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Doctor Who Unofficial Solitaire Game, by Simon Cogan: Classic Book 6
Doctor Who Unofficial Solitaire Game, by Simon Cogan: Classic Book 6
Starting Characters
The Sixth Doctor
The Sixth Doctor was prone to mood swings and had an almost
egoistical love of himself. Coupled with his bizarre and highly garish
coat, the Sixth Doctor was not an easy person to get on with and he was
liable to argue and even shout loudly at his companions. However he
was also immensely heroic and had a tendency to sense any evil in a
given place. His intellect and knowledge of the English language made
him often launch into long speeches of complex words and as with
earlier incarnations, enemies often underestimated him.
Change my dear, and it seems not a moment too soon!
Brains 11, Brawn 7, Bravery 8 (Aware, Engineering, History, Marksman, Medicine, Running, Science, Thief)
Abilities: Garish Clothes, Literary Quotations, Sense Evil.
Peri Brown
Peri Brown became an unwilling traveler in the TARDIS with the Fifth
Doctor but she soon witnessed the transformation into his Sixth
Incarnation. Never afraid to voice her concerns and the Doctors lack of
control of the TARDIS, Peri was usually distraught at the dangers she was
forced into, but despite their constant bickering she and the Doctor were
at heart good friends.
Cant we go somewhere a little more fun?
Brains 6, Brawn 4, Bravery 5 (Charisma, Running, Science, Screamer)
Personality (optional): Brash, Resourceful. Nemesis: Sil.
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cv18. Sil
You have encountered the odious Sil (DM: 0, Goal: 1-2: e174; 3-4:
e220; 5-6: ce85), a representative of the Galatron Mining Corporation.
Obsessed with profit and his own loathsome self-interest, Sil is not
opposed to cheating the system or even undertaking cruel and unethical
experiments on human beings! Sil is Brains 6, Brawn 2, Bravery 5 and is
accompanied by 1D3+1 guards each Brains 3, Brawn 7, Bravery 6
(Minion, Troop). If you are at an Enemy Base (e144) or on Thoros Beta,
then Kiv is also here see cv18a below.
Otherwise choose from the options below:
Talk: You can try to confuse Sil so you can escape - make a successful Brains rolls with your Brains reduced by 2 if you succeed gain +1 DM or reveal the Goal here. If you fail choose to Fight, Evade or Surrender.
Fight: Combat occurs as normal although Sil will automatically Evade if you have greater Brawn here. If you later
wish to Surrender or Evade see options below with -1 to either dice roll. If you win a fight then gain +1DM
or if you can Oppose Sil is instead Defeated.
Evade: Sil is easy to avoid but his soldiers are well trained to detain enemies - you must make Running 8 rolls
before combat. If you fail or choose not to escape, choose another option.
Hide: Sil is relatively easy to elude so long as he is unaware of your presence - you must make Thief 7 rolls before
any other option. If you fail or choose not to hide, you must choose another option.
Surrender: Roll 1D6: 1-2: e060 with -1 to the roll; 3-4: e061; 5-6: e062. You may roll for a Goal Event however
as Sil cannot help gloating over his plans with cruel, bubbling laughter.
Follow: This is only possible after a successful Hide. Make a Follow action: 2-4 Discovered: choose another option
with -1 to the roll; 5-7: Lose quarry event ends; 8-9: e082; 10+: e144.
Confront: You may only choose this option if you can Oppose and Kiv is not here you attempt to frighten Sil into
believing that his plans are fruitless and that a swift exit might be best! Make an opposed Bravery Roll
with +1 for each Marksman or Troop here. If you succeed Sil flees and is Defeated, otherwise take a -1
DM and must choose to either Surrender or Fight.
cv18a. Kiv
You have encountered Kiv Sils direct superior and ruler of the
Mentors. Kivs high intelligence as leader comes from his mutating brain,
which unfortunately is causing him great pain due to his bodys inability
to house his growing cranium. Kiv (Brains 9, Brawn 2, Bravery 7) is
desperate to find a host body to replace his own - something Sil is all too
pleased to assist with if it will give him newfound wealth and power!
You may choose any option above except Confront, or attempt to
Convince Kiv that Sil is untrustworthy
Convince: Make an opposed Brains roll against Kiv with +1 if you personally have Medicine. If you succeed then
Kiv agrees to your plans make a successful Medicine 8 roll, (adding +2 if you have a Medical Kit (e194)
here) and Sil is Defeated! Gain an extra 2 Luck points for defusing the situation peacefully. If you fail either
roll then you are Captured (see Surrender option above), are -1 to all Qualities for the rest of the Adventure
and Sil is +1 to all Qualities in future Adventures even if you do Defeat him.
ce86. Chessene
You have encountered Chessene, a highly dangerous but beautiful
Androgum genetically engineered by Dastari to ignore her baser
Androgum instincts and who is a worthy ally to any dark forces present.
