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THE WRATH OF RASSILON

A scenario for Doctor Who Adventures in Time and Space


by misterharry

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This adventure is intended to be run for a group including at least one Time Lord. It has been written with the 3
Doctor and Jo Grant in mind, but is suitable for any subsequent incarnation of the Doctor with minimal
modification. If the Doctor is not present, the player characters should include at least one Time Lord. It has been
designed primarily for a pre-Time War setting, but could easily be adapted to use in a post Time War campaign.

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TABLE OF CONTENTS

INTRODUCTION ........................................................................................................ 3
GM’S INFORMATION 3
PLAYERS’ INTRODUCTION 3

PART 1: SHELL SHOCK ........................................................................................... 6


FLOWER MAIDEN 6
THE POROLIANA VILLAGE 6
H’SSSK HUNTERS AND CHELONIAN SCOUTS 7
THE SHINING POOL 8
CHELONIAN ASSAULT 9

PART 2: THE WRATH OF RASSILON ................................................................... 11


MASTER PLAN 11
THE ISLAND 13
THE PIT 16
THE TRAP IS SPRUNG 18

FINAL NOTES ON RUNNING THE ADVENTURE .................................................. 20


SURVIVING THE ADVENTURE 20
DEFEATING THE CHELONIANS 20
ASSISTING THE POROLIANA 20

APPENDIX 1: THE MASTER .................................................................................. 21

APPENDIX 2: THE CHELONIANS .......................................................................... 23

APPENDIX 3: THE ARBORAMORENSIANS .......................................................... 24


THE POROLIANA 24
THE H’SSSK 25

APPENDIX 4: TIME WRAITHS ............................................................................... 26

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INTRODUCTION

GM’S INFORMATION

The jungle world of Arboramorensis is a paradise of plant life. But it is also the setting of a fight for survival
between the planet’s two indigenous sentient species. This is survival of the fittest in a very real sense and in the
long term, one species is doomed to extinction. For the moment though, the fate of both hangs in the balance.

But all this could change, as the planet harbours a secret from the Time Lords’ distant past: a weapon capable of
ripping reality apart. Dormant for billennia, the Wrath of Rassilon has now been activated by signals transmitted
by one of Gallifrey’s most notorious children… the Master. The Master is seeking to use this ancient weapon in
his pursuit of power. And when he arrives on Arboramorensis with his Chelonian allies, only the players can
prevent him from unleashing the Wrath of Rassilon on the planet Earth as a test of its destructive capabilities. Or
so he thinks…

NOTES:
 The date setting for this adventure is left up to the GM to determine. The Chelonians were a militarist
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race until the 60 Century at least, and it was not until sometime after then that their culture underwent a
conversion to pacifism. So any time prior to then would be suitable.
 Although much of the adventure is written in a fairly linear fashion, the actual flow of events is likely to
vary from this and is dependent on the actions of the players. The GM should view the adventure as
written as what happens if the Master’s schemes are allowed to go to plan and should be prepared to be
flexible in response to the players’ decisions.

PLAYERS’ INTRODUCTION

The TARDIS materialises on the planet of Arboramorensis, a world dominated by lush jungles. The scanner
shows a wall of green foliage peppered with flowers of all the colours of the rainbow. The TARDIS Data Banks
can provide the time travellers with information on the planet - see the text box below.

ARBORAMORENSIS

Arboramorensis is an Earth-sized planet within the Milky Way. It is however closer to its sun than the Earth is to
ours, with the result that it is generally hotter, with climates ranging from temperate to supra-tropical, and the
equator being inhospitable to humans. The landmasses occupy a little under 50% of the planet’s surface and for
the most part are covered by thick rainforests and jungles, and temperate forests and woodland towards the
poles.

Arboramorensis is notable in that the animal kingdom is entirely absent from its ecology; animals never appeared
on the planet. All species are in fact plant or fungi descended, even those which appear to be animals. Many
plants and fungi have developed to become fully mobile and taken the place in the ecosystem that would, on
other worlds, be filled by animals, birds, insects and even fish. Predators on Arboramorensis have evolved from
parasites and symbiotes, and are mainly fungal life-forms, though there are some species of predatory flora too.
In the era in which this adventure is set, there are two sentient species on Arboramorensis: the Poroliana and the
H’sssk. Both of these are still very primitive and are locked in a battle for survival. The Poroliana are foragers,
whereas the H’sssk are predators. It is only in the past few hundred years that the two species have come into
contact with each other, having originated in different areas of the planet. But since they have made contact, the
H’sssk have hunted the Poroliana for food. See Appendix 3 for further details on these two species.

The PCs can exit the TARDIS and begin to explore their surroundings. The ship has landed in a sub-tropical
region, so it is hot without being unbearable. The air around them is full of the scents of the flowers and other
vegetation, as well as sounds as if of animals and birds moving through the trees and calling to each other –

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though as noted in the information on Arboramorensis, these are actually plant or fungus based lifeforms which
have evolved along the same lines as animals. The dense foliage keeps the jungle in perpetual twilight.

GLIDER LILIES:

Glider lilies are flower-like creatures that use their large petals to glide through the air, manipulating them to gain
some directional control. On the ground, they fold their petals up like an insect folds its wings and run around on
spindly legs, usually to climb up into the trees again. They aren’t dangerous to the player characters, but may
flutter around them curiously.

ATTRIBUTES: Strength 1; Coordination 3; Awareness 2


SKILLS: Climbing 4; Stealthy Flight 3
SPECIAL ABILITIES: Flight (Minor); Size: Tiny (Major)

JEWEL BUGS:

These creatures look like large beetles whose carapaces resemble precious stones of many colours. Some
species of Jewel Bugs glow in the dark. They are scavengers and are often seen sorting through the leaf litter on
the jungle floor. Although not particularly dangerous individually, they are often found in a sizeable swarm and
can be aggressive if disturbed.

ATTRIBUTES: Strength 1; Coordination 3; Awareness 2


SKILLS: Bite (Skill 2; 1(1/1/2) damage)
SPECIAL ABILITIES: Size: Tiny (Major); Tough (Minor)

EYE VINES:

As their name suggests, these are vine-like creatures whose creepers each end in a bulbous eye. They anchor
themselves in the jungle trees and wait for unwary creatures to venture too close, at which point they will burst
into life and engulf the victim in a crushing embrace. A single Eye Vine is made up of a dozen or more vines
branching from a small central body.

ATTRIBUTES: Strength 3; Coordination 3; Awareness 2


SKILLS: Ambush 3; Strangle (Skill 3: Contest of Strengths to escape, otherwise victim takes 3 crushing damage
per Round)
SPECIAL ABILITIES: Keen Senses (Minor: +2 Visual Awareness to detect movement); Tough (Minor)

PUFFBALL CRABS:

These dog-sized predatory fungi have an irregularly spherical central body and a dozen stick-like legs, including
a pair of formidable pincers. A Puffball Crab preys on smaller creatures, using its pincers to attack and tear them
apart. It also has a defence mechanism in case it is itself attacked: it can eject a cloud of spores from dozens of
tiny holes on its back, which cause intense irritation on exposed skin (in practical terms, the victim is Stunned)
and can cause temporary blindness.

ATTRIBUTES: Strength 2; Coordination 2; Awareness 2


SKILLS: Pincer (Skill 3; 2(1/2/3) damage); Spore Attack (Skill 3; spores cause S*(S/S*/S**) damage; *a Good
result causes blindness for 1D6 Rounds; **a Fantastic result causes blindness for 1D6 minutes)
SPECIAL ABILITIES: Alien Organs (Minor); Size: Tiny (Minor)

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As the characters wander away from the TARDIS, the GM can describe the apparent paradise they see around
them. There are flying things like insects, some tiny, others larger like gigantic dragonflies or tropical butterflies
with colourful wing-like petals. In the trees and giant ferns, larger creatures can be glimpsed now and again, and
others rustle unseen through the undergrowth. The GM can throw in a few specific encounters to flesh out this
opening scene using the sample creatures on page 4.

Larger creatures exist in the jungle of course, and the players may see some of them in the trees. But they are
generally more reclusive and won’t approach the group. The GM may wish to include an encounter with the
H’sssk during this opening scene, to establish their predatory nature. In this case, they will see a group of three of
the lumpish grey fungus-men squatting around a creature which they have managed to bring down with their
spears. It resembles a gigantic praying mantis, all thin body and long legs, but it is of course another plant
creature – a sort of reverse stick insect. The H’sssk are feeding on it, their dozens of feeding tubes latched onto
the unfortunate creature and pulsing as they suck the nutrients from it. As they become aware of the PCs, the
H’sssk will stealthily withdraw into the safety of the jungle. See Appendix 3 for stats and details on the H’sssk.

After the group has wandered a little way from the TARDIS, they will come across a glade, a large open space
where the sun is able to penetrate down to the moss-covered floor. As they step into it, a harsh inhuman voice
shouts a challenge: “DO NOT MOVE! HUMAN PARASITES WILL SURRENDER OR BE EXECUTED!”

Emerging from the jungle to their right, the PCs see two bizarre aliens, like tortoises walking upright, with
cybernetic enhancements grafted to their bodies and pointing heavy-duty laser rifles at them in a threatening
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manner. These are Chelonians, as any incarnation of the Doctor from the 4 onwards will recognise. If the Doctor
isn’t present, then any characters from a space-faring culture will be able to identify them by making a Difficulty
12 Ingenuity + Knowledge roll. See Appendix 2 for stats and information on the Chelonians.

