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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.
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.
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.
7
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.
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.
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.