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Welcome to the Doctor Who Solitaire Story Game...


The oldest civilization: decadent, degenerate and rotten to the core! Daleks, Sontarans, Cybermen - they're still in
the nursery compared to us! Ten million years of absolute power - that's what it takes to be really corrupt!
(The Sixth Doctor The Trial of a Time Lord)
The Time Lords of Gallifrey hold a unique position amongst the races of the universe. With their power to travel
through time they could be exalted as Gods or Devils. But the Time Lords chose a code of non-interference and
would only observe. But not all the Gallifreyans would abide by this code some would escape the stuffy confines
of the Citadel to explore the universe. Others would want to rule it...
Now the Doctor Who Solitaire Story Game gives you the opportunity to visit the Doctors home planet and combat
some of his most deadly Time Lord foes from the Classic Series.

How to Use this Expansion


The Classic series of Doctor Who treated the Time Lords in a very
different way to the regenerated version of the series first seen in 2005,
where Gallifrey had been destroyed in the Time War against the Daleks.
This expansion assumes that the player is using the Classic expansions for
the game. How the player then interacts with his home planet will then
depend on the incarnation of the Doctor:
If playing the First or Second Doctor then any Talk rolls to Troops on
Gallifrey, plus any rolls whilst Captured have a -2 penalty
If playing the Third to Eighth Doctor, there are no special bonuses or penalties.
In addition, to integrate the contents of this expansion into the Core game, also change the following:

You may always return to Gallifrey with no TARDIS roll necessary see ca60 below.

Replace any rolls referring to e005 or e016 with ce134, and any referring to e282 with ce125.

ca60. Gallifrey (Outside Time)


The TARDIS has landed on Gallifrey, in the heart of the Capitol and close to the Panopticon. You have a curious
relationship with your home planet and the Time Lords that reign there. At times, you can be welcomed and your
help appreciated, but on other occasions you have been treated as a criminal
Special: If you are referred to e059a here, see instead ce127. Any TARDIS Damage is automatically repaired at
the end of the Adventure. Gain +3 to any TARDIS roll when setting the controls (e001b) when leaving Gallifrey. If
you fail to Defeat an Enemy here, lose twice as many Luck points.
Enemy (D6): 1: cv27; 2: cv28; 3: cv29; 4: ce136; 5: v531; 6: v511
Character (D6): 1: ce128; 2: ce129; 3: ce132; 4: ce133; 5: ce135; 6: ce132

Event 1 (D6): 1: ce126; 2: ce127; 3: ce137; 4: e120; 5: e112; 6: e002


Event 2 (D6): 1: e145; 2: e268; 3: g355; 4: e115; 5: e116; 6: e002
Plot (D6): 1: ce23; 2: e148; 3: e154; 4: e173; 5: e272; 6: e150
Location (D6): 1: ce130; 2: e102; 3: e055; 4: e094; 5: e065; 6: ce130

cv27. The Decayed Master


You have encountered the Master (DM -2. Goal: 1-2: e240; 3-4: cv27a;
5-6: e222). Your old foe is even more desperate than ever after his final
regeneration has failed. Resembling nothing more than a decaying
corpse, he keeps this vile form alive through sheer will to survive and
hatred of you. In his decaying form he is Brains 12, Brawn 4, Bravery 8.
If a single Human Character encounters the Master, roll 1D6 on a 4-6,
before they can try any option, the Master attempts to hypnotize them.
They must make a successful Bravery roll (with a -2 penalty unless they
have Domination). If they fail then take a -1DM and they become his
Minion and are encountered with the Master.
Choose from the options below:
Talk: You can either try to bluff your way out of trouble - make an opposed Brains roll (with -1 for each
previous attempt). If you succeed, you escape the encounter and gain a +1DM or reveal the Masters
Goal. If you fail, choose another option.
Confront: You may only choose this option if you can Oppose. If you can make an opposed Brains and
Bravery (total both plus 1D6 plus any Gloating you have) roll against the Master then you have
Defeated him. If you fail to Oppose then take a -1DM and choose another option.
Fight: The Master has his tissue compression device to help defend him. At the start of a combat round roll
1D6 and on a 5-6, one of your Characters with Victim or total Qualities 15 or less is destroyed (your
choice). If the Master has less total Brawn than you, he will try to Evade you. At the end of each round,
roll 1D6. If the result is 5-6, then he has escaped. You may choose to Surrender. If you win a fight
against the Master, gain a +1DM. If you can Oppose and win a fight, then you have Defeated him.
Evade: You must make Running 7 rolls before combat. If you fail, choose another option.
Surrender: Roll 1D6: 1-3: e061; 4-6: e062. Roll for a Goal event as he cannot resist gloating over his plans.
Hide: Make Thief 8 rolls before any other option. If you fail, or choose not to hide, 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.