The Chelonians are a belligerent species at the best of times, and have a hatred of anybody they believe to be
human. So this encounter is unlikely to go well. The Chelonians will demand to know what the time travellers are
doing on Arboramorensis and will quickly believe them to be enemy agents or spies. The GM should allow the
situation to deteriorate, with the Chelonians ignoring whatever the party says and shouting them down. Unless
the PCs can come up with a plan to stop them, the Chelonians will decide that they are to be executed on the
spot and begin raising their weapons to shoot them all in cold blood.

But whatever the PCs do, these events are suddenly interrupted as two energy shots ring out just as the
Chelonians are about to fire, and the pair are themselves blasted out of existence, literally so, fading from view as
if they had never been. Behind them stands another figure, which wasn’t there a moment ago. It is a tall slim
humanoid so black that it looks like a living shadow, and with a spherical head of black polished glass or plastic.
Any Gallifreyan in the team can make an Ingenuity + Knowledge roll against a Difficulty of 14 to recognise it as a
Time Wraith, a creation of Rassilon from the ancient Time Lord histories! See Appendix 4 for stats and
information on Time Wraiths.

The Wraith stands silent and still for a few seconds, as if weighing the PCs up. It then holsters its futuristic
handgun and vanishes with a sound not too dissimilar to that of a TARDIS dematerialising…

CUE TITLE MUSIC

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PART 1: SHELL SHOCK

FLOWER MAIDEN

Following the disappearance of the Time Wraith, the party will be left in an empty glade. Any suitable scanning
equipment will detect traces of chronon energy from the blasts that destroyed the two Chelonians, but nothing
further. There is absolutely nothing left of the Chelonians: it is as if they had never existed. Neither is there any
other trace of the Time Wraith.

The PCs can explore further or return to the TARDIS to collect any further equipment they think they might need.
They can make an Awareness + Awareness roll against a Difficulty of 12; if they succeed, they notice that they
are being watched from a little way into the jungle. A squat greyish H’sssk is peering around a tree at them. A
Good or Fantastic result reveals that there is another creature at his feet, an unconscious Poroliana. See
Appendix 3 for details on the Poroliana.

The Poroliana is unconscious but not seriously injured. The PCs can try to rescue her in whatever way they can
devise. The H’sssk is aggressive but also extremely wary of the strangers, who are unlike anything he has seen
before. He is also likely to be outnumbered and so will retreat if threatened, and try to carry or drag the Poroliana
with him. If the H’sssk runs away, he will disappear into the jungle, intending to fetch reinforcements.

Assuming the PCs manage to rescue the Poroliana, they will quickly realise that she is not badly injured and she
will in fact come round after a few minutes. She will initially be rather frightened of the time travellers, but will
calm down when she realises that they are not intending to harm her. Speaking in her sing-song voice, she
introduces herself as Amara. Use the standard Poroliana stats in Appendix 3 for her.

Amara is curious about the strangers, but not overly fearful. She can provide them with background information
on the Poroliana, the H’sssk and other inhabitants of Arboramorensis, and also about the recent sightings of the
Time Wraiths. See under “The Poroliana Village” for details of what the Poroliana might be able to tell the PCs.

THE POROLIANA VILLAGE

Amara will be eager to lead the PCs to meet her village (or the players can just chance upon it if they didn’t
rescue her). This is a collection of wicker and wood huts constructed up in the trees, out of reach of the hunting
H’sssk. Gaining access to the village requires climbing up into the branches, though the Poroliana can lower
rough ladders down if the PCs are having difficulties. Inside the huts, the amenities are basic but comfortable.

The villagers will be friendly towards the time travellers, particularly if they rescued Amara from the H’sssk. They
will offer food and water, tend to any injuries and introduce them to the village elder, Lilanara. The Poroliana will
also be curious about the party and where they have come from. They have no frame of reference for the
concept of alien worlds, and the best the PCs can probably do is convince them that they come from beyond the
seas, which is itself an idea utterly strange to the villagers.

LILANARA, VILLAGE ELDER:

ATTRIBUTES: Awareness 4; Coordination 3; Ingenuity 1; Presence 4; Resolve 3; Strength 3


TRAITS: Alien (Special); Alien Appearance (Major); Alien Organs (Minor); Climbing (Minor); Empathic (Minor);
Environmental (Minor)
SKILLS: Athletics 2; Craft (Storytelling) 3; Knowledge 1; Medicine 1; Survival (Jungle) 3
STORY POINTS: 4

As the eldest Poroliana in the village, Lilanara is a cross between leader and shaman, though her duties seem to
be more that of a storyteller, keeping the village’s oral history alive. See Appendix 3 for further details of the
Poroliana.

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The village is an opportunity for the players to gain background information on various aspects important to this
adventure. This can either be provided piecemeal in conversations with Amara and her friends, or during an
audience with Lilanara, who will recount the history of the Poroliana as she knows it. The highlights of this
information are as follows, and the GM can embellish these as desired:
 The Poroliana: The Poroliana were born as the fruit of the Tree of Beginnings, the largest living thing in
the jungle, which was lost untold generations ago. They spread throughout the world, living in harmony
with the jungle, which provides all they need – food, water, medicinal herbs, materials to build shelters
and make tools, and so on. There are many villages, each of which represents a single tribe, and all live
in peace with each other. For most of their history, war and conflict has been unknown to the Poroliana,
and there are few creatures in the jungle which prey on them – until the coming of the H’sssk.
 The H’sssk: The Poroliana of Lilanara’s village first heard stories of the H’sssk about five generations
ago (about 100 years in human terms). Neighbouring villages reported that other villages had told them
that they had heard of still more distant villages that had been attacked by these strange creatures. At
first this was not believed, as the concept was too strange. But gradually the reports of the H’sssk got
closer, and it was three generations ago that the Poroliana of Lilanara’s village first encountered the
fungus men. Since then, the H’sssk have become more and more common in the area, hunting the
Poroliana for food and in some cases wiping out entire villages. The Poroliana have tried to talk with the
H’sssk, to make peace with them. But the H’sssk are only interested in hunting and killing them. The
Poroliana are not able to fight back, it is not in their nature, so their only defence is to run away or to
climb up in the trees out of reach. But the H’sssk have spears which they can throw to bring down their
prey. The Poroliana are much reduced in number now, and contact with other villages has become very
infrequent, as travelling through the jungle is much more dangerous than it was in the time of Lilanara’s
grandparents. Lilanara foresees a time when there will be no more Poroliana for the H’sssk to hunt, and
they will then hunt and feed on each other.
 The Time Wraiths: The Poroliana refer to the Time Wraiths as spirits. They are new to the jungle, only
having appeared in the last few weeks. Lilanara knows very little about them, but the villagers have
learned to avoid them and run away when they appear. The first few times that a Wraith appeared, a
curious Poroliana tried to approach it, with the result that the Wraith made the Poroliana vanish forever.
Lilanara knows that the Wraiths seem to warn the villagers away from an area of jungle around
something called the Shining Pool, and the villagers no longer go there. Why the Wraiths have appeared
recently is not known, as the Poroliana used to forage around the Shining Pool, which they hold in an
almost spiritual awe.
 The Chelonians: Lilanara knows nothing of the Chelonians, the villagers not having encountered one
yet. If the PCs describe them, the Poroliana confirm that there is nothing in the jungle that resembles a
Chelonian. Perhaps they are like the H’sssk and have come here to hunt the Poroliana for food?
 The Shining Pool: Lilanara can only describe this as smooth patch of ground which shines in the sun.
The Poroliana consider it to be a natural part of their environment, and it has been there since the
Poroliana first arrived in this area untold generations ago. They believe that it is a special place,
somewhere they can commune with the spirits of the ancestors. Lilanara has very little useful
information about the Shining Pool, other than its location.

H’SSSK HUNTERS AND CHELONIAN SCOUTS

During the first part of the adventure, the GM can provide the PCs with encounters with both the H’sssk and the
Chelonians. Such encounters can happen while the party is walking through the jungle, either with the Poroliana
or unaccompanied.

In the case of the H’sssk, the party is likely to be ambushed by a small group of hunters. If the players have come
up with any ideas as to how they might help the Poroliana deal with the H’sssk, now is the time to try them out! If
the players haven’t got a plan yet and are in danger of actually being killed, then they can be “rescued” by the
appearance of a scouting Chelonian patrol.

The Chelonians on Arboramorensis at this point are the advance scouts. Their ally the Master has identified the
area on the planet which contains his objective, but not the precise location. The Chelonian patrols are quartering
the area both to identify any threats before their main force arrives and to pinpoint their objective. If the PCs
bump into a Chelonian patrol, this will be a pair of soldiers. The GM can give the PCs the opportunity to try to

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hide if they wish. If detected, the Chelonians will try to take the party prisoner, so that they can be interrogated.
The aliens will not answer the players’ questions, though they may reveal information accidentally. The Chelonian
battleship is in orbit 100km above the planet. The scouts were dropped on Arboramorensis and left to their own
devices; they have no means of getting off planet by themselves.

A mixed encounter with both H’sssk and Chelonians is also possible, and is an opportunity for the GM to provide
a clue as to the H’sssk’s weakness. Any combat between the fungus men and the aliens will be very one-sided,
and any H’sssk hit by Chelonian lasers will spectacularly burst into flames.

THE SHINING POOL

The time travellers’ interactions with the Poroliana should point them in the direction of something they call the
“Shining Pool”. The players should also realise that this is within the area of the jungle being guarded by the Time
Wraiths, so they will need to be prepared to deal with them. If they return to the TARDIS, the ship’s scanners will
not be able to pick up anything unusual in the area of the Shining Pool unless any Time Wraiths are active.

