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The TARDIS

“What you are standing in, is a technological marvel. It is science


beyond magic. This is the gateway to everything that ever was, or
th
ever can be...” - The 12 Doctor.
Long ago, the Doctor borrowed his incredible ship so that he could
explore the universe. It has been his constant companion ever since.
Sometimes a little unreliable, it might not have always taken him to
where he wanted to go – but always where he needed to be. The
TARDIS is dimensionally transcendental or, as his companions always
tell him, simply bigger on the inside - perhaps in more ways than one.
The TARDIS Manual explains how to use the TARDIS in DWSSG3e, such as getting to Adventures, detailing events that can
happen in the Time Vortex, or using the TARDIS in an Adventure. Each Doctor has (or will have through expansions) their
own TARDIS section starting with T (with a newly created Doctor using T00) corresponding to their regeneration.

t001. TARDIS Qualities


The TARDIS, just like any other Character, has 3 Qualities – Defence, Navigation and Resources. These Qualities typically
have values between 1 and 4 and have a maximum value of 5. Unlike Character Qualities however, these values do not
add to any 2D6 roll but are instead spent in various ways:
 Defence: Each time the TARDIS receives Damage (perhaps through Vortex events or in an Adventure), reduce the
Defence value by 1. If the TARDIS has a Defence of 0 and then receives more Damage, it is destroyed.
 Navigation: Instead of making a TARDIS roll to reach an Adventure destination, or in an Adventure to Move to a
Location, you may reduce Navigation by 1 to automatically succeed in the roll.
 Resources: You may spend Resources any time the Doctor is inside the TARDIS to gain TARDIS Gadgets (t004).
TARDIS starting Qualities are given on each Doctor’s TARDIS section and vary between regenerations - earlier Doctors
have much less Navigation but far better Defence for example. If you have created your own Doctor, you may select
values for your TARDIS Qualities (see T00).
At the end of an Adventure (r012), you may spend 2 Luck points to gain +1 to any TARDIS Quality.

t002. Piloting the TARDIS


The TARDIS can go anywhere in time and space so it’s important the Doctor knows
how to pilot his craft.
Between Adventures (and at the start of the game), you may try to set the controls
of the TARDIS to reach a particular destination and Adventure, try to just reach a
particular Era or type of destination such as a Holiday, or just let the TARDIS
materialise wherever she wants and go to a random Adventure.
Before you get to any destination however, roll 2D6 and if the result is 10+, then
you first have a Vortex event (t003).
Eras: The 12 Eras are used to define a rough chronology to Adventures. As technology changes through time, the different
Actions (r008) you can perform changes with the Era in which your Adventure takes place. Similarly, being captured in
some Eras might be a lot rougher than others. The ‘default’ Era of present-day Earth is the Post Modern Era that spans
years 2000 – 2030. A full list of Eras and their dates is given as part of the Temporal Destination Matrix (TM01).
Set the Controls: If you attempt to go to a particular destination, then consult the Adventure Book to find the TARDIS roll
required. To go to a more general Era destination, see the Temporal Destination Matrix (TM01) for the required TARDIS
roll and if successful, roll a D6 to find your specific Adventure destination that can then be found in the Adventure Book.
All TARDIS rolls are made with a -1 penalty for each point of Damage on the TARDIS.
If you fail the TARDIS roll to reach an exact destination by only 1, you still reach the Era but roll for an Adventure within
the same Era (see TM01). If you fail the TARDIS roll to reach an exact destination by more than 1, or fail a TARDIS roll to
reach an Era or Adventure on the Temporal Destination Matrix (TM01), the TARDIS brings you to somewhere unexpected
- see Random Destinations. If at any time you roll a natural 2 on a TARDIS roll to reach any destination, see also V02.
Random Destinations: If you let the TARDIS land randomly, or failed to set the controls correctly so you don’t land where
intended, then you must roll on the Random Vortex Destination Matrix (TM02).
As the number of Adventures will continually be increased by expansions, both TM01 and TM02 will be regularly updated
to include new Destinations and Adventures.
t003. Vortex Events
Flying through the Time Vortex can be eventful and these are represented by Vortex events. Some Vortex Events, such as
distress calls, might alter your destination. Other Vortex Events can deposit unexpected visitors in the console room or
even cause damage to the TARDIS - so take care of your trusty ship and make repairs when you can!
Roll 2D6 and consult the Vortex Event chart given in your Doctor’s TARDIS section.