cv27a. Renew Regenerative Cycle


(Goal 4) (Apocalypse/Experiments/Resurrection) The Master plans to
rejuvenate himself by stealing a vast power source. If you have Brains
25, 2 Science, 2 Engineering and 2 Tracking gain +2DM. The more time
that passes the closer the Master comes to reaching his Goal so take a 1DM penalty at the end of the third Turn after this Goal is revealed and
at the end of the fifth Turn after it is revealed, take a further -1DM penalty
and increase the Masters Brawn by +2 as he gains strength from the
power source. If you Defeat the Master and have an Ally or Companion
with Victim, the Master uses the energy he has stolen to absorb their
body to survive. Lose 1 Luck point for an Ally or 3 Luck points if this was
a Companion.

cv28. Omega
Omega is one of your civilizations most revered historical figures. It was
Omega who first conducted the time travel experiments that made the
Time Lords who they are today. Tragically he was lost and presumed
dead. In fact he survived but was trapped in an antimatter reality. He
had the powers of a god in this reality but desperately sought to return to
the material world at any cost. Omega (DM -2 Goals: 1-2: ce127; 3-4:
e247; 5-6: e156) is Brains 11, Brawn 0, Bravery 8 and a desperate and
insane individual who will cause destruction if his plans succeed.
Roll 1D6, add +2 to the number if Turn 6+. Add a further +2 if Turn 9+:
1-4: You have not encountered Omega but 1D6 of his blob like Gellguard creatures each Brains 1, Brawn 9,
Bravery 8 (Laser, Minion). You may Fight them (if you win gain +1DM), Surrender at any time as their
orders are to capture you (see e061 and you are transported to Omegas antimatter world if not there
already see cv28a) or Evade with either Thief 8 or Running 7 rolls, if you fail you must Fight or Surrender.
5-6: You have encountered Omegas creation the Ergon - Brains 5, Brawn 7, Bravery 5 (Creature, Minion) - a
curious looking reptilian/avian creature. You may Fight (if you win gain +1DM), Evade with Running or
Thief 8 rolls, or Surrender at any time (see e061 and you are transported to Omegas antimatter world if
not there already see cv28a).
7+: You encounter Omega. Roll 1D6 to see if he is with his servants: 1-2: Omega is alone; 3-4: Omega is with
his Ergon servant (unless it has been killed); 5-6: Omega is with 1D6+1 Gellguards. See below for options.
Fight: If you win a Fight against Omega (using Bravery when fighting him rather than Brawn and adding any
Domination) gain +1DM. If you can Oppose he is instead Defeated. You may Surrender to him during
combat, if you do so see e060.
Surrender: Omega will only accept Surrender if a TARDIS Character is here - roll 1D6: 1-3: see 060; 4-6:
see e061. He also cannot resist gloating, so roll for a Goal event. Omega will otherwise attack.
Evade: Omega will not give chase but any Character must make a successful opposed Bravery roll (adding
any Domination) to escape. Characters must also escape from any of Omegas servants as above.
Hide: Omega is perceptive. You need Thief 9 rolls to Hide from him. If you fail choose another option.
Talk: You may attempt to outwit Omega. Make Opposed Brain rolls (with -1 for each previous attempt). You
may add Gloating or Domination to your roll. If you succeed encounter ends and you gain +1DM. If
you can Oppose Omega, he is instead Defeated.

cv28a. Omegas Return


(Goal 5) (Resurrection) Omegas plan to re-enter the physical universe is
simple. If someone takes his place in the anti-matter universe balance is
maintained and he can complete the process. Unfortunately he has
chosen you to take his place! If you are captured during the Adventure
take a -1DM penalty as Omega uses the opportunity to extract your biodata. If you have Aware 2, Computers 2, Demolitions and Marksman
you may gain +2DM. If you lose this Adventure you are trapped in the
anti-matter universe and your game is over!