There are a number of ways they could deal with the Wraiths, or at least attempt to. They could use the TARDIS
to try to get past them, by materialising at the Shining Pool itself – they might have a problem working out exactly
where they need to materialise, but they could try. Unfortunately the Time Wraiths – being Gallifreyan technology
– can bypass a TARDIS’s defences and materialise on board. And even if the PCs managed to somehow block
this, they would also have the problem of stepping outside the TARDIS without being attacked. They might be
able to view the Shining Pool on the TARDIS scanners of course. Perhaps they could boost the ship’s external
forcefield to make it impervious to the Wraiths and then extend it to form a protected corridor from the TARDIS to
the Shining Pool itself. A mixture of Ingenuity + Technology and Ingenuity + Transport rolls are needed for these
options, with the Difficulty left up to the GM to determine.

A more likely response from the players is to build a gadget of some sort, possibly either to shut the Time Wraiths
down or make the PCs undetectable to them, maybe a perception filter of some sort. This sort of plan is feasible
and will require Ingenuity + Science and/or Ingenuity + Technology rolls, as determined by the GM.

And if all else fails, the Chelonians will provide. Having come off badly in their altercations with the Time Wraiths
so far, the scouts have reported back to their superiors on the battleship in orbit. The Master has done his
research and the scouts have now received a weapons upgrade to disable the Time Wraiths. If the PCs are
failing to tackle the problem themselves, and particularly if they are coming under attack from the Time Wraiths, a
party of Chelonians will appear, each of which is carrying a large piece of equipment strapped to its back and
attached by cables to its laser rifle. The Chelonians begin firing on the Time Wraiths, who twist and die
irrespective of whether they are phased or solid at the time. The equipment provided by the Master allows the
lasers to adjust to the frequency of their targets. With the Time Wraiths out of the picture – for now at least – the
Chelonian rifles will then be aimed at the PCs…

So what is the Shining Pool? To anybody from a Technology Level above 1, it is clearly a perfectly circular flat
surface of silver metal set into the ground, about 5 metres in diameter. It is spotlessly clean and unmarked, which
must be unusual for anything left in this jungle, as is the fact that it has not been overgrown over the years. It
glows silvery gold when it catches the sun’s rays. The Poroliana will not step onto it, holding it in a religious awe.
If any of the PCs touch it, it feels cool and an Awareness + Awareness roll against a Difficulty of 12 detects a faint
vibration or buzz of energy. However, any scans will not detect anything – it appears to be completely inert. Any
Time Lords present, or anybody else with Feel the Turn of the Universe, will have an itching sensation at the
back of the neck, and a Time Lord’s touch will activate it (see below).

Activating the Shining Pool:

The surface of the Shining Pool cannot be damaged in any way. The Chelonians might try blasting at it with their
lasers, but they won’t be able to mark it, not even a scratch or a burn mark. They could try digging at the ground
around the edge of the Pool, but this will take time and will only reveal that the metallic surface extends vertically
down into the ground for an unknown depth. The Pool is a creation of Block Transfer Computation and it can only
be damaged by something capable of damaging a TARDIS.

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The Shining Pool will only respond to the touch of a Time Lord, as it scans for Gallifreyan biodata. As soon as a
Time Lord touches the Pool with his or her bare skin (i.e. not through the soles of their shoes or similar), then it
activates. If none of the Time Lord PCs do this, then the time travellers will have to wait until the Master makes
his entrance.

Once activated, the surface of the Pool, a circle about 3 metres across, will rise smoothly and soundlessly out of
the ground to a height of 3 metres. This forms a circular structure with smooth metallic sides, surrounded by a
metre-wide walkway remaining flat with the ground. The GM shouldn’t give the players too much time to examine
the structure before the Chelonians arrive in force…

CHELONIAN ASSAULT

Almost immediately after the Shining Pool has been activated (or if they don’t achieve this, then as soon as the
GM thinks it appropriate), the jungle noises around the party are drowned out by the roaring of jets approaching.
Descending from the sky are a dozen or so Chelonians, all wearing bulky space suits with jet packs on their
backs. The Chelonians will all land in and around the clearing created by the Shining Pool, drawing their
weapons and covering everyone in sight. Several are carrying large equipment packs, from which they will begin
to unload heavy weapons. The Chelonian leader can be identified by the insignia of rank on his arms and above
the visor of his helmet. This is Captain Jezzakar, who will take command of the immediate situation.

CAPTAIN JEZZAKAR, CHELONIAN OFFICER:

ATTRIBUTES: Awareness 5; Coordination 2; Ingenuity 4; Presence 4; Resolve 4; Strength 5


TRAITS: Alien Senses (Minor: IR, UV & X-Ray Vision); Armour (Minor: 5 points); By the Book (Major); Cyborg
(Special); Fast (Major: Speed 4); Keen Senses (Major); Military Rank (Major); Natural Weapons (Minor:
Claws/beak, Strength +2 damage); Obsession (Major: War); Technically Adept (Minor); Voice of Authority
(Minor).
SKILLS: Convince 1; Fighting 3; Knowledge 2; Marksman 4; Science 3; Technology 3; Transport 2.
WEAPONS: Laser pistol L(4/L/L) damage
EQUIPMENT: Chelonian spacesuit: Environmental (Major); Flight (Major: Speed 6)
STORY POINTS: 5

CHELONIAN SOLDIERS:

ATTRIBUTES: Awareness 5; Coordination 2; Ingenuity 3; Presence 4; Resolve 4; Strength 5


TRAITS: Alien Senses (Minor: IR, UV & X-Ray Vision); Armour (Minor: 5 points); By the Book (Major); Cyborg
(Special); Fast (Major: Speed 4); Keen Senses (Major); Natural Weapons (Minor: Claws/beak, Strength +2
damage); Obsession (Major: War); Technically Adept (Minor).
SKILLS: Fighting 3; Knowledge 1; Marksman 4; Science 3; Technology 3; Transport 2.
WEAPONS: Laser rifle L(4/L/L) damage
EQUIPMENT: Chelonian spacesuit: Environmental (Major); Flight (Major: Speed 6)
STORY POINTS: 3

See Appendix 2 for further details on the Chelonians.

The Chelonians have the following heavy weapons available which they will set up in defensive positions around
the Shining Pool:
Tripod-mounted laser: 30(15/30/45) damage (primarily for use against heavily armoured targets)
Disintegrator cannon: 20(10/20/30) damage with 20° wide-beam setting (anti-vehicle/structural weapon)
Ground-to-air photon missiles: 20(10/20/30) damage with burst radius of 10 metres (for use in the event of an
aerial assault – unlikely in this adventure, but the Chelonians are prepared!)

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Jezzakar will not be interested in entering into discussions with the time travellers, particularly any he perceives
as being humans. His aim is to secure the Shining Pool, or the structure it has become if the party has activated
it. He will direct his soldiers to deal with any resistance, if necessary by killing the natives and subduing the player
characters. At the moment, he has orders not to execute the PCs as the Master wants them alive.

A Chelonian soldier will be tasked with clearing an area in the jungle large enough for a Chelonian shuttlecraft to
land. He will begin burning the foliage away using the wide-beam disintegrator cannon. Once this is done,
Captain Jezzakar radios the craft to come into land.

A deafening roar heralds the arrival of a thick disk-shaped ship studded with protruding antennae and weaponry.
It hovers in the sky above the still-smoking cleared area of jungle and slowly descends on blasts of rocket jets,
landing gear unfolding as it does so.

FIRSTBORN HATCHLING, CHELONIAN SHUTTLE:

Armour: 15. Hit Capacity: 40. Speed: 8 (manoeuvring speed in atmospheres)

Laser Cannon: 30(15/30/45)

As the noise of the landing dies away, a hatch in the underside lowers down to form a stepped boarding ramp. A
pair of Chelonian soldiers descend first and take up a position either side of the foot of the ramp. Then another
Chelonian appears on the ramp, this one obviously another officer, with a more elaborate insignia on his arms.
And behind him comes another figure, this time not a Chelonian. Dressed in black and with an air of smug
superiority, the unmistakable figure of the Master steps down from the ramp and approaches the PCs, a sardonic
smile on his face…

CUE END TITLE MUSIC

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PART 2: THE WRATH OF RASSILON

MASTER PLAN

The Master will gloat over the PCs, prisoners of his newest allies, the Chelonians. The Chelonian officer, General
Varrog, will want to have them all executed as enemy agents, but the Master wants to keep them alive – in
particular, having a spare Time Lord around may prove useful to his plans. The PCs can interact with both the
Master and Varrog. The Chelonian soldier will just grunt and march away, muttering something about “damned
parasites”. But the Master loves nothing better than a good gloat and may be goaded to reveal parts of his plan to
the players. The GM can provide hints as to what he is here for, though even the Master won’t reveal everything
at this stage unless the players get a Fantastic result on a Presence + Convince roll against him. However, the
players should be able to learn from him that he is seeking a powerful artefact and maybe even that it is a relic
from the Dark Times. Only a Fantastic result will get him to reveal its name as the Wrath of Rassilon. Any Time
Lords can make an Ingenuity + Knowledge roll at Difficulty 18 to recognise the name; a Good result will reveal
that it was indeed a Time Lord weapon of apocalyptic power, and a Fantastic result that it was capable of wiping
planets from history. The Master will let slip further information in bits and pieces throughout the adventure.

