual timeline with itself is no small Black Guardian’s manipulations of the events within
feat and will typically involve a concerted effort on them through his agents, but they all formed a story
the part of a time-aware entity of great power, like arc centred around the Black Guardian’s quest for
a Time Lord or the Daleks. It can sometimes happen vengeance.
as a result of technical malfunctions or powerful
universal forces interacting in highly unusual ways, Example Adventures: The Key to Time, Bad Wolf,
but typically there is intelligence behind such an The Impossible Astronaut.
anomaly.
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2 Master of the Land of Fiction 4-6 1 Silurian & Sea Devils 9 The Ninth Doctor
3 Humans 2 Terileptils D6 ADVERSARY
4 The Dominators 3 Humans 1 Daleks
5 The Great Intelligence/Yeti 4 The Malus 2 Gelth
6 Time Lord 5 The Master (or Arch-Villain) 3 Humans
6 Tractators 4 Jagrafess
3 The Third Doctor 5 Nestene Consciousness
D6 D6 ADVERSARY
6 The Sixth Doctor & Autons
D6 D6 ADVERSARY 6 Raxacoricofallapatorians
1-3 1 Daleks (with Ogrons)
2 Draconians 1-3 1 Androgums
3 Humans 2 Cybermen
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Relic
Some device or object that the Adversary needs to C Location
complete their plan. It could be anything from an Locations represent one or more connected ‘Sets.’
extremely specialist piece of tech to a ‘magic’ sword It could be as small as a single Set, like a hermit’s
to the Key to Time. Whatever it is, the Adversary’s cave in the desert, or it might consist of a half dozen
future plans will fail without it. of more, like the important areas inside a UNIT base.
For more information on fleshing out Locations, see
Mineral pg. 63.
The Adversary wants to strip the mineral wealth of
the Location. They might just want a specific rare Roll on the following table to find the general location
ore (like taranium) that can only be found at the and then move to the specific tables to generate any
adventure site or they might want to turn the whole specifics:
planet into fuel.
Sacred Object
An object of religious significance to the Adversary
Locations
is located in the adventure location. The Adversary D6 D6 Location
might be fanatically seeking to retrieve it, or they
1-2 1 The Americas
may equally be planning to destroy it or exploit it
somehow. 2 The United Kingdom
3 Europe
Slaves
4 Africa
The Adversary wants to enslave the Location’s
population. The type of slavery varies, although most 5 Asia
races, like the Daleks, use them for hard labour. 6 Earth – Remote Places
The Adversary’s strengths and weaknesses should (Antarctic, Under the Sea, Lost
determine whether they are simply raiders looking World, etc.)
to pick up a small number of chattels or a major
invasion force looking to take the entire population, 3-4 1 Sol System (Venus, Mars, etc.)
while any special powers or traits possessed by the 2 Primitive World
local population might determine why they’re being 3 Alien World
taken as slaves.
4 High-tech Alien World
Technology 5 Adversary’s Home World
The Adversary is looking for a technological item, to
6 Gallifrey
use or retro engineer.
5 1 Asteroid Base
Bio-Tech: The Objective is some form of biological 2 Planetary Base
technology, like a genetically modified creature or
psychic amplifiers. 3 Orbital Base
4 Deep Space Station
Temporal Tech: The Adversary wants to possess 5 Starship
the means to time travel, either stolen from the
Location or the characters’ own TARDIS (in which 6 Generation Ship
case, they have probably set a trap to lure or bring 6 1 Ground or Underwater Vehicle
the characters to the location).
2 Artificial World (Ringworld,
Dyson Sphere, etc.)
Weapons Tech: The Adversary is seeking some
awesomely destructive weapons technology held at 3 Hyperspace
the Location. 4 E-Space
5 Outside Time and Space (Void,
Worldly Power and Glory
Land of Fiction, etc.)
Pure unadulterated power is the goal. The Adversary
plans to achieve this through political, military or 6 Bizarre (Inside a living creature,
economic means. Possibly all three. Flatland, etc.)
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6 Museum
2 24th-31st Centuries
4 1 Natural Oddity (Elephant’s
3 32nd-41st Centuries
Graveyard, Psychic Grove, etc.)
4 42nd-50th Centuries
2 News Agency
5 51st Century
3 Office
6 Far Future to the End of Time
4 Park
5 Factory/Power Plant
6 Prison
5 1 Project Site
2 Pub/Tavern
3 Recording Studios
4 Research Facilities
5 Rock Quarry
6 Ruins
6 1 School/University
2 Sewers
3 Cinema/Theatre
Choose or roll up a few Sets for the Location. Only Sets 4 Tower Block
where important things happen need to be detailed, 5 Underwater Habitat/Base
so don’t feel you have to generate the entire interior of 6 Village/Town/Colony
a spaceship, just the bits relevant to the story. Roll D6
times if you’re not sure how many to generate.
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Internal Sets
D6 D6 set
1-3 1 Attic
2 Bathroom
3 Bedroom
4 Cellar
5 Corridors (see pg. 27)
6 Dining Area
4-6 1 Kitchen
2 Living Area
3 Office/Study
4 Secret Chamber
5 Specialised Room (Library, Lab, Unusual sets
Observatory, Solarium, etc.)
D6 D6 sets
6 Yard/Field/Greenhouse
1-3 1 Antimatter Realm
2 Continual Event Transmuter
3 Gallifreyan Death Zone
4 Hyper-Condensed Cloud
5 Inside a Computer/Video Game
6 Inside the Mind
4-6 1 Inside the TARDIS
2 Labyrinth
3 Mortuary
4 Pocket Dimension
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Villains
‘Compassion, Doctor. It has always been your plans for universal conquest, every evil act he has
greatest indulgence. Let this be my final victory. Let ever done has been motivated from an early age by
me hear you say it, just once. Compassion is wrong.’ the madness caused by the ever-present sound of
drums. A madness his own people, in their hour of
Villains are as close as the Gamemaster gets to desperation, had inflicted upon him as a child. While
having their own character in the game. Just as the Master was still culpable for his crimes, how
players get to lavish attention on their characters’ much more responsible were the Time Lords for the
quirks and traits, and have fun roleplaying them, actions of this madman who would go on to threaten
you should make your villains special. Make your not only Gallifrey itself, but the entire universe, on
villains awesome, make them charming, make them numerous occasions.
terrifying. Make the galaxy tremble before them…
but always remember that they’re born to lose.
For a Greater Good
When making a villain, first ask why they’re a villain. ‘[She is] hope. Hope in this endless, bitter war.’
Few people consider themselves to be the bad ‘What war? Against who?’
guy, unless they’ve already been kicked around by ‘Against you, Doctor.’
the universe and want revenge. Most ‘villains’ are
actually the heroes of their own stories, and it’s the If you asked this villain why they chose the side of
players’ characters who are the misguided meddling wrong over right, they would look at you as though
fools who are trying to stop the villain from doing you were stupid. In their mind, they are not the
something wonderful and heroic. Then again, there ‘bad guy.’ They are doing what they do for a greater
are some people who get up in the morning, put on purpose, for the benefit of all.
their space jackboots and their dark helmets, and
set out to conquer the universe because its there. They may be arrogant, self-appointed judges
of what is and isn’t right, beings with a warped
sense of morality, or (worst of all) short-
C The Seed of Evil sighted crusaders and do-gooders whose good
At some point in their life, the villain made a decision intentions never seem to take the ‘big picture’
to turn away from the light and forge a path towards into account. Whatever the case, they do not
darkness and damnation. Why would any sane being realise or acknowledge the tragic results of
do this? their actions, discounting them as either small,
unfortunate mistakes or necessary sacrifices in
their pursuit of a greater good.
Chaos Incarnate
‘They took me there, into the dark. I looked into Time, Because they wear a mantle of virtue wrought by an
old man. And I heard it, calling to me … Drums. The unshakeable faith in the purity of their goal, they are
never-ending drums…’ often strong-willed or commanding personalities,
possibly with a group of devoted followers who share
At some point in their life, due to some traumatic their vision.
experience or experiment gone awry, the villain’s
mind simply snapped and any concern for morality
or order was shed like the discarded pupae case of a Knowledge at all Costs
mad butterfly. From that point on, the villain became ‘To hold in my hand a capsule that contains such
dedicated to chaos and turmoil, finding pleasure in power, to know that life and death on such a scale
the dismantling of order and civilisation and watching was my choice. To know that the tiny pressure on
them burn. my thumb, enough to break the glass, would end
everything. Yes, I would do it! That power would set
While they may or may not bear their madness me up above the gods. And through the Daleks, I
openly for all to see, the chaotic villain is often hard shall have that power!’
to defeat simply for the reason that they are utterly
unpredictable. They can seem totally hell bent on For this villain, some event in their past has
a particular goal one moment, only to abandon it proven that the only truly worthy goal in life is
the next. The Master is an excellent example. He the pursuit of some type of knowledge, and they will
wasn’t born evil. His long rivalry with the Doctor, his not rest until they have acquired it.
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This knowledge could be something very specific, offend them, the villain will not rest until vengeance
like the identity and location of the being or race that is theirs. And even after they accomplish that goal,
destroyed their family or home, or the secret to time they will probably find another to turn their flaming
travel so that they can go back and prevent some hatred towards, typically any who stood in the way
very personal tragedy. It could equally be something of their original target (which almost invariably
very general, like scientific knowledge that will move includes the players’ characters).
the universe out of the dark ignorance of superstition
and morality (which made the villain a pariah) and
into the pure light of scientific reason (which will
make the villain a hero).
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Building a Villain
Major villains – renegade Time Lords,
crazed alien conquerors, mad scientists, evil
computers, ancient evils from beyond time
and space and so on – are mechanically built
on around 40 Character Points, 20 Skill Points, C Power Base
and 10 Story Points. More mundane villains like Every villain has characteristics or resources from
misguided bureaucrats or inventors should be which they habitually draw their power from. This
built like Henchmen (see pg. 52), but have 8-10 could be great intelligence, physical superiority, vast
Story Points instead. armies, great wealth or any number of other potential
sources which they will always use to complete their
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plans and oppose the characters. What does your An alien invader commands from the bridge of a
villain possess? gargantuan warship.
Minions
Some villains work alone, but others have followers,
servants or soldiers working for them. Other villains
– especially the Master – dupe others into becoming
their minions, or make dangerous alliances with
alien invaders. Minions are the villain’s spies and
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Build a single character using 24 Character Points, The characters may be able to convince a
15 Skill Points and 1-3 Story Points. All the Elites will villain’s minions to turn on their master. To do
share those stats. so, they first need to find a good reason for the
minion to switch sides – maybe the minion has
Functionaries a trait like Enslaved, Obsession, Owes Favour
Functionaries are a mob of worker drones who fulfil or Code of Conduct that the characters can
a number of tasks, but none of them particularly exploit to get inside the minion’s head
well. When they aren’t performing perfunctory tasks, (and if the minion doesn’t have a trait
they are often sent in force to overwhelm the villain’s like that, maybe they can create one,
enemies. There are a number of Functionaries in a either by spending some Story Points
group equal to the villain’s Presence x3. or by winning a social conflict with
the minion).
C Villains and
Story Points
Knowing when and where a villain
will use their Story Points to counter
the characters can be tricky. After all,
you are running the game to allow the
players to be the heroes of their own story
and frustrating their plans with the use of
Functionaries are considered to have a 3 in every deus ex machina that seemingly favours the
Attribute and 3 Skill Points spread amongst whatever bad guy can be a source of great irritation for
skills it is that they are tasked to do. A group of them. That, however, is the point.
plumbers might have some points in Craft with a
specialisation in Plumbing, while a band of cultists For a villain to be more than another ‘monster-
might have Fighting 2 and Convince 1, and a group of-the-week’ they need to be more of a thorn in
of soldiers might have Fighting 1, Marksman 1 and the character’s sides, to be a source for emotive
Transport 1. response, someone that just makes them want to
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scream “We’re going to get that fiend if it’s the last The Rule of a Third
thing we do!” As laid out in Chapter Two: Adventures (see pg. 22),
any good adventure will have three acts: the intro,
There are two basic things you need to consider the development and the finale. To make sure that
when using a villain’s Story Points: the finale is sufficiently exciting and doesn’t resolve
itself too easily, you should always keep at least 1/3rd
of the villain’s Story Points in reserve for the last act.
You are Omniscient, the Villain is Not.
When it comes to the story and everything that will Also, in keeping with the advice above about not
happen in it, you are pretty much the god of the game overly-frustrating players, a villain should spend no
universe and know everything that is going on. The more than a 1/3rd of their Story Points in any single
villain, however, is not (except in cases where the act. If they do, then each player should receive a
villain really is omniscient, ). Story Point at the end of the act to represent random
opportunities arising from the villain over-tipping
This simply means it is alright for a villain to know their hands.
that the characters are visiting the lab to find a secret
antidote to their poison, but they should have some
trait (Friends in particular, but some other traits
might apply) or should have to spend their dwindling
supply of precious Story Points to do so. In effect,
a villain can interrupt and foil the players’ plans
with miraculous efficiency, but they will weaken
themselves in the process.
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get to counter whatever change the player just made. and the Master spends some Story Points to turn
The Gamemaster describes how the villain blocks or Docherty into a minion after they leave…
overcomes any change to the story. The players can’t
do the same by spending more Story Points – they’ll
have to come up with a new plan. So, You Escaped…
Some villains always escape. A villain can spend a
Story Point to flee the scene – and if it’s the
Get After Them! last scene of an adventure, they can even
By spending a Story Point, the villain can dispatch escape certain death! If the villain uses this
a Henchman, a squad of Elites or a bunch of option, they flee with their metaphorical
Functionaries to wherever the characters are. tails between their legs – they don’t get
(1 Story Point sends a single Henchman, the to take anyone or anything with them,
villain’s Presence in Elites or their Presence x3 in they lose any bases or minions they
Functionaries, so spending 2 Story Points gets any have, and they don’t get to come back to
two of the three, or a double-strength set of Elites the scene after they escape. Spending
or Functionaries). The villain has to know where the that Story Point keeps the villain alive
characters are in order to send in the bad guys. to try again another day, nothing more.
The characters have just enough time to escape Maybe the villain runs to an escape pod,
before the bad guys arrive – unless the Villain wants or activates an Emergency Temporal Shift.
to spend another 3 Story Points, in which case the Maybe they die but come back as a clone,
bad guys get there quickly enough to catch the or get resurrected by a cult of followers.
characters, capturing or trapping them! Maybe they just escape out the back door.
Maybe their escape is never explained –
but they got out alive, and can engage in
Someone’s Been Playing A Long Game more villainous plans in future!
As a more cunning stratagem, the villain can have
agents in place already. At a cost of 1 Story Point for
a Functionary, 2 for an Elite and 3 for a Henchman,
the villain can reveal that some minor character in M is for Minions
the background of a scene was actually one of their If a villain has minions, remember that they
Minions all along. Say the Doctor and companions have Story Points as well! Not only does that
have just arrived at UNIT HQ to help the Brigadier allow them to escape from sticky situations,
deal with the latest threat to world security. The villain but if they survive until the finale, the villain
spends a Story Point, and one of the UNIT guards may use them as a reserve Story Point
sneaks away and reports back to his superiors, “the pool, draining any they have left to fulfil
Doctor has arrived!” the villain’s goals. Yes, this may lead to
their demise, but they are only minions,
Unless the villain is known for being especially after all, and many a loyal Henchman
sneaky or having lots of spies (or shapeshifters or has found themselves left high and dry
something else equally sinister), only do this once by a master who is perfectly willing to
per game session. sacrifice them for some small advantage
against their enemies.
Once per adventure, the villain can also use this to
‘turn’ a non-player character. The villain picks some The villain may even use a minion’s Story
contact, ally or friend of the players’ characters, ideally Points to exceed the 1/3rd Rule (see pg.
someone they don’t expect, and spends at least 2 54) without giving the characters extra
Story Points (more if the target is especially powerful, Story Points in return! Only the villain’s
skilled or dangerous). That non-player character points count towards the 1/3rd Rule.
either turns to the villain’s side, or retroactively has
always been a secret spy for the Villain. Villains being villains, this does not
work the other way around, and a villain
A great example of this is Professor Docherty in Last may never directly give their own Story
of the Time Lords – the characters go in search of Points to their minions, not even to
an expert who has the Science and Technology skills keep them alive.
needed to help them understand the Toclafane,
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Making Monsters
‘Imagine the weight I will have to lift; the monsters a way to stop the monster, or is the monster
I created, the people they killed.’ misunderstood and the real problem is
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• Ugly, slimy grubs turn into beautiful butterflies. • In the Time Vortex itself? What sort of creature
What would an intelligent species that could exist in the vortex? Are they godlike,
underwent a transformation like that be like? mythological entities like the Chronovores or the
Real-world creatures, especially insects, are as Weeping Angels? Or are they the time-travelling
weird as any alien. What about a species where equivalent of dust mites or leeches, feeding off
males and females are radically different in size the Artron energy of passing time machines, or do
and appearance? Or what about two intelligent they lay eggs in the past timestreams of victims?
species, where one is a parasite that lives on the
other?
You could think about the environment, and how it Starting with a Trait
affects the creatures that live there. What sort of You can start from the other end, with the rules!
aliens might you encounter: Pick a trait like Cyborg, Psychic or Obsession
and build a monster around that!
• On an icy planet? Do they have fur or blubber to
protect them from the cold, or do they steal heat
from each other, like vampires drink blood? You could start with how you want the monster to
• Deep underground? Maybe the creatures have behave, and then develop its concept based on how
huge eyes to see in the dark, or no eyes and they the players are going to interact with it?
see by echolocation or by following the vibrations
in the stone. Can they burrow through rock, or • Is it going to chase the characters? How does
maybe they’re partially out of phase with normal the monster move? Does it scuttle on too many
matter so they can swim through stone! legs? Does it slither? Fly? Teleport? Walk
• In the corona of a star? How do they protect through walls? Maybe it can only exist in the
themselves from the heat and radiation? Do they green sunshine from the planet’s weird sun, and
have super-science? Maybe you could look at can’t go indoors or exist at night? How does it
human cultures that live in harsh environments hunt the characters? Can it smell them? Sense
like deserts, and create nomads of the stellar their technology? Taste their fear?
wastes? Or are these creatures patterns of gas • Is it going to stop the characters getting
or plasma or energy instead of solid matter? somewhere? How does it stop them? Why is it
• In a radioactive wasteland? Are they mutated stopping them? Was it created to be a guardian,
by the radiation, or have they some way of or does it just happen to make its lair right on top
protecting themselves? Maybe they feed on of that ancient tomb? Can it stop the characters
radiation! Or maybe they’re left-over weapons from using the TARDIS or some other gadget to
from the war. get past?
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• Is it the cause of a mystery for them to brought to life; the Wire made televisions into face-
investigate? What clues does the monster leave sucking soul traps; and the Great Intelligence put
behind? How do the characters find it? How do something nasty in the WiFi.
they stop it?
• Look for things that are everywhere, but
You could start with a superstition, or a story about a forgettable and ordinary. Houses are everywhere.
place, or a legend. Walk down a suburban street, and there are
houses all around you, all the same. What if
• “Step on a crack, break your mother’s back” – so one of them is just this big slimy carnivorous
what’s in the cracks? Maybe something ghastly snail-thing that learned to camouflage itself. It’s
lives under the pavements of a ruined city, and if wearing a shell of plaster, but underneath it’s
you attract its attention, it’ll rise up and eat you… alive and hungry…
• Two words: Space Leprechauns. They’re small • The monster might hide behind everyday things.
and green and can mess with the flow of time. There’s a thing living in the sewers. A huge alien
That’s where legends of fairyland come from – monster, with long snaky tentacles. It can reach
they can slow down your personal timestream up into our world through storm drains and
so that while a day passes for you, a hundred manholes – toilets, even – to grab its victims and
years pass for those outside the time bubble. drag them down into the darkness. Listen for
• There are lots of legends of sea monsters and the scraping noise in the night as it pushes the
serpents – what’s at the root of them? Better yet manhole cover aside…
– there are lots of legends about people being • The monster might use an everyday object to
swallowed by sea monsters, and getting trapped control its prey. Cybermen in Pete’s World,
in their stomachs. There’s your opening scene for example, used EarPods to take control of
right there: the TARDIS gets swallowed by a their victims. What’s ubiquitous these days?
giant sea serpent! How about social networking? The monster
becomes your friend online, then takes you
You could start with an everyday object, and turn it over from the inside until all that’s left is your
into a monster. The Autons are shop window dummies online presence?
Villains and Making Monsters
The Ood are a great example of this sort of evolution. They start off as slaves just waiting to get turned
into minions for the Beast. In later adventures (like Planet of the Ood), their origins and culture are
explored. Each bit of Ood-lore gets revealed gradually, as it is needed.
The lesson to take from all this is: be lazy. Don’t create an elaborate backstory or culture for a creature
unless it’s necessary for the adventure. Only create what you need immediately.