t004. TARDIS Gadgets


The TARDIS is capable of amazing things and has many different gadgets, resources
and functions aboard. These are represented by TARDIS Gadget cards.
There are 6 TARDIS Gadgets included in this Core Set and more will be included in
future expansions.
Each TARDIS Gadget card has a Resource cost as shown at the top left hand corner
and some have a Doctor Icon in the lower left corner to indicate which Doctor can
use them. You may purchase TARDIS Gadgets by spending Resources at the start of
the game or at any time the Doctor is inside the TARDIS. Place the TARDIS Gadget
on your TARDIS Mat.
All TARDIS Gadgets normally remain on your TARDIS between Adventures unless
otherwise specified. Unless stated, all TARDIS Gadgets are unique and you may not
have or purchase duplicates.
You may only have a maximum of 3 TARDIS Gadgets in your TARDIS. If you gain
another, you must choose one to discard.

t005. Actions in the TARDIS


If the TARDIS has taken Damage, or had any Malfunction (V02) you may try to repair it - either between Adventures (if
you do not have a Vortex Event) or during the Discover Phase of an Adventure. To repair TARDIS Damage and increase
your Defence by +1, you must make an Engineer 9 roll. You may not repair the TARDIS to increase Defence if it has not
taken any Damage however. To repair other malfunctions requires a different Engineer roll as given in the Vortex event.
During an Adventure, the only other Actions that can take place in the TARDIS is Research (with +1 to the roll and no Era
restrictions on Skills) or to use the TARDIS to make a Move Action by making a TARDIS 8 roll. If the roll is failed, roll for a
random Location in the Adventure. If the roll was failed by 4 or more however, the TARDIS takes Damage.

t006. The TARDIS as an Adventure Location


The TARDIS counts as a separate Location in an Adventure. Characters inside the TARDIS cannot be affected by Incidents
or Enemy events (although effects on the Adventure still occur) or have an Enemy encounter.
In an Adventure, you may normally return to the TARDIS if you wish (and automatically return here when Adventure is
over). To return to the TARDIS during an Adventure, the Doctor (or a Companion with a TARDIS Key Gadget) must simply
return to the TARDIS current Location (usually the Landing Location).

t007. TARDIS Quest events


Each TARDIS Sheet also lists several events (each starting with ‘Q’) that refer to Quests that a player may undertake.
TARDIS Quests are specific to each Doctor to give added theme and storytelling possibilities.
If you've already started a Quest, but Regenerate before completing it, the Quest remains active and must still be
completed. You may not start the Quest associated with your new Regeneration until you complete your pending Quest.
After you complete the Quest, you may start counting completed Adventures needed to start the Quest associated with
your current Regeneration from your next completed Adventure.
Vortex Events
V01. All of Time and Space
Your Companion (randomly chosen if more than one) has decided that they want
you to take them somewhere. Roll 1D6 below for their chosen destination. If you
do not reach the destination listed, lose 1 Luck and if you gain a Companion in your
next Adventure take -1 to the Companion Leaving roll. If you have no Companion,
ignore this event.
1: Your Companion wants a relaxing Holiday Adventure.
2: Your Companion wants to return home (their native Adventure or Era).
3: Your Companion wants to visit the future (later than their native Era).
4: Your Companion wants to visit Earth’s Past (World War Era or earlier).
5: Your Companion wants to visit an exotic alien planet.
6. You argue with your Companion - when the TARDIS lands they immediately separate and Move to a random Location.

V02. TARDIS Malfunction


There is a sudden flash from the TARDIS console followed by a whiff of burning circuitry. Roll 1D6:
1: There is a huge flash as the power to the console overloads. Roll for a random destination to see where you land. The
TARDIS takes Damage.
2: You have run out of a vital element that powers the TARDIS. Until replaced, you have a -2 penalty to TARDIS rolls. To
replace the element, you must visit an Adventure in the Colonial era or later and spend 1 Luck.
3: A random TARDIS Gadget malfunctions and can no longer be used until repaired with an Engineer 10 roll. If you have
no TARDIS Gadget lose either 1 Navigation or 1 Resources (if both 0, TARDIS takes Damage instead).
4: Power circuit malfunction. The TARDIS takes Damage.
5: A navigation circuit overloads on the console. Either lose 1 Navigation or take a -1 penalty to TARDIS rolls until it is
repaired with an Engineer 9 roll.
6: The console gives a very strange bleep. It doesn’t appear to have affected anything…