GENERAL VARROG, CHELONIAN COMMANDER:

ATTRIBUTES: Awareness 4; Coordination 2; Ingenuity 4; Presence 5; Resolve 4; Strength 5


TRAITS: Alien Senses (Minor: IR, UV & X-Ray Vision); Armour (Minor: 5 points); By the Book (Major); Cyborg
(Special); Fast (Major: Speed 4); Keen Senses (Major); Military Rank (Major); Natural Weapons (Minor: Claws/
beak, Strength +2 damage); Obsession (Major: War); Technically Adept (Minor); Voice of Authority (Minor).
SKILLS: Convince 2; Fighting 2; Knowledge 3 (AoE: Military Tractics); Marksman 3; Science 3; Technology 3;
Transport 2.
WEAPONS: Laser pistol L(4/L/L) damage
STORY POINTS: 6

General Varrog is a grizzled veteran with greying scales and a shell marked by old scars. Like all his kind, he
holds humanity in contempt and would prefer to put them all in front of a firing squad!

THE MASTER AND THE CHELONIANS

The Master has formed an alliance with the Chelonians as he wants to have expendable minions nearby when he
tries to penetrate the ancient Time Lord defences around the Wrath of Rassilon. He could just as easily have
teamed up with the Sontarans or the Ice Warriors or any other militaristic race. He views the Chelonians in the
same way as he views just about every other species, as insignificant morons who will crawl beneath his might
when he rules the universe! But in the meantime, he needs to keep them on-side. The PCs will probably notice
that the Master often has trouble keeping his frustration at his allies and their military protocols in check, but this
is totally lost on the Chelonians themselves.

In return, the Chelonians are using the Master as they want access to the ancient super-weapon that he has
promised. Obviously once they have secured this for themselves, they will not hesitate to double-cross him.
Although they realise that he is not “human filth”, General Varrog is intelligent enough to know that the Master is
still not to be trusted. The relationship between the allies will therefore be one of barely disguised contempt on
the part of the Master and wary distrust on the part of the Chelonians. The GM can use this to allow the time
travellers to play them off against each other, perhaps sowing discontent between them. Even if the players don’t
think to try this, the GM can still use the relationship to provide distractions for the Master and the Chelonians, to
the advantage of the PCs.

At this point in the adventure, the Master will seem to be in control of the Chelonians, strutting around and giving
orders. General Varrog observes and blinks slowly, biding his time. The PCs can try to escape of course, but the

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focus of the adventure is now on the Shining Pool. So if they succeed in getting away, they’re going to be away
from where they really need to be. Varrog will send search parties in pursuit, which will at least provide the
fugitive PCs with a bit of fun in dodging the Chelonian soldiers.

If the players have not already succeeded in activating the Shining Pool as described in Part One, then it will not
take the Master long to work out how to do this – though he will have a Time Lord PC actually touch the pool to
activate it, at the point of a Chelonian gun if necessary. The group in the clearing will now be standing next to a 3
metre tall curving wall of smooth silver metal forming a circular structure about 3 metres in diameter with a
perfectly flat top and a metre-wide walkway of the same metal around the circumference base. If the base is
investigated (perhaps General Varrog orders a couple of his soldiers to dig at the edge of the structure), it is
found that it continues down through the earth as far as can be excavated.

Getting into the Shining Pool:

The ancient AI Sentience deep within the Shining Pool will now suspend its efforts to protect itself, having
detected the presence of a Time Lord and choosing to monitor what the intruders are doing. It will also move to
the next phase of its defences: even if the group outside contains Time Lords, they may be traitors or acting
under duress. Although it is standing down, it is not deactivating its further defences and will require the Time
Lords to pass the various tests needed to penetrate the structure.

Despite objections from Varrog, the Master will allow the PCs to investigate the metal structure if they wish. In
fact, he’ll positively encourage their curiosity, not least wanting to use them to trigger any traps. The Master
himself will produce a small box-like scanning device which he’ll press against the metallic wall. This scanner is
intended to detect and analyse power sources, but it indicates that the object is completely inert.

POCKET SCANNER

Minor Gadget: Scan; 1 Story Point.

This gadget will identify power sources in any object within the vicinity. It will display information on the type of
power, its strength, any fluctuations and so on. It could be used to locate power lines within walls or hidden
electronic components inside otherwise innocuous objects.

The wall of the structure is completely unmarked, with no sign of any joints or cracks in its surface. The Master
knows that there must be an entrance somewhere leading to his prize. The trick is finding it! In order to open an
entrance into the structure, the controlling Sentience within it must first be given the opportunity to test the
biodata of those present and check for the presence of symbiotic nuclei, denoting a Time Lord. This requires a
repeat of the physical contact, this time with the surface of the wall.

Once a Time Lord touches the metallic surface again, the controlling Sentience will try to make psychic contact
with him or her. That Time Lord can make an Awareness + Ingenuity roll at a Difficulty level of 15, with a +2
bonus for any with the Psychic trait. A Success or above will allow them to proceed to the First Challenge. A
Disastrous failure means that they take 1D3 points of damage from psychic backlash. Any non-Time Lord
touching the wall will feel an unpleasant sensation of dizziness and nausea, temporarily reducing Resolve by 1.

The First Challenge:

Once one or more Time Lords have made the psychic link, they will be presented with a series of mental
challenges before the controlling Sentience will grant them access to whatever is within the structure. These are
in the form of complex space-time calculations designed to ensure that they are indeed Time Lords. During the
wars against the creatures of the Dark Times, numerous weapons were deployed (by both sides) which allowed
them either to possess one of their enemies or to create a body which was identical to them down to the biodata
and (in the case of Time Lords) the symbiotic nuclei. Therefore, the test for Time Lord biodata and symbiotic
nuclei is not in itself sufficient; they must also be able to manipulate the N-dimensional formulae needed to
operate a TARDIS.

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Passing the First Challenge requires the Time Lord(s) to make an Ingenuity + Science roll at Difficulty 21, and
those with appropriate Areas of Expertise (e.g. Mathematics, Temporal Physics, etc) can apply their usual +2
bonus:
 Disastrous: Expelled! The Time Lord’s calculations are so full of errors that the Sentience cuts off
contact and will not allow this character to have any further attempts.
 Bad: Bottom of the class! Have another go with a -2 penalty (cumulative to any existing penalties).
 Failure: Must try harder! Have another go at zero penalty (but any existing penalties remain).
 Success: You got there in the end! The time-space doorway appears - see The Island.
 Good: Ten out of ten! As Success, and the Time Lord will have a +2 bonus on all future interactions
with the Sentience.
 Fantastic: Top marks plus a gold star for neatness! As Success, and the Time Lord will have a +4
bonus on all future interactions with the Sentience.

Each Time Lord in mental contact with the Sentience can make a separate roll to achieve this, and so long as he
or she does not get a Disastrous result, they can make multiple rolls until they succeed.

Only one Time Lord needs to succeed in order for the time-space doorway to open. But what if a series of
abysmal rolls means that there is no conceivable chance of anybody succeeding? Don’t forget that the Master
can also make an attempt and has a number of traits which will help in his attempt. An alternative option would
be for the players to come up with another solution, perhaps by building some sort of gizmo to by-pass the
structure’s outer shell and access whatever is beyond. The GM should be flexible in allowing such attempts to
have a reasonable chance of success. The outer shell of the structure is similar in concept to the outer shell of a
TARDIS, with the interior existing in a different dimension. The players should be encouraged to come up with
something that could theoretically by-pass the outer shell, perhaps boosting their TARDIS to try to materialise
within (a very risky manoeuvre). Naturally, the Sentience within the structure will try to work against the players’
plans, perhaps by sending more Time Wraiths to destroy the gadget they are assembling. But the Master will use
the Chelonian troops as expendable decoys against this.

What About the Poroliana?

As is probably apparent by now, this adventure is a game of two halves. In the first part, the players arrive,
explore the jungle, meet the Poroliana and encounter the Chelonians. In the second part, they should be able to
activate the Shining Pool and access the extra-dimensional space within the structure. In this latter part, the
Poroliana have no defined role. In fact, it’s probably better for their safety for them not to be involved. If left to
their own devices, they will disappear off into the jungle until the danger has passed. But the Master will not
hesitate to use a few of their number as hostages to get the PCs to co-operate with him if needed. If the
Poroliana play no part in the second half, the players can come back to aid in their fight for survival against the
H’sssk at a later point in time.

THE ISLAND

Once open, the space-time doorway appears as a door-shaped void on the wall of the structure, filled with the
colours of the Vortex. Once it has been opened, anybody can walk through it, Time Lord or not, so long as they
are accompanying a proven Time Lord – including the Chelonians with the Master. Treat the portal as a TARDIS
doorway, except that anybody entering it will vanish into the swirls of the Vortex. The doorway will remain open
whilst the controlling Sentience detects that the Time Lord that opened it is still alive and in the immediate vicinity.
That Time Lord can command the Sentience to close the doorway, or the Sentience will close it if the Time Lord
dies or it judges that the doorway is at risk of being breached by unauthorised parties.

Once through the space-time doorway, the PCs cannot turn back – it is a one-way portal and the only way out is
to keep going forwards. The subsequent text largely assumes that the PCs are prisoners of the Master and the
Chelonians and that they are proceeding together as a group. It’s entirely possible though that the players have
given the Master the slip and are either ahead of or behind him and his allies as a separate team.