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You could even start with nothing more than a single Appearance
memorable image. Roleplaying games are a verbal medium. You can
show the players pictures and draw sketch maps
• A slug that steals your skeleton, leaving only a and use miniature figures, but the core of the game
loose skin-bag of organs and flesh behind. is a conversation between players and Gamemaster.
• A stalker that exists five seconds ahead of you in So, when you describe your monster, it needs to have
time, so all you ever hear are the echoes of its some quirk or aspect that you can get across in a
footsteps. verbal description. Imagine you’re on the witness
• A monster that’s made of eyes. stand in a court room, and the prosecutor asks you
• A thing that lives under your bed. to describe what you saw – what would you say about
• An invisible monster – all you can see are its your monster?
teeth just before it eats you.
Think about big, obvious traits, like unusual physical
features, strange smells or sounds, or an effect
C Making it Memorable on the environment. Maybe the presence of the
The best monsters aren’t necessary the biggest, monster causes all nearby lights to get dimmer.
or the nastiest, or the most powerful; they’re the Maybe the creature has a huge hammer-hand, or
ones the players remember. Making your monsters a single glowing eye. You can also go for traits that
interesting and scary and weird is the best way aren’t immediately obvious until they’re revealed –
to create stories that linger with the players who remember the Eknodines that attacked Leadworth
experience them. (well, Upper Leadworth) in Amy’s Choice? They
looked totally human until they opened their mouths
to reveal eyeballs-on-stalks.
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Look for things that the players can’t anticipate. the monster is nearby. This foreshadows the monster,
A monster that rips its victims apart is alarming; giving the players a chance to feel dread and fear
a monster that bites you once, then drains your without jumping straight into an action scene. The
life energy away over the next few hours is scary distinctive silhouette of a Dalek, the tally marks up
because the players have a chance to realise they’re your arm to remind you that you saw a Silent, the extra
in trouble. shadow of a Vashta Nerada swarm, the eggy whiff
of a Slitheen – OK, maybe not the last one, but the
Another great technique is to think about how the principle remains. Giving the players a sign to look for
monster kills its victims – and what clues it leaves can effectively raise tension in the adventure.
behind. Daleks exterminate, leaving a blasted
corpse. Cybermen upgrade or delete, leaving a Some classic signs:
fried victim or nothing but bloodstains and left-over
chunks of meat. Vashta Nerada reduce their prey to • Leave evidence of the monster’s attacks! This
skeletons. The Minotaur made its victims worship it ties back to the idea of giving the monster
before consuming them. A distinctive killing method a distinctive way of killing people. Just as
goes a long way – especially if the characters find a two pin-pricks in the neck scream “there’s a
victim of the monster long before they encounter the vampire out there”, and a discarded skin-suit
monster itself! Imagine finding the body of a space suggests a Slitheen, having the monster leave
traveller who’s had her blood removed and replaced some particular clue that it recently killed here
with mercury. Who did that? What did that? Why can scare the players. Imagine a monster that
did they do that? Those questions will occupy the vomits acid on its victims! What do the player
players’ minds throughout the adventure until they characters do when they find a patch of partially
find the answers. dissolved goo outside the TARDIS door – and
then realise that the door was unlocked…
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the monster temporarily away? If you can, avoid adventure, and then see what clever solutions the
situations where some third party shows up to save players come up with. Remember, while it’s great
the characters from the monster – you can do that fun to make new monsters – in the end, the Doctor’s
once in a while, but in general, the players should be the scariest monster of them all, because he’s the
the ones to save themselves! one the monsters fear!
• Hide from the monster. monster gets built on 75 or more points. Keep
• Heal those injured by the monster. your characters in mind when building the
monster. A bunch of college students who
Maybe the monster can only be defeated by a particular investigate mysteries with their talking dog
chemical concoction or transmission wavelength. should face very different monsters to a team
Maybe human invaders disturbed the monster’s nest. of elite Time Agents.
Maybe someone’s forcing the monster to attack.
Maybe the characters can open a rift in space and Monsters also get Story Points. Cannon fodder
time and suck the monsters into the void. However and lackeys get 1 or 2 points; most monsters
the scenario unfolds, try to ensure the characters get 3-5; monsters that are supposed to be
have a chance to do something. resourceful, resilient or come up with their
own plans get 6-8. If the monster’s on its own,
then give it another few Story Points to give it
Fighting the edge over a group of characters.
This is the easiest of the four key actions to cover.
Just don’t forget to show the characters how
dangerous a monster is before they start fighting it.
If your Raston Warrior Robot has Marksman 8 and
does L/L/L damage, then let the characters see it
beating up a bunch of Cybermen first, so they know
not to engage it directly.
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Settings
‘You spend an awful lot of time here, considering drinks can all not only add fun to your adventure but
it’s a dump.’ make the whole story more realistic and immersive.
‘I spend an awful lot of time being kidnapped, Setting allows you to create the imagined place you
Settings
tortured, shot at, and exterminated. Doesn’t mean are all taking part in, and it can be the most subtle
I like it.’ tool in the Gamemaster’s toolbox for creating a
living, breathing world.
With your characters, adventure, villains and
monsters ready to go, you might think you have
everything ready. However, all these elements C Coming up with a Concept
need something to bring them together and create The place to start with a setting is very simple, a
a context for the story you are going to tell; for this couple of words that tell you what the place is, ‘a
we need a setting. The setting is more than just the UNIT base’, or ‘an old spacecraft’. Keep it simple, as
place your adventure happens. The people who live considering the place in broad detail will help give
or work there, the food they eat, the customs they you ideas when you come to specifics and help stop
have are all part of the setting. Essentially, setting is you falling into a rut. At this stage you just want a
everything that forms a background to the adventure. place to start, something that will fit the adventure
you have in mind.
Setting can be one of the most easily forgotten
aspects of design; after all, it’s just the background. When you’ve picked a place to start, consider what
The walls and random characters can’t be that you need available to the player characters and what
important can they? It’s certainly not as important you want to deny them. Will their TARDIS work? Is
as having an actual adventure or a villain or a help on the way? Do the villains have back up nearby?
monster for the characters to face up against is How useful is the local technology? How friendly are
it? While it may be possible to run an adventure the natives? However, as well as all these important
without much of a setting, it won’t be nearly as much questions, it is still OK to ask yourself what would be
fun though. Building a setting allows you to create cool! You have all of time and space to play with so
a world of your own. It’s the point you can indulge feel free to think outside the box. Put your spacecraft
your imagination as far as you want to go, creating on the back of a Star Whale, lead the characters’
fascinating ‘what ifs’ and memorable characters and TARDIS outside the universe to a junk yard, hide an
places. The incidental characters, descriptions of arena for ancient gods in a circus or let them travel
strange cultures and even the odd colour of the local to the end of the universe.
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Setting is also the place to establish genre, the Expanding the Concept
general theme and style your adventure is going to Now you have a place to start we need to get down to
follow. If they step out of the TARDIS onto the rainy basics. You need to decide what you need your setting
streets of 1940s Chicago, the players might expect to do. Consider it in purely functional terms. The bad
an adventure of film noir-style gangsters, private guy might need a lair. The fanatical villagers will need
detectives and femme fatales. Every genre has its a temple of some kind for their dark god. Is there
tropes, and their own unique aspects that make room for the invading Cybership to dock or land?
them fun and cool to explore. Space settings have Here you need to consider the basic practicalities of
massive starships, sleek technology and vast scale, your adventure, simple things like how many rooms
where the fate of whole worlds can be in the balance. you need, and how isolated it might be. In most cases
Horror settings have mystery, and the lingering the adventure will demand its own setting, but not
dread of not quite knowing what might happen next. always. Setting is not always defined by place, but by
Historical settings let you delve into the past, with what you need that place to do.
elegant costumes and different manners that seem
both alien and familiar at the same time. Westerns Let’s take three examples from the Doctor’s
have gunslingers, saloon girls with a heart of gold, adventures, The Ark in Space (a space station),
and above all Stetsons, which in the absence of a Fez The Beast Below (a spacecraft) and The Rebel
are most defiantly cool. Flesh (a monastery). While each setting is
vividly detailed, to a certain extent they are all
Adventure can happen anywhere, and even an interchangeable. The Wirrn could have attacked
apparently mundane setting (such as a school or a monastery, the population of England might be
housing estate) can bring a sense of familiarity, made trapped on a space station and the Flesh might
strange by the knowledge that something is going become self aware on a spacecraft. However, in all
to happen soon. Such a setting makes the ordinary three cases the important thing about the setting is
extraordinary; because the players know something isolation. In each of these places there are a number
is there to be discovered. In fact, in some cases the of people unable to get help from anywhere else. So
more mundane a place is, the stranger and more it is important to consider your setting in terms of
frightening the alien elements can be. Cybermen on the adventure’s requirements.
a space station isn’t quite as frightening as thinking
of them walking the streets of London. Such settings Once you know your setting will function, you can
bring the horror closer to home, and make it a little start to get clever. You can add the details, big or
harder to dismiss as mere fantasy. small, that will make the setting interesting.
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These details will provide you with side plots as So you should first consider what might divide the
the players interact with or investigate the people occupants of your setting. Religion is the obvious
and things they come across that are incidental to example, and might be a single faith opposing
the adventure. Strange customs can trip up the the political leadership, or several different faiths
characters, such as it being considered rude to look competing for ascendancy. Religion might not
someone in the eye or a no-no to wear clothes to come into it at all, as politics can be just as divisive,
church. especially when one social class is having a better
time of it than another. Even in an equal society
You also need to consider how the setting functions devoid of religion there might be antipathy. Different
without the adventure. After all, before the good or technologies and philosophies can cause conflict.
bad guys show up the setting might be going about Scientists often argue about what is and isn’t ‘proper
its business. Think a little about how the appearance science’ and the ethics of what might be done with
of the characters might disturb the status quo, their creations is also fertile ground for conflict.
and how the inhabitants and the technology of the Many scientists might find their research turned into
place might react to the villain’s plan. What gives a weapon and do their best to destroy their own work
the characters the right to interfere anyway? What and stop their patrons from getting hold of it.
might they be able to do that the locals can’t? How
will the locals react to their involvement, even if they
know they are trying to help? If your setting works
and seems interesting, even without the villain and
monsters that might inhabit it, you have created
something believable as well as functional.
Settings
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and communicate with each other, and that’s just – or at least appearing to manipulate – the laws of
40 years ago. Consider not just how advanced the reality themselves. The Celestial Toymaker and the
technology is, but how available it is. Inventing the Mind Robber as well as the Dreamlord all created
mobile phone isn’t what changed anything; it was whole worlds to trap the Doctor and his companions.
making that technology available to everyone. Going on a journey through the rabbit hole can
be a lot of fun. The settings can be abstract and
Technology can also make a setting interesting. imaginative with not even the laws of physics holding
Maybe there is a miniature sun powering the place or sway. You can create upside down rooms, seemingly
ghosts are used to carry messages for people. Such magical technology and dreamlike mindscapes, then
odd constructions will bring new questions that will link them all with doors that never lead to the same
help expand your idea. Do these ghosts remember place twice.
who they were? How do people feel about using
Grandma as a phone? Are there people trying to track
down their relatives to either bring them back or give
them a final rest? What will happen if the ghost they
finally release is operating most of the government’s
communications, or that of the intelligence service?
How does this make people feel about death and
the possible afterlife? Does the church object to or
support this use of people’s souls?
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the Victorian era, Jane Austen’s England and living important to try and keep some grounding in what
in the American West. When planning a historical we understand today. Some things have survived
setting, bear in mind the level of knowledge among hundreds of years and it might appear odd if they
your player group. If you are the only one who has simply disappeared. So, a simple thing like being able
read a book on Victorian England then you won’t have to find a cup of tea on a new space station reminds
any arguments when you get it wrong. However, if the characters they are in humanity’s future, not
one of your group is a Victorian scholar, they may some alien world. It’s important to have some way to
assume your mistakes are part of the adventure, trace new technologies and cultural changes back to
a clue to meddling in history. They might also just something we know today.
choose to be pedantic about details when you get
something wrong too.
Different Cultures
So, with any historical setting, the key is research; It’s very easy to limit yourself to British or American
although don’t think this means hours of study time history and forget that Earth is home to a myriad
in the local library. You don’t need to understand of other cultures, each with their own history and
the difference between French and English artillery future. India, Japan and Egypt offer a wealth of
tactics in the Napoleonic era to use the battle of mythology and history, as does any country. As with
Waterloo as a setting. The only thing you really need history, research is vital. Japanese Samurai culture
is a sense of the style of the period, and you can is famous for its focus on etiquette and propriety,
often pick that up from watching the right movie. and any game set there will have to take this into
You may find the more you learn about an era the account. You have plenty of choice. The cultural
more interesting it becomes. By all means do details you discover, like any other details about your
more research if you want to, as that can only help setting, can powerfully evoke the atmosphere of the
your game; just don’t sweat it too much if you feel place. In some case the players might have to delve
you have a convincing grip on the age. You’ll also into the world to find out the best way to interact with
find history is awash with stories that will inspire the locals, even with no language barrier. A TARDIS
adventure. Unsolved mysteries like Jack the Ripper will ensure you can speak to each other, but it can’t
or the disappearance of Agatha Christie have proved tell you how to understand someone.
Settings
The future, unsurprisingly, is just as packed with The Doctor’s Previous Adventures
possible settings. You have more of a free reign to The Doctor’s adventures offer you a wealth of
imagine the future than you do with the past, and only settings to choose from, all ready prepared. You
a time traveller is going to correct you. However, it is might visit Skaro to take on the Daleks, seek out the
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wreck of the Byzantium and face the Weeping Angels they are trying to fit in with other alien species and
or challenge an invading Sontaran fleet. There are trying to get away from their swampy home, looking
many, many settings you can pluck straight out of down on those still like living there. Now we have two
your favourite adventures. Such settings are already factions: the swamp dwellers and the ‘urbane’ city
full of detail ripe for a Doctor Who adventure and dwellers. Maybe the city folk are trying to destroy the
you can probably find a few pictures of its various swamps to build more cities, which provides us with
elements to show your players. a definite conflict as well. Our setting is now offering
the possibility of an adventure, all from the question
Using such settings lets you follow in the Doctor’s “where might frog people live?”
footsteps, which may be very cool, but avoid recycling
the Doctor’s adventures. Instead, look to build on
them. It can bring a certain excitement to the game C Setting Toolkit
when the players know a little more than their and Checklist
characters. If the TARDIS lands on Skaro, the players Each setting should be unique, its details tailored to
are going to assume Daleks are close by. A voyage to the adventure you want to run and the characters
the centre of the Earth usually means a date with the who will be experiencing it. Here is a series of
Silurians. setting suggestions and a list of questions you
might want to ask yourself when creating it.
This sort of a hint is fine, and can draw your players
into the adventure looking for the cool things they
know are on the way. However, try to go somewhere Military Base
the Doctor hasn’t been. What might be on Skaro This might be a UNIT base, the headquarters
outside the Dalek’s city? Who used to live at Wester of the Shadow Proclamation or an asteroid
Drumlins, before it was abandoned? What other fortress like Demon’s Run. Such a base
events has Platform One hosted? What will Starship will have several military aspects:
UK encounter as it continues its search for a home?
• How big is it?
For an exhaustive source of information about the • How many soldiers are stationed
Doctor’s many adventures, and ideas for how to there?
use them in your own games, check out The Doctor • What level of technology do they have?
Sourcebooks – each one is dedicated to a different • Is it designed to protect something or
incarnation of the Doctor and contains information to launch attacks? What?
about all of their adventures. • How are the soldiers trained? Are they
disciplined or a bunch of thugs?
• Will they shoot first or ask questions?
Not Following the Doctor
On the other hand, with the whole universe to
consider, why limit yourself to the travels of one It will also have several non-military aspects:
particular Time Lord? The Doctor hasn’t quite
been everywhere, or everywhen, yet. There are • Are there any administrative staff?
plenty of parts of Earth’s history yet to be explored, • If so, how much control do they have of
and countless planets teeming with alien life. You military staff?
might choose to use something from the Doctor’s • Are visitors allowed on the base? If so,
adventures as a springboard. Who is the Moxx of who grants permission?
Balhoon anyway? What planet does he come from? • How tight is security?
What are his people like? Is he typical of them? • Does the base run any scientific
projects? If so, how many and how
If it seems a little daunting to create from scratch, important are they?
you can reverse engineer your setting by considering • Do most people on the base know
your adventure and possibly any creatures you are about them or is their existence secret?
using. Life reflects the place it comes from, and you
can go a long way with a setting simply by considering
what a monster you are using might need. A race of Housing Estate
frog people might live on flies, and so will want to live People have to live somewhere, whatever
somewhere teeming with flies. They will also want species they might be. Housing estates are some
somewhere warm and damp to live. However, maybe of the most mundane places in the universe, the
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last place you might find aliens. Unless it’s an alien • How big is it?
housing estate… • How old is it?
• How many crew are required to operate it, and
• How wealthy are the residents? are there enough of them?
• Is there a sense of community there? • How does it work? Is there a big nuclear reactor,
• Do neighbours get on with each other? or something more exotic? Does it go faster than
• Are they welcoming to strangers? light? Through hyperspace? Through time?
• Do they share any secrets? • What else is on board? Escape pods? Cryogenic
sleep chambers? Cybernetic forests? Doomsday
devices?
• What’s in the cargo hold?
Space Station
Most space-faring species create habitats
and research stations to explore and maintain
communications networks.
on the shoulders of those who hold its secrets like cramped and claustrophobic?
family heirlooms.
Marketplace
Spacecraft Trade is the lifeblood of plenty of cultures. There are
The future is full of spacecraft, some sleek warships several crossroads between culture and peoples that
that can cloak themselves, some vast habitats resting offer a myriad of strange and bizarre items for the
on the back of huge star whales. right coins.
• What is the spaceship designed for: war, • How big is the place?
transport, pleasure? • Does the market sell a mixture of goods or a
• How advanced is it, in terms of weapons, defences particular speciality (such as food, weapons,
and the comfort of the passengers/crew? pottery)?
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Other Places
Apply the same line of questioning to any other
location. Don’t just say “this adventure takes place in
a haunted amusement park”; think about the history
of the park, the sort of people who visited it in the
past, the sort of entertainments you’d find there.
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Who is about?
C Introducing the Setting Are there any people, anyone the players can possibly
We end with the most important part of the setting: interact with? Are they going to be friendly? Might
how are you going to introduce it to the players? All they run from strangers or attack them? Will they
that work is a waste of time if they just decide to think the players’ characters are strangers, or do
step back into the TARDIS and go somewhere else. they look like they’ll fit right in?
So when you have created your masterpiece in all
its glory, put yourself in the players’ position and
consider how their characters will be introduced to What looks interesting enough to
it by asking the questions below. make them leave the TARDIS?
This question is vital. If the characters don’t leave the
TARDIS you have no adventure (unless the TARDIS
Where are we? itself is your setting…). So you must introduce a
What is this place? What is the one or two word mystery to them. If they are inside a room or building,
description they will get by turning on the scanner in what can they see or hear on the outside that might
the TARDIS, such as “It’s a junkyard”, “it’s a Roman be worth a look? Is there a monster growling or
village” or “it’s a space station”. However, you should shouting in the street? Is there something odd about
also add some sort of adjective if you can. “It’s a what they can see to pique their interest, such as
cluttered junkyard”, “it’s a busy Roman village” some of the Romans having blue skin? Is there some
or “it’s a deserted space station”. The adjective is injustice being carried out, such as a woman being
the word that tells the players there is something beaten by a soldier? Is there an interesting mystery
interesting here, that the stage is being set for them. there, like a young girl sitting alone crying but being
ignored? Perhaps there is something they are looking
for outside, such as a piece of technology or even just
a really nice pair of shoes.
come here?”
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Running Games
This chapter is packed with tips and tricks on how to You should also have some idea of what’s going
do all that. The Doctor Who Roleplaying Game has to happen in the scene. Obviously, you can’t (and
pretty simple rules, but players can – and will – get shouldn’t!) dictate the actions of the players, but it’s
into all sorts of crazy situations, making it a fun but up to you to throw problems, interesting dilemmas,
very strange game to run. Anything can happen when fascinating non-player characters and bug-eyed
the dice hit the table! monsters at them.
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Sometimes, it’s best to frame a scene gently – you Too much aggressive scene framing takes control
provide a general description, let the players decide away from the players, and too little makes the game
where their characters are, and build on those details. seem saggy and unchallenging. Find the right balance
for your group.
Gamemaster: OK, Amy and River are sneaking
into the robot factory. The factory’s a huge concrete
monstrosity down by the river. What’s the plan – try to
bluff past the guards at the gates, or…
Top Tip: Giving Story Points
Player 1: Is there a waste pipe or something? Players love bribes. If you give players Story
Something we could climb up? Points in exchange for putting their characters
Gamemaster: Sure. It’ll be messy. Is that where you’re into absolutely horrible situations, they’ll
going? happily scoop up those points like candy and
Player 1: Yes. We’ll try to get into the building from ask for more. “I’ll give you 2 Story Points if your
there, maybe a ventilation duct or something. character wanders off from the TARDIS and
Player 2 (as River): “There are Ponds in the ducts but gets into trouble” works every time.
no ducks in the pond…”
Gamemaster: You wade through the reddish, metallic-
smelling slime, and cut your way into the air ducts
using River’s Squareness Gun. Suddenly, you hear
something clanking through the ducts towards you…
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the guard was paralysed by the alien hijackers who describing the actions and voices of your NPCs works
are the villains of the scenario). However, the players almost as well.
might assume that the guard didn’t see the TARDIS,
and try sneaking past instead of examining her.