cv29. The Valeyard


You have encountered the Valeyard (DM: -2. Goal: 1-2: e163; 3-4:
e277; 5-6: e156). You are shocked to learn that the Valeyard is you - or
more accurately, the distillation of all your negative characteristics. He
came into existence between your twelfth and final incarnations. As
such he is a dangerous foe as he has the same knowledge and
experiences that you possess. He is Brains 12, Brawn 5, Bravery 8. The
Valeyard has entered the Matrix and so see ce126 and then choose from
the options below:
After Turn 6+, if you encounter The Valeyard you must also see cv29a.
If you fail to Defeat the Valeyard, roll 1D6 in addition to normal Luck loss: 1-2: No additional penalty; 3-4: Gain
Madman; 5-6: Gain Victim.
Fight: The Valeyard has managed to alter the Matrix to serve him. If you choose to Fight the Valeyard he can twist
and use the environment of the Matrix against you. He is Brawn 10 to Fight. If you Defeat him he
disappears with a mocking laugh. You gain +1DM but he cannot be Defeated this way.
Surrender: The Valeyard welcomes your surrender - see e61. He cannot resist gloating so you may also roll for a
Goal event if you havent done so already.
Evade: It is difficult to escape the Valeyard whilst he controls the virtual reality of the Matrix. You need Running 9
rolls to Evade him. If you fail, choose to Talk (with -1 to your Brains), Surrender or Fight.
Hide: You need Thief 9 rolls to successfully hide from the Valeyard before choosing any other option. If you fail,
choose to Talk, Fight or Surrender.
Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose another
option; 5-8: Lose quarry event ends; 9: e258; 10: e208; 11+: e082.
Talk: You may trick the Valeyard into letting you go for now. Make an Opposed Brains roll (with -1 for each
previous attempt with this option). You may add Gloating to the roll. If you succeed, gain +1 DM. You lose
-1DM if you fail and choose another option.
Confront: This option is only possible if you can Oppose. If you have 2 Computers and 2 Science and succeed in
an Opposed Brains roll (adding any Gloating to your roll) against the Valeyard, then you have Defeated
him. If you fail, take a -1DM and choose to Fight or Surrender.

cv29a. Particle Disseminator


Thwarted by the opportunity to have your remaining lives The Valeyard
has set up a deadly weapon, the Particle Disseminator in the Matrix and
has it aimed at Gallifrey. Before you can Defeat the Valeyard you must
destroy this evil weapon as an Action.
To sabotage the weapon and destroy it you must locate exactly where in
the Matrix the Valeyard has hidden it with a Tracking 9 roll. Then as
another Action you must make an Engineering 10 roll to destroy it. If you
succeed, gain +2DM.

ce125. The Trial of a Time Lord


The TARDIS has been pulled off course and dragged into a Time Lord
space station. You are shocked to discover you are being put on trial for
your adventures by your peers the Time Lords. You must prepare your
own defence and outwit the prosecution represented by the mysterious
and deadly Valeyard. The trial is conducted by The Inquisitor. Your next
three Adventures will be played out to the court to be used as evidence
for the trial.
ce125a. The Trial Begins
From now on until the Trials conclusion you will play the game as normal except for a few changes. Firstly you
will no longer use Luck points. Record your current Luck point score for future use but for now record 4 Trial points.
These function exactly like Luck points during an Adventure (earning and spending). Begin play by rolling for a
random Adventure at e001b. You do not gain (or lose if you failed to Defeat the Enemy) Trial or Luck points at the
Adventures conclusion, but you may spend Trial points as Luck points. If you are killed during the Adventure you
collapse at your trial and fade away as you were nothing but a temporal anomaly!
ce125b. Stages of the Trial
During the Adventure, at the end Turn 6, you must hear the case of the Valeyard. He will attempt to prove that
your involvement in the Adventure caused great harm. You must make an opposed Brains roll against the
Valeyard (Brains 12) with -1 for every Character killed, -1 for every Enemy killed. You may add Gloating to your
roll. If you win gain 1 Trial point, if you fail lose 1 Trial point.
At the end of Turn 9 you may present your defence. Make another Opposed Brains roll against the Valeyard with
the following modifiers: +1 for every successful Rescue Action, +1 if the Enemy Goal was e167, e171 or e221.
You may add Gloating to your roll and if you succeed gain 1 Trial point, if you fail lose 1 Trial point.
At the Adventures conclusion the Inquisitor will go over the evidence. If you defeated the Enemy gain 3 Trial
points. If you failed to Defeat the Enemy, lose 2 Trial points. For every Character and Enemy killed lose 1 Trial
point. If you Defeated a Temporal Enemy gain a further 1 Trial point. Note you can have minus Trial points!
You must now repeat the above stages for two more Adventures. Roll 1D6 - result 1-3: e001b; 4-5: ca40; 6:
ca41. At the end of your third adventure, see below.
ce125c. Trials Conclusion
Simply see how many Trial points you have gathered and follow the
instructions below:
4 or less: You lose the case completely, not only does the Valeyard gain
your remaining regenerations but you are sentenced to death and
vapourised. Your game is over
5-8: The Valeyard wins his case. As punishment he gains your remaining
lives. You may never regenerate as described at r310 and the
Valeyard becomes a Nemesis. Your Luck points are restored to you.
9+: You are exonerated of all charges! Gain 1D6+1 Luck points and restore your initial Luck points taken from
you at the start of the Trial. Your next Adventure however is inside the Matrix (ce126) and the Valeyard will
be the Enemy (cv29) as hes not ready to admit defeat yet!