The area immediately through the doorway is an artificial environment in the form of a drab grey island
surrounded by a drab grey sea under a drab grey sky. A cold breeze plucks at hair and clothing, and a thin mist
rises from time to time to obscure the view. The island is intended to be a holding area, and a further test must be

13
passed to get any further. There is no sign of the entrance through which visitors came; new arrivals just
materialise from thin air. As well as the PCs, the Master and General Varrog will both appear here, followed by a
handful of Chelonian soldiers.

The island is roughly circular, about a kilometre in diameter and almost three and a half kilometres around. The
ground is comprised of smooth grey pebbles and gently slopes up from the beach to form a small rise to the
centre of the island, such that the far side cannot be seen no matter where you stand on the shoreline. The sea
laps softly onto the beach. The water is cool but not cold; it is cloudy and, if tested, is found to be tasteless. The
horizon is lost in a perpetual grey fog about a kilometre off-shore in all directions. If anybody is capable of flying
or otherwise manages to get off the island, they will disappear into the fog only to reappear again approaching
the island from the other side; similarly, anybody flying directly up will soon appear again from the same spot in
the clouds flying directly down; and burrowing results in a U-shaped tunnel opening back onto the island, even
though the shaft seems to go straight down. In short, the environment is a closed loop with no exit. If any of the
Chelonians have brought their jet packs with them, the GM can demonstrate this to the PCs.

There are only a handful of features to be found in this bleak and limited landscape:
 The Hut: A ramshackle wooden shack can be found on the far side of the island from where new
visitors arrive. It is old and creaks in the breeze but is secure enough. The wooden door is closed when
first approached, but there is no lock. Inside, the walls are lined with shelves piled high with cartons
containing packs of food and bottles of water. The food is sealed in foil wrappers and is comprised of
nondescript white bars with only the faintest of flavours. It provides basic nutrition for Chelonians as well
as humans or Time Lords, but little in the way of pleasure. The hut is spacious enough for only four
standing humans at a time, or only a single bulky Chelonian. Its contents are intended to keep anybody
arriving in this artificial space alive indefinitely (the cartons will restock themselves when nobody’s
looking), and visitors will eventually die of old age if they don’t find a way out.
 The Dead Tree: At the highest point in the centre of the island is a dead tree, now just bare branches
twisted into bizarre shapes as if by the wind. It is about 8 metres tall, with the trunk and main branches
able to bear the weight of a human (though a Chelonian would need to limit itself to the trunk). The bark
of the tree has long since been stripped away and a symbol is clearly visible on the exposed pale wood
of the trunk. Just above head height, burned deep into the tree is the Seal of Rassilon (the design
shown on the cover of this adventure). This symbol is automatically recognised by Time Lords, and any
other time-faring species can make a Difficulty 15 Ingenuity + Knowledge roll to identify it.
 The Depression: A couple of metres away from the tree is a depression in the pebbles, shallow but
clear. If any of the group digs here, they will find three ancient corpses buried just below the surface.
They are humanoid, but little more than skeletons wrapped in tight, parchment-like skin, totally
desiccated. All that remains of their clothing is a handful of rags, unidentifiable. These corpses are all
that is left of the last people to attempt to obtain the Wrath of Rassilon, perhaps millennia ago! Whatever
happened to whoever buried them is unknown. Did they eventually escape?
 The Rocks: The only break in the pebbles that form the island is a rocky area along the shore below the
hut. This includes a couple of rock pools, both totally devoid of life, and a few bits of driftwood – though
where the latter came from is unclear. Perhaps the dead tree?

Although there is no day and night on the island, just a perpetual gloom, the mists frequently thicken to limit the
view to a few metres. During these times of foggy obscurity, the controlling Sentience has a few more tricks to
throw at its visitors, this time to test their allegiance. Let the PCs mooch about on the island for a bit before
continuing with the next challenge.

The Second Challenge:

This challenge takes the form of a series of apparitions and the Sentience will be monitoring the group’s
responses.

The first apparition is audio only. As the mists close around the group, the visitors will hear the noise of a battle
rising to a crescendo somewhere nearby. Anybody familiar with the Daleks will recognise the distinctive sounds
of their blasters accompanied by a series of shrieks of “EXTERMINATE! EXTERMINATE!” The Chelonians will
immediately go on the alert, forming a defensive ring around everybody else. The direction of the battle is
unclear, seeming to be all around. Anybody running off into the mists will find nothing, and the sounds will soon
die down into silence. When the mists thin, there is no sign of any battle having taken place.

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The second apparition occurs some time later. The PCs can each make an Awareness + Awareness roll
against a Difficulty of 12 to determine who spots it first. A couple of hundred metres along the beach and a dozen
or so off-shore, something is moving under the water towards the island, just in advance of a rolling bank of fog.
The surface of the sea parts as the dome of a Dalek breaks the surface, shortly followed by two more, all
travelling at speed through the water. As the bank of fog overtakes everyone, these illusory Daleks will land on
the island and begin hunting down their enemies. Although apparitions generated by the controlling Sentience,
they appear to be solid and will even feel so if anybody dares to get close enough to touch them. The GM should
run this encounter as if it were real – for the PCs, it will certainly seem to be. The Chelonians will again take up
battle positions to defend the party, but unless they have brought any of their heavy weapons with them, the
Daleks will make short work of them. Clearly there are very few options for running and hiding, though the shifting
fog can enable the GM to keep up a game of cat-and-mouse. Eventually, the PCs will witness the extermination
of everyone on the island, including themselves. Anybody caught in the deadly beams will writhe and apparently
die. The players may try to negotiate with the Daleks and they will respond as Daleks normally do in these
circumstances, while the Master will most likely pretend to surrender before running off into the mists, using the
Chelonians as cover. The Sentience is looking for signs that any of the group are actually working for the Daleks,
revealing themselves to be traitors. Once the test is over, the Daleks will fade away and all those “exterminated”
by them will wake up, their injuries just an illusion and the blaster rays having merely caused unconsciousness.

PHANTOM DALEKS:

ATTRIBUTES: Awareness 3; Coordination 2; Ingenuity 4; Presence 4; Resolve 4; Strength 7


TRAITS: Armour (Major: 10 points); Environmental (Major); Fear Factor 3; Flight (Major); Forcefield (Major: 2
levels); Natural Weapon – “Exterminator” (Major: S(S/S/S) damage); Robot (well solid apparition actually, but an
artificial creation anyway)
SKILLS: Convince 2; Fighting 4; Marksman 3
STORY POINTS: 4

In the old days, the Sentience would have created phantom Carrionites, Racnoss and such. But it moves with the
times and now generates illusory Daleks and other present day threats.

The players will by now realise that they are being subjected to illusory menaces. The final appearance of
apparitions therefore needs to be something that will hit them emotionally instead of being mere physical threats.
It is therefore preferable if the GM can generate something for the PCs based on their backgrounds, previous
adventures or any Bad Traits on their character sheets. Is there a terrible tragedy that they witnessed or failed to
prevent? Was there a close friend or loved one who was killed? Do they have a guilty conscience or an
unreasoning fear? Whatever the GM chooses as the hook, the general structure of the scene is similar. Running
a separate scene for each player individually and away from the other players would be most effective, but
realistically it is likely to be easier and much quicker to run a single scene for the entire group, which also avoids
the problem of the other players having to sit idly by waiting for their turns. The following therefore assumes that it
is being run for the group.

The third apparition presents something from the PCs’ pasts, an event that went wrong with catastrophic
consequences. The best time for this one to occur is when the stranded group finally gives into exhaustion and
lies down on the rough pebbles to sleep. They all awake to find themselves reliving that terrible event. But they
are reduced to ghostly bystanders, insubstantial observers unable to intervene. As they watch the scene unfold
before them, they realise that they are each holding a small gadget, an inconsequential-looking gizmo like a
smartphone only with fewer buttons. In their heads, they feel rather than hear a voice, the voice of the Sentience
that controls the defences around the Wrath of Rassilon. It tells them that they have passed the final test and
their reward is that they can use the devices – remote activators for the Wrath of Rassilon – to change this point
in history. They can make amends for whatever failings befell them at that time. By activating the device, they
can step back into the scene to prevent the unfolding disaster.

The decision as to whether or not to activate the Wrath of Rassilon is not one for the players to take lightly.
Clearly they have been assaulted by illusions already, so why should this be any different? On the other hand,
the chance to change this mistake from the past should be difficult to turn down. What should they do? At this

15
point, there are opportunities for the players to earn Story Points from good role-playing. The decision should be
taken by the PCs in character, rather than dice rolls. But if any of the players indicate that they have decided to
press the button on the device, have them make an Ingenuity + Resolve roll against Difficulty 18. If they succeed,
they hesitate long enough for any of the other players to have a final attempt to talk them out of it.

Once the decision has been taken by each player, the scene vanishes and the PCs all wake up back on the
island. Any PC who decided to change history has failed the test and will not be able to leave this reality. Those
who made the right decision can now face the Third Challenge.

Incidentally, who knows what scenes the Master and the Chelonians saw? The Master isn’t telling, but scoffs that
it was an obvious trap, beneath the contempt of somebody of his intellect! But there is a haunted look in his eyes.
The Chelonians meanwhile are inscrutable: their military discipline and reptilian lack of imagination presumably
kept them on the right path.

The Third Challenge:

Assuming the PCs haven’t blown it by siding with the Daleks or giving into temptation during the Second
Challenge, the controlling Sentience will now provide them with the opportunity to work out how to get out of this
artificial reality.