Always highlight the most important things in a Top Tip: List of Names
description. Let’s say the Doctor and his companions Prepare a list of a dozen or so names that
are in the library of a grand country house in 1911. fit with your adventure’s setting. That way,
There’s an incriminating letter in the writing desk. if you unexpectedly need to bring in a new
Therefore, you should mention the writing desk NPC, or if the players talk to the third guard
prominently in your description. Give the players a from the left, you’ve got a name ready. It’s
clear path to the interesting stuff. surprisingly helpful.
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politician might lean forward and make lots of eye on a shuttle bus with half-a-dozen other characters.
contact, that military officer sits up ramrod-straight, If you run Midnight as an adventure, you might have
and that alien bares its fangs and drools. one NPC in the front of the bus, one at the back, one
sitting near the external monitor, another feeling ill
Finally, for your own benefit, think about what the and sitting near the bathroom. That means that the
NPC wants in each scene. What do they need – not Doctor (a player’s character) can talk to each NPC
just their immediate needs, but what drives them? individually, avoiding a troublesome ‘committee’
Daleks are driven by hatred, Sontarans by their sense scene.
of military honour, Cybermen by their programming.
That politician might be driven by her desire to make
the world a better place, or maybe she just needs to
be loved by everyone she meets. A thief might think
the world owes them; a scientist might be obsessed
by finding out how the universe works. Even if these
inner drives are never directly mentioned in play, keep
them in mind and they’ll add depth and flavour to your
roleplaying.
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characters and their pursuers if checking would Doing stuff can be a part of a lot of action scenes.
slow the game down. Just roll the dice and keep the Again, present opportunities for the players to do
adrenaline flowing. stuff. For inspiration, look at the Doctor and his Sonic
Screwdriver – he’s always Doing Stuff, like sealing
The Doctor Who Roleplaying Game rules use a very doors (just before the monsters charge through),
distinctive initiative system. Talkers go first, then blowing up lights, rewiring circuits or pressing just the
movers, then doers, then finally fighters. That means right buttons to save the day.
that an action scene isn’t just a fight scene; it’s also
potentially a talking scene, or a chase scene, or a techy Finally, there’s fighting. Don’t let a fight turn into
scene. When running an action scene, try to include a series of bland dice rolls. Even if a character just
opportunities for all the characters to get involved, not stands there shooting his gun and rolling Coordination
just the guys with the guns. + Marksman for six Action Rounds in a row, ask the
player to describe how he’s attacking. Throw added
Talking is used the least in action scenes. Normally, problems at him; get him to adapt to new threats, new
the only action scene where talking plays a bit role conditions.
is the climatic final battle at the end of an adventure,
when the players can shout “No! You don’t have to
destroy them!” or something similar and leap in to Running Investigation Scenes
solve the day with Science! Talking’s not much use if Talking to people, running away, shooting things…
the characters get attacked by wild dogs or Weevils or what left? Oh yes – poking your nose in where it
dinosaurs or savage space hamsters. doesn’t belong! Every adventure is going to have a lot
of investigating and poking at things. The important
Moving, though, plays a part in every action scene. thing to remember is that clues that seem clear
Action scenes don’t take place on featureless flat grids to you may be totally opaque to the players. Try to
– throw in some interesting things for the characters have two or three different ways for them to get vital
to jump on/hide behind/run around/clamber over/ information, and make key clues obvious. The players
crawl through/fall into. Let the players add their own should always have options and avenues to investigate
details to a scene, too, by spending Story Points. If (and remind the players that they can spend a Story
you’re fighting in a ballroom, then a Story Point might Point for a hint if they’re stuck). Investigations work
add heavy velvet drapes to the walls (to be pulled down best if you leave a little gap for the players to fill in.
over the bad guy’s heads) or a crystal chandelier (to be Let them make that final deductive leap. For example,
shot and dropped from above). say the adventure takes place on a space station that
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orbits close to a dying star. A magnetic shield protects refuges who try to escape via a secret underground
the station, and when the shield goes on the blink, railroad. The fascist government is just a background
it causes huge solar flares. Over the course of the detail, there solely to provide context for this human
adventure, the characters learn that the fluctuations smuggling operation.
in the shield happen when Slitheen spies sneak onto
the station. A Slitheen ship is on its way to conquer However, as soon as the players arrive, the Doctor
the station. declares “I don’t like bullies and tyrants. I’m going to
overthrow the government.” Your planned adventure
Now, if a clever player were to adjust the shield so it just got thrown out the window. And you know what?
provokes a really huge flare right beneath that Slitheen That’s fantastic.
cruiser, they could save the day just in the nick of
time. Ideally, the players work this out on their own
(actually, the really ideal situation is that the players
come up with a clever plan that the Gamemaster
never expected at all…)
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threads and sorting out arguments, totally ruining any but that won’t stop the players from trying. In fact, a
dramatic tension. Therefore, keep cliffhangers simple. lot of uses of time travel are perfectly fine (reforming
Dramatic revelation cliffhangers are easier, and work Vl’zor sounds like a fun adventure), and meddling in
really well in roleplaying games. A good cliffhanger history is part of the fun.
keeps the players guessing and speculating all week
long. Here are a few ways to keep troublesome time
travel to a minimum. (For plenty more, see the
Time Traveller’s Companion supplement.)
C Dealing with time travel
Time travel is complicated. Very complicated. Time
travel + players is very, very complicated. Players are Locked into Events
tricky, malicious creatures, and they try to do things to As soon as the travellers arrived, they became part of
time that the Doctor would never dream of attempting. the chain of events. They can’t change the past without
If your players have unfettered access to a TARDIS, causing a nasty, Reaper-spewing paradox.
they’ll try to solve every problem they encounter with
time travel.
Inaccurate Landing
Alien invasion? No problem: a quick time jaunt back For most of those 2000ish years of phone-box travel,
a few hundred years to the alien homeworld followed the Doctor couldn’t fly the TARDIS accurately (he still
by a word in the right ear, and suddenly historical leaves the parking brake on!). If the characters can’t
records show that Vl’zor the Conqueror (All-father control where and when they end up, they can’t abuse
of the Ravening Invading Horde of Zor) was actually time travel. Even if they’ve got perfect control over
Vl’zor the Reformed (All-father of the Terribly Nice their vehicle, then local conditions like eddies in the
Tourist Company of Zor). Incoming asteroid? Easy! fabric of space-time or a weird kink in the Time Vortex
Just travel back in time and drop a jammy dodger in might stop them landing accurately.
the right place. The microscopic gravitational field of
the jammy dodger over the course of a few million
years pulls the asteroid off course. Lost your keys? Fixed Point
Running Games
Travel forward in time to a point when you’ve found This is a fixed point in time: time machines just don’t
them and ask your future self where she found them. work here. The safety systems automatically cut out
OK, so some of those tactics might cause paradoxes the time engines if anyone is stupid enough to try
and others might wipe out three-fifths of the universe, altering a fixed point.
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Campaigns
‘Someone has to look out for the people you A campaign can be any size; it need not be a massive
abandon. Who better than me? I’ll be the patron battle across the universe but could be a small series
Campaigns
saint of the Doctor’s leftovers. While you’re busy of adventures in one setting or fighting one villain.
protecting this world, I’ll get busy protecting it from The Doctor’s brief adventures in E-space are a good
you.’ example of a short campaign, but on a larger scale
you might consider all of the Doctor’s adventures,
A campaign is a series of adventures, but not every from his first incarnation to his present one, to be
series of adventures is a campaign. In a campaign the a single campaign chronicling his battle against the
Gamemaster links all the adventures together with Daleks.
common themes, building to a climatic adventure
that might well lead to the players’ characters saving
the universe. Through the campaign the characters C Character Arcs
will be tested to their limits and as a result will rise Such grand adventures are testing times, and offer
to the occasion or make terrible mistakes that might many opportunities to develop the players’ characters
haunt them for lifetimes. (as well as recurring NPCs). Character arcs are
particular ways a character might develop and adapt
Not every adventure in the campaign needs to as they come to realise what is important to them, or
directly address the main villain or theme of how they can better themselves or even crumble under
the campaign. You need a break now and again, pressure. One of the best examples of a character arc
especially from the Daleks. However, as the is Rory’s. When we first meet him it is difficult to see
adventures progress the characters will come to why such a confident and adventurous girl like Amy is
understand that powerful forces are at work and attracted to him. We might easily believe she likes him
things that seemed random might be far more than because he is easily bossed about by her. Rory’s first
coincidence. The Doctor’s adventures often fall into experiences in the TARDIS are not so much exciting
the scope of a campaign; the words “Bad Wolf” draw as dangerous and confusing to him. However, he
him into a plot by his ancient enemies; the escape rises to the occasion. Having faced terrible enemies
of Prisoner Zero leads him to discover a crack in he gradually becomes more confident in his own
time that eventually uncovers the mystery of the abilities. When Amy is in danger we see the depth of
Pandorica; Amy is haunted by a woman with an eye his love for her, ready to sacrifice anything and stand
patch until she discovers a terrible truth. against anyone to make sure she is safe. Rory’s tale
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is the classic “zero to hero” story; at first, unable to So, while opportunities might be controlled by the
stand up to the doctor he works for, but finally facing Gamemaster, it is up to the player to decide how
off against an entire Cyberman attack fleet. and if the character develops by the choices they will
make when they are tested.
While Amy may seem strong and confident, she
develops just as much. A little damaged by her When you are beginning a new game, such a deep
abandonment by the Doctor she is quick to run away investigation and understanding of each character
from everything she knows to go on adventures. It might seem difficult. However, the tools to figure out
might seem brave, but she is actually running away. how to develop them are already on the character
She is frightened of her relationship with Rory, that sheet; they are the traits the player has picked. Each
she might end up with someone mundane when trait tells you something about the character, whether
a magical character like the Doctor is available. they are good or bad. The easiest thing to develop is
However, she learns how valuable it is to be loved so a character getting rid of a Bad Trait, but improving
much by someone like Rory, and learns to trust that (or even removing) Good Traits can tell you just as
he won’t abandon her like the Doctor once did. much. On the simplest level, you should pick one trait
from each character. In each adventure you should
What is important here is that none of the traits aim to throw an encounter at the character that will
Rory and Amy develop are entirely absent when test that trait. It will be up to the player to decide how
we first meet them. Their adventures bring out the the character reacts, and whether they rise to the
best in them, but don’t make them into something occasion or allow their trait to dominate. At the end of
they never were. The key to creating character arcs the campaign you can then decide if the trait should be
is development, not invention. As a Gamemaster, removed or improved depending on how the character
you should look at each character and decide what has behaved.
elements of them are to be tested. You should
discuss this with the player in question to see what You might allow a player to pick traits they would like
sort of things they would like to develop in their own (Good or Bad) that they do not already have. These
character as well, although don’t tell them what you traits might represent some potential the character
decide to maintain an element of surprise. While it has, or some trait they are unaware of.
is up to the Gamemaster to set the stage,
it is still up to the player to decide
how their character will react to any
situation.
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Quest
Campaigns
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characters are looking for somewhere into the campaigns, one of the best ways to twist the
adventure. However, making the Quest goal central to knife is for them to discover that the villain’s
the adventure will make things a lot more interesting point of view is justified. That the characters
and keep their eyes on the prize. really are guilty of some wrongdoing that
justifies the feelings (if not the actions) of
their nemesis will make the final confrontation
Setting more poignant. While the villain must still be
The theme you use for your plot arc can often be stopped, the characters are also forced to
quite passive, such as basing a campaign around a recognise (maybe even apologise for) their
setting, such as a particular planet, culture or even part in what has transpired.
your group’s TARDIS. The best example of this is the
Doctor’s adventures in E-space. You might take the
sandbox approach, with the characters exploring Personal
a place full of adventure simply because they can. A Personal plot arc is similar to a
However, usually the Setting plot arc involves trying character arc, described earlier, but
to escape the place. The setting can be almost it applies to the whole group. The
any size; it need not be as vast as another universe companions might all be looking
(although parallel universes are also very good for for forgiveness for some crime they
Setting arcs). Your characters might be trapped in a are culpable of, or seeking a lost
strange mansion that contains a different adventure love they each hope to claim as their
on every floor, or inside a machine filled with different own. Personal plot arcs can be very
landscapes or even time zones. abstract, and for that reason work
best coupled with another theme. In
many cases the characters might not
even notice what is developing around
them. However, do not underestimate
Personal plot arcs as they can cut
deeply into the characters and be a
powerful source of development for the
whole group.
C Foreshadowing
The advantage of having a plan is that
it allows you to predict the future.
Foreshadowing the later events in
your campaign can be a powerful
tool to create mystery and keep the
Villain characters on the right track. You
For a more active – rather than reactive – plot arc, need to be careful, though, as it can
someone is actually out to get the characters. It might be embarrassing or frustrating if
be a single villain or some alien menace such as the your prophesies and predictions fail
Daleks. When this arc begins you need to ensure the to come to pass. It is key to only hint at
characters either have something the bad guys want, events you know will happen; that is, those
or have offended them in such a way as to make them that must happen if the characters are to
seek revenge, or both! Given the way most characters succeed.
trample their way across the universe it is pretty likely
they’ll have upset someone at some point. So, while it might be cool to show one of them
a vision of their TARDIS being invaded, it is
Villain plot arcs usually start slowly, with the hand possible the characters will manage to fend
of their nemesis staying in the background. As off the oncoming attack, especially as now they
the campaign continues the characters begin are going to be prepared for it. However, if they
to understand that some of the woes they have need to find the answer to an ancient riddle in a
experienced have not been mere coincidence. They particular book to complete the adventure, you
may run into minions and cat’s paws of their enemy might offer a vision of them searching a library.
before the villain finally reveals themselves. In such
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The two important things to remember are that the truly understood Saxon’s importance. Should the
event you foreshadow must be something you know players start investigating the mysterious figure, you
will happen, and that foreshadowing it won’t give away will have to throw some adventure at them to keep
too much. Stick to clues and mysterious hints, not only them sidetracked until you are ready for them to
so they don’t figure things out too early, but also to add meet – or perhaps it is the point at which they start to
a sense of mystery that something deeper is going on. investigate directly that you stage the big reveal. The
These odd hints keep them reminded that there is a master villain might let them meet a false version of
larger game being played across the adventure, and themselves, either as a pawn to be sacrificed (letting
helps you build towards the eventual climax. There the players think it is all over and the villain has been
are many ways to foreshadow the events in your beaten) or as a diversion when they discover the villain
campaign, but most fall into one of these four simple is actually really rather nice and helpful.
categories. Simply pick your favourite, or throw in a
little of each. However, remember foreshadowing is
best used as seasoning rather than plot. Too much
makes the players feel like puppets, and robs the
game of its mystery and impact.
Mysterious Prophecy
There are plenty of wise prophets, time witches and
mystics in the universe to offer strange visions of the
future for a small favour. Plenty of powerful beings
might also send strange dreams to the characters to
help them on their way. Such visions can add a touch
of mystery and magic to the adventure, and haunt
the players with a future they don’t quite understand,
but know they must be wary of. It is important (and
somewhat traditional) to make such prophecies
rather vague and only really fully comprehensible
when the moment has passed. After all, being too
detailed might lead to the prophecy not coming quite
You do have to be clear as to why this keeps turning true, or offering too much of a clue to the player
up, as it usually hints at the actions of some powerful characters. If you want to be truly cunning, you might
entity that needs their help. However, the best open your campaign with the apparent death of a
device is for the characters to end up having to send major character (killed by a mysterious spaceman,
the words back in time to warn themselves of their perhaps… ) only to discover this is part of a possible
coming trials. future that the characters need to stop.
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was actually a clue that Amy was not quite who – or When the Doctor is stranded in E-space, he faces a
where – she thought she was. You might do something slightly different style of campaign. E-space is a setting
similar to hint that the characters are actually trapped the Gamemaster has declared to be more dangerous
in a dream world or a virtual reality. and slightly different from the usual universe. He
plans some slightly odder adventures, involving
You can haunt the characters with all manner of vampires and marsh men, linked by the characters’
strange things. The Weeping Angels made Amy count attempts to escape back into their own universe. The
backwards as they closed in, something that might be final attempt to return the characters home lands
stretched across a campaign. Your characters might them in a strange void where the players must choose
discover that every time they flip a coin it always comes their allies carefully. The E-space campaign is a great
up heads, a clue from a higher power that the head of example of how to link a short series of adventures
a gorgon will solve their predicament. If they are being with a theme to create a campaign rather than just a
chased by a shape shifter or a creature that possesses series of unconnected adventures. The theme makes
its victims, it might offer an odd salute each time it the adventures more interesting, and the conclusion
encounters them (such as making a circle around their more satisfying.
eye with the thumb and forefinger and muttering
“be seeing you”). Hauntings can be very spooky as For a more complicated campaign you might look to
long as they are obscure, and come regularly (but the trial of the Sixth Doctor by the Time Lords. Here
not continually) throughout the adventure. However, the adventures are linked with the ongoing theme of
always make sure the characters can’t just grab being evidence used in the Doctor’s trial. This set-up
the right person and force them to tell them what brings with it a few special problems, such as knowing
is going on, otherwise they’ll blow the mystery too the characters on trail can’t be killed (or they couldn’t
early. The strange appearances should be too quick be at the trial). However, this being the Time Lords,
to make real contact. some of their evidence comes from the future. At
any point in the campaign the Gamemaster might
break into the adventure as the prosecution, pointing
out a character’s failings as proved by their actions.
This ramps up the stakes for the players, knowing
they must not only solve the adventure at hand, but
guide their characters well or further incriminate
themselves.
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fancies a change, and that is fine too as long as they get along. At worst, as long as they don’t appear to
don’t make too much of a habit of it. There is little be working against the group they might be given the
wrong with changing characters, but it can interrupt benefit of the doubt. While Tegan might not have liked
the flow of a campaign. Be careful also in a campaign Turlough when he joined the TARDIS crew, the Doctor
where the characters have time to develop and build was convinced that finding a way to get him home was
relationships, as removing a character throws all that worthwhile. However, sending the new character into
Campaigns
work away. You should make sure that any player the adventure under orders to kill one of the others is
wishing to change characters is doing so for a good not to be recommended.
reason, and not allow anyone to do it too often.
The best plan is to give the new character some useful
Generally, introducing a new character into the game purpose that fits the theme of the campaign and
isn’t a problem. All you need do is land the TARDIS adventure. Maybe they are looking for the same thing
somewhere that character might run into them. as the other characters, or they have a vital clue that
If the new character has any temporal awareness can help them. It might be the players need a guide
themselves they might even find their own way to to help them find what they need in a strange new
the TARDIS. So the trick is to make sure the player world. Ultimately, with all of time and space to choose
group will be happy to welcome the newcomer from, as long as the player creates a character that
aboard. Give them an opportunity to prove their loyalty makes sense as part of the group you shouldn’t have
and trustworthiness. The other players should also a problem finding a way to let them meet.
do their best to find common ground with the new
character. However, if the new character isn’t going
to fit in or the new player refuses to make an effort to C Killing Characters
be part of the group it is perfectly permissible for the People die; it’s an unfortunate fact of life. However, in
TARDIS to leave without them. Doctor Who, it is rare for a hero to die. The Doctor
and his companions have usually evaded death, but
It is the responsibility of the player to make sure they even the Doctor’s luck sometimes runs out (forcing
create a character that can fit in with the established a regeneration) and for all his efforts he has failed
group. You should do all you can to help fit the new to protect his companions on occasion. Without the
character into the group but it is not your responsibility threat of death, adventures can stop being exciting.
to make square pegs fit into round holes. As the group Your players will begin to take stupid and unrealistic
is already established it should be simple to figure risks, such as trash talking a Dalek, and the game will
out beforehand what will fit, or what might fill a gap lose its credibility. However, it is a game, it’s meant to
in the skills or abilities of the group. They don’t have be fun, and it isn’t fun to lose a character you and the
to be great friends, but they do need to be able to player have invested time and energy into developing.