ce126. The Matrix


The Matrix is the repository knowledge of the Time Lords. A vast
computer network that contains not only the sum total of Time Lord
experiences but also the minds of Time Lords who have died. Time Lords
frequently consult the Matrix to gain wisdom in making difficult decisions.
In the past individuals have entered the Matrix and have fashioned the
dream like reality there to their own whims. Possession of the Matrix can
be sought by many criminals due to the information contained within. If
the Enemy hasnt been revealed, if you can make a Computers 10 roll
you may either roll for a Plot event or gain +1DM.
If the Enemy has been revealed, they have entered the Matrix and you realise that you must enter it to Defeat them
there, before you can Defeat them in the real world. Each subsequent Turn of your Adventure now takes place in
the Matrix. Roll for a random Adventure (e001b). This will be the reality you enter. Each Turn make an Opposed
Brains roll against the Enemy to control the reality inside the Matrix. If you succeed your Action this Turn has a +2
bonus, if you fail it has a -2 penalty. Play the Adventure Location as normal, except the Enemy will already be
known. If you Defeat the Enemy in the Matrix gain +3DM and the Enemy has -1 to all his Abilities and you leave
the Matrix and return to your original Location. If you fail to Defeat the Enemy in the Matrix you are killed.
Your Companions and Allies do not enter the Matrix with you but may either add their Computer or Domination
Traits to any rolls you need to make in the Matrix. Alternatively they can continue to perform Actions at your
original Location whilst you are in the Matrix. If you are killed in the Matrix your Adventure is over.

ce127. The High Council


You have stumbled across the High Council whilst they are in session.
Roll 2D6 and consult the chart below with +1 per Bureaucrat, +1 if the
Enemy is revealed, +1 if you have had advice from Borusa (+2 if he is
President), +1 for every Time Lord Companion you may have, +2 if you
are currently President (see ce138), -2 if the Enemy is a Time Lord, -2 for
every Gallifreyan or Time Lord you have killed during this Adventure:
1-4: You are seized upon immediately by the Chancellery guard and
sentenced to be vaporized! See e060.
5-7: You are arrested - see e059.
8-9: You are ignored and you sneak back out of the Council chambers - event ends.
10-11: The Council listen to your words and give you any information they have - roll for a Plot event.
12: The High Council decide to support you. They give you information (roll for a Plot event) and command 1D6
Chancellery guards to assist you, each Brains 4, Brawn 6, Bravery 6 (Marksman, Running, Troop).

ce128. Borusa
You have encountered your old lecturer Borusa, a stern and serious Time Lord who tries to act in Gallifreys best
interest. However he also believes Gallifreys best interests are tied with his own. Roll 1D6 on a result of 5-6,
Borusa is actually president of Gallifrey. Roll 2D6, with -1 if he is President, adding any Time Lord Bureaucrat and
+1 if the Enemy has been revealed:
2-6: Borusa summons the Chancellery guards and you are taken into custody. See e059.
7-8: Borusa has no time to talk to you and dismisses you.
9+: Borusa discreetly gives you advice - roll for a Plot event. If Borusa is not President he will also join you as
an Ally - Borusa is Brains 11, Brawn 4, Bravery 7 (Bureaucrat, Charisma, History, Science) and gains +2
Qualities on any Goal or Plot event on Gallifrey.
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ce129. Chancellery Guards