V03. TARDIS Modifications


You may attempt to repair Damage to your TARDIS or a Malfunction (V02). If the
TARDIS has no Damage or Malfunctions, you may tinker with the workings of your
magnificent time ship by making a successful Engineer 9 roll and then rolling 1D6:
1: A new light comes on when the door opens! Roll 1D6: If 5+, gain 1 Resources.
2: You upgrade your TARDIS defence systems – add +1 Defence or repair 1
Damage to the TARDIS.
3: You upgrade the directional circuits – either gain 1 Navigation or gain +1 to
rolls when you Set the Controls (t002).
4-5: You install a new TARDIS Gadget – pick a random TARDIS Gadget card and install it on your TARDIS Mat if possible.
6: You reconfigure TARDIS architecture – you may swap up to 3 points between Defence, Navigation and Resources.

V04. TARDIS Locker


You manage to have a bit of a sort out of the TARDIS cupboards after what seems like a millennia. Shuffle all the non-
TARDIS Gadget cards containing an Icon of your Doctor together with the Gadget cards that have no Doctor Icon. Draw 3
Gadget cards and choose 1 to keep, returning the other 2 to the deck.

V05. Distress Call


The TARDIS picks up an emergency distress signal from somewhere close. You decide to respond. Roll 1D6: 1-2: See V12;
3: Select a random Space Adventure; 4-6: Select a random Adventure.
Make a TARDIS 7 roll to get to the Adventure. If you fail the roll, lose 1 Luck but arrive there anyway. When you start the
Adventure, gain +1 Knowledge and you may Investigate as an Action but may not choose Relax or Study Actions. Your
first Character event in the Adventure has a +2 bonus to any Charm or Diplomacy roll.
V06. Energy Force
You are thrown off your feet as the TARDIS suddenly lurches from side to side,
gripped by a powerful and mysterious energy force. Roll 1D6 and add curent
Defence. If the result is less than 5, the TARDIS takes Damage.
Roll 1D6: 1: V017; 2: V013; 3: V018; 4-6: Roll for a random Destination (TM02) and
then gain 1 Knowledge and add +1 Danger. You may immediately Investigate as an
Action but may not choose Relax or Study Actions. When revealing the Enemy in
the Adventure, if an Entity Enemy is possible, roll for that Enemy type on r018.

V07. Unexpected Visitor


Your jaw drops as you look up from the console to find that something or someone unexpected has arrived in the TARDIS!
Roll 1D6: 1: Donna Noble; 2: Jack Harkness; 3: River Song; 4: Clara Oswald; 5-6: See V014.
Place the Character card into play and gain 1 Luck point. You may use this Character in your next Adventure but they will
leave at the end of it (with no other Companion leaving roll necessary – see r002). Note that if you already have the same
Character aboard the TARDIS, then the new arrival is a duplicate from a parallel dimension – instead lose 1 Luck point.

V08. Dimensional Jump


The TARDIS suddenly bucks beneath you and you tumble out of control as you encounter a powerful dimensional gateway.
No matter how hard you try – it’s pulling you in! Roll 1D6 and add current Defence. If the result is less than 6, see V02 and
after resolving that event, roll for a Dimensional Adventure on TM01.

V09. Heart of the TARDIS


Something has happened to cause the console to open and dangerous, shimmering
Temporal Vortex energy from the heart of the TARDIS to spill out! Roll 1D6:
1-2: Vortex Damage: The energy has caused a malfunction - see V02.
3: Vortex Confusion – A random Character aboard the TARDIS becomes -1 Brains
and has -2 to any Skill rolls for the next 1D6 turns.
4: Vortex Possession – A random Character in the TARDIS gains +1 to all Qualities
and Aware for the next 1D6 Turns.
5: Vortex Attack – A random Character aboard the TARDIS may use the Vortex
energy to add their Brains to their Brawn in a Conflict for the next 1D6 Turns.
6: Vortex Transfer – A random Character must give either a Skill or 1 point of any of their Qualities to another Character
here. If you are alone then you are -1 to Qualities for 1D6 Turns.