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Character death is something each person will have walking coughing from the clouds of dust and rubble.
their own thoughts about. Some Gamemasters are However, surviving does not have to mean unharmed.
quite brutal; others too squeamish to let the hand of They might not have managed to escape with their
the grim reaper pass over their players’ characters. It favourite Gadget, they may have gained a Bad Trait
is up to you to decide what is right for your game, based from the trauma, or they may even have a permanent
not only on the level of tragedy you are happy with, but wound, possibly resulting in the loss of an attribute
also the way your players will react. However, one rule point.
is clear no matter how you feel about character death,
it should always mean something. These characters Of course, there will be times when you simply cannot
are the heroes after all. Don’t let them simply die by save them. “I open the airlock door” or “I step into
gunfire or fall off a cliff for a simple failed roll. If they the disintegration beam” leave you with little option
must get shot, let it be in the act of saving their friends; but to announce the death of such a character. Most
if they fall, let it be after they destroy the antenna that Gamemasters develop their own withering stare
was controlling the world. coupled with the pointed question, “Are you sure?”
when faced with such disastrous ideas. Should the
player choose to ignore this warning, then their
character deserves their fate. Having said that, some
heroes put themselves into very dangerous positions
and manage to survive. River Song managed to throw
herself out of an airlock in deep space and survive,
but it took planning and timing – and no small amount
of Story Points, no doubt. So, should your player
characters manage to pull off such dynamic escapes
with the same planning and style, give them a round of
applause and an extra Story Point rather than the cold
hand of eternal rest.
C Big Finales
So now we come to the end: the climax, the big finish.
This is when you can (and should) pull out all the stops
and create a memorable conclusion to the adventures
When the dice come up with a fatal result, or the that have made up the campaign. While the final
character has done something foolish or brave that adventure can sneak up on the player characters it is
will take their life, take the player aside for a moment. best to let them drive the plot towards the climax.
Tell them their character is not long for this world and
ask if they want this to be their moment to die in glory
of if they want to continue. Make it clear that avoiding
death might have its own consequences, but that the
choice is theirs. You will be surprised how often a
player is actually intending this to be their character’s
swansong, or how happy they are to give them a grand
or tragic final curtain.
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careful not to give away too much any more. Let the Villain
player characters figure out the last few pieces of the The climax to a Villain plot arc is a tried-and-trusted
jigsaw, which usually raises the stakes as they realise final showdown. At last the characters figure out who
what’s on the line, and then start the fireworks. is behind everything or where they can find them,
and they set off to take revenge or stop their plans.
The final adventure can sneak up on the players or be Needless to say the villain’s plans by this point should
the only obvious path to take. For instance, once the be on the cusp of completion, leading to a desperate
Doctor knew where Amy was being held, he gathered battle where winner takes all.
a team and set forth to attack Demon’s Run and
rescue her . However, the Pandorica rather snuck up
on him. Investigating some recent myths and rumours
he lets his curiosity get the better of him. However,
even this was no quiet conclusion as every one of his
worst enemies arrives for a final showdown.
Quest
Ultimately, a Quest plot arc ends when you have
collected what you need or achieved your goal. If you
have been gathering the resources to achieve a single
goal (such as rescue the princess) you can ensure that
last adventure puts everything on the line. The player
Campaigns
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Stock Footage
‘Look at these people, these human beings. so irritating as she is. She dreams of travelling, and
Consider their potential! From the day they arrive spends most of her salary on trips abroad.
on the planet, blinking, step into the sun, there is As an ally: Lynda saw something really weird, but
more to see than can ever be seen, more to do than no one will believe her. She’s dying to find someone
– no, hold on. Sorry, that’s The Lion King. But the who’ll listen.
point still stands. Leave them alone!’ As an obstacle: Lynda doesn’t care if you’ve got 15
minutes to save the world – you’re going to buy a new
This section contains lots of what we’re calling stock handbag in her shop, and she’s not giving up until
footage – people, places, things and events that you she’s made a sale.
can grab and use when you need to fill a gap. Each
bit of stock footage comes with multiple names and Awareness 4 Coordination 3 Ingenuity 2 Presence 3
options so you can use them in different situations or Resolve 2 Strength 2
different adventures. Most of the options can easily Skills: Convince 3, Knowledge 2, Transport 1.
be used in any situation, but others are designed to Traits: Empathic, Face in the Crowd.
be used in historical, far-future or alien settings.
Variants:
The best way to use stock footage is to ignore this • Ambitious, over-zealous, takes night
section entirely when planning your adventures. Don’t courses in marketing and Mandarin.
bother with it; come up with your own characters and • Loves a quiet life, likes a night in with
places. Keep this stock footage for when you really beer and pizza, pet parrot.
need it, when your players do something wonderfully • Working part-time, studying physics in
unexpected and you need to add a new non-player university.
character or a new encounter or a whole new galactic • Butcher in village market, mother is
empire on the fly. the local witchwoman, knows some
tricks.
Obviously, you’ll need to tweak the descriptions to • Sells virtual memories, very persuasive,
wherever and whenever your adventure takes place, dips into her own stock from time to time.
but that’s surprisingly easy. A 19th century explorer
can easily become a 21st century host of a travel
show on TV, or a 24th century xenologist, or a 51st Soldier (Guard, Mercenary, Enforcer)
century temporal archaeologist. All you need to do Name: Tom Vasco
is change their appearance and equipment – people Variant Names: Olive Jones, Roger Catlaw, Vincent
are people, even if they’re weird aliens or robots or Silverman, Thor 53-Beta.
super-intelligent clouds of interstellar plasma. Description: Tom’s a veteran soldier. He’s seen
combat several times, and is always on guard. He
takes his responsibilities seriously; he took an oath
C People to defend this country against enemies, and he’ll put
No matter how far you go, people are people, his life on the line to do so.
especially humans. Whether it’s the Stone Age or the As an ally: Watches your back and keeps you safe.
12th century, or 21st century Earth, or the infinitely As an obstacle: Stops the characters from going
far future, people still gossip about the neighbours, where they need to go.
complain about the weather, want what they don’t
have, and forget to look up at the stars. Awareness 4 Coordination 3 Ingenuity 2 Presence 2
Resolve 4 Strength 4
Skills: Athletics 3, Fighting 3, Marksman 4, Survival 3.
Shop Assistant (Merchant, Peddler, Trader) Traits: Code of Conduct, Tough, Brave.
Name: Lynda Brown Variants:
Variant Names: Bob Rains, Cheryl Tolliver, Monica • Fresh-faced young soldier, eager to serve.
Avers, Hoza Chal. • Dour, fatalistic, convinced he’s going to die.
Description: Lynda’s a bubbly young shop assistant. • Bored, sloppy, not very observant.
Her job would bore her to insanity if she didn’t put her • Wild, drunken mercenary with a sword for hire,
heart and soul into it, so she follows customers around death wish.
like an eager puppy and gives them unsolicited advice • Cybernetically wired to the unit, moves like a robot
about their purchases. She doesn’t mean to be quite when on duty, veteran of the Draconian Wars.
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Thief (Burglar, Pickpocket, Security Specialist) As an ally: He can get the characters where they need
Name: Jade Hallos to go.
Variant Names: Jimmy the Finger, Ginger Spring, Pip As an obstacle: He can get the characters where they
Bringam. need to go – but they need to find a way to pay him.
Description: Jade’s a cat burglar, specialising in
robbing the homes and businesses of the wealthy. Awareness 3 Coordination 4 Ingenuity 3 Presence 3
She’s the daughter of a long line of thieves, and has Resolve 4 Strength 3
contacts and friends in both the criminal underworld Skills: Athletics 2, Fighting 2, Knowledge 3,
and in the arty circle; she knows where to sell a Technology 2, Transport 4.
‘borrowed’ painting or weird little curio. Traits: Lucky, Sense of Direction, Impulsive.
As an ally: Jade can get past almost any security.
As an obstacle: She just stole a gadget or other item Variants:
you need. • Stern, by the book, experienced, serious
moustache.
Awareness 3 Coordination 4 Ingenuity 3 Presence 2 • Arrogant, hates passengers, expert pilot.
Resolve 2 Strength 3 • Starliner pilot, sneezes whenever ship goes
Skills: Convince 2, Fighting 3, Subterfuge 4, faster-than-light.
Technology 4. • Captain of a ship, former pirate, treats his crew
Traits: Charming, Technically Adept, Dark Secret. like dogs.
Variants:
• Fast-talking rogue, always has an angle, large
collection of nephews.
• Exiled alien, hides in the crowds, lives in the
sewers.
• Penniless street urchin, steals to survive,
dressed in rags.
Stock Footage
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C Places
People make places. A 5th-century school in Top Tip: Break Expectations
Ancient Greece might look very different to Deffry Try not giving the players what they expect.
Vale comprehensive in the present day, or to Jack’s For example, the Fifth Doctor once landed his
boyhood school on the Boeshane Peninsula, but they TARDIS in the hold of an Edwardian-era sailing
all fulfil the same function: they’re a place to educate ship. The crew were all early-20th century
the young. You can ‘redress’ a place to make it fit a century sailors. Everything looked exactly as
different setting very easily. The function stays the it should – until it was revealed that the ship
same, only the appearance changes. Look at the sailed through space on course for Venus. That
Library from Silence in the Library: it’s got all the fantastic twist was much more interesting than
same things you’d expect to find in a modern museum having the spaceship look like just another
(books, information points, ways of getting around), metal cylinder.
but they’re all given a high-tech remodelling (digital
copies of books, computer consoles, teleporters). For Or, to put it another way, why is there a horse on
each place, therefore, we describe a few functions and this spaceship?
things you’d find there, as well as possible ‘desktop
themes’ for different places and eras. Jam concepts together in weird and wonderful
ways, and you’ll create unexpected and
compelling situations. Make your alien
School spaceships look like 1980s hotels; have your
A local secondary school for a few hundred students. adventurers find a London Black Cab on the
streets of a distant alien metropolis; make the
Names: Deffry Vale Comprehensive, Farringham bad guy’s footsoldiers into laughing children
School for Boys, Reformed Rattigan Academy. instead of jackbooted thugs.
Places: Classrooms with desks and chairs, cafeteria,
library, science labs, gymnasium, assembly halls,
computer room, staff rooms, offices. Shopping Centre
Details: Posters on the walls, smell of gym socks, A big suburban shopping mall with dozens of stores.
overworked teachers, kids hanging around the sports
ground. Names: Henrik’s Department Store, Greenfield
Shopping Centre, Border Market.
Places: Big department store, clothes shops, cinema,
food court, electronics shops, farmer’s market.
Details: Screaming kids, bustling crowds, uniformed
security guards, advertising events.
Variants:
• Historical street market, lots of stalls and
merchants barking their wares
• Alien merchant ship crammed with traders from
hundreds of worlds, all speaking the universal
language of commerce.
• Glamorous, exclusive shopping arcade from the
gilded age (late 1800s), with uniformed footmen
Variants: and exotic goods from distant countries.
• Spooky Gothic boarding school with a stern old
headmaster
• Far-future virtual school; everything’s an Factory
interactive screen and all the teachers are Lots of clanking machinery and conveyor belts making
computer programs. something terribly boring.
• School on a war-torn alien planet; combat and
survival training are taught alongside maths and Names: Magpie Electronics, Weapons Factories of
geography. Villengard, Consolidated Manufacturing, .
• Alien egg hatchery, where larvae are imprinted Places: Machines that go clank, machines that go
with genetic memories whirr, conveyor belts, machines that crush and
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squeeze, forklifts, packing crates, manager’s office, Names: Sewer tunnel 14B, Main Drainage Scheme
shipping trucks Sump, Subsector C.
Details: Noisy, oily, busy, confusing if you don’t work Places: Rivers of filthy water, dark passageways,
there. Dark corridors, exposed pipes, flashing lights. access ladders, pumps, locked gratings, swarms of
rats, confusing dead ends, narrow low tunnels.
Variants: Details: Foul smells, total darkness, strange fungal
• 18th century factory – like the modern day, growths, discarded junk floating in the slime.
only steam powered and with more industrial
accidents. Variants:
• Stone Age flintknapping site, where they carve • Dark cave, infested with snakes or spiders.
stone tools. • High-tech network, maintained by killer robots.
• Future factory, operated by robots; no human • Old tunnels, used by resistance fighters.
input required. • Abandoned missile silo, awash in rust-stained
• Alien biotech hatchery, pulsing with life. water and heavy metal poisoning.
Hospital Warehouse
A modern hospital in a big city. Like a factory, only quieter.
Names: Redfern Memorial, Royal Hope Hospital, Names: Warehouse 23, Consolidated Storage, Trotter’s
Albion Hospital. Lane Storage.
Places: Wards full of beds, nurses bustling around, Places: Boxes. Lots of boxes. Cranes, forklifts, access
operating theatres, diagnostic equipment, nursery, gantries overhead. More boxes. Night watchmen.
emergency rooms, quarantine, intensive care, morgue. Details: Confusing maze of boxes, scurrying rats,
Details: Smell of disinfectant, sleepless nights, visiting anonymous crates.
families, sick people.
Variants:
Variants: • Ramshackle junkyard, full of scrap metal and
Stock Footage
Train
An intercity train, thundering through the night.
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Variants: Ship
• Graffiti-scarred subway train underneath a city. An ocean – or space! – going vessel.
• 18th century carriage, drawn by six swift horses.
• Martian train racing across the deserts in a Names: Trieste, HMS Victory, SS Great Britain,
vacuum-shielded tube. Byzantium, Enlightenment.
• Giant centipede with dozens of linked howdahs Places: Bridge, cabins, engine room, propellers (or
on its back. sails), cargo hold, mast
Details: Rolling back and forth with the waves, water
everywhere, cramped spaces.
Church
A place of worship, the centre of a community. Variants:
• Chinese junk with a cargo of tea
Names: St Christophers, Suleymaniye Mosque, St • WWI steam-powered battleship
Judes, Cathedral of the Tin Vagabond. • Luxurious star liner
Places: Religious icons (altars, statues, paintings),
pews, instruments, spires or towers, community
bulletin boards. C Planets
Details: Smell of incense, little old ladies on the Planets are just big places. Many of the Doctor’s
church cleaning roster, collection boxes, bells or intended destinations are famed tourist attractions,
other calls to prayer. but he rarely ends up where he meant to go…
Variants:
• Tunnels under the Ice: Everyone lives in heated
tunnels carved into the glaciers. Going onto the
surface is extremely dangerous. Huge ice caves
contain whole cities under the frozen mountains.
• Temperature-controlled Zones: Using nuclear-
Farm powered heaters (or even more advanced
A small dairy farm out in the country. methods), the locals can produce zones of heat.
There might be artificial tropical beaches next
Names: Home Farm, Green Farm, Highfield Farm, to looming glaciers, or maybe everyone huddles
Oakham Farm. around the fading heaters trying to stay warm.
Places: Green fields, orchards, greenhouses, barns, • Carved Ice: The inhabitants live on the surface,
storage sheds, tractors, fertilisers, cows, more cows. and use ice as a building material. They even use
Details: Smell of manure, isolated, close to nature. ice for heating – huge polished ice-lenses focus
the sun’s heat onto carefully positioned heating
Variants: elements.
• Medieval farm, owned by the local lord. • Adapted Biology: The locals – even the humans
Trespassing or poaching means death. – have adapted to the cold conditions. They might
• Huge industrial farm, stretching over hundreds be furry and protected by a heat-retaining layer of
of acres. blubber, or they might slow down or even go into
• High-tech agri-sector, hydroponic plants hibernation when cold.
monitored by robot arms.
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Some moons are as a big as planets, and you can look of insects.
up and see a gas giant filling half the sky. Other moons
are like Earth’s moon or even smaller; airless, rocky Variants:
places, stepping stones to a wider cosmos. • Genetic Creation: Bio-engineered plants and
animals, trees shaped into buildings, computer-
Names: Poosh, Demogorgon, Navarro, Simba, Lure. like flowers that communicate through binary
Details: Airless, big horizons, meteor craters, silent pollen emissions, insect warriors.
and dead. • Wilderness: Savage wilderness filled with
monsters; any civilisation has to hide behind
electric fences and watchtowers.
• Smart Plants: Intelligent trees, with lifespans
measured in millennia. Humans move too fast
and live too short for the trees to communicate
meaningfully; the trees use fast-grown
accelerated saplings to speak for them.
Ocean World
Most or all of this planet is covered with water (or
something similar – don’t go or a swim without
checking!). There’s little or no dry land.
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Huge factory-ships plough the surface, sucking mountains and the aurora centralis puts you in
up fish and plankton for reprocessing into food. touch with your inner self. (Warning: your inner
Intelligent squid live in the depths. self may manifest as a psychic projection of your
• Viking Planet: The inhabitants have only a karmic misdeeds and try to eat you.)
primitive level of technology, but they build their • Ancient Monuments: This world was once the
settlements on huge rafts or lash them to the seat of a galaxy-spanning empire; conquerors
back of titanic sea serpents. The few spots of dry went out from this place and slaughtered trillions,
land are sacred places. and built mile-high monuments to their bloody
• Acid World: Oceans of acid, beaches of glass. victories to glory in the devastation, and the gods
The domed cities of the lightless sea floor are themselves hid and trembled before the wrath
connected to the surface using huge bubbles that of the empire. Then the empire fell apart, and
protect rising submarines. someone built a gift shop on the ruins.
• Untamed Ocean: The planet rotates especially
slowly. Half the ocean is on the night side, and is
frozen solid. The other half is boiling hot. The line City World
between the two is a chaotic, explosive zone. The whole planet is one big big city.
Variants:
• Hellish Hive: Ten people per room, two hundred
rooms per floor, five hundred floors per building,
a thousand buildings per sector, and thousands
upon thousands of sectors. Every breath of air
Variants: recycled from the lungs of a billion other people,
• Tropical Paradise: It might look faintly like every drop of water full of other people’s sweat,
Lanzarote, but it’s really a tropical paradise every moment of your life surrounded by other
more beautiful than anything on Earth. Laze on people, never ever ever alone.
the golden-silken beaches as the semi-sentient • The Perfect City: The all-wise, all-knowing
Amorous Ocean caresses your skin. computer maintains the city in perfect order. The
• Cultural Nirvana: This planet is famed for its inhabitants live in accordance with the directives
cultural sophistication. Discuss the works of and computer-issued mandates; there are so
the great philosopher Oolon Colluphid while many people here that they need the guidance
simultaneously admiring the living artworks and of the computer or there would be anarchy. The
appreciating the Memory Vestige Opera. Cybermen would love this place – maybe they
• Leisure Hive: Okay, it’s a bit of a tacky paradise come here on holiday.
planet, with its pleasure-domes and gambling • Conurbations: This huge city is actually made up
zones and joyariums, but it’s better than of lots of smaller cities, linked by underground
Rollercoasterworld or Space Vegas. tunnels or high-speed train links or transmats.
• Tranquillity: This is more like it – all Zen gardens It’s not a stable arrangement – the various cities
and wind chime trees. Just looking at the vibrating have their own goals and quirks.
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• City in the Waste Land: This city isn’t the whole Details: Ruined cities, decaying monuments, dying
world – it’s just the only habitable part of it. The biospheres.
rest of the planet is blasted and uninhabitable,
maybe as a result of nuclear war or some other Variants:
catastrophe. • Archaeological Dig: An archaeological team is on
the dead world, digging into the relics of the past.
What have they uncovered?
Mining Colony • Sudden Death: The disaster that wiped out the
There’s something valuable in the ground, and people previous civilisation happened incredibly quickly;
are here to get it out. It’s always about the money, isn’t it’s like a planet-sized Marie Celeste, disturbingly
it? frozen in the moment of extinction.
• Preserved Remnants: The remains of the
Names: Androzani Minor, Interplanetary Mining extinct civilisation are still here. Maybe they are
Company Extractor Zone 4, Ta, Adatam. mummified, or frozen in ice, or maybe they were
Details: Industrial processing plants, newly dug mine robots and their rusting shells litter the planet…
shafts, workers (slaves/robots/underpaid miners). or maybe they’re not all dead.
• Degenerate Descendants: The descendants
of the previous civilisation live in the shadow of
their ancestors’ great works. They remember
little except myths and legends of their ancestor’s
culture and technology.
Stock Footage
Variants:
• Worked-Out Mines: They’ve been mining this
planet for thousands of years. Shafts riddle the
crust for hundreds of miles, and the whole place
is soft and, well, crumbly. The planet’s on the
verge of collapse.
• Natural Caverns: Most of the mines are
natural caverns, linked by artificial tunnels and Agricultural Planet
passageways. Something lives in the darkness… It’s a farming planet. Maybe the locals export food, or
• Toxic Nightmare: Passages awash in toxic slime, it’s a low-tech planet with no industry. Or maybe they
huge snow-drifts of poisonous ash, tailings of just like farming. Everyone needs a hobby.
heavy metals and broken rock, chemical spills –
this is not a healthy place to be. Names: Archersworld, Relos Beta, Cornucopia.
• Surface Mining: Instead of delving into the planet’s Details: Verdant fields, farming machinery, workers,
depths, the mines are on the surface. Huge markets.
machines criss-cross the desert, swallowing up Variants:
whole mountains and processing them into ore. • Terraformed Colony: This agri-world was
terraformed by human engineers. Part of the
planet is Earth-like, but the rest is still in its
Dead World original (and potentially dangerous) configuration.
Everything dies. The universe is billions of years • Fountain of Vitality: Something about this planet –
old, and many millions of civilisations have risen a mineral, some sort of radiation, or maybe some
to greatness and fallen to dust in that time, leaving ancient technology – means it’s just bursting
behind only a few scattered relics of their former glory. with life. Things grow faster and stronger here,
making it immensely valuable.