You hear the sound of quick marching feet and encounter the chancellery
guard in their red and white uniforms! Roll 1D6:
1-2: They are led by Commander Maxil - Brains 4, Brawn 7, Bravery 8
(Aware, Bureaucrat, Computers, Gloating, Marksman).
3-4: They are lea by Commander Andred - Brains 5, Brawn 7, Bravery 8
(Charisma, Computers, Marksman, Running, Tracking).
5-6: They are not led by a Guard Commander.
There are 1D6+1 Guards, each Brains 4, Brawn 6, Bravery 6 (Marksman, Minion, Tracking, Troop). Choose an
option below:
Evade: You may outrun the guards with Running 8 rolls or Hide from them with Thief 8 rolls.
Talk: Make a Charisma roll adding any Bureaucrat you have and +1 for every Time Lord Character (except
yourself) in the group. Take an additional -4 to the roll if Maxil is the commander:
1-6: The Guards are uninterested in your words and stuns you! You are captured - see e059.
7-8: You are allowed to pass by. Encounter ends.
9-10: If the Guards are led by a Commander then roll for a Plot event. The encounter then ends.
11+: The Guards become Allies. Make a Brains roll for the Commander (if there is one) and if he succeeds
roll for a Plot event. If the Enemy is another Time Lord the Guards will be confused who to support and
will leave you, except for Commander Andred who remains your Ally.

ce130. Outer Gallifrey


(Location) (Wilderness) You find yourself outside the confines of the capitol and in the mainly abandoned expanse
of Gallifreys wilderness. Any Time Lord Ally is -2 to all Qualities here. Every Turn you must make a Tracking 8
roll. If you fail you may take no Actions that Turn and must instead roll 1D6. Result 1-2: You wander aimlessly
about; 3-4: ce131; 5: g356; 6: g354.

ce131. Shobogans
Shobogans are renegade Gallifreyans who prefer to live a simpler, more
primitive existence outside the Citadel. Roll 1D6 to determine how many
you encounter, each Brains 5, Brawn 7, Bravery 7 (Marksman, Running,
Thief, Tracking, Troop). If there are at least 4 Shobogans, then one is a
leader - Brains 7, Brawn 7, Bravery 8 (Charisma, Marksman, Running,
Thief, Tracking). Choose from the options below:
Talk: Make a Charisma roll with a -1 penalty for each Time Lord Ally or
Companion, but +1 if a Shobogan leader is here:
2-4: They are not interested in your words and attack you.
5-8: They are indifferent to your words and decide to capture you - see e059.
9-10: They impart some knowledge - roll for a Plot event. The encounter then ends as they depart.
11+: They like your spirit! They become Allies - also roll for a Plot event.
Evade: You may evade The Shobogans with Running 8 rolls. If you fail you must choose another option.
Surrender: The Shobogans take you prisoner - see e059.
Fight: Combat occurs as normal. You may Evade or Surrender after the first round.

ce132. Time Lord


You have encountered another Time Lord and possibly an old friend who becomes an Ally. Roll 1D6:
1: Surgeon Gomer - Brains 8, Brawn 3, Bravery 7 (Bureaucrat, History, Medicine, Science).
2: Councilor Hedin - Brains 11, Brawn 4, Bravery 9 (Bureaucrat, Charisma, History, Marksman, Minion, Thief).
3: Technician Rodan - Brains 8, Brawn 4, Bravery 5 (Charisma, Computers, Engineering, Running, Science).
4: Commentator Runcible - Brains 5, Brawn 3, Bravery 5 (Computers, History, Victim).
5: Technician Damon - Brains 8, Brawn 4, Bravery 7 (Aware, Charisma, Computers, Engineering, TARDIS, Thief).
6: Coordinator Engin - Brains 8, Brawn 2, Bravery 4 (Bureaucrat, Computers, History, Engineering).
Make a Brains roll for them (adding any Aware bonus) and if successful then they know some useful information
roll for a Plot event. Any of these Characters gain +1 to Move Actions on Gallifrey.