V10. Spacecraft
The TARDIS has encountered a huge spacecraft as it leaves the Time Vortex. Roll 1D6:
1-2: It is hostile and fires upon the TARDIS unless you make a Charm 8 roll. If fired upon, roll 1D6. 1-2: No effect, 3-4:
There is a flash on the console - see V02; 5-6: There is a lurch as the TARDIS is hit and Damaged. After encountering
the spacecraft, you then reach your Adventure.
3: You have encountered a hostile Dalek fleet – roll 1D6: 1-4: You must make a TARDIS 9 roll to dematerialise in time or
the TARDIS is Damaged. In your next adventure, if a Military Enemy is possible, the Enemy must be Daleks; 5-6: V017.
4-6: You land on the spacecraft – roll 1D6: 1: V018; 2-6: Roll for a Space Adventure on TM01.

V11. Vortex Trouble


The TARDIS has encountered an anomaly in the Time Vortex. Roll 1D6:
1-2: You see a small craft or escape pod hurtling through the Vortex towards an unknown destination. If you choose to
follow it, you must make a TARDIS 7 roll and if successful, roll for a random destination (TM02) and gain 1 Luck point.
When you arrive at the destination, roll for a random Location. Gain +2 Knowledge if you then Move to that Location.
3-4: The TARDIS has jumped a time track. Your next Adventure gains Temporal and add +1 Danger.
5-6: The TARDIS has become trapped in a chronic hysteresis loop and you must make a TARDIS 8 roll to escape (you may
not use Navigation). Each time you fail the roll you must lose 1 Resources or 1 Luck point or the TARDIS takes Damage.
V12. A Cry for Help
You receive a cry for help – either in the shape of a ghostly figure, a message, or perhaps
an old friend needs you. You must make a TARDIS roll with the required total below to
steer the TARDIS to the desired Adventure. If you fail, lose 1 Luck point. When you arrive
at the Adventure, gain +1 Knowledge or add +1 VP to Adventure. Roll 1D6:
1-2: It’s from a Friend. If you have a Companion with a linked Friend card, then the
message is from them. Choose an Adventure in their Era and when you get there
put their Friend card into play. If you do not have a Companion with a linked Friend
card, see result 5 below instead.
3: It’s the space-time telegraph from UNIT (see A007) and when you arrive put either Kate Stewart or Osgood into play instead
of your first Character event.
4: You are contacted by your old friend Madame Vastra (see A009) and when you arrive put Vastra into play instead of your first
Character event.
5: The sender of the signal cannot be identified. Roll for a Random Destination (TM02) and when you arrive gain +3 to a Charm
or Diplomacy roll on your first Character event with either of these Skills.
6: You receive a mysterious message from River Song that, of course, starts with ‘Hello sweetie!” Roll for a Random Destination
(TM02) and when you arrive put River Song into play instead of your first Character event.

V013. Creation of the Earth


You have instead materialised in space at the time when the Earth is about to be created. Gases swirl around the primeval
vista as gravity starts to pull matter together to build the planet in an incredible scene of beauty and majesty. Gain 2 Luck
points if you have a Human Companion, 1 Luck point if not.
You must make a new TARDIS roll to reach your next destination, and you may decide to change it from your original
choice. Add +1 to the TARDIS roll if the destination is Earth of any Era.

V014. Time Crash


The TARDIS suddenly is thrown violently about and you hear the Cloister Bell toll as it
predicts disaster - see V02 immediately. However, there is suddenly someone else
standing around the console. It is one of your past incarnations!
Draw a Doctor card at random from any that feature a previous regeneration. After a
slight disagreement, you may use your previous incarnation to help you with any TARDIS
Damage or malfunctions (see t005).
You may spend 5 Luck points to have him stay with you for your next Adventure or
let him fade away, back to long ago and you gain 1D6 Luck points. If he stays for an
Adventure and is killed then your time-line is shattered and you lose the game. If
you Defeat the Enemy, the previous Doctor returns to his original time-line, but not
without knowing that his future is in safe hands – gain 1 Luck point.

V015. External Control


You notice that the readings on the console are very strange and the familiar hum of the TARDIS is slightly off-pitch. The
TARDIS has been seized by an unknown force and directed somewhere...
You may allow the manipulation and roll for a Random Destination (TM02 and when you arrive add +1 Danger) or try to
pull free by making a TARDIS 9 roll (add current Defence but you may not use Navigation). If you fail, see V02 and after
resolving, roll for a Random Destination (TM02 and when you arrive add +2 Danger). If you succeed, gain 2 Luck points.