Names: Telos, Krop Tor, Alfava Metraxis, Ghastel, • Unique Product: This planet produces something
Shadox IV, Atarsi. that’s completely unique, or at least immensely
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rare. For example, Androzani Minor was the only • Ramshackle Station: The station is either really
source of life-extending spectrox. old and run-down, or else is made up of dozens
• Unusual Livestock: The farmers tend to of decommissioned ships and other space debris
something strange here, like giant worms or all lashed together.
herds of humans or dinosaurs or carnivorous • Orbital: It’s a big space station that forms a solid
coral polyps or shoggoths. ring around some celestial object. It might be a
wheel in space, or orbit around a moon, or even
a whole planet. Celestial-scale engineering could
Gas Giant even create a ring or a Dyson sphere around a
Gas giants like Jupiter can’t sustain human life (except star.
on floating stations or onboard huge dirigibles), but • Observatory: The space station was not built by
alien life might thrive in the tremendous vapour the inhabitants of the planet below. Maybe it’s
oceans of hydrogen and other gases. there to observe them, or to monitor them… or to
control them.
Names: Zeus, Bel, Polarfrey, Indra, Whirligig.
Details: High gravity, intense pressure, many moons,
vast size. C Impossible Places
And then there are those places that just don’t fit into
Variants: any sane list of places. Impossible places, nowhere
• Unlikely Core: The incredible crushing pressure places, between places. Think of House’s junkyard
of the gas giant’s gravity has turned the planet’s outside the universe, or the Void, or E-Space, or
core into something unusual, like a solid diamond the Forgotten Place. Every Impossible Place
bigger than the Earth, or a portal into the Time is unique, so our usual system doesn’t work
Vortex, or a just-barely-subcritical mass of here. We’ll just give you a few rumours of such
something explosive. Impossible Places borrowed from the Doctor’s
• Gas Harvesting: Miners scoop gases from the 900 year diary…
upper atmosphere of the gas giant, harvesting
and processing them to extract valuable minerals, • The Wood Between the Worlds: A dimension
or fuel, or gasbag tadpoles. that exists at left angles to our reality; it looks
• Titanic Storms: Storms bigger than continents like an endless forest, studded with portals to
wrack the gas giant. It’s a dangerous place to fly. different times and places. Fairies live here.
These storms are so intense that they affect the • Stalice: A parasitic realm, Stalice grows from the
plane’s magnetic field – imagine incredibly huge minds and memories of those who enter it. For
lightning bolts jumping from the gas giant to its example, when you arrive, you might find yourself
moons! in your childhood home. That copy of your home
• Close Colonies: The gas giant has a dozen Earth- is made from your memories… but as soon as
like moons, and they’re all inhabited. They might you set foot in that copy, Stalice consumes it
be colonies, or maybe different forms of intelligent from your mind, so it only exists as a copy.
life live on each world. They’re neighbours in If you stay in Stalice too long, it eats all
interplanetary terms. your mind, turning your memories and
thoughts into physical objects until
there’s nothing left inside you.
Space Station • The Stopped Clock Bar and Grill:
Planets are so old and boring. Big space stations are It looks like a small English pub;
much more fun. it’s actually a Gallifreyan base that
somehow escaped the destruction of
Names: Satellite Five, Platform One, Chimera Station, the Last Great Time War, although its
Varga Cluster, Roundworld. crew were all killed. Its connection
Details: Artificial gravity, crowded or cramped, central to the time barrier survived, so
hub, life support systems. time travellers can only visit the
Stopped Clock sequentially –
Variants: they’ll always arrive sometime
• Rotating Station: This is a low-tech station – the after their last visit. This makes
race who built it haven’t even figured out how to it popular with wanderers in the
generate artificial gravity – so part of it spins to fourth dimension who want a
simulate gravity with centripetal force. nice holiday in linear time.
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The GAMEMASTER’s COMPANION
C The Players’
C The Nestene Consciousness Characters
When the Ninth Doctor defeated the Nestene Several days before this adventure
Consciousness in London, back in 2005, he hurled begins, the players’ characters discovered
a vial of anti-plastic into the alien. This chemical that some alien force was active on Earth
dissolved most of the Consciousness. A small and centred on Hamilton’s toy shop. They
fragment survived and slithered away into the investigated, but the Nestene got to them
sewers of London. Over many months, it ended up first. The characters were all shot with
in Hamilton’s Toys and Games. This fugitive Nestene the same mind-shunting plastic slugs as
fragment was extremely weak. It was unable to create Professor Qilong. Their bodies are hidden
full-scale plastic duplicates, or to extend its control in a storeroom at the university, while their
over a long range. It needed a different plan. minds got transferred into plastic vessels.
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The mind-transfer technology damages short-term Most traits transfer to the characters’ new forms. If
memory, so the characters have all forgotten the you’re Forgetful or a Boffin normally, you’re now an
events of the last few days. The last thing they can absent-minded puppet with a knack for electronics.
remember, they were in their TARDIS (or equivalent). Mental traits (including Psychic and so on) also work,
Now, they’re toys. as the characters’ whole mind has been swapped into
the toy’s body. The only traits that do not function are
Each of the characters has been transferred into those tied directly to the character’s original body, like
the body of a toy. Pick the type of toy based on the Cyborg or Robot.
personality of the character (or let the players pick).
For example, the Doctor might have his mighty By a strange quirk of the psychic shunt, the toys
Gallifreyan consciousness dumped into a toy, speak with exactly the same voices as the characters’
becoming a mad-jack-in-a-box, while Amy becomes original bodies.
a plastic ballerina. Rory might yet again become a
plastic Roman, only this time hes only six inches tall.
Captain Jack might become a posable action man
(and what will he do when he finds out he’s no longer New Trait: Toy (Special)
anatomically correct!) The toy does not have to be Toy is a special trait for this adventure. It
humanoid, although most should be (Mickey might works like the Cyborg trait, but also means the
literally end up as a tin – or plastic – dog). character is very, very small.
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If the characters can find a radio or other transmitter • On another nearby shelf is a family of four plastic
(and yes, a remote-control car will do), then a Boffin bears.
can use Jiggery-Pokery to turn it into a makeshift
scanner. Spending a Story Point lets the characters
pick up a control signal that’s being received by each
of the characters. They’re being controlled from
some distant source. Their real bodies must be out
there somewhere. For more on this, see Tracking the
Signal, pg. 115.
Remember that the characters are just toys. Climbing There are also lots of educational toys – construction
up onto the counter is like scaling a mountain. Getting kits, chemistry kits, electronic kits and tool sets, in
a chemistry kit down off a shelf probably takes all the case any of the characters decide to try building a
characters working together. Gadget.
There’s one exit from the shop out onto the busy street
outside, where Christmas shoppers bustle through
the gloom. Inside the shop, there are two brightly
The Storeroom
painted doors. One leads to a storeroom at the back The storeroom is locked. The key’s in Hamilton’s
of the shop. The other door is behind the counter, pocket, or the players can pick the lock with an
and opens onto a narrow staircase that goes up to Ingenuity + Subterfuge roll (Difficulty 12 – but to
Hamilton’s bedroom. pick it, the characters need to work out a way to
get up to the lock!). Once the door is unlocked,
Mounted on the wall, directly above the entrance it can be pushed open with Strength + Athletics
to the stairwell, is a security camera.The shop’s (Difficulty 12). Inside, it’s crammed with boxed
crammed with toys of all sorts, from hand-crafted toys. Searching around, the characters find an
wooden toys to plastic action figures, from chemistry oddly stained patch of floor near a water pipe.
sets and jigsaws to toy guns and puppets. Christmas There’s a crack in the pipe, as if something
music plays endlessly from speakers near the ceiling. pushed its way out. (The Nestene Consciousness
came through here.)
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Traits
C 2. The Toys Come To Life Biochemical Genius: The professor can whip up
all sorts of exotic materials in the lab.
Once the characters have had a chance to look around
Toy: She’s a plastic robot. She gets a +6 bonus
the toy shop, many of the other toys come to life. The when hiding, but big bad guys have a +6 bonus to
family of plastic bears stretch and yawn, and then any roll to overpower her.
climb down off their shelf. The robot whirs to life, Obligation (Minor): She’s got to take care of her
clanking back and forth. Other toys animate too; balls son, Samuel.
quiver and bounce, plastic roundabouts whirl and
sing, Rubik’s cubes spin and solve themselves. The Tech Level: 5 Story points: 3
two big dolls by the door smile horribly, revealing rows
of white plastic razor-sharp teeth, like the mouth of a
shark.
Most of the toys aren’t really alive, they’re just Unlike the bears, Lena remembers enough of her
animated by the Nestene Consciousness as it bleeds waking life to answer the characters’ questions. She’s
off excess psychic energy from its prisoners. Some of a researcher at the local university. A few weeks ago,
the toys, though, are just like the players’ characters: she received a gift token for the toy shop. She doesn’t
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She warns the characters that they can’t leave the toy
shop – the dolls won’t let them.
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“Serve us!” demanded the doll. “Serve us or die.” then Hamilton is more able to help them: he can carry
them through the streets.
The dolls brought him downstairs to his own shop,
and forced him into the storeroom. There, lying on the
floor, was something alien, a writhing bubbling lump Edgar Hamilton
of jellied tentacles. The dolls forced him to take care
of the blob. They sent him out to buy chemicals to heal
the blob. It was scarred by exposure to something Awareness 3 Presence 2
called “anti-plastic.” Coordination 3 Resolve 2
Ingenuity 2 Strength 4
Two weeks ago, the blob vanished. He doesn’t know
what happened to it. All he knows is that the toys
watch him everywhere he goes, and won’t let him Skills
Craft 3, Convince 1, Knowledge 3, Technology 1.
leave.
Traits
Unadventurous: He doesn’t like to leave his shop.
Talking to Edgar
Hamilton knows the toys come to life, but the dolls
Tech Level: 5 Story points: 2
told him not to talk to any of the other toys. If he tries,
they’ll hurt him again. Therefore, Hamilton avoids all
contact with the toys; he’s terrified of the dolls. To talk
to him, the characters must distract the dolls or keep
them away long enough to have a conversation. C 4. Escaping the Toy Shop
Next step – getting out of the toy shop. It’s not going to
To convince Edgar to help, the characters need to be easy. There are three obstacles to plastic freedom.
make a Presence + Convince test at Difficulty 12; In order, these are:
otherwise, he’s too scared of the dolls to do anything.
Once persuaded to help (or once the dolls are Getting out of the shop: There are three exits from
DEath Comes to Toytown
defeated), Edgar can tell the characters the following: the toy shop – the front door, and the two upstairs
windows. Opening the front door is tricky for a six-
• The dolls made him sent a gift token for the shop inch-tall toy, as just turning the handle requires a
to an address nearby. He doesn’t know why. Difficulty 12 Strength + Athletics test. The windows
• He suspects the strange blob thing in the are even harder to open, but are left ajar during the
storeroom is somehow in control of the toys. They day. The door is locked at night. The characters can
seemed to serve it, or worship it. try dodging out of the shop when a customer opens
• He thinks the toys are only keeping alive because the door during the day, but that requires a successful
they find his shop useful somehow. Coordination + Subterfuge test (Difficulty 9). If a
• Once, back when this all started, he tried escaping. character fails, then the customer spots the moving
The doll tracked him down and shot something at toy, and either puts the toy back on a shelf, assumes
him. It struck him in the back of the neck. Edgar it’s a mouse and screams, or just accidentally kicks
woke up in the body of a rubber duck down in the it back inside the shop.
shop. The dolls told him that if he tried to escape
again, they’d put him back in the duck. The dolls: The two dolls watch the door. If any toy
tries to escape out the door, they’ll attack. A doll also
There’s a small scar on the back of Edgar’s neck. follows the characters if they go upstairs to Hamilton’s
If examined with Medicine, the character finds a flat. It’s impossible to open the door with the dolls
tiny plastic chip embedded in the skin. Ingenuity + watching.
Science or Medicine (Difficulty 12) lets the character
work out that the chip must somehow integrate into The footballs: If a toy makes it out of the shop, the
the victim’s nervous system to provide a psychic Nestene Consciousness dispatches a white plastic
shunt. Coordination + Medicine (Difficulty 12) can football to bring the errant prisoner back to the gaudy
remove the chip. If persuaded, then Edgar can help the cage. The white football ripples and bounces its way
characters escape the shop, but he won’t do anything out of the shop and rolls after the toys. If it catches
that involves facing the dolls. He can drop them out of up, it envelopes its target and rolls back to the shop,
the window, or distract the dolls, or just sell them to where it then vomits them up in a flood of temporarily
a customer. If the characters can deal with the dolls, liquid plastic.
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Skills If the players wait to get bought, they hear two shop
Athletics 3, Fighting 3, Subterfuge 2. assistants from a nearby clothes shop complaining
that someone stole several clothes dummies during
Traits the night.
Toy: It’s a football.
Capture: If a football wins a Fighting contest, it
can capture a toy instead of dealing damage. The
toy is sucked into the football and trapped there Breaking Toys
until the football is destroyed. “Hang on”, your players might say, if they’re both
Networked (Minor): Controlled by the Nestene clever and a bit ghastly, “if the Nestene stuck us
Consciousness. It has no independent thought. into toys so they could control our real bodies,
Weakness (Major): If the controlling signal from what happens if the toy is destroyed? Shouldn’t
the Nestene Consciousness is blocked or severed, my mind jump back into my real body?”
the Football becomes useless plastic and is
immobilised. If a character’s toy body is destroyed, they do
indeed wake up in their real body – for a few
Tech Level: 6 Story points: 3 seconds. The character finds themselves lying
on a cold floor in an unfamiliar room; it looks
like a storeroom for a university, judging by the
Toys on the Streets piles of old science journals, broken chairs and
The streets of London are a dangerous place to be outdated pieces of equipment. The bodies of the
when you’re only a few inches tall. Pedestrians step other characters are nearby. The back of their
on you, cars won’t stop for you. Walking from one end neck stings with pain.
of the street to another is the equivalent of a ten-mile
hike. You can’t even call a cab. There’s a small window in the door. Outside,
the character can see a large room – possibly
Fortunately, most people don’t pay attention to their a disused cellar – containing a machine that…
surroundings. If the characters stick to the corners well, it uses human-built components, but
and the alleyways, they can make their way across that’s definitely not Earth science. Waves of blue
London without being spotted by any people. Dogs, energy crackle and pulse from the machine’s
rats and other animals are another issue; a shiny toy transmitter dish. Any character with experience
might be grabbed by a passing magpie, a dog might of such matters (or a high Science skill) can
mistake a character for a chew toy, and defeating a recognise it as an Auton transmitter. It’s still
pigeon in single combat is an impressive feat for a toy. unfinished. A successful Ingenuity + Science
roll (Difficulty 9) lets a character guess at its
Ask the players how they intend to travel through the purpose – it’s an amplifier. Once its ready, the
streets as toys. Remember to describe the holiday Nestene will be able to take over all the plastic
crowds; it’s the middle of December, so everyone’s on Earth. There’s something unusual about the
out shopping. device, but the character doesn’t have time to
work out what it is. A moment later, the chip in
the character’s neck activates. It is agonisingly
Getting Bought painful – and then the character wakes up in the
Getting bought by a customer is a great way to body of a different, intact toy back in Hamilton’s
dodge both the dolls and the dangers of the streets toy shop. There’s no escape from the Nestene
of London. If the characters can get a message as long as the characters have those chips in
to Professor Qilong, then she can call in and buy their necks.
the characters. Alternatively, they can attract the
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Buckminster
Awareness 4 Presence 2
Coordination 5 Resolve 1
Ingenuity 1 Strength 1
Skills
Athletics 3, Fighting 1, Survival 2.
Traits
A month ago, an astronaut talked to him. It was a Cat: Buckminster’s not a toy, but he’s about the
DEath Comes to Toytown
plastic toy, but it stood up and whispered to him, saying same size. Treat him as a toy for the purposes of
that it was his special friend and that he should tell fighting.
his mother to buy it. He did so, and now the astronaut
goes everywhere with him. Sometimes, it talks to him, Story points: 2
telling him that he has a special destiny and that soon
he will never be alone again.
Once the characters get past the cat, they can explore
Embedded in Samuel’s neck is a very special chip. the rest of the house. If it’s during the day, then
It’s very hard to find – while all the other chips were Professor Qilong is likely to be at work and Samuel at
injected by firing them from a distance, this chip school. If they arrive at night, then Qilong is missing
was inserted while Samuel slept. The scar is almost again; from 1am to 6am, her mind inhabits the toy
invisible (Awareness + Medicine, Difficulty 18 to find). robot while the Nestene control her body and use it to
build the transmitter device in the university.
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analyse its built-in weapon. The weapon resembles bits (like Professor Qilong’s study, or an electronics
a standard Auton gun, but the astronaut also has six shop) lets the characters build a tracker that can
mind-control chips in its backpack. These chips – the detect the source of the Auton control signals. The
same as those embedded in the characters’ necks – signals are coming from somewhere in the nearby
give off a strong radio signal that can be used to find university where the Professor teaches.
the Nestene lair (see Tracking the Signal, pg. 115).
The signals are growing more powerful. There are
two different types. One is like a normal Auton control
The Astronaut signal, but more dense, more complicated; those
must be the signals connecting the player characters
to their toy avatars. The other signals are less
Awareness 3 Presence 2 complicated and unfocused, but much more powerful;
Coordination 3 Resolve 4 they suggest the Nestene are trying to control
Ingenuity 1 Strength 3 something on a large scale without much finesse.
Gadget Time
Jiggery-Pokery (Ingenuity + Technology, Difficulty 12),
plus a Story Point, plus a suitable source of electronic
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Killer Chairs
Awareness 1 Presence 1
Coordination 1 Resolve 3
Ingenuity 1 Strength 4
DEath Comes to Toytown
If they enter during the day, then there are a few Skills
cleaning staff to dodge (unless Lena Qilong is with Fighting 1.
them, in which case she can carry the characters in).
At night, there should be four night watchmen here, Traits
but they’re off being plastic bears. Armour (3)
Impede: If a chair makes a successful Fighting
Between the characters and the laboratory, though, is attack, it can trip or entangle an enemy, reducing
a very unexpected obstacle. that enemy’s Movement by 1. Each chair can only
impede one enemy, but groups of chairs can work
together to attack a single target.
Networked (Minor): Controlled by the Nestene
The University Corridors Consciousness. It has no independent thought.
An empty university smells of gym socks, spilled
Slow: Chairs aren’t very fast.
chemicals and exam stress. The walls are covered
Weakness (Major): If the controlling signal from
with posters advertising end-of-term parties. All the the Nestene Consciousness is blocked or severed,
lecture theatres are empty, all the desks are lined the Football becomes useless plastic and is
up in rows for exams and the lockers stand open immobilised.
and abandoned. Most of the staff are gone too, with
only a few lonely graduate students working on their Story points: 0
experiments.
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human, but staring with the blank expressions of + Technology tests (Difficulty 15) to disable the
Auton robots. There are also several plastic shop shunt (thus freeing the characters) or to shut
dummies standing against one wall. Off to one side, down the transmitter (delaying the Nestene’s
there’s a door leading to a storeroom, and through a plan). Alternatively, the characters can redirect
grimy glass panel in the door, the characters can see their psychic shunts to another nearby plastic
their unconscious original bodies. object, like the shop dummies.
• Freeing the Guards: If the characters climb
up the unmoving guards, they can remove the
control chips from their necks with Medicine,
freeing them.
Toy Soldiers
The Nestene Consciousness itself is helpless, but
it’s got the four night watchmen guards to protect
it. If the characters somehow deal with them, then
the Nestene switches to its backup bodyguards: the
bodies of the players’ characters! The characters’
Auton-controlled bodies stumble out of the storeroom
to protect the transmitter.
