Professional Documents
Culture Documents
Doctor Who Unofficial Solitaire Game, by Simon Cogan: Classic Book 5
Doctor Who Unofficial Solitaire Game, by Simon Cogan: Classic Book 5
Starting Characters
The Fifth Doctor
The Fifth Doctor was a definite change from his previous incarnation,
becoming far younger than he had been seen before. With blonde hair
and a youthful complexion the Doctor seemed to now be an old man
trapped in a younger mans body. He often strove to be both
compassionate and optimistic that at times made him the most human
incarnation yet, but this also made him highly vulnerable and humbled
when death or destruction occurred around him.
For some people, small, beautiful events are what life is all about!
Brains 12, Brawn 5, Bravery 9 (Aware, Charisma, Computers,
Engineering, History, Running, Science, Thief) Abilities: Protective,
TARDIS Crew.
Nyssa
Nyssa was a very scientifically minded woman and an aristocrat of the
planet Traken, becoming a full companion of the Doctor following the
twinned tragedies of losing her father to the Master and the destruction of
her home planet. Practically minded yet also thoughtful and caring,
Nyssa was liked by the Fifth Doctor due to her ability to follow his ideas
better than most companions, and her alien biology made her perceptive
and even slightly telepathic.
I can never forget that my father was killed by a tyrant.
Brains 8, Brawn 4, Bravery 6 (Aware, Charisma, Engineering, Science)
Personality: Compassionate, Dedicated (Science). Nemesis: The Master.
2
cv14a. Kamelion
You have encountered Kamelion Brains 9, Brawn 5, Bravery 5 (Aware,
Computers, Machine), an android capable of altering its exterior
appearance to resemble any form. Whilst not evil by nature, Kamelions
programming makes him prone to undertaking the commands of strong
personalities, including that of the Master! Choose from options below:
Fight: Combat occurs as normal. If you wish to Surrender or Escape see
below. If you win a Fight gain +1DM or reveal the Goal, but lose
a Luck point as Kamelion is not responsible for his actions.
Talk: You try to convince Kamelion that his master is evil and must be stopped. Make a Brains Roll by 3 with +1 to
each Companion with Compassion here. If you succeed roll 1D6: 1-3: Kamelion deactivates himself gain
+1DM (+2 if goal is ce75); 4-6: Kamelion becomes your Ally, gain a Luck Point.
Surrender: Roll 1D6: 1-2: You are attacked anyway see Fight option; 3-6: See e062a and roll for a Goal Event.
Evade: You must make Running 7 rolls to escape. If you fail or choose not to escape see another option.
3
cv16a. Androids
You have encountered 1D3+1 of Jeks Androids - each Brains 1, Brawn
8, Bravery 8 (Machine, Troop), designed to undertake their creators
bidding with ruthless and logical precision. Programmed with advanced
AI some are even capable of resembling human beings and showing
some levels of basic emotion!
Fight: Combat occurs as normal. If you wish to surrender or escape, see
below. If you win a fight against the Androids, gain a +1 DM.
Surrender: Roll 1D6: 1-2: The Androids are programmed to kill; 3-6: See Surrender option in cv16 above.
Evade: You must fool the Androids sensors to escape them; make an Engineering 8 roll to temporary blind them. If
you fail or choose not to do so you must choose another option.
Hide: You must make Thief 8 rolls before any other options. If you fail or choose not to hide, see another option.
5
ce68. Celery
(Equipment) The fifth Doctor wore a piece of celery on his lapel, not just
for decoration but to warn him of gases to which he was allergic. It also
had supposedly restorative properties. Once per Adventure you may
ignore negative results for any one Character on e265 or any Disease
Danger by spending one Luck point.
ce72. Revenge
(Goal 4) You have discovered that the Enemy merely wishes to unleash their fury and hatred upon another:
possibly a fellow ally, a figure of authority or even someone as cruel and dangerous as them! If you ever have
any Ally with either Domination or Madman here they are the target: lose -1 DM and roll for an immediate Enemy
Event you cannot Evade or Hide in this Encounter. If you have Brains 20, Bravery 15, 2 Charisma and either
Demolitions or Troop here, gain a +2DM.
ce74. Todd
You have encountered Doctor Kimberly Todd, a scientist from Earth who
is a specialist in underdeveloped alien cultures and their numerous beliefs
and ideals. She is Brains 8, Brawn 4, Bravery 7 (Aware, Charisma,
Engineering, Science 2). Also roll 1D6 on a 5-6 she is accompanied by
1D3 soldiers, each Brains 5, Brawn 6, Bravery 5 (Marksman, Troop).
Make a Charisma 8 Roll with -1 if any soldiers are here if you succeed
she and any friends of hers become your Allies. You can alternatively
make her a Companion with a Charisma 9 roll gain a Luck point.
If Todd becomes your Ally, make a Brains roll (with a +1 bonus) for her and if successful roll for a Plot event. Todd
is naturally able to get native aliens to trust her. If you encounter the Kinda (or Primitives) gain +2 to Talk rolls.
ce78. Morgus
You have encountered Morgus: project director of mining facilities and
obsessed with profit and greed. He is an unbalanced figure of authority
and as is as dangerous as the enemy! Take a -1 DM penalty. Morgus is
Brains 8, Brawn 4, Bravery 7 (Bureaucrat, Computers, Gloating,
Marksman, Pilot, Screamer, Thief, Victim). Roll 1D6 to see who is with
Morgus and then see options below:
1-2: He is alone; 3-4: He is with a female secretary Brains 7, Brawn 3,
Bravery 5 (Aware, Bureaucrat, Computers, Minion); 5-6: He is with 1D6
mercenaries each Brains 3, Brawn 6, Bravery 6 (Minion, Troop).
Talk: Make a Charisma roll. If there is an Enemy here, add +1 to roll (+3 if Sharaz Jek is the Enemy):
2-7: You are attacked if they have greater total Brawn. If they do not then they evade you. If you wish to
surrender or try to escape the fight, see below.
8-9: You are allowed to surrender see 059, but with -1 to the roll, otherwise if he has greater Brawn he will
attack and if he does not he will evade you.
11+: He joins as an Ally. Make a Brains roll for Morgus and if he succeeds, roll for a Plot event. At the end of
each turn, roll 1D6 and on a 4-6, Morgus decides his temporary alliance with you is over and departs.
Evade: Make Running 8 rolls, or choose another option.
Surrender: Roll 1D6: 1-2: You are attacked anyway if they have greater total Brawn, otherwise see e059; 3-4:
e059; 5-6: e061. If you go to e059 or e061, roll 1D6 first. If the result is a 6, roll for a Plot event as
Morgus cannot resist taunting you with information.
Fight: Combat occurs as normal. You may later Evade, or Surrender with -1 to the roll.
ce79. Feast
You attend a magnificent feast with roasted meats, honeyed figs and flagons of wines as courtiers and servants
mix with entertainers. All your Characters are +1 to Bravery until the end of next turn. If a Character with Music
makes a Music 9 roll, gain a Luck point. Also roll 1D6: 1-2: No event; 3-4: Character event; 5-6: Plot event.
10