V016. Imposter
To your horror, you discover that one of your Companions is not real – they have been replaced by an illusion, a robot
duplicate or some other such doppelganger or facsimile. If you do not have a Companion, ignore this event.
Roll 1D6: 1-3: The imposter begins an (Attack) Conflict; 4-6: The imposter collapses without further incident.
Then roll 1D6 to see how you can recover your Companion who will be held in the Enemy Lair and must be Rescued with
no Escape Actions possible: 1-3: By returning to your most recent Adventure where it is considered to be the Defeat
Phase with the same Enemy and Goal as before. Set Danger to 12 and Knowledge to 0; 4-6: By rolling for a random
Destination (TM02) and playing an Adventure as normal with +1 Danger and +1 Knowledge.
V017. The Crucible
You have landed on the enormous flagship in the centre of the Dalek fleet – the mighty
Crucible. Before you can leave, the TARDIS is trapped in a powerful force-field and when
you emerge you are immediately surrounded by 1D3+1 Daleks, each Brains 1, Brawn 8,
Bravery 3 (Troop). You must evade the Daleks, escape into the Crucible and deactivate
the force-field before the Daleks destroy the TARDIS.
To evade the Daleks, you must make a Running 9 roll. If you fail, the Daleks surround you
and take you to a cell – Captured (9). If Captured and you fail an Escape Action you must
roll 1D6. If the result is 1, you are exterminated by the Daleks and the game is over.
If you Evade the Daleks or Escape Capture then you have fled into the Crucible. You must find the force-field generator by making
a Move 8 Action. If you succeed, you must make a Computers 10 roll as an Action to deactivate the force-field and another Move 8
Action to return to the TARDIS. Until you reach the TARDIS, roll 1D6 here after each Action, adding +1 for each subsequent roll:
1-3: No encounter.
4-5: Encounter 1D3+1 Daleks (each Brains 1, Brawn 8, Bravery 3, Troop). Roll 1D6 and if the result is equal or less than the
number of Daleks, then they are led by the Supreme Red Dalek (Brains 5, Brawn 8, Bravery 5, Leader). You must
either try to Evade (Running 8) or Surrender (Captured 9). If you are Captured by the Supreme Dalek, choose to lose
2 Luck OR 1 Idea card. If Captured and you fail an Escape Action you must roll 1D6. If the result is 1 (1-2 if Captured
by the Supreme Dalek), you are exterminated by the Daleks and the game is over.
6-7: You discover that the Crucible has arrived in orbit somewhere. Roll for a Random Destination (TM02), with a Military Enemy
option (roll again if none). Begin Adventure in Dilemma Phase, add +1 Danger and roll 1D6 for the Enemy: 1-3: E002; 4-
6:E015. Immediately encounter this Enemy. If you escape the Crucible, you must immediately go to that Adventure. If you
roll 4-7 here again, have an Enemy Encounter (from E002 or E015) instead.
8+: The TARDIS is consumed by the nuclear furnace inside the heart of the Crucible. The game is over.

V018. The Shadow Proclamation


You have landed at the Shadow Proclamation – a citadel of law enforcement floating
amongst the stars. The Shadow Proclamation is controlled by a mysterious albino race
that often uses the Judoon as shock troops. Roll 1D6 for an encounter:
1-2: You are surrounded by 1D3+1 Judoon, each Brains 1, Brawn 5, Bravery 3 (Troop).
You may Surrender (Captured 8 with +1 to D6 roll on failed Escapes – see below),
start a (Capture) Conflict or try to Evade (Running 8).
3-6: You are brought before the Shadow Architect, the strict law-maker. Make a
Diplomacy roll (add +2 if VP total 10+):
2-4: You are imprisoned – Captured (9); 5-7: After a frosty exchange, the Shadow Architect lets you depart in the
TARDIS; 8-10: She gives you advice - gain +1 Knowledge at start of next Adventure. If you have a Companion roll 1D6
and on result of 4+, gain 1 Luck point; 11+: The Shadow Proclamation declares a common cause and wishes for you
to undertake a Mission. If you refuse, roll 1D6: 1-5: Captured (9); 6: The Architect lets you depart. If you accept the
Mission, roll 1D6 and on 4+, you gain an Albino Ally (Brains 3, Brawn 0, Bravery 2, Aware 2, Medicine) who will join
you for the Mission. Roll on TM02 for a Random Adventure and gain +1 Knowledge when you start. When an Enemy
is revealed (roll again if Danger 0), add +1 Danger and +1 VP.
Escaping the Shadow Proclamation: If Captured here, after any failed Escape Action, you must roll 1D6: 1: You are executed by
the Shadow Proclamation; 2-3: Visited by Shadow Architect (see above with -1 to a Diplomacy roll); 4-6: No additional event.
If you Evade an encounter or do Escape then you must make a Move 8 Action to reach the TARDIS and a successful Engineer 9 or
Computers 9 roll as an Action to remove an energy barrier that the Shadow Proclamation have erected around the TARDIS. If you
fail either the Move or the Skill roll, roll 1D6 and on 5+ have an encounter as above with -2 to any Diplomacy roll.