Once they are back on the island, the Seal of Rassilon branded on the dead tree will flare red. This signifies that
the Sentience has unlocked the barriers preventing the visitors from controlling this reality in a similar manner as
a Time Lord inside the Matrix can control its artificial environment. All Time Lords present will have an instinctive
understanding of this, but it is up to them to work out that they can now use their willpower to create the means of
their escape. If the players aren’t particularly familiar with the Matrix from the classic series, the GM may need to
provide further hints.

The Time Traveller’s Companion (pages 151-152 in particular) contains further information on controlling the
Matrix, which the GM can use to expand on this element of the adventure if desired. But so far as escaping from
this reality is concerned, any of the Time Lords can spend 2 Story Points in order to create an exit portal of their
choosing, requiring a Difficulty 15 Resolve + Convince roll to succeed (equivalent to the Augment Reality action
described on page 151 of the TTC). Whatever the form of the exit, it will be open for all to use – except those who
failed the Second Challenge, who must make an additional Difficulty 21 Awareness + Resolve roll to force their
way through, or else remain trapped here unable even to see the portal, let alone pass through it. Perhaps
rescuing these unfortunates can form the basis for another adventure.

Any Time Lord is able to close the portal again by spending 1 Story Point and making another Difficulty 15
Resolve + Convince roll (equivalent to the Deny Reality action also described on page 151 of the TTC). Whether
the Master will try this to trap or delay any other members of the group depends on whether he considers they
have outlived their usefulness.

But no matter whatever else the Time Lords try to will, passing through the exit portal will only lead to the pit.

THE PIT

Unlike the artificial reality of the island, the pit is a real physical environment, albeit one in a pocket dimension of
its own. This reality cannot therefore be manipulated in the manner of the island to create an escape route.

The PCs and anyone else who made it out of the island environment will find themselves standing in semi-
darkness. As their eyes adjust to the low light, they see that they are in a high-ceilinged circular chamber with
walls, floor and ceiling all clad in what appears to be a single sheet of black metal. If it can be analysed, it is
found to be dwarf star alloy, one of the heaviest and densest metals in the universe. There is a faint but non-
specific glow in the air. There are no visible exits from this chamber (and the portal they arrived through is one-
way, not having any existence in real space), except that the area is dominated by a massive pit. The chamber is
10 metres across and 4 metres high, and the pit itself is 5 metres in diameter and disappears down into a
darkness broken only by the sparkle of tiny lights moving far below. As the PCs watch, the lights swirl and

16
coalesce as they rise up the shaft of the pit, resolving themselves into a glowing, translucent figure dressed in the
robes of a Time Lord from ancient times. This is a manifestation of the Sentience.

THE SENTIENCE:

ATTRIBUTES: Awareness 4; Coordination 3; Ingenuity 8; Presence 2; Resolve 6; Strength N/A


TRAITS: Alien Senses (Minor: various, e.g. IR/UV/X-Ray vision, infra/ultrasonic hearing, etc); Clairvoyance
(Special); Flight (Major); Control (Major: see below*); Immaterial (Special Bad); Immortal (Major); Indomitable
(Major); Invisible (Special Good); Natural Weapon – Psychic Assault (Major: S(S/S/S) or 7(3/7/10) damage
ignoring Armour, Forcefields and similar; uses contests of Presence + Resolve); Networked (Major: Time
Wraiths); Psychic (Special); Robot (Special); Scan (Minor: can scan and read the contents of any computer
system); Stasis (Minor: see below**); Telekinesis (Special); Telepathy (Special); Teleport (Special); Vortex
(Special); Weakness (Special: cannot leave the structure on Arboramorensis)
SKILLS: Convince 2; Knowledge 4; Science 3; Subterfuge 3; Technology 5
TECHNOLOGY LEVEL: 11
STORY POINTS: 8

*The Control trait comes from Defending the Earth. It allows the Sentience to take control of computer systems in
its vicinity.

**The Stasis trait is fully described in The Time Traveller’s Companion (page 67). In this case, it allows the
Sentience to “freeze” anything within a roughly elephant-sized area (or less) up to 10 metres away in an
impenetrable shell of “null-time” for up to 2D6 x 10 minutes. Each use of this trait costs the Sentience 1 Story
Point.

The AI Sentience that controls the structure supposedly containing the Wrath of Rassilon is so old that if it ever
had a name, it has long since been forgotten or lost. It is an ancient Gallifreyan design based on subatomic
nanotechnology and dates from the period of peace which followed the end of the wars of the Dark Times. Its
eternal task is to evaluate and deal with those who seek the Wrath of Rassilon.

The Sentience is not a discrete piece of machinery, but billions upon billions of individual components, each
smaller than the size of an atom. These generally swarm invisible and intangible in the air, occasionally
coalescing to form tiny lights like a cloud of glow-worms or even a figure with the appearance of a Time Lord from
ancient Gallifrey. Although visible, albeit glowing and semi-transparent, this latter avatar is still effectively
insubstantial, having the Immaterial trait which makes it intangible and immune to physical damage. It interacts
with the physical world via telekinesis. The Sentience can communicate telepathically, but its avatar is also able
to speak. Its character is cold and solemn. The Sentience is in constant contact with an indefinite number of Time
Wraiths, which it can call upon if need be. It can also attack or defend itself using its psychic assault.

The Final Challenge:

The Sentience considers those before it with cold, unsympathetic eyes. Unless the PCs speak first, it will demand
why they have come here. Do they seek what it has been commanded to keep from the enemies of Gallifrey?
The group can interact with the Sentience, although it will be a rather stilted conversation. If the Master is
present, he will state that he is a Time Lord of the first rank and will demand that the Sentience turn the Wrath of
Rassilon over to him. The Sentience will regard him coldly before turning to the rest of the group: “And what of
these others?” Although the Master will claim that they are of little import, mere vassals under his command, the
Sentience will consider each in turn, and the players will need to come up with an explanation for their presence
here. The Time Lords among them will fare slightly better under the Sentience’s scrutiny, but they will still need to
compete against the Master to be given access to the Wrath – if that is indeed what they wish to do.

As for the Chelonians, General Varrog (if he is present) is still biding his time and wants the Wrath of Rassilon
firmly in reach before he makes his moves against the Master. He therefore merely agrees with the Master’s
statement that they are under his command. However, the PCs can make an Awareness + Ingenuity roll against
Varrog’s Presence + Resolve to read the Chelonian’s body language (bonuses for the Empathic trait apply):

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 Disastrous: Oops! Varrog noticed the scrutiny and will keep this character under special observation!
 Bad: Varrog is clearly under some form of hypnosis.
 Failure: Varrog is inscrutable – he’s giving nothing away.
 Success: Varrog is obviously planning something…
 Good: Varrog is itching to make his move against the Master soon.
 Fantastic: It’s obvious that Varrog will kill everyone to get the Wrath of Rassilon for the Chelonians.

This questioning by the Sentience is the final test. It wants to understand the motivations of its visitors. Who are
they? What have they come here? And what will they do with the Wrath of Rassilon? It will make its decisions as
to what to do with each of the party according to the information they offer and whether it believes them. Note
that the Sentience is also able to read the minds of anyone within the pit. Against unwilling subjects, this is a
contest of the Sentience’s Resolve + Awareness (with a +4 bonus) against the target’s Resolve + Ingenuity. The
Sentience will use this ability to gauge the truth of whatever it is being told.

Those whom the Sentience believes will use the Wrath of Rassilon for their own ends will be dealt with
first: see the next section, The Trap is Sprung. The Master and the Chelonians are likely to fall into this category.

Those whom the Sentience believes are here by accident or under duress, or are otherwise innocent will
then be returned to the planet Arboramorensis, to the Shining Pool where the structure has once again sunk into
the ground. All memory of events since entering the structure will be wiped from their minds. At the GM’s option,
each character gains the Amnesia (Minor) trait but also 1 Story Point in addition to any others they receive for this
adventure.

Those whom the Sentience believes wish to disarm or destroy the Wrath of Rassilon will be told the truth:
that there is no such weapon, just a trap for those who would seek out the ancient apocalyptic machines of the
Dark Times and unleash them upon the universe. They will also be returned to the Shining Pool but will retain
their memories.

Those whom the Sentience believes wish to use the Wrath of Rassilon honourably in the defence of
Gallifrey will also be told the truth. They will also be returned to the Shining Pool with their memories intact.

THE TRAP IS SPRUNG

After the end of the wars of the Dark Times, with the defeat of all the Time Lords’ old enemies – the Carrionites,
the Vampires, the Racnoss and all the other demons and aberrations from the beginnings of the universe –
Gallifrey could begin to build towards a better future. But all of the terrible weapons developed during the wars
still existed, hidden away in dimensional pockets and temporal anomalies in case Gallifrey’s victories proved
false. But even in these ancient days, the Time Lords were a paranoid people and they knew that the mere
existence of such weapons of supreme power would tempt the less scrupulous among them to seek them out. So
a series of decoys and traps were prepared, and clues to the locations of these false weapons were peppered
among the secret histories and files. The Wrath of Rassilon is one such trap and it has now lured the Master, his
allies and perhaps the player characters to the brink of doom.

The Master and the Chelonians are the most likely members of the party to be judged by the Sentience to be
deserving of the fate of those seeking the Wrath of Rassilon for their own selfish purposes, and these will be
dealt with first. The PCs may also fall into this category if they failed to convince the Sentience otherwise. The
Sentience will bid them all to follow him into the depths of the pit and will slowly float down out of sight. A narrow
set of stairs around the edge of the pit allows them all to descend, and after a considerable depth – perhaps 100
metres – they will all find themselves in an area equivalent in size to the chamber above. Set into the walls are
banks of advanced controls of ancient Time Lord design. The Sentience will indicate these and confirm that they
provide access to the Wrath of Rassilon.