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An Ingenuity + Science or Technology test (Difficulty The characters have a chance to save the day. There
9) points out the flaw in this plan: if the Nestene are several ways to accomplish this:
Consciousness could safely take control of all the
plastic on Earth, then it would have done so already • Wriggling Free: If a toy can escape its captor
(or during a previous invasion attempt). Only the (remember that big creatures get a +6 bonus to
full Nestene Consciousness could command all the Strength contests with toys), then it could do a
plastic on a planet – this part of the Consciousness quick bit of sabotage.
could never survive the attempt. The Nestene agree.“It • Appealing to Samuel: Right now, Samuel’s
will not be our consciousness that destroys you. It will connected to a very powerful Auton transmitter. If
be one of your own!” the characters can break through to him (maybe
by reminding him that his mother is in danger),
The door opens. Samuel Qilong enters the room. The then he can overload the transmitter or deactivate
Nestene plan to use the boy to active their transmitter. the psychic shunt, returning the characters to
“The child’s mind will be our weapon. He will inhabit their bodies.
the world – and destroy it! Now!” • Taking Samuel’s Place: The character’s chips are
similar to the one in Samuel; if they push him off
If the characters already found and removed Samuel’s the chair, they can take his place. However, as
chip, then he’s not here because the Nestene control their chips are less powerful, they’ll only inhabit
him – he just followed his mother. The Nestene a single piece of plastic – they can seize control
screams with fury as it realises that its plan has of an Auton body, or direct the transmitter at the
already been foiled. The characters can use the Nestene Consciousness, or free Professor Qilong
distraction to sabotage the transmitter, destroying from the chairs.
the psychic shunt and returning them to their bodies.
the machine and sits down. Energy streams from the With the destruction of the transmitter, the characters
boy into the machine. The control signal reaches out are instantly returned to their original bodies. If
into the world. The nearby store dummies suddenly Professor Qilong survives, she takes Samuel to
melt, like a toy put in a microwave. Liquid plastic drips Hamilton’s toy shop a few weeks later to say goodbye.
down from light fittings. The radios on the guards’ While there, she buys a plastic robot that seems oddly
belts dissolve into goo. familiar to her…
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‘Below the thunders of the upper deep; colony ship and boarded the Yatsoshiro looking for
Far, far beneath in the abysmal sea, a way to escape the debris column’s gravitational
His ancient, dreamless, uninvaded sleep pull. Faulkner, one of the ship’s engineers, has gone
The Kraken sleepeth.’ missing. Sent to investigate the problem with the
– Alfred, Lord Tennyson failed engines, he has been possessed by the alien
slime, spawn of the Kraken, working its way through
The characters encounter a monster threading itself the ship. And to add to the mix, a young journalist and
through the space-lanes, capturing star ships and her robot assistant – stowaways – are there to write a
dragging them towards their doom. Having landed story from the front line.
aboard the Earth Colony Ship Yatsoshiro, trapped in
the grip of this interstellar Kraken, the characters As the threat becomes apparent the characters
must save an entire space-borne civilisation from a confront the amoeboid monsters that have infected
grisly fate. the ship. But this is only the start. A giant colony of
these life forms is approaching, intent on consuming
the ship’s passengers and crew.
C Adventure Synopsis
The TARDIS is ailing, struck by a mystery fault
and forced to materialize. Taking refuge from the C The Kraken
harmful energies being released inside the TARDIS, Nobody knows how the Slime first developed or when,
the characters discover that they are on board the but one day, a starship able to cross entire galaxies
Yatsoshiro, an Earth vessel from the distant future suddenly stopped, and then another, and another
carrying thousands of colonists. It is drifting towards still; all in the same region, all without hope of rescue,
a vast column of debris, the wreckage of star ships and all down to the Slime. As the millennia went by
captured and broken apart through the centuries. thousands of vessels and countless lives were lost and
The ship has only a few hours before it impacts this yet nobody seemed to notice; except the accountants,
planet-sized stream of wreckage. and they wrote off the losses as a tax break.
The characters are not the only ones to have boarded Before long, a river of dead starships snaked through
the ship. Pirates, caught by the creature, their vessel’s the infinite cold of space, held together by the gravity
propulsion systems offline, made their way to the generated by their own mass. Recently, smaller
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ships have become ensnared and resourceful crews long voyage as they explore the galaxy, eventually
have turned privateer, tracking down precious finding new worlds for their passengers and crew
working power cells, looting what they can from the to colonise. Construction never stops; new towers
drifting ruins. are built to house a growing population and new
solar collection domes housing verdant forests
The stranded ships are the handiwork of a vast colony are constructed to ensure that the population has
of self-replicating molecular robots, the microscopic sufficient food.
engineering and medical tools from hundreds of
civilisations that have shared their blueprints. They
have optimised their compatibility over the millennia
resulting in a new non-organic species; a type of
Gelatinous Locally Organised Pluriform.
both the Kraken Slime and a crew of pirates looking by the faster-than-light vessels that speed through
for fresh supplies. The ship’s systems are steadily the universe. Its vast agricultural pods, solar energy
failing one-by-one; the result of the Slime feeding off converters, and onboard industries act as resupply
a crewmember’s engineering knowledge. points for these faster vessels, oases of life in the
never-ending night. The Yatsoshiro will one day find
a planet and put down to start a brand-new human
civilisation, but until then generations of humans will
Sharing the Story live and die aboard the Yatsoshiro.
In any roleplaying game it is important that
everyone gets a chance for their character to Starship UK, which fled Earth in the 29th century to
shine. To help with that, throughout this story, escape the solar flares and was later encountered by
whenever a situation calls for a check in which the Doctor and Amy Pond, is a form of colony ship,
any character has a chance for success, such though obviously powered by the last of the great
as an Awareness check to notice a clue or an space whales instead of the enormous ion engines
Ingenuity check to find the right path, have the usually employed.
players roll in order from the highest attribute
to the lowest. The Yatsoshiro is Technology Level 6. The outer hull
provides an Armour protection of 30 and any single
Stop when you reach a success. On the next instance of damage over 30 to a section of the outer
similar roll, start with the character that didn’t hull causes a pressure leak, which the auto-repair
get to roll last time – give them the chance to systems attempt to fix. The internal walls provide an
spot the clue or find the path. Armour Protection of 15 and doors provide an Armour
Protection of 10.
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Traits Skills
Alien: Trant is in fact a Buurman. Athletics 1, Convince 3, Knowledge 3, Science 1,
Alien Appearance (Major): Trant’s skin is bright Subterfuge 3 (Sneaking 5), Survival 2, Technology
red, as befits an alpha Buurmale, with a brow 2, Transport 3 (Spaceships 5).
heavier than that of a human. His hair is long,
dark and naturally curly. Traits
Brave: You don’t get to be alpha Buurmale without Face in the Crowd: Fliss gets a +2 bonus to
facing down a few challengers. Trant receives a +2 Subterfuge rolls when sneaking about and trying
bonus to any Resolve rolls to direct challenges or to blend in.
when he needs to show leadership in frightening Keen Senses (Hearing): 20/20 hearing, or is
situations. that eyesight? Whatever. Fliss gets a +2 bonus to
Experienced Awareness rolls when trying to hear something.
Outcast: Trant is a pirate wanted by the authorities Run for your Life! It’s amazing what being chased
on his home planet of Buur, several systems by monsters can do for your sprinting. Fliss gets a
+1 bonus to her Speed when being pursued.
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Traits
Boffin: Handy with a wrench, a welding torch,
and those very small screwdrivers used for fixing
spectacles, Watson can whip up Gadgets in no
time.
Photographic Memory: Not much escapes
Watson’s electronic memory. He can explicitly
store images or snippets of information for later
recall, or he can spend a Story Point to review his
internal logs and restore information to working
memory.
Robot: A little old and battered, but still very much Slime-Possessed Humanoid
functioning. His head is shaped like a bullet, his
body like a barrel, and his limbs consist of jointed
Awareness 3 Presence 2
tubular metal parts.
Scan: Enhanced electronic provides +2 to Coordination 1 Resolve 4
Awareness + Skill rolls when actively scanning a Ingenuity 1 Strength 3
given target.
Transmit: Watson has a range of built-in
Skills
transmitters and receivers allowing him to
Athletics 4, Fighting 4, Marksman 3, Survival 4,
monitor and manipulate electromagnetic signals
Technology 2.
and wavelengths.
Unlucky: There’s a reason that Watson is one of
Traits
life’s pessimists; if Watson rolls two sixes, he rolls
Alien: Body-snatching hybrid.
again and takes the second result (including a
Alien Appearance: It’s a glob of alien slime
second roll of two sixes).
controlling a humanoid body.
Environmental (Major): Able to function in a
Tech Level: 7 Story points: 12
vacuum.
Fear Factor (2): The creature gets +4 to Resolve +
Presence rolls to actively scare opponents, which
it does in the first round that it encounters them.
The Kraken Networked: The Slime creatures are able to
The Kraken Slime takes three forms. The first is the communicate remotely.
actual slime itself. For the purposes of this story we’ll Special – Spawn Slime: Just once per host,
assume that an individual Slime Monster has a mass the Slime can consume its host’s nutrients and
about equal to a small child. It can cling to almost manufacture another Slime monster.
any surface, morph into almost any shape (while Special – Slime Monster: When this creature has
always looking alien), and can attempt to possess taken all the damage it can, it detaches from its
individuals or even computer systems. It does this host and becomes a normal Slime Monster as
through interfacing with neural or electrical circuitry described above.
and modifying its inputs and outputs. The second
form is the Slime in possession of a humanoid target. Tech Level: 7 Story points: 2
It smothers the head and shoulders of the target,
enveloping it in a slimy grey hood. In this form, it has
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Traits
Additional Limbs: The slime can extrude any
number of additional limbs it needs.
Alien: It’s certainly not human.
Alien Appearance: It’s a glob of alien slime.
Climbing (Major): It can climb walls and is at
home on any surface regardless of orientation.
Environmental (Major): As an artificial alien
slime, these creatures are able to function within
the cold vacuum of space and even the edges of
the Vortex itself.
Immunity – Ballistic Attacks: The Slime takes
only temporary damage from ballistic attacks.
Apply the damage normally, but each round the Each round, another character must make the same
Slime may take an action in the movement phase check to avoid another stream of Vortex energy
to piece itself back together. escaping from a new crack. The route to the TARDIS
The Grip of the Kraken
Natural Weapons – Tentacles: The barbed doors is clear for now but the console room is
tentacles it can form provides the usual +2 to beginning to fill with harmful energy.
Strength during hand-to-tentacle fighting, but
apply the bonus to the attack roll rather than the
damage. They don’t make the slime any stronger, Player Opportunities
but they do make it more accurate. There are three actions that the players might want to
Networked: The Slime creatures are able to try to find out what’s going on:
communicate remotely. The larger the particular
Slime monster is, the further it can reach and the • Check the TARDIS Scanner: The image on the
more intelligible its communication is. scanner resolves itself, the TARDIS is hurtling
Possess: If the Slime makes a successful attack, towards the Yatsoshiro, which itself is tumbling
it can attempt to possess the target as a fighting slowly towards a huge swathe of starship debris
action in the next round. See the Doctor Who that almost totally obscure the darkness of space
Roleplaying Game Core Rulebook for more behind it.
information on being possessed. • Check the Coordinates: The TARDIS is in deep
space, on the outer edge of the galaxy. The TARDIS
Tech Level: 7 Story points: 2 has never been to this region before. A success
or higher against an Ingenuity + Technology roll
(Difficulty 6) reveals that something is trying to
close down the navigational systems.
C Prologue • Check the Fault Locator: Any character trying to
Inside the TARDIS, sparks are flying from the console find out what’s wrong should make a Ingenuity +
as the engines suddenly groan louder. The entire Technology roll (Difficulty 9). A success confirms
internal space shakes violently, then, for just a that the TARDIS is under attack, a good result
moment, there’s calm… before the shaking starts confirms that most of the damage is being
again. The cables looping from the ceiling judder this caused by the TARDIS fighting the infection, and
way and that and there’s an explosion somewhere a fantastic result confirms that the assault is both
beneath the console as the characters arrive. physical and psychic.
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It doesn’t take a genius to work out that everyone is • The characters are free to wander around the ship.
safer outside the TARDIS at this point than inside, just an The crew have been rounded up and while the
Ingenuity check (Difficulty 6). The nearest viable place pirates have set out to look for them, having felt
to put down is onboard the approaching Yatsoshiro. the TARDIS’ impact, you can give the characters a
little time to explore their surroundings.
• Characters familiar with starship travel may
C Act I: The Kraken Wakes make a Ingenuity + Technology (or Transport)
‘How long it is since I put out from land check (Difficulty 18) to notice anything odd about
no man remembers. But one summer noon the Yatsoshiro’s artificial gravity. Those who fail
great tendrils reaching from the sea enchained notice that they’re having no trouble standing
my resting ship; until, so meshed and reined up; those who Succeed notice that the gravity is
no wind might break its harness, it succumbed’ artificial; and those who make a Good success
determine that they are on a ship, that the ship
– The Ship Becalmed, by Randolph Stow is moving; and those who get a Fantastic result
notice that the ship is tumbling and that the
In the first act of this story the Doctor and his artificial gravity systems are having to work to
companions arrive aboard the Earth Colony Ship keep up.
Yatsoshiro, which is listing and drifting ominously • The ship’s power loss is selective. Artificial
towards the debris column. gravity, life support and lighting are all still active,
however overworked. But scanners, engines, and
communications all appear to be offline.
C 1. Arrival in • Allow the players to explore just about us much of
the debris column the ship as they want to before moving on to the
The speeding TARDIS rematerialises inside the next scene. The large map of the Yatsoshiro that
Yatsoshiro command module, tearing chunks out of they’ll encounter next gives them a good starting
the walls, ceilings and decking as it goes. Then, with point.
the TARDIS fully materialised, the blue box slams into
a bulkhead somewhere on deck two. Steam vents
from the broken bulkhead and sparks fly from the Doctor, What is this Place?
exposed and snapped wires. The lights in the corridor Now they are here, the characters will want to explore.
flicker from cooling soft white like daylight to harsh The corridors are metallic and there are plenty of
red emergency lighting. The characters rush out of storage containers, fire extinguishers, communication
the TARDIS and slam the door shut behind them. The points, and video display monitors along the walls.
self-repair systems should kick in, but it won’t be safe This is an opportunity to introduce the Task Manager
to go back inside for quite a while. and the Sense TV. If a character asks a question that
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the ship might reasonably be able to answer – such The forward part of the ship consists of engineering
as “where are we” – then the Task Manager will reply, and flight control and this provides accommodation
“You are currently situated on the forward deck two”. and work space for the flight crew. Two great clusters
Once engaged, the video screens present rolling of ion engines sweep out from this control hub,
advertising in one corner of the display. A large ‘mute’ extending kilometres out and down. Extending from
symbol is overlaid, but the associated smells (from an the rear of this complex is a spine some five kilometres
Ogron restaurant, the pine forests of Agripod-9, and long and consisting of a lattice of girders and supports.
a sickly sweet soda drink) do not go away. It takes an The spine houses the main power conduits supplying
Ingenuity + Technology check (Difficulty 9) to work out the colonists with energy and an array of rail shuttles
that the screen is broadcasting neural information in that allow the crew to move between the command
a low-level near-field. module and the colony.
And then there’s the sound of rain. The Yatsoshiro The rear of the ship stretches far out behind the spine
is now close enough to the debris column that stray and is home to the growing colony. Tall multi-storey
wreckage is impacting on the hull. Small taps for the buildings rise up and down from the central level,
most part, followed by the occasional larger clang. each sealed against the harsh vacuum of space. A ring
of large shallow domes, perpendicular to the line of
• Characters with the Psychic trait (or who have the ship, makes up the very end of the vessel, their
tools or devices that are similarly sensitive) artificial gravity pointing towards a central point, and
may sense a weak psychic signal running under they contain the fields, orchards and forests needed to
the adverts, different and masked by what is sustain the colony.
supposed to be there. Any character who watches
the Sense TV must make a Awareness (Difficulty • The map lists distinct locations like the film room,
6) roll. A Success is enough for the character to canteen, engine pods and so on. Point these out
notice that they are feeling slightly hungry. as they are important tools that the players can
use to complete this story. If the characters
blunder into the canteen, then they’re more than
Map of the Vessel likely to be captured by the pirates and you can
The Grip of the Kraken
A large display screen is mounted into the corridor move on to the next scene.
wall, from waist-height upwards. It shows schematic • The characters can also look for windows and
views of the Yatsoshiro, including circles showing observation ports that look out to space. The view
more detail on particular areas. This map should help is a little dizzying as the ship tumbles through
to orient the characters. the space, but the debris column can be seen, as
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The film room is a dome-like chamber that shows companions. The hull is creaking and groaning,
immersive 360D films. Like Sense TV, it beams however; straining to contain the atmospheric
sensations directly into the viewer’s brain. The pressure inside the ship. And then it pops.
projector is powerful enough to affect multiple viewers
at once. There are no seats and it’s large enough for Out in the corridor, a hull plate buckles outwards,
around 50 people to stand and watch the film. tearing a hole in the side of the ship. Ordinarily, the
internal doors closest to the impact site would close,
• On the way out of the lift, the players can attempt securing the internal atmosphere. Unfortunately, the
an Awareness roll (Difficulty 9). Those who door has been damaged by the impact and cannot
succeed, notice that one of the escape pods is close. As the atmosphere is sucked from the ship, the
missing. There should be a bank of five along one characters on board are dragged towards the open
bulkhead, but the nearest pod to the canteen has vacuum of space.
been jettisoned.
• When they are inside the canteen, in order of You get to freeze the action here and reposition the
highest Awareness to lowest and until some characters inside the decompressing deck, dangling
succeeds, the characters in the canteen get to above the tear in the bulkhead. The players have 10
make another Awareness check (Difficulty 9) to rounds before the air starts to become too thin in this
notice a half-empty cup of tea and a sandwich area and they start to take damage. They are also
that appears to have been left in quite a hurry. ten ‘steps’ away from the vacuum (with step eleven
None of the crew know anything about it. Trant actually being sucked into space) and ten ‘steps’ away
gets frustrated if his prisoners start discussing from the safety of the next blast door, which they can
old sandwiches while he’s commandeering their close behind them. They need to make Strength +
ship, but let the characters have their moment. Athletics rolls (Difficulty 12) to move forward away
They may be captured, but this is the point at from the vacuum; success ranges from +3 steps to
which the Doctor would usually take charge and -3 steps.
start putting things together.
C 3. Sudden Impact
The Grip of the Kraken
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You should also race Trant against the characters. If Fliss and Watson jettisoned themselves in the escape
Trant gets to the door first (give him a penalty of -1 to pod, intending to re-dock once the coast was clear of
his rolls as he’s clinging to his blaster), he can shut it, pirates. They’re now holding station outside the ship’s
locking the characters in the decompressing corridor. hull.
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its own warp engines – the list goes on) they appear as Have a character, preferably one who isn’t too
points of light on a large 3D image of this space sector involved in all the talking in this previous scene,
(or she marks an X with her pen). As more points of make an Awareness roll against a Slime Monster’s
light are added a shape resolves itself, like a series Coordination + Subterfuge roll. A failure results in the
of tentacles all leading back to a central point. At that character putting his hand in the Slime that’s started
point she asks Watson to overlay the location of the dripping down the wall from the ceiling. With a Bad
debris column. The tentacles of light intersect the result, the Slime attempts to possess the character.
column near to what would be their apex; whatever On a Success or higher, the character sees the slime.
caused the phenomenon must be close to the column. Looking a little closer, they notice that it’s leaking
She finishes with a flourish, “There is our Kraken – out of the ceiling, and then the Slime reacts! Some
our sea monster dragging ships to their doom”. of it lurches away from the wall and tries to grab the
character. The Slime makes a combat attack. This
If Trant is still around he’s disbelieving, just interested should be enough to draw the everyone’s attention.
in restarting the ship and escaping. He can’t conceive
of being caught by something that he didn’t even
notice. If any of the Yatsoshiro crewmembers are
listening in, they remember that before the engines
died completely the ship veered off course, which left
it drifting towards the debris column.
It’s a stand-off between the pirates who want to In the canteen doorway, blocking their path is the
force somebody, anybody, into action on their behalf Buurman pirate, Ausk. His head and shoulders are
and the characters who need to calm the situation. covered in grey alien slime, obscuring his face. At the
Captain Ryan is defiant. He would rather die than let same time, the same slime oozes up through the deck
the pirates command his ship. This stance doesn’t plates and drips down from the ceiling. The doorway
do much to help the situation. The characters need is effectively blocked.
to make contested Convince rolls against Trant to
prevent him from shooting people, starting with the Now is the time to freeze the action! The cliffhanger
crew. is coming. As the Slime seeps into the room, cutting
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off the escape route, tendrils snake from the floor and
ceiling feeling for their victims. The possessed Ausk C 1. The Chase
raises his blaster. It hums with energy. From beneath Act II starts with the players’ characters having been
the hood of slime, Ausk says one word, audible over split up. There are two important tasks that need to
everything, “hunger”. End of Act One! be done before the ship can be steered from danger,
so have each party do one of those tasks. Half of the
characters get trapped with Trant and Ryan, while the
C Act II: The Bodysnatchers other half get caught up with Fliss and Watson. Ideally,
If Act I has been about introducing the story, the you’ll want to keep the group’s most scientifically
characters and the imminent danger, Act II is about minded character (the Doctor, for example) with
using the tools that the Yatsoshiro provides in order Fliss and Watson, and have two players take on their
to defeat the slime, restart the engines, and steer the roles for all those scenes. If you have more than three
Yatsoshiro away from danger. This makes act two a players, the other players can take on the roles of
little less structured as the players may think of some Ryan, Trant and some of the other crew or pirates.
novel ways to use the Yatsoshiro and its technology in
order to save the day.