V019. TARDIS Attacked


The TARDIS has come under attack by a powerful external force. If current Defence is 3+, the TARDIS takes Damage but
you may ignore this event; otherwise roll 1D6:
1-2: An old enemy wants revenge. Your most recent Enemy with Danger 2+ (if none, see E020) has brought you to a new
place (roll on TM02) to settle a score. Start Adventure in Dilemma Phase with +2 to Enemy Danger and +1 VP.
3-4: You have been directed somewhere and something is lying in wait... Roll for a Random Destination (TM02) and when
you arrive, before choosing an Action make an immediate Enemy Action roll (r009).
5-6: See V06.
TM01. Temporal Destination Matrix
Era Destination TARDIS 1-2 3-4 5 6
Antiquity (up to 475 AD) 8 A011 A011 A011 A011
Medieval (476 AD – 1300) 8 A019 A019 A019 A019
Renaissance (1301-1600) 8 A004 A004 A004 A004
Regency (1601 – 1836) 8 A013 A013 A013 A013
Victorian (1837 – 1913) 8 A003 A009 A021 A021
World War (1914-1959) 8 A001 A023 A001 A023
Modern (1960-1999) 6 A017 A017 A017 A017
Post Modern (2000-2039) 6 A007 A015 A007 A015
Near Future (2040 – 2200) 8 A008 A008 A008 A008
Colonial (2201 – 3000) 8 A005 A006 A012 A012
Twilight (3001 – 6000) 9 A002 A010 A014 A020
Far Future (6000+) 9 A016 A016 A016 A016

Type of Destination
Dimensional - A018 A022 A018 A022
Holiday 8 A001 A003 A016 A024
Space 8 A014 A024 A010 A010

TM02. Random Vortex Destination Matrix


D6 1 2 3 4 5 6
1 A001 A002 A003 A004 A005 A006
2 A007 A008 A009 A010 A011 A012
3 A013 A014 A015 A016 A017 A019
4 A020 A021 A023 A024 A020 A021
5 A001 A002 A003 A004 A005 A013
6 A007 A014 A009 A015 A011 A017
T00. The TARDIS
You stand at the console of the TARDIS, your trusty Time and Space
machine, as it flies through the twisting miasma of the Time Vortex. A
gentle hum fills the air as the glass pillar of lights and instruments
rises and falls in front of you.
You may try to set the controls for a particular destination or just let
the TARDIS materialise wherever she wants (t002). Before you get to
any destination however, roll 2D6. If the result is 10+, then you have
an event in the Vortex (see below). If you have no event, you may try
to repair the TARDIS if it is has taken Damage (see t005).
In an Adventure you can return to the TARDIS at any time (t006). At the end of an Adventure, automatically return to this
section. After you have completed 3 Adventures, see Q00 below.
Defences: X Navigation: X Resources: X

Special Rules for a Created Doctor’s TARDIS


You must decide on starting values for your TARDIS Qualities. Each Quality starts at 1 and you have another 4 points to
distribute as you wish, although you cannot add more than 3 to any single Quality.
You begin the game by choosing a starting Companion - Caroline Fairfax, Jane Danning or Talia McDowell. Each has their
own TARDIS Character card. You start the game with 5 Luck, 3 Idea cards and can choose Gadgets up to 3 Cost.
Gain +1 to your TARDIS roll when you Set the Controls (t002) for the Renaissance Era (TM01).