The Sentience will ask one final time what those who are to be given access intend to use the weapon for.
Unless the PCs interrupt, the Master will announce that he will begin a new era of Time Lord domination, with the
Master himself as emperor ruling over the universe! He will step towards what is clearly the main control panel,
General Varrog follows directly behind him (and a successful Awareness + Awareness roll against Varrog’s
Awareness + Coordination reveals that the Chelonian officer has discretely drawn his sidearm). The other

18
Chelonians take up positions around the chamber. As the Master sits in a throne-like command chair connected
up to the banks of equipment, Varrog makes his move. Holding his gun at the side of the Master’s head, he
declares that the Wrath of Rassilon will not be used to found a new Time Lord empire, but is instead under
Chelonian control and the Master must obey his orders or die! The Master will bluster, but subsides as Varrog
orders him to prepare the weapon to destroy its first target: the Earth, homeworld of the human filth!

But as the Master moves to obey, the main control panel glows with an unearthly shimmer of colours and a portal
directly into the Vortex opens. The Chelonians are each engulfed by similar glows and are dragged, struggling,
into the Vortex where they are torn apart by the Time Winds. The Master is next, and as the fires of the Vortex
flicker around him, the Sentience intones its verdict. The Wrath of Rassilon is a trap to catch those who would
misuse the power of the Time Lords. The Master has been tested and found wanting, and his fate is to be thrown
into the Vortex to endure an eternity of punishment, stretched from one end of time to the other.

At this point, any PCs who have been judged innocent have an opportunity, if they wish, to plead for the life of the
Master and any of their colleagues who have also been condemned. The players should come up with reasons
why they should be spared and this can be played out in conversation. Alternatively, it is a contest of Ingenuity +
Presence against the Sentience’s Ingenuity + Resolve, with the players having a -4 penalty. If the players
persuade the Sentience to spare the Master, then his memories of anything to do with the Wrath will be wiped.

After the Sentience has delivered its final judgement, all those who have been spared will be returned to the
surface of Arboramorensis (some with their memories of events removed, as set out on page 18). They will find
that the Chelonians, their shuttle and the mother ship have all vanished into the Vortex in the same manner as
their General. The Shining Pool has again sunk into the ground and is for now inert, even to the touch of a Time
Lord. The players are now free to leave or assist the Poroliana against the H’sssk as they wish.

ALTERNATIVE ENDING:

If the GM considers that revealing the Wrath of Rassilon to be a fake is a cop-out or anti-climax, or if the players
guess this too early on, then there is nothing to stop the end of the adventure being changed so that there really
is a super-weapon from the Dark Times which can be controlled from within the pit. The GM can use the rules
from The Time Traveller’s Companion to create a suitably apocalyptic device or just leave it loosely defined as
being able to suck entire planets into the Vortex. But if this course of action is taken, beware that there is always
the possibility that the Master or the Chelonians will get their hands on it! The Master wants to use it to hold the
universe hostage, while the Chelonians’ first act will be to destroy the Earth, home planet of the hated human
parasites. Will the players be able to stop them? And even if the players win, what will they do with the Wrath of
Rassilon? Seal it up again in the hope that nobody else comes looking for it? Destroy it? Or even use it
themselves? The GM should carefully consider the potential consequences of making the weapon real.

The Time Traveller’s Companion actually suggests that an apocalyptic weapon should form the basis of a story
arc rather than just a single adventure. With a bit of planning, The Wrath of Rassilon could form the finale to such
a series, with clues to what the Wrath is and its location (and maybe one or two earlier skirmishes with the
Master) sprinkled among the adventures that build up to it.

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FINAL NOTES ON RUNNING THE ADVENTURE

SURVIVING THE ADVENTURE

The adventure as written is fairly linear. However, as stated in the Introduction, the GM should be flexible in
response to the players’ decisions and actions. Treat this document – in particular, Part 2: The Wrath of Rassilon
- as a guideline to how events will unfold if the Master is allowed to proceed with his plans. The actions of the
players may require the GM to modify these, perhaps significantly, and the NPCs should respond accordingly.

If the GM is using the main option of having the Wrath of Rassilon as a trap, then the main thing the players need
to do is survive – though they should not realise this at the time. The PCs need to avoid being killed by the
H’sssk, the Time Wraiths, the Chelonians and the Master, and they need to avoid being condemned by the
Sentience.

If the GM is using the alternative option of having the Wrath of Rassilon as an actual weapon of apocalyptic
powers, then they clearly need to prevent the Master and the Chelonians from gaining control of it. This could be
by persuading the Sentience not to hand it over to these villains – perhaps the PCs can present themselves as
the more deserving. Alternatively, can they play the Master off against his allies and vice versa, or come up with
an entirely different solution?

DEFEATING THE CHELONIANS

If the PCs do not even make it into the structure within the Shining Pool on Arboramorensis, then this adventure
takes on a completely different aspect. Perhaps locked outside the structure, the players instead have to protect
the Poroliana and deal with the Chelonians (not knowing that the Sentience will likely do this for them anyway).
They might be able to rouse the Poroliana against the Chelonians, or sneak on board the soldiers’ shuttle and
perhaps get to the mother ship to sabotage it, and so on.

ASSISTING THE POROLIANA

In the background, there is still the struggle for survival between the Poroliana and the H’sssk. What will the
players decide to do about this? Or perhaps they will leave it to survival of the fittest to decide.

If they decide to help the Poroliana, then perhaps they can even up the odds by introducing them to the H’sssk’s
weakness, fire. Or maybe they can transport Lilianara and Amara’s tribe to another world or an undiscovered
continent on this planet, where they will be safe from the H’sssk.

If the players help the Poroliana in some way, perhaps they will revisit the Poroliana in the future, either
deliberately or accidentally, and they can see for themselves whether they succeeded.

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APPENDIX 1: THE MASTER

THE MASTER

The Master is a Time Lord criminal and a contemporary of the Doctor when he was at the Academy. In fact, it
would appear that they were firm friends until something drove them apart. Perhaps it was the Master’s ruthless
ambitions which conflicted with the Doctor’s compassionate outlook, or perhaps there was a specific event. But
whatever the cause, the two are now the bitterest of enemies.

The Master has two overriding aims: to destroy the Doctor and to gain ultimate power for himself. He does not
care if people are killed or planets destroyed along the way; he has no conscience to hold him back. The Master
views himself as superior to ordinary mortals and their place is nothing more than to do his bidding or be swept
aside! The Master is a dangerous opponent, both charming and highly intelligent, and with the ability to control
others by his hypnotic powers.

The stats below represent the incarnation of the Master as portrayed by Roger Delgado (official stats will possibly
be included in The Third Doctor Sourcebook when that is released). If the GM wants to use an alternative
incarnation, then they are of course free to do so; stats for the decaying form of the Master and the John Simm
incarnation can be found in The Time Traveller’s Companion.

ATTRIBUTES:
Awareness: 4
Coordination: 4
Ingenuity: 9
Presence: 6
Resolve: 5
Strength: 4

TRAITS:
Adversary (Major): The Doctor, the Time Lords and others.
Block Transfer Specialist (Major): +3 bonus to rolls involving
Mathematics, including repairing the TARDIS, and +1 to
Jiggery-Pokery. [See The Time Traveller’s Companion (TTC)
for details.]
Boffin (Major): The Master can use the fine art of Jiggery-
Pokery to build gadgets.
Charming (Minor): The Master has a +2 bonus on attempts to
charm others.
Distinctive (Minor): The Master’s charismatic presence gives
him a -2 penalty to blend in and a +2 bonus to be remembered or recognised.
Eccentric (Minor): This incarnation of the Master takes suavity and urbanity to an extreme!
Hypnosis (Major): “I am the Master and you will obey me!”
Indomitable (Major): +4 bonus to resist Hypnotism and similar.
Obsession (Major): Killing or defeating the Doctor; universal domination.
Percussive Maintenance (Minor): Once per repair of technology, may re-roll any failure. May also use a
Strength + Technology roll to get an item working again temporarily. [See TTC.]
Photographic Memory (Major): The Master has almost perfect recall.
Reverse the Polarity of the Neutron Flow (Major): Once per adventure, the Master can turn a failed Science or
Technology roll into a Fantastic result. [See TTC.]
Selfish (Minor): The Master only has his own interests at heart.
Tailored Regeneration (Major): The Master receives D6 additional Picks in addition to any Redraws or Picks
resulting from his Regeneration Roll. [See TTC.]
Technically Adept (Minor): +2 bonus to use and repair gadgets and technology.
Time Lord (Special): Includes Feel the Turn of the Universe and Vortex.
Time Lord - Experienced (Special)
Time Lord Engineer (Major): Doubles the effect of Technically Adept, i.e. the +2 bonus becomes +4. [See TTC.]

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Time Traveller (Special/All): The Master suffers no penalty for working with technology outside his Tech Level.
Voice of Authority (Minor): +2 bonus on Presence and Convince rolls.
Vortex Born (Major): May reroll a Failed test involving Time or Time Travel. [See TTC.]
Wanted Renegade (Special): The Master is on the run from the Time Lords. [See TTC.]
Weakness (Minor): The Master’s tendency to gloat can be taken advantage of by his enemies!