Group One
The first group ends up in the medical bay where they
Resources have easy access to the scientific equipment they
The players have the whole ship to potentially choose might need to analyse the Slime and work out how to
from. The only rule to bear in mind is that the larger defeat it.
the resource, the more likely the characters are going
to encounter the Slime as it makes its way across The characters, Fliss, Watson and some of the crew
the ship. You should also consider the time element. and pirates, are being chased through the deck by
Each resource takes time to acquire. Some things the possessed Ausk. He shoots his blaster, smashing
come immediately to hand, such as Sense TV, the walls and screens around the fleeing characters. One
Task Manager, a Buurman Blaster, and others take of the pirates gets hit. The players can either leave
longer. Start with 15 minutes for something that isn’t him, or spend a Story Point on hoisting him up and
immediately available or doesn’t need to be taken from helping him to safety.
where it is, 30 minutes for something quite difficult,
and one hour for something that can only be acquired In either case, they reach the medical bay. Rushing
from the colony. Remember, there are only two hours inside, one of the characters hits the controls that
before the ship collides with the debris column. slam the doors shut. The doors to the medical bay are
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large and heavy, designed to protect the occupants pylons are set to their own local gravity, ensuring
and to be closed air-tight and securely in the event of that they feel horizontal to those within them, despite
quarantine. sweeping downwards. Each pylon has a number of
small electric transport carts that the engineers use
The Medical Bay to get from one end to the other.
Filled with a range of medical equipment that is
principally geared towards providing first aid as the The characters can communicate over the internal
colony provides ample health care. There is, however, ship communication systems, and build any Gadgets
a quarantine bay, with large floor to ceiling observation they need, including flamethrowers, freeze-guns,
windows. Should the characters need to undertake motion scanners, and so on.
any kind of analysis on the Slime or its victims, there
is suitable equipment here.
C 2. Defeating the Slime
With all this equipment to hand, Gadgets can be built Remind the players what they know and what they
at a speed of 1 Story Point’s worth of traits every 15 haven’t found out just yet:
minutes. If they are designed to work directly against
the Kraken Slime, then a sample of the Slime is first • It appears to be psychic.
required. • It can survive in a vacuum.
• It can control humanoid forms.
• This is the chance for the players to plan their
approach and more specifically, to plan how Ideally, they need to analyse some of the Slime to
to defeat the Slime. The equipment in this area learn more.
makes Jiggery-Pokery a little easier.
The support pylons for the two great ion engines Analysing the Slime
run out from this deck, one on either side. They The characters need a Gadget capable of scanning to
are each shielded by large blast doors, which need the molecular level (a Sonic Screwdriver or similar
authorisation codes in order to open. The codes are will do the trick), which then allows the character to
held by the captain and members of the engineering make an Ingenuity + Science roll (Difficulty 18). If the
team. Otherwise, the doors are deadlock-sealed. The characters don’t already have such a Gadget one can
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be found in the sick bay. Getting too close to the Slime Making a Weapon
is dangerous. Any time a character gets close enough The characters have free rein on what they might
to scan it, the Slime will attempt to attack. Luckily, want to make. Some obvious examples might be to
characters who try to scan the Slime act before the combine the Buurman Blasters with the Sense TV
Slime can attack, so they may still get some results. neural projectors and create weapons that stun the
The table below lists the information gained at each Slime creatures. Or a neural projector could protect
success level. an individual or room from the Slime by persuading it
to move along.
Result Information Gained The more powerful neural projector could be used to
affect the whole ship, including the colony, if a delivery
Fantastic As Good plus: The character vehicle could be found (the Buurman pirate ship is still
gains enough information to be available, although by this time filled with Slime).
able to tune in scanners to pick
up the telepathic field. There is
a huge Slime colony outside the C 3. Restarting the Engines
ship, and it’s getting closer. With no engine power, the ship will strike the debris
column, taking several strikes to breach the hull in
Good As Success plus: the Slime is
both the command module and throughout the colony.
telepathic, an effect enhanced
by proximity and the size of the
Slime. If it touches a target, it
can interface with their nervous
Reaching the Engine Pods
Both pods need to be manually restarted, and the
system and countermand the
characters need to be involved in at least one of
electrical signals being sent to
those efforts. The vast engine pods each house
and from the brain.
hybrid-matter fusion reactors and their associated
Success The Slime is non-organic, but it space-warp ion propulsion emitters. These areas
can process organic compounds are unsafe for organic humanoid characters due to
and extract the elements it the strange radiation (2000 REMs worth) given off by
needs to replicate itself. It’s the propulsion technology. This equate to (12/24/36)
composed of billions of tiny levels of damage for each hour of exposure, modified
identical machines. Together, as usual by the results of a Strength + Survival check
they form complex shapes and (Difficulty 18).
they communicate, perhaps by
chemical signals. The closest
analogy is an Earth slime mould.
It is able to survive a vacuum.
Failure The Slime reacts to the scanning
and breaks free, moving away
from the scanner and into a vent
or grating on the deck. The Gadget
can track the Slime so characters
do have a chance of capturing it.
Bad The scanning goes badly! The tiny
machines that make up the Slime
decompose into their
constituent parts and no
information can be gained from
this specimen.
Disaster The character comes into contact
with the Slime as it breaks free. If
the character can fight it off, the
Slime can be contained again.
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The pylons connecting the pods to the command two are covered in Slime, which makes it impossible
module contain a number of airlocks and to touch them without being attacked. The players
decontamination areas along with bulky radiation need to find a way to neutralise the slime or remove it
suits that provide a bonus of +9 to the Strength + so that they can restart the engines.
Survival check and reduces the potential damage to
(6/12/18). Engineers trained in the use of the radiation
suits receive an additional +3 bonus to the Survival C 4. Escape the Debris Column
check. There are three radiation suits in each pylon, With the slime defeated and the engines restarted, the
providing Armour 8 and complete protection against characters need to get to the flight deck to steer the
the Slime’s Possess ability. ship away from the debris column.
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• Roll the ship using the thrusters. include explosions? In terms of assets, they can reach
• Bring the shields back on line. the TARDIS, or the Buurman ship and they can release
one or both engine pods and control them remotely. If
Use the forward-facing weapons to blast a clear path. they wanted to do something bold like evacuating the
The characters can attempt these actions in any order colony into the agripods and then jettisoning them,
they like. If a character fails an action, they can try then make the time short, but achievable.
again after everyone has had their go. Once a total of
six actions have been taken, and if three successes Whichever plan they arrive at, build the story around
haven’t been gained, then the Yatsoshiro crashes. it. Importantly, this scene replaces the next scene and
essentially brings the story to a close.
This is now a test of the players’ ingenuity. They have Defeating the Kraken
just minutes before the colony collides with the debris There’s always more than one way to solve a problem
column. Do they try to clear a gap with a controlled and the players are no doubt by now masters at
explosion? Knock the colony off-course with an finding novel solutions to impossible problems. Once
explosion? Or find some other option that doesn’t the Kraken arrives, there will be too much Slime to
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fight off. The entire colony, including the crew, the hardship, like dropping the Sonic Screwdriver
privateers, Fliss, and the characters are all likely to at the very last minute, and give them a roll to
be taken over by the Kraken Slime if they don’t do save the day.
something to stop it. The players might come up
with any of the following solutions: And after all that, their plan works!
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In this adventure, the time travellers are pulled various problems they face, but their every move is
into a swirl of intrigue, mystery and romance! noticed by rivals who are ready to react.
They find themselves entangled with the legendary
mystic Count Cagliostro and the ageing adventurer The adventure ends when the treasure comes to
Casanova while dodging the Inquisition through the light and the competition for ownership becomes
canals of 18th-century Venice. At stake: the lives of fierce and final, probably in one big multi-directional
an innocent family. confrontation.
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Sticking Around
C Getting There A group of time travellers always has the option of just
This adventure assumes that the characters have the walking away. Why should they stick around for this
ability to travel in time and space – that they aren’t adventure, especially when it starts getting tricky for
already citizens of 18th-century Venice. Exactly how them?
the characters arrive on the scene will depend on who
they are and how they travel about. Here are some • Getting Stuck: This has been a common
ideas: occurrence in the Doctor’s travels; he loses
access to the TARDIS, or the TARDIS breaks down,
• Accident: The characters are using a time or everyone gets arrested and imprisoned. The
machine that is often unreliable, or just cannot be rest of the adventure is about finding a way out.
steered with any accuracy, and they land here by This situation probably happens in this adventure,
accident. but it’s not a foolproof plan for a Gamemaster. A
• Tourism: If the characters travel to see the sufficiently determined set of players armed with
sights and wonders of the universe, they could Story Points can force their way to an exit point
be heading here in order to witness the famed very swiftly indeed.
Venetian Carnivale at its height. (They are about • Responsibility: The characters are in some way
six months too late for Carnivale, but there’s still responsible for a bad situation and feel obliged to
plenty to see!) put it right. In this adventure an innocent family
• Alchemy: The characters could be seeking the will be hurt if the characters simply depart.
fabled Philosopher’s Stone – a secret alchemical • Empathy: The characters meet several people
substance that can turn lead into gold, among who are in trouble. Compassionate characters
many other incredible properties – or the Elixir will want to assist them, and this will mean
of Life. Records indicate Cagliostro came to entangling themselves in the story threads.
Venice at this time, and rumours say he had these • Tourism: Some characters will be delighted by
treasures. In this adventure, these two items are the chance to spend time with famous historical
one and the same, two different expressions of figures such as Casanova and Cagliostro. Dangle
the same treasure. this possibility in front of them, but don’t rush to
• Investigation: Records show the mysterious let them achieve their goal.
Cagliostro visited Venice in 1778, and there
revealed some of his secrets. It is rumoured
that he lived for centuries, adopting numerous
persona over the years, with even his personality
shifting as he went. Could he be a disguised,
hidden Time Lord?
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finest women of Europe, and feared no man, a jealous bid to bring Cagliostro to Venice. Although many of
husband least of all! However, by 1778, the legend has the Fellows hope to join in Cagliostro’s renowned
faded. Now aged 53, his manners are out of fashion, ceremonies, it falls to Elizabeta to be his host. And
his money has run out and his name is slipping into thus she bears the greatest risk; for playing host to
obscurity. He scrapes a living as an informant (or, in a magician will not be received well by the Venetian
his words, a “spy”) for the Venetian Inquisition. His Inquisition, should they discover the truth.
humiliation is acute, because he first found fame for
escaping the Inquisition’s prison. Will the Bellagio Stone be found? Will Elizabeta
resolve her debt? The players will determine her fate.
As an informant, Casanova (spying alias: “Antonio
Pratolini”) is worthless. He reports on dice games and
unfaithful wives, to the Inquisition’s dismay. There are Sabrina Bellagio
greater sins being committed! Casanova must find • Dutiful daughter by day, daredevil by night.
something big, or he’ll be out on his ear. Fortunately, • Enduring a deeply unwanted courtship.
he has learned that the magician Cagliostro is • Landed her best friend in trouble with the
travelling nearby. This is his opportunity! Using a Inquisition.
Venetian family as bait, he will lure in Cagliostro and
deliver him to the Inquisition. Headstrong and restless, Sabrina barely manages to
keep up the appearance of the good daughter. But
He is not sleeping easily over this plan, however. The she tries, because she knows her mother faces great
family will be sacrificed along with the magician. challenges, and her loyalty to family is absolute.
Casanova has committed many sins in his life, but
never has he betrayed innocents to such a dreadful The greatest test of this loyalty comes from a
fate. suitor. She is being courted by the wealthy Mariano
Palladio. She dislikes him, but dares not refuse
Will he go through with his subterfuge? Will he be him. She knows the family is in grave debt to the
able to live with himself after? It is up to the players’ Palladios. For her mother’s sake, she must endure
characters to guide him. his attentions. She only hopes that some solution is
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Will she be forced to marry Mariano? Will she free • Casanova is a good match for singular characters
Vincenzo from his prison? The players will help decide with complex histories like the Doctor, Clara or
her fate. Sarah Jane.
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• Sabrina is a good match for daring, wildfire • It is simply an unusual gemstone, cut in a
characters like Captain Jack or Amy. distinctive shape.
• Elizabeta is a good match for down-to-earth or • It is indeed special; perhaps a gem that has grown
worldy wise characters like Martha, Donna or up inside the Time Vortex, offering glimpses of
Rory. the past and the future to those who bathe in its
artron radiation?
If you only have two players, match them with Sabrina • It is an item of great significance in your own
and Elizabeta, leaving Casanova to bounce back and campaign; a message from the Time Lords, or a
forth. fragment of the Key to Time?
The Bellagio Stone, these whispers say, is in fact Where is the Stone?
the legendary Philosopher’s Stone. If properly The Bellagio Stone is not lost forever. Indeed, it is very
understood, it could turn lead to gold, bring light in close indeed.
the dark and hold back death itself.
Vincenzo has served the Bellagio family since he
Elizabeta doesn’t know what to think about these became a gondolier. He is not a servant, but a favoured
stories. She knows Aldo believed the Stone was provider of an essential service. He knows the family
powerful. Once he told her that the Stone’s magic well.
could drive a man insane. For that reason, she
thinks, he hid the Stone away where no one could be In this period, Vincenzo impressed Aldo with his good
tempted by its power. Despite her great need, a part character, and also spritely attitude to life. When
of her hopes that the Stone will never be found. Aldo wanted to hide the stone, believing it would
bring misery to his family if it remained where they
could use it, he went to Vincenzo. Swearing the young
Secrets of the Stone gondolier to silence, he secreted the Stone within
The high society of Venice believe the Bellagio Stone is Vincenzo’s gondola.
in fact the Philosopher’s Stone. The Special Inquisitor
certainly thinks this is the case. However, other views It has been there ever since. Vincenzo never doubted
are available, and Casanova for one does not believe Aldo’s expectation that the stone was bad luck. But
a word of it. Occult carry-on is just a fancy way to Aldo did not reckon on one thing: Sabrina. She is
swindle the gullible, and Cagliostro is the biggest working her way closer to Vincenzo than anyone
scoundrel of all. else; if she is threatened, he might be tempted to
break that vow.
However, Cagliostro is genuinely intrigued by the
Stone and its legend. He wishes to claim it for himself. Apart from a confession to save Sabrina or her
So what is the truth of the Stone? This adventure does mother, how will the characters determine Vincenzo
not rely on any single explanation. You should choose has the Stone? They might logic their way to it,
one of the following: but Story Points will be of great use. As players
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investigate, give them opportunities to find clues This hall is upstairs from the entrance floor, which
leading to this truth in return for a Story Point: for is predominantly storerooms and antechambers and
example, one of the other gondoliers might mention closets; there is an even higher level with locked
that Aldo treated Vincenzo like the son he never had, offices and a balcony front and rear, and right at the
while a servant might note that in his waning days back, a stone cell.
Aldo wanted to see the sights of Venice a final time
and spent many hours touring the canals.
Arrival
To set the tone and get the adventure rolling, it is
recommended that you start the adventure with the
characters emerging from the TARDIS and right into
a tricky situation. Read or paraphrase the following: Nope, my players didn’t do that
Some groups won’t be keen on starting out in the
With a wheezing, groaning sound the TARDIS settles room, preferring to cautiously check the scanner
in its destination: Venice, 1778. The door opens, and before opening the door, or otherwise taking care not
the time travellers emerge, one after the other. They to cause a scene. That’s fine! Perhaps the TARDIS
are all wearing masks, ready for the famous Venetian lands in the larder, among the wait staff, allowing a
Masquerade. What masks are you wearing? more subtle entry to the room?
Thinking up an answer to the mask question is a If they’re really cautious, they might also try a short
good warm-up for players, getting their imaginations jump to someone more discreet. You could offer Story
working, giving them an opportunity to demonstrate Points to get them out into the room, but if they aren’t
something about their character. After they’ve tempted, let them go. Wherever they land, it isn’t
answered, and perhaps launched into some banter, too hard to have someone witness their emergence,
you can carry on: and word will quickly get around about Cagliostro’s
Magical Blue Box…
With surprise, you realise you haven’t emerged into
a quiet alleyway as planned. Instead you are in the
centre of a crowded hall. The crowd stare at you in It Gets Complicated
astonished silence. This scene should move fast. Keep the players off-
balance by throwing events and details at them at
speed – slow down just enough so they catch the
Where are They? important bits.
This is the meeting hall of the Fellows of the Red
Lion. They have gathered to welcome the magician The woman, who is of course Elizabeta Bellagio,
Cagliostro to Venice. You can guess what will happen hushes the crowd:
next:
“Of course, we must not use that name! Let me correct
Everyone wears elaborate finery and artisan masks, myself: I welcome you to Venice, Lord Pellegrini!”
and says nothing. Then a woman steps forward. She
wears a silver-shot half-mask and a red dress lined Servants offer platters laden with wine and tiny
with glittering jewels.“My Lord Cagliostro! What an delicacies. Yum.
entrance!” And with this cue, the entire room erupts
into cheers and applause. Elizabeta was expecting an entrance, but this is
incredible! She starts making introductions. (She will
There are only two exits from the hall, to the front and not mention Casanova.) The players can play along or
rear stairs, and both are guarded. try and clear things up.
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The crowd is excited: what a coup, what a marvel! Did This is when his luck runs out. A noose will slip around
you hear that Cagliostro predicted the lottery? And his neck and yank him up. The fearsome Mostro,
spoke with the dead! Why, I heard he could be in two lurking above, will haul him up and leave him hanging
places at once! I was told he shrunk a French bishop from the rooftop for the crows.
to the size of a doll!
Anton lost his inheritance thanks to an unwise deal
There are four important events that make up the rest with the twins, and became their servant. He hopes
of this scene. Introduce them in this order: Cagliostro will cause their downfall and free him. His
warning is broadly accurate but gets a few details
• One character notices a man wearing a golden wrong: the treasure is Carla Palladio’s aim only, not
hook-nosed half-mask (a Commedia dell’Arte her brother’s, and she has yet to make any request of
mask for the character Pulcinella). He stands half any Bellagio.
in the shadows, watching intently. Candlelight
reflects off his mask. And then, abruptly, he Note that a quick-thinking player might save Anton
departs. from death. Such a result is perfectly fine, although
• One character is approached by a young man Mostro will make further attempts in short order.
wearing red. He leans in to whisper: “Your host Realising the danger, Anton will do his best to make
is in the grip of dark forces. I cannot talk here. himself scarce, but a convincing player might get him
Follow me.” Then, some of the men from the Red to stick around and lend a hand against the Palladios.
Lion Fellows will tap him on the shoulder; he is
not a member and is unwelcome. He will hurry
from the building. Mostro
• Elizabeta introduces her daughter, Sabrina, an
attractive girl of 17 in a pearl half-mask. She
approaches to politely kiss “Cagliostro” on the Awareness 3 Presence 4
cheek. While doing this, she takes the opportunity Coordination 5 Resolve 4
to steal something from his pockets: a Sonic Ingenuity 2 Strength 6
Screwdriver, perhaps? (Technically this is a
The Bellagio Imbroglio
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And then, from her high vantage, Sabrina will see the His beady eyes explore every dark corner and delve
police approaching. She will realise there is no time into every soul. Everyone is terrified of him.
to warn Elizabeta, so she will take the alternative
option of getting away. She gives what advice she can
to her new friend, then deftly climbs down the side of
the building and heads home. The character can try
to follow, or wait for the police to find them as they
search the building.
Everybody Halt!
With a thunder of boots, the City Police come
storming into the hall, brandishing pistols. Captain
Fracatoro hollers, “All shall halt in the name of the
Holy Inquisition of Venice!” Some people try to flee,
most just freeze. The police attempt to intimidate the
crowd into silence. Elizabeta, as host, is calm and
cooperative. The players can respond in a variety of
ways:
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Battista will then announce that this hall is Casa Bellagio makes an excellent base of operations.
requisitioned as his new headquarters, seeing as the It is large and well-appointed, with an excellent dining
usual office is uninhabitable due to the acts of vandals room containing a painting of the departed Aldo
(see pg. 141). Bellagio with the Bellagio Stone.
Venetian Policeman Vincenzo is held in the stone cell (which has also been
requisitioned by Battista), with an additional guard at
the door. Any other prisoners of the Inquisition will
Awareness 3 Presence 2 be put in the same room and will have a chance to
The Bellagio Imbroglio
Coordination 3 Resolve 3 meet Vincenzo. They will also have ample opportunity
Ingenuity 2 Strength 3 to chat with the Special Inquisitor, and even some
Venetian Police who are none too happy being ordered
around by Battista.
Captain Fracatoro’s police force is not actually
part of the Inquisition. They have been put under
Battista’s command through some complicated
internal politics that they do not understand. They
Casa Palladio
aren’t particularly pleased by this, but as long as This garish, over-dressed mansion is filled with the
they get to smash a few people up from time to callous rich, who swirl about in a perpetual party
time, they’re willing to put up with it. haze and pay obsequious homage to their hosts, the
Palladio Twins. Carla and Mariano are usually here,
Skills and Mostro lives here in a gloomy tower. There are
Athletics 3, Fighting 3, Marksman 3. thugs on the door turning away anyone who is not
known to them.
Equipment: Club (2/4/6), Pistol (2/5/7).
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to meet Casanova, because he has guessed that the Still stuck? Get the player to link in with another
Bellagio Stone is hidden in Vincenzo’s gondola. player’s actions. Offer them a Story Point for
suggesting a connection.
Other Streets and Canals And then? Time to have a bad guy kick down a door.