Vortex Events
Something has interrupted your flight through the Vortex. Roll 2D6:
2: V18; 3: V07; 4: V10; 5:V05; 6: V03; 7: V01; 8: V02; 9: V04; 10: V06; 11: V15; 12: V11

Q00. Lost Memory


As the TARDIS leaves its most recent destination, and you watch the glass rotor rise and fall, you begin to have a nagging
feeling that you have forgotten something important. You can’t seem to remember what happened to you a while ago,
with only fleeting images of bubbling chemicals contained in old flasks and glassware on shelves and tables of a dark,
primitive laboratory. Why does a Renaissance city seem so familiar?
Make a Brains 15 roll (add Aware from yourself and no other Character) and if successful, gain +1 VP and see Q00a. If you
fail, make the roll again at the end of each Adventure (adding +1 per previous attempt) until you succeed.
Q00a. The Apothecary
You suddenly realise that you spent some time on Earth during the Renaissance Era,
posing as a harmless, if slightly eccentric, apothecary. But you have no idea why this
happened or what you were doing there…? Perhaps you should return to see if any
clues jog your memory?
During the Discover Phase of your next Renaissance Era Adventure, you may attempt a
Move 9 Action (add Aware) to find ‘your’ old shop. Once there, you may then search
the shop by making an Aware 9 roll – gain +2 VP and see Q00b if successful. Use the
Encounter line of the Location with lowest Move number whilst at the shop.
Q00b. The Fob-Watch
(Gadget) You find an old watch covered in Gallifreyan symbols – what secrets does it
hold? Start a (Mind Control) Conflict with the watch (Brains 4). If successful, gain 1
Luck point, but roll again at the end of each Adventure. If you fail, you succumb to its
influence and the voices and memories come flooding back.
You must create a new regeneration (r002) of your Doctor, but add 5 points for
Qualities and choose 10 skills. You retain current Luck but gain +3 VP and see Q00c.
Q00c. The Enemy
You now remember your true self but not how you originally lost your memories. You may install the watch into the
TARDIS console and determine a Random Destination (TM02). When the Enemy is revealed, add an additional +2 to the
D6 roll on r018. If you Defeat this Enemy then you have won the game. If you fail, lose 2 VP and have a -2 modifier on the
Setback table (r015). Any further Adventure where you encounter an Enemy with this keyword will be against this specific
Enemy with the same reward and penalties.
T09. The TARDIS (Ninth Doctor)
You stand at the console of the TARDIS, your trusty Time and Space
machine, as it flies through the twisting miasma of the Time Vortex. A
gentle hum fills the air as the glass pillar of lights and instruments
rises and falls in front of you.
You may try to set the controls for a particular destination or just let
the TARDIS materialise wherever she wants (t002). Before you get to
any destination however, roll 2D6. If the result is 10+, then you have
an event in the Vortex (see below). If you have no event, you may try
to repair the TARDIS if it is has taken Damage (see t005).
In an Adventure you can return to the TARDIS at any time (t006). At the end of an Adventure, automatically return to this
section. After you have completed 3 Adventures, see Q09 below.
Defences: 4 Navigation: 2 Resources: 1

Special Rules for the Ninth Doctor’s TARDIS


You begin the game with Rose Tyler as a Companion. You may also choose to spend 3 Luck and have Jack Harkness as a
Companion. Each has their own TARDIS Character card. If you do not start with Jack Harkness as a Companion, you may
encounter him instead of a Character event in a World War Era or Twilight Era Adventure by spending 2 Luck (once only).
You start the game with 5 Luck, 3 Idea cards and can choose Gadgets up to 3 Cost.
Gain +1 to your TARDIS roll when you Set the Controls (t002) for a Space Destination (TM01).

Vortex Events
Something has interrupted your flight through the Vortex. Roll 2D6:
2: V18; 3: V17; 4: V10; 5:V05; 6: V03; 7: V01; 8: V02; 9: V04; 10: V06; 11: V09; 12: V11