SKILLS:
Athletics 2
Convince 5
Craft 2
Fighting 4
Knowledge 5
Marksman 4
Medicine 3
Science 4
Subterfuge 5 (AoE: Disguises)
Survival 3
Technology 4
Transport 4

WEAPONS AND EQUIPMENT:


Tissue Compression Eliminator: L(2D6/L/L) damage (see page 146 of The Time Traveller’s Companion)
TARDIS

TECHNOLOGY LEVEL: 10
STORY POINTS: 6
REGENERATIONS USED: 12

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APPENDIX 2: THE CHELONIANS

THE CHELONIANS

Chelonians are a militaristic species from the planet Chelonia. They resemble large tortoises and can walk either
upright or on all fours. Chelonians are enhanced by cybernetics and hydraulics, making them strong, fast and
with heightened senses. They are hermaphroditic, with all Chelonians able to lay eggs, but they refer to
themselves in the masculine (he, him, etc). Although vegetarian, Chelonians are devoted to war and view
humans with contempt, as parasites to be destroyed. This view is based on their belief that humans are wantonly
destructive, devouring the resources of their environment with no thought for the damage they cause.

th
The Chelonian Empire, ruled over by the God-Mother, existed at least as far back as the beginning of the 17
th
Century, but was failing by the 60 Century. However, it is known that at some point after that time, a pacifist
faction will take control of Chelonian society and lead them along a more peaceful path.

Chelonians featured in the Virgin New Adventures The Highest Science, Zamper and Happy Endings, and in the
Missing Adventure The Well-Mannered War. They were also members of the Pandorica Alliance.

ATTRIBUTES:
Awareness: 5
Coordination: 2
Ingenuity: 3
Presence: 4
Resolve: 4
Strength: 5

TRAITS:
Alien Senses (Minor): Chelonian cybernetic enhancements include IR,
UV and X-ray vision.
Armour (Minor): 5 points of damage reduction from armoured shell and
cybernetically enhanced limbs.
By the Book (Major): Military protocol and rules.
Cyborg (Special)
Fast (Major): Cybernetic limbs make Chelonians surprisingly fast; they
have a Speed of 4.
Keen Senses (Major): Bonus already included in Awareness.
Natural Weapons (Minor): Claws and a sharp beak can inflict Strength
+2 damage.
Obsession (Major): Chelonians are obsessed with war.
Technically Adept (Minor): They have a +2 bonus to use and repair
equipment.

Officers also have: Military Rank (see Defending the Earth).

SKILLS:
Fighting 3
Knowledge 1
Marksman 4
Science 3
Technology 3
Transport 2

WEAPONS: Laser Rifle: L(4/L/L) damage

TECHNOLOGY LEVEL: 6
STORY POINTS: 4-6

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APPENDIX 3: THE ARBORAMORENSIANS

THE POROLIANA

Poroliana are one of the two sentient species on Arboramorensis. They are tall, willowy humanoids, yellowy
green in colour with tendrils sprouting from their limbs and in particular from their fingertips. Instead of hair, they
have a crest of small leaves on their heads and running down their backs. At certain times of the year and points
in their life cycle, small multi-coloured flowers blossom on the crowns of their heads and shoulders. As might be
expected from their appearance, Poroliana are actually plants rather than animals, but plants which have evolved
to become fully mobile. They are hermaphrodites and reproduce by exchanging what would equate to pollen in
Earth plants; for ease of language, they are referred to as feminine throughout this adventure.

Although they are sentient, Poroliana are not yet of human intelligence. They have developed a language, but it
is rather basic. However, they speak in a sing-song voice and it is possible that the tone and pitch confer greater
depth to the speech. So perhaps the subtlety of it is lost on human ears.

The Poroliana have developed a number of basic tools, and they build huts for shelter. Their preferred material is
wood and vines, so they cannot really be termed “stone age”, though they are at that level of development. They
are not able to make fire and so have therefore not discovered the H’sssk’s weakness.

The Poroliana are foragers by nature and spend much of their time harvesting the fruit and other food from the
jungle around them. Poroliana move in rapid graceful motions and are agile climbers.

ATTRIBUTES:
Awareness: 3
Coordination: 4
Ingenuity: 1
Presence: 3
Resolve: 3
Strength: 3

TRAITS:
Alien (Special)
Alien Appearance (Major): Poroliana are tall slender plant
people.
Alien Organs (Minor): They have no centralised internal
organs, giving them 2 points of damage reduction.
Climbing (Minor): Poroliana have a +2 bonus for climbing.
Environmental (Minor): Poroliana absorb carbon dioxide and exhale oxygen.

SKILLS:
Athletics 3
Fighting 1
Survival 3 (Jungle)

TECHNOLOGY LEVEL: 1
STORY POINTS: 2-4

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THE H’SSSK

The H’sssk are the second sentient species on Arboramorensis. They have evolved from fungi, and are generally
short, squat humanoids with a pallid grey skin and irregularly shaped fungoid heads. Their entire bodies are
covered in thin filaments which seem to move with a life of their own. They have a thin gash for a mouth and four
eyes spaced unevenly around their heads, giving them 360° vision. Like the Poroliana, the H’sssk are
hermaphroditic, and in their case they reproduce by budding; for ease of language, they are referred to as
masculine throughout this adventure.

H’sssk are predators. Although they can absorb the nutrients they need from most plant life, they gain much more
sustenance from energy-rich mobile vegetation such as the Poroliana. As they are not particularly fast, H’sssk
have evolved to be ambush hunters, lying in wait for their prey. When a H’sssk has overpowered a victim, its
filaments will attach themselves and drain it of the nutrient that it needs.

Like the Poroliana, the H’sssk are sentient but they have only limited intelligence. Their language is even more
basic than the Poroliana’s, and their speech consists of a series grunts and wheezes. Their technology has also
only advanced to the basic tool-making stage, though in the case of the H’sssk they have developed stone
weapons.

It is only in the last few generations that the H’sssk and the Poroliana have come into contact with each other, as
the H’sssk have spread around the planet as the apex predator. As the Poroliana have little in the way of natural
defences other than to run away or climb out of reach, they are slowly being exterminated by the aggressive
H’sssk.

ATTRIBUTES:
Awareness: 3
Coordination: 3
Ingenuity: 1
Presence: 1
Resolve: 3
Strength: 4

TRAITS:
Alien (Special)
Alien Appearance (Major): H’sssk are squat grey humanoids with irregularly shaped heads.
Alien Organs (Minor): Like the Poroliana, they have no discrete internal organs, giving them 2 points of damage
reduction.
Alien Senses (Minor): The H’sssk have four eyes spaced around their head, giving them 360° vision.
Fast Healing (Major): H’sssk heal at a rate of 1 point per hour.
Natural Weapon (Minor): The filaments covering their bodies are in fact feeding tubes. When latched onto its
prey, a H’sssk drains Strength +2 points per Round.
Weakness (Major): The H’sssk are particularly vulnerable to injury from fire, damage from which is increased by
one level (e.g. from Success to Good, from Good to Fantastic, and Fantastic delivers Lethal damage) - though a
Failed attack still does not deliver any damage!

SKILLS:
Athletics 1
Fighting 3
Subterfuge 3 (Ambush)
Survival 3 (Jungle)

WEAPONS: Stone axe or spear: Strength +2 damage

TECHNOLOGY LEVEL: 1
STORY POINTS: 2-4

25
APPENDIX 4: TIME WRAITHS

TIME WRAITHS

Time Wraiths are artificial constructs originally designed by Rassilon to be guards and sentinels. They are
created by Block Transfer Computation, the same process used for the creation of TARDISes. The Wraiths have
limited intelligence and almost no imagination, but are single-minded in carrying out their instructions. They
appear as shadow-black human silhouettes, with a black spherical head of polished material, with only their
hands appearing human. They wear metallic wrist bands and a utility belt.

Time Wraiths can take solid form, but are more usually non-corporeal and are able to pass through solid
substances, “phasing” slightly out of synch with reality. While in this form, they are almost invulnerable to physical
damage except from other entities which have phased to the same frequency. It is possible that they can be
injured even in phased form by exotic energy attacks, such as those designed to damage TARDISes and other
Block Transfer Computation creations. A Time Wraith’s main weapon is its ability to generate “Psychic Bullets” of
chronon energy, which can remove a target from reality.

th
Shayde, who first appeared in the 5 Doctor’s comic-strips in the 1980s, is a much later and more advanced
version of the Time Wraiths created by the Matrix Lords, and appears almost identical to them.

ATTRIBUTES:
Awareness: 4
Coordination: 4
Ingenuity: 2
Presence: 1
Resolve: 4
Strength: 4

TRAITS:
Alien Senses (Minor): Time Wraiths are time sensitive. This is similar to Feel the Turn of
the Universe, but more specific; they can detect the presence of chronons on time
travellers, for example.
By the Book (Major): Time Wraiths are governed by their instructions and have no
imagination.
Environmental (Major): They can survive in hazardous environments.
Immunity (Major): They are immune to virtually all damage when phased.
Natural Weapon (Major): They can generate Psychic Bullets, focused through a futuristic
handgun: L(4/L/L) damage, ignores Armour and similar protection.
Networked (Major): Time Wraiths are in contact with the controlling Sentience and other
Time Wraiths.
Robot (Special)
Special Trait – Phasing (Special): They can become immaterial, able to pass through
solid objects. They cannot attack or affect physical objects in any way whilst phased.
Teleport (Major): Time Wraiths can teleport to pretty much wherever they need.

SKILLS:
Fighting 1
Marksman 3
Subterfuge 3
Technology 1

EQUIPMENT: Utility belt (Minor Gadget: Resourceful Pockets)


TECHNOLOGY LEVEL: 11 (Ancient Time Lord Technology)
STORY POINTS: 1-3

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