The maze of avenues, paved or watery, is always Have Mostro turn up to menace the character or
open for exploration. In this adventure, any character anyone else in range. That would keep anyone busy.
moving from place to place is likely to be spied upon
and followed: Casanova, Cagliostro, Mostro and the
Inquisition all have reason to follow the characters. C List of Events
Here is how it might go. Players can and will mess up
these events. Given the miserable endings everyone
finds below, that’s probably a good thing.
Early Afternoon:
• The players’ characters arrive, and are mistaken
for Cagliostro and company.
• Anton is murdered by Mostro.
• Battista shuts down the Fellows of the Red Lion.
Late Afternoon:
• The characters are invited to Casa Bellagio, and
meet Elizabeta, Sabrina and Casanova.
• Elizabeta asks “Cagliostro” for help in finding the
Bellagio Stone.
• Sabrina asks the friends of “Cagliostro” for help
in rescuing Vincenzo.
Mealtime:
C How to Run • Battista visits the Bellagios; Casanova leaves to
the Rest of the Adventure avoid him.
That opening scene was heavily scripted, telling you
exactly what happens when. From now on, though, it’s Early Evening:
all up to you. For the rest of the adventure, your job as • Elizabeta pleads with Carla Palladio for more
Gamemaster is this: time. (She is refused)
• “Lord Huntingdon” introduces himself to
• Make the story characters forcefully pursue their Elizabeta.
goals. • Mariano Palladio gives Sabrina an ultimatum.
• Make the story characters react to everything the • Casanova reports to Battista. (Tells him about the
players do. meeting arrangements.)
• Sabrina tries to recruit the other Forty Thieves to
One way to handle this smoothly is to go around the help free Vincenzo. (They refuse.)
table, giving focus to each player in turn.
Dead of Night:
• Are they doing something already? If so, great! • Sabrina launches her desperate attempt to free
Work out what happens. Vincenzo. (It fails. She is arrested too.)
• Is there something they want to do? If so, great!
Get them started. Near Sunrise:
• Are they stalled or unsure? Take the story • “Huntingdon”, Casanova and Elizabeta meet at
character they are ‘partnered’ with (see pg. 141), San Trovaso Square. (The Palladios come, and
and have that character drag them into a new violence breaks out. Mariano kills Elizabeta, and
situation. is killed in turn by the arriving Inquisition. The
others escape. Casanova has nothing to show for
Or consider the opposition characters. Have one his betrayal.)
of them take an action that will force the player to • Battista holds a Tribunal. (Vincenzo and Sabrina
respond. are condemned.)
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events together. during the night. He will change into a black cloak and
a silver mask to creep into the Special Inquisitor’s
headquarters, where he will insist on using only the
Some Complications name “Pratolini”.
You have a lot of freedom in staging these events, and
might find inspiration in the following ideas: Unless there is some intervention by players,
“Pratolini” will report (in craven and fearful manner)
• Masks: In Venice at this time, lots of people on a family indulging in ungodly magic. He does
wear masks. As Gamemaster, keep this in mind not tell Battista the name of this family! Then, to
always when deciding what will happen next. impress the Special Inquisitor further, Casanova will
Characters can disguise themselves in masks, announce that his true target is the famed wizard
can change their mask to confuse people, Cagliostro. This will intrigue Battista, and give
or swap masks with other people. Make this “Pratolini” some hope that his future may be safe, if
adventure “the one with all the masks”. he delivers this prize.
• Mistaken Identities: More than once, the Doctor
has been on a ‘pure historical’ adventure and Action: Seduce a Lady
encountered someone who was the spitting Whenever the opportunity strikes, Casanova will
image of himself or one of his companions. What attempt to seduce any woman who impresses him.
would happen if the Doctor looked exactly the He does this in a good-natured way, with no sense of
same as Casanova? entitlement but every confidence that mutual pleasure
• Gondola Chase: What’s a trip to Venice without will result. He is persistent but not offensive, and is
a good chase along the canals? Gondolas can quite gentlemanly in his own way.
capsize, or race under low bridges. People can
leap from gondola to gondola, or gondola to Action: Spark a Duel
solid ground. (And remember: gondoliers don’t During the adventure, Casanova will be sensitive to
use poles to push, they use oars to row. That’s challenges to his honour. In particular, any attempt to
the kind of detail that will convince everyone suggest he is in league with the Inquisition will earn
you’ve spent hours and hours on research!) the accuser an immediate challenge to a duel.
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Action: Meet with Cagliostro desperate need. She must recover the Bellagio Stone,
When Cagliostro’s invitation to meet arrives, Casanova and Cagliostro is her last hope. If and when she
will eagerly agree. This is his chance to spring his trap discovers that her new guest is not Cagliostro, well,
– if Elizabeta comes as well. He will try to convince her perhaps that’s just fate sending the right person at the
to join them, and will tip off the Inquisition. right time. She will take whatever help she can find.
But Casanova is of two minds about this action. He Action: Ask Carla Palladio for More Time
also genuinely wants to meet Cagliostro again, and After Cagliostro is on the case, Elizabeta will set out
perhaps learn some of the master manipulator’s to plead with Carla for more time. This will probably
secrets. He doesn’t want Elizabeta to suffer. Only a involve visiting the Palladio’s estate, which is currently
character’s intervention can change what he does. hosting a party, and finding Carla there.
Awareness 3 Presence 3
Skills
Convince 6, Craft 3, Fighting 3, Knowledge 4, Coordination 2 Resolve 5
Marksman 2, Medicine 2, Subterfuge 5. Ingenuity 3 Strength 2
Traits
Skills
Attractive: Even with his advancing years, he’s
Convince 2, Knowledge 3.
still got it.
Charming: His patter was honed by decades of
Traits
practice.
Screamer: Elizabeta has been known to exercise
Dark Secret: Secretly a servant of the Inquisition.
her lungs when shocked or afraid.
Empathic: He has always been a good reader of
Unadventurous: She just wants to be rid of all this
people, and knowing just how to push his luck has
drama.
been very handy in the past.
Lucky: But he is the first to admit that he has had
Tech Level: 3 Story points: 4
fortune shine upon him at many times through his
life. Not so much right now, though.
Psychic Training: He’s spent enough time faking
the occult that he can swerve the real thing too.
Sabrina Bellagio
Equipment: Sabre 3/5/7. Sabrina’s initial goal is to free Vincenzo. After the visit
from Battista that points out the Bellagio Stone might
Tech Level: 3 Story points: 8 be a useful bargaining chip, she adds that to her list
of options. She doesn’t know much about Casanova.
She particularly doesn’t know that he made his name
Elizabeta Bellagio escaping from an Inquisitorial prison. If someone
(Note: In the unlikely event she was arrested by points this out, she might try and get him to help.
Battista, she is soon escorted home and placed
under house arrest, with a single guard at the door.) Above all, Sabrina is a strong force for action. She’d
Elizabeta’s top problem is Carla Palladio. This is not a rather do something and make everything worse than
good day for her. sit quietly and wait for other people to decide her fate.
Also, she will flirt with anyone who seems responsive.
Action: Put Cagliostro to Work She enjoys flirting. And she is completely in denial
Cagliostro has come at the invitation of the Red Lion about how hard she’s fallen for the infuriating
Fellows, but Elizabeta has yet to detail her specific, Vincenzo.
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Traits
Argumentative: Just because I’m a girl doesn’t Vincenzo Cristiano
mean I’m not right!
Brave: Ah, the foolhardy eagerness of youth!
Impulsive: There’s that foolhardy eagerness again. Awareness 3 Presence 3
Run For Your Life! The police are hot on her tail! Coordination 4 Resolve 4
Ingenuity 2 Strength 5
Tech Level: 3 Story points: 6
Skills
Athletics 4, Convince 3, Fighting 3, Subterfuge 4,
Transport 3.
Action: Try to Recruit Cagliostro
This Cagliostro chap has some magic, and will surely Traits
be able to help rescue Vincenzo. Even if it turns out this Attractive: He exudes a devilish bad-boy charm.
isn’t the real Cagliostro, well, there’s something pretty Friends (Minor): As the leader of the 40 Thieves,
special here. Any help will be gratefully accepted. he has trustworthy contacts in all the powerful
The Bellagio Imbroglio
families of Venice.
Action: Try to Recruit the Forty Thieves Obligation: Aldo entrusted him with a secret and
There aren’t actually forty of them; only nine, in fact, he will not break that trust.
including Vincenzo and Sabrina. That means seven Quick Reflexes: The sort of thing that comes in
possible helpers for a rescue mission. Sabrina sets handy when you need to save your friends from
out to get their help, going to meet them at San the Inquisition.
Trovaso Square. They are likely to turn her down. The
Inquisition is serious business, and it is just too risky. Tech Level: 3 Story points: 2
This, of course, just makes Sabrina more determined
to do it herself. Characters who stick their nose into
this process might be able to get some of the other
Thieves to help Sabrina after all; if not right away,
perhaps they will be inspired to have a change of heart
and race to the rescue in time for the climax.
Member of the Forty Thieves
Action: Rescue Vincenzo Awareness 3 Presence 3
She has no idea how to do this. She plans to sneak Coordination 4 Resolve 4
in first, and make it up as she goes along once
she’s there. Battista is of course ready for this sort Ingenuity 3 Strength 4
of thing, given the Forty Thieves busted into his last
headquarters: he has a hidden force of police ready Skills
and waiting to spring a trap if she tries this. It will all Athletics 3, Convince 2, Fighting 3, Subterfuge 2.
go very badly unless she gets help.
Equipment: Sabre or Club (3/6/9)
Action: Get the Bellagio Stone to Battista
She doesn’t much know how to do this. If the Stone Tech Level: 3 Story points: 0
gets near her, she will happily steal it away and deliver
it to the Inquisitor. When she hears that Casanova and
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effective immediately. Vincenzo is doomed unless he is and informants; anyone the characters meet could be
rescued somehow, or unless someone speaks for him on the take. And of course they have on their side the
at the tribunal in a way that is extremely convincing. terrifying Mostro, a murderer of great efficiency and
power (see pg. 144 for his stats)…
Battista would much rather get hold of the
Philosopher’s Stone, of course. He will try to follow up Their greatest weakness is that their partnership is
with Sabrina Bellagio before going through with the far from rock-solid. Turning one twin against the
tribunal, to see if she has come up with the goods. If other is a distinct possibility.
he gets word about the Stone, he will deploy the full
force of the Inquisition to crash that party.
Mariano Palladio
About the Inquisition Awareness 3 Presence 4
The Inquisitors, of whom Battista is the prime Coordination 4 Resolve 2
representative, hold their courts in secret
Ingenuity 2 Strength 4
and their justice is swift and terrible. The
punishments they give out include confinement
to the home, exile from Venice, condemnation to Skills
the galleys, imprisonment or instant death. Athletics 2, Fighting 4, Marksman 3.
Carla Palladio
The Palladio Twins,
Mariano and Carla Awareness 4 Presence 4
Mariano and Carla are in the business of being Coordination 3 Resolve 5
wealthy, and getting wealthier. They are a dramatic Ingenuity 5 Strength 2
pair: handsome Mariano, beautiful Carla, both sleekly
elegant with eyes like blades. They are ruthless in
Skills
their dealings, and believe the law is for fools who
Convince 4, Fighting 2, Knowledge 3, Subterfuge 4.
don’t have the courage to defy it.
Traits
Mariano has decided he wants Sabrina as his wife. As Attractive
long as Elizabeta is indebted to them, then Sabrina Selfish: The twins are loyal to each other – but
cannot resist him. Once she gives in to marriage, he only up to a point.
looks forward to taming her fiery spirit.
Tech Level: 3 Story points: 6
Carla has a much grander aim: in her vanity, she
wants to live forever. Elizabeta has the Bellagio Stone,
which might hold the secret. She wants the Stone. She
will happily kill anyone who gets in her way. Action: Murder Anton – and his Friends
This is one of the first events in the adventure:
Use the twins as your go-to troublemakers. They will on the orders of the Palladios, who know he has
turn up at the wrong times and make every situation betrayed them, Anton is murdered by Mostro. If the
worse. They have access to a wide network of thugs characters intervene, they will become marked for
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He wants to be welcomed in where he can try and Action: Find (and Keep?) the Bellagio Stone
work out what is happening with the family, their Cagliostro cannot resist a mystery. He swiftly
needs, and the false Cagliostro. guesses that Aldo hid the Bellagio Stone, that
he must have confided in someone, and that the
Action: Arrange to Meet Casanova confidante would be a figure he had known a long
Cagliostro wants to meet Casanova, to catch up on old time but who would be able to keep a secret from
times and share their learning from the last decade Elizabeta. Hearing from the Inquisition of Vincenzo’s
of life. He doesn’t know Casanova is involved with the connection to the family, he concludes that it is
Bellagios until he observes him there, either from a concealed in Vincenzo’s gondola. Or perhaps he saw
spy point nearby, or up close as “Count Huntingdon”. it all in a dream?
(Note that he doesn’t spend too much time with
Casanova in this identity, not wanting to push his luck.) Whether, or how, he reveals this truth depends on
However it happens, he sends word to Casanova that how the meeting progresses. He might, if it suits
he wishes to meet shortly before sunrise, at San him, tell people with a flourish that the Stone is
Trovaso Square. Count Huntingdon will of course destroyed; or that it is concealed in one place,
consider himself invited to this meeting as well. sending everyone rushing off to claim it, while he
goes over to Vincenzo’s gondola…
Action: Humiliate the False Cagliostro
How dare this foolish person claim to be him! A His preference is to keep the Bellagio Stone for
confrontation and duel of magic might be appropriate; himself. He expects he can arrange this amicably
or just turning Elizabeta against them? He is open to with Elizabeta, but will not be above simple theft
opportunity. should it come to that.
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It is most likely that things will come to a head at San If the players get to San Trovaso Square then
Trovaso Square. (However, the characters might end things can go down very differently. They might
up at the Inquisition’s headquarters, at the Church, help Sabrina and Vincenzo to escape, they might
at the Bellagio home, at the Palladio estate or almost convince Battista not to arrest anyone, they might
anywhere!). Whatever the setting, as Gamemaster put the Palladios in the sights of the Inquisition,
you should contrive to have as many factions they might get the massed gondoliers of Venice to
Venetian legend, popular through to the 21st century, holds that Casanova met Cagliostro in San Trovaso
Square in 1778, and learned the secret of eternal life. If the legend is true, then Casanova has lived many
lives, with many faces, and still resides in the city of Venice. This is an old legend, and resemblance to the
Time Lord process of regeneration is strictly coincidental… isn’t it?
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crash the party… The possibilities are endless. When them achieve these goals. Ultimately, this alliance
you run this sequence, things to remember: seems destined to shatter; but perhaps not until the
Krillitanes have achieved their goal.
• Don’t be intimidated by the large number of
characters, just move through them one by one The Forty Thieves know there is something amiss with
and have each of them chase hard for their goals. the Palladio twins; they have witnessed the late-night
• Put some genuine risk on the table – make this transformation of some Krillitanes, and have learned
climax count. The players should have Story not to climb too close to the gargoyles on the nearby
Points to help them turn things around, but don’t buildings.
make it easy on them.
• Put the Bellagio Stone in play. Everyone wants
it, and it can bounce from person to person, be
hurled into the water, be lost down someone’s
trousers…
C Aftermath
Once the threats to Casanova and the Bellagios are
resolved, the players will eventually prepare to leave.
Make sure to give them a chance to bid farewell to
the story characters whose lives they have changed,
or failed to change, so they can appreciate their
influence. The Bellagios and Casanova, in particular, Daleks
will hopefully be waved off as friends, but perhaps Also hunting the treasure: a small force of Daleks,
circumstance will not be so kind. maintaining a time cabinet in the Inquisition
The Bellagio Imbroglio
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Index
A Enter the Special Inquisitor 145 Campaigns 86
Accidental Wanderers 8 Everybody Halt! 145 Cause of Corruption 38
Act I – The Beginning 23 (The) Fellows of the Red Lion Hall 146 Cause of the Downfall 38
Act II – Rising Action 24 Fitting in with Legends 155 Changing Characters 91
Act III: The Finale 26 Getting There 139 Chaos Incarnate 49
(Running) Action Scenes 78 How to run the rest of the adventure 147 Character Arcs 86
Actors 28 Important Locations 146 Character Hooks and Plots 14
(Random) Adventure Generator 30 It Gets Complicated 143 Chase 32
Adventures 20 Juggling the Cast 141 Chosen by the Box 18
(Famous) Adversaries 42 Krillitanes 156 Church 101
(The) Adversary 21, 42 List of Events 147 City World 103
(Totally Random) Adversary 42 Managing the Aliens 156 Coming up with a Concept 64
(The) Aggressor 41 Nope, my Players Didn’t do That 143 Communication 60
Agricultural Planet 104 Other Streets and Canals 147 Confrontation and Climax 26
Alien Menace 30 (The) Palladio Twins, (The) Correct Way to Start 7
All the Players are Bored 83 Mariano and Carla 152 Corridors. Endless Corridors... 27
Alter History 31 Optional Variation: Aliens Among Us 156 Country Home 70
Alternate Universes 36 Playing History 138 Creating Characters 11
Ancient Power 31 Potential Matches 141 (Vincenzo) Cristiano 150
Ancient Power Weakness 31 (Antonio) Pratolini (Giacomo Curiouser and Curiouser 67
Appearance 59 Casanova) 140, 149
(The) Astronaut 115 (The) Rest of the Adventure 146 D
Attributes, Skills & Traits 62 Sabrina, the Pearl-masked Thief 144 Dead World 104
(Join the) Audio-Visual Club 78 San Trovaso Square 146 Dealing with Monsters 61
Secrets of the Stone 142 Death Comes To Toytown 107
B Some Complications 148 1. Valley of the Dolls 108
(The) Bellagio Imbroglio 137 Special Inquisitor Bernando 2. The Toys Come To Life 110
About the Inquisition 152 Battista 151 3. Edgar Hamilton 111
(The) Adventure Begins 143 Sticking Around 139 4. Escaping the Toy Shop 112
Adventure Synopsis 137 Story Special Rules 137 5. Saving Samuel 114
Aftermath 156 Weaving Stories Together 148 6. Tracking the Signal 115
Anton, the Man in Red 144 What are Cagliostro’s Treasures? 155 7. The March of the Chairs 116
Arrival 143 What Historians Know 138 8. Lair of the Nestene 116
Before Sunrise 155 What they all did next 148 Adventure Synopsis 107
(Elizabeta) Bellagio 140, 149 Where are They? 143 Aftermath 118
(Sabrina) Bellagio 140, 149 Where is the Stone? 142 Asking Samuel 115
(The) Bellagio Stone 142 Wrapping Up 155 Breaking Toys 113
Cagliostro 153 Big Finales 93 (The) Dolls 111
Casa Bellagio 146 Buckminster 114 Exploring the Shop 109
Casa Palladio 146 Building a Villain 51 Defeating the Nestene 107
Casanova 148 Business Executive 98 Finding the TARDIS 115
Casanova and the Bellagios 140 Buurman Blaster 121 Gadget Time 115
Casanova, the Hook-masked Lurker 144 Buurman Privateer 121 Getting Bought 113
(The) Cast of Characters 138 Hamilton’s Flat 110
(Vincenzo) Cristiano 150 C Hamilton’s Toys & Game 107
Daleks 156 (Count Allessandro) Cagliostro 154 (The) Nestene Consciousness 107
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Starting Out 6 Top Tip: Open-Ended Mysteries 80 What are their Skills and Traits? 13
Stock Footage 95 Top Tip: Stock Footage 77 What do you see upon opening
Stopping the Entity 40 Train 100 the TARDIS door? 72
(Uses for) Story Points 54 (New) Trait: Love 88 What is going to prevent them going
Survival 38 (New) Trait: Toy 108 back into the TARDIS? 72
(Starting with a) Trait 57 What looks interesting enough to
T Traitor 40 make them leave the TARDIS? 72
Talking 61 Traitors. Slaves and Unreliable Allies 53 What Sort of Character do we Play? 9
(The) TARDIS Crew 9 Trant, the Pirate Captain 122 What Stuff do They Have? 13
Technology 45, 66 (The) Turning Point 25 When 46
Temporal Anomaly 38 Where are we? 72
(The) Theme 21 U Who are the Characters? 11
(Random) Theme Generator 30 Unusual Sets 47 Who are you? 35
Themes 30 Who is About? 72
Thief 96 V White Plastic Football 113
Things From Dimension X 39 Venetian Policeman 146 World Gone Mad 41
(The) Three-Act Structure 22 Victories, Monologues and Worldly Power and Glory 45
Ticket Home 36 Death Scenes 51
Time Lord plus Humans Exploring Villain 89, 94 X
Time and Space 7 Villains 49 (The) ‘X’ Doctors 41
(Dealing with) Time Travel 82 Villains and Story Points 53
Top Tip: Be Tough 81 Y
Top Tip: Break Expectations 99 W Yatsoshiro Crewmember 121
Top Tip: Giving Story Points 75 War 41 You are Omniscient, the Villain is Not 54
Top Tip: List of Names 77 Warehouse 100 You’re Stuck for what Happens Next 83
Index
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