Q09. Bad Wolf


You suddenly realise that in your most recent adventures you have always heard two words – ‘bad wolf’. The phrase
seems to be following you about. In further Adventures, any Plot event roll of 7, in addition to the stated effect in the
Adventure, also has some connection to ‘bad wolf’...
If you make an Aware 9 roll, gain +1 VP and see Q09a at the end of the Adventure. If you fail, make the roll again at the
end of each Adventure (adding +1 per previous attempt) until you succeed.
Q09a. Messages from Other Times
The occurrences of ‘Bad Wolf’ are now plainly obvious to you. There must be some
connection, but what? In further Adventures, any Plot event roll of 11-12, in addition
to stated effect in Adventure, also has some connection.
If you visit this Location in Adventure, make a Brains 12 roll (add +1 for each previous
attempt) to gain +1 VP and see Q09b at the end of the Adventure.
Q09b. Heart of the TARDIS
As you travel through the Time Vortex, you reflect on ‘Bad Wolf’, and what it could mean, but suddenly notice that the
TARDIS familiar hum is not quite right. What could be affecting her?
Vortex events (t003) in the TARDIS now occur on a roll of 9+. However, instead of then rolling 2D6 for the Vortex event,
automatically see V09, adding +2 to the roll. If you then roll 7+, lose 1 Luck point and see Q09c immediately.
Q09c. Transformation
A panel on the TARDIS console suddenly shatters and an incandescent beam of Vortex
energy leaps from it and into the body of your Companion (randomly selected, but if
you have no Companion, roll again on V09) who is now shrouded in an unearthly glow.
Slowly the glow fades except the eyes... Your Companion has now been transformed
into the ‘Bad Wolf’. You know that a body cannot possibly contain so much energy but
before you can do anything further, the TARDIS suddenly materialises and the doors
open (see TM02 for Destination).
Add +5 to all the Companion’s Qualities (+10 if Danger 10+). Each time they use their Qualities in a roll however, they
must rest for a full Turn (2 Turns if Danger 10+) and can take no Action. At the end of the Adventure however, your
Companion’s body fails and they are killed (lose 5 VP). You may prevent this by taking the Vortex Energy into yourself, but
you must then regenerate (see r015 but gain 3 Luck for your sacrifice), whilst your Companion returns to normal.
T10. The TARDIS (Tenth Doctor)
You stand at the console of the TARDIS, your trusty Time and Space
machine, as it flies through the twisting miasma of the Time Vortex. A
gentle hum fills the air as the glass pillar of lights and instruments
rises and falls in front of you.
You may try to set the controls for a particular destination or just let
the TARDIS materialise wherever she wants (t002). Before you get to
any destination however, roll 2D6. If the result is 10+, then you have
an event in the Vortex (see below). If you have no event, you may try
to repair the TARDIS if it is has taken Damage (see t005).
In an Adventure you can return to the TARDIS at any time (t006). At the end of an Adventure, automatically return to this
section. After you have completed 4 Adventures, see Q10 below.
Defences: 3 Navigation: 3 Resources: 1

Special Rules for the Tenth Doctor’s TARDIS


You begin the game with either Martha Jones or Donna Noble as a Companion. Each has a TARDIS Character card. If not a
starting Companion, you may encounter Martha Jones or Donna Noble instead of a Character event in a Post Modern Era
Adventure by spending 2 Luck (once only). You start the game with 5 Luck, 3 Idea cards and Gadgets up to 3 Cost.
Gain +1 to your TARDIS roll when you Set the Controls (t002) for a Holiday Destination (TM01).

Vortex Events
Something has interrupted your flight through the Vortex. Roll 2D6:
2: V18; 3: V17; 4: V10; 5:V05; 6: V03; 7: V01; 8: V02; 9: V04; 10: V06; 11: V14; 12: V11

Q10. Cryptic Prophecy


As you were about to leave in the TARDIS from your last Adventure, one of your Allies looks at you strangely and tells you
that ‘he will knock four times…’ What could this possibly mean?
Lose 1 Luck point. If you ever meet a Character with Aware 2, lose 1 Luck point as the prophecy is repeated. Vortex
events (t003) now occur on a roll of 9+. However, instead of rolling 2D6 for the Vortex event, automatically see Q10a.
Q10a. Mysterious Summons
Your mind is touched by the Ood, reaching out across time as they are troubled by bad
dreams. Something is returning from the darkness...
You must visit the Ood Sphere (A020) and reach the Ood City Location where you must
gain an Audience with Ood Elders (Special Event) and achieve a result of 7+. If you visit
any other Adventure before going to the Ood Sphere, you must lose 1 Luck point each
time. If you gain a 7+ with your Audience, gain 1 VP and see Q010b instead of rolling
on the table there.
Q10b. The End of Time
Something vast is stirring in the dark. The Ood have gained the power to see through time as time is bleeding. Shapes of
things once lost are moving through the veil, and events threaten to destroy the future, the present, and the past.
Randomly select a Dalek or Time Lord Enemy with