ce133. Castellan
You have encountered the Castellan, head of the capitol guard on
Gallifrey and who sits on the High Council. There have been many to
have held the post. Roll 1D6 to see which one you have encountered:
1-2: Kelner - Brains 8, Brawn 4, Bravery 5 (Aware, Bureaucrat,
Computers, History).
3-4: Spandrell - Brains 8, Brawn 6, Bravery 8 (Aware, Bureaucrat,
Computers, Marksman, Tracking).
5-6: Jerrichus - Brains 7, Brawn 5, Bravery 6 (Bureaucrat, Computers, Engineering, History, Victim).
Roll 1D6 if the result is 1-3, then the Castellan is with 1D6 guards (see ce129). Choose an option below:
Evade: You must make Running 7 rolls (Running 8 if with guards) to evade the Castellan or choose another option.
Surrender: Roll 1D6 (with -1 to the roll if from Fight or Evade option): 1: The guards raise their stasers and attack
you; 2: e060; 3-4: e061; 5-6: e059.
Fight: Combat occurs as normal. You may later Evade the Fight or Surrender (see above).
Talk: Take a -2 penalty for Kelner, -1 if Jerrichus, +1 for Spandrell and +1 if the Enemy has been revealed:
2-6: You are captured - see e059
7-9: Kelner or Jerrichus will dismiss you out of hand but Spandrell gives you information - roll for a Plot event.
10+: The Castellan (but not guards) will become your Ally - roll for a Plot event. When the Enemy is revealed
however roll 1D6 each Turn for Kelner - on a 5-6 he becomes a Minion for the Enemy and see e145.

ce134. CIA Agent


You get an unexpected visitor, a CIA agent who tells you that your next
Adventure will be undertaken in the service of the Celestial Intervention
Agency, Gallifreys shadowy secret service. Roll for a Plot event before
your first Turn and you may immediately choose to Investigate as an
Action. However this Adventure will be of such importance that you must
re-roll an Enemy if it has a DM of greater than 0. If you fail to Defeat the
Enemy you lose twice as many Luck points as usual!

ce135. Chancellor Goth


You encounter Chancellor Goth, a ruthless and determined politician
who believes himself the rightful heir to the current Presidency. He will
stop at nothing to achieve his ambitions. Goth is Brains 9, Brawn 6,
Bravery 8. Choose an option below:
Talk: Make a Bureaucrat roll. If the Enemy has been revealed, Goth is
instead a Minion and you must either Fight or Evade.
2-8: Goth is uninterested in your words and summons his guards to
capture you - see e059.
9-11: Goth is unconcerned about your words and brushes you off the encounter ends.
12+: Goth accidently reveals a vital clue. Roll for a Plot event. Angered by his lapse he then quickly leaves.
Evade: You may evade Goth with Running 8 rolls. If you fail, choose to Talk, Fight or Surrender.
Surrender: Goth swiftly orders nearby guards to arrest you - see e059.
Fight: You move to disable Goth. He quickly summons 1D6 chancellery guards (see ce129) to aid him. If you
Defeat Goth and he is a Minion gain +1DM as with his dying breath he reveals vital Enemy plans. If you
kill Goth and he wasnt a Minion lose 1 Luck point.

ce136. Vardans
Suddenly with a bright shimmer humanoids appear - Vardans! Roll 1D6
the number encountered, each Brains 7, Brawn 9, Bravery 6 (Minion,
Troop). Vardans are a telepathic race which can invade any broadcast
wavelength. The Vardans are militaristic, but lack the intelligence to act
alone and are the spearhead force for another Enemy. When you roll for
your next Enemy event, roll 1D6: 1-2: Vardans; 3-4: Roll for a new
Enemy; 5-6: Roll for anew Enemy who are with the Vardans.
Choose from the options below:
Fight: Vardans are mostly energy. If you score a hit against a Vardan roll 1D6 - on a result of 1-3 the blow has no
effect, 4-6 the blow lands as normal. If you Defeat the Vardans gain +1DM.
Talk: You may attempt to convince the Vardans that you are a useful ally. If you can make a Brains roll with -1 for
every Vardan here, gain +1DM and the encounter ends. If you fail you must either Fight or Surrender.
Surrender: You may Surrender to the Vardans - see e059.
Evade: You may flee from the Vardans with Running 9 rolls. If you fail, choose another option.

ce137. Presidential Election


You discover that the Presidential Election is taking place see e154. Whoever wins this election will hold great
power in Gallifrey. You may decide to enter the election with a successful Bureaucrat 11 roll. If you ever receive
the result of e060 you may ignore it to claim Article 17 of the constitution. However other Time Lords are angered
by your outright cheek and you receive -1 to Talk rolls to any Time Lord during this Adventure.
At the Adventures conclusion if you successfully Defeat the Enemy roll 1D6 and add the Enemy Goal score. If the
result is 8+ the Time Lords are so enamored by your victory they name you President! You quickly flee Gallifrey
but if you return you are still President and gain +1 to any rolls in the Matrix (ce126) and +1 to any Talk rolls to
Time Lords. However every 3 Turns you must make a Bureaucrat 7 roll to complete any Action that Turn. If you
land on Gallifrey after this second Adventure you will have been deposed as President.
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