Take a -1DM penalty. She is Brains 10, Brawn 6, Bravery 9 (Aware,
Charisma, Domination, Gloating, Poison, Science) and is accompanied
by her cannibalistic Androgum cook Shockeye Brains 5, Brawn 8,
Bravery 8 (Medicine, Running, Tracking). Choose from the options below:
Fight: Combat occurs normally. If you later Surrender, see option below.
Talk: Roll 1D6 and if the result is 1-2 you cannot choose this option. Make an Opposed Brains roll against
Chessene (with a +1 if you have Domination or if Dastari is your Ally here). If you fail take a -1DM penalty
and choose another option. If you succeed gain a +1 DM or if you can Oppose here and can make a
Domination 8 roll, Chessene and Shockeye become unreliable Allies against the Enemy gain +1 DM but
at the end of each turn roll 1D6 and if the result is 1-2 then Chessene and Shockeye desert you.
Evade: You will need to make Running 8 rolls or otherwise you must choose another option.
Hide: Shockeye is a keen hunter with an amazing sense of smell - make Thief 9 rolls before any other option. If
you fail or choose not to hide, choose another option.
Surrender: If Shockeye is alone you cannot Surrender! Otherwise you may see e061 if Chessene is here (or refer
to the Enemy event Surrender Section if an Enemy is here). Also roll 1D6 and if the result is 3-6 then roll
for a Goal event as she cannot resist gloating over her plans.
**Before further Enemy Encounters roll 1D6: 1: Encounter Shockeye alone; 2-3: Encounter Enemy normally; 4:
Encounter Chessene and Shockeye alone; 5-6: Encounter Enemy and Chessene. Chessene gives a -2 penalty to
any Brains rolls made in Enemy encounters.
ce89. Vervoids
You have encountered the Vervoids, a genetically created race of sentient
plant life turned animal by Professor Laskey. Though intended to be made
as servants of humanity the gestation period has occurred far too early
and the aliens view humans as a threat which must be eliminated! There
are 1D3+1 Vervoids here, each Brains 3, Brawn 7, Bravery 5 (Creature).
Choose from the options below:
Evade: The Vervoids are swift creatures for plant life but still not too fast make a Running 7 roll. If you fail, the Vervoids surround your
party chose to either Fight or Talk.
Fight: Vervoids shoot poison darts from their hands so if a non-Machine Character is Wounded, they must make a
successful Brawn roll (with no Wound modifier) or be killed. Vervoids can also emit toxic gas from their
mouths so at the end of each combat round, roll 1D6 for each Vervoid. If the result is 5+, then a random
non-Machine Character that the Vervoid is attacking must make a successful Bravery roll or be KOd.
Hide: Vervoids are powerful hunters you must make a Thief 8 roll or must choose another option.
Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose another
option with -1 to the roll; 5-7: Lose quarry event ends; 8-9: e082; 10+: e144.
Talk: You attempt to get the Vervoids to understand that you mean them no harm: Make a Charisma roll with +2 if
Professor Laskey is your Ally and +1 for each Science:
2-8: The Vervoids hiss aggressively at you and attack see option above.
9+: You confuse the Vervoids long enough to escape gain a +1DM if Laskey is the Enemy.
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ce91. Dastari
You have encountered Dastari, a brilliant but misguided scientist who is
gifted in both the fields of genetic experimentation and temporal science.
He is often devoted to his creations and is a difficult man to convince
otherwise! Dastari is Brains 10, Brawn 4, Bravery 6 (Bureaucrat,
Computers, Medicine, Science 2). Choose from the options below:
Surrender: Roll 1D6: 1-3: e059; 4-6: ce82.
Talk: Make a Charisma Roll with +1 if an Enemy is here and +2 if you
personally have Science 2:
2-5: Dastari coldly brushes you aside and the event is over.
6-9: You have a long talk with Dastari and he politely offers some information roll for a Plot event.
10+: If an Enemy is here and you can make a Bureaucrat 7 roll, Dastari joins you as an Ally and you may
gain a Luck point, otherwise he is too busy to help you. Regardless, you may roll for a Plot event here.
Evade: Roll 1D6: On a 1-2 Dastari ignores you, otherwise he has some questions for you either make a Running
7 roll here or choose another option.
**If Dastari does not become your Ally, roll 1D6 and on 4-6 he becomes a Minion of the Enemy. Take a -1 DM
and each time you have an Enemy Encounter roll 1D6, with +1 to the roll if the Turn is 8+: 1-2 Encounter Dastari;
3-4: Encounter Enemy; 5-6: Encounter Enemy and Dastari. If any of your party is ever captured see ce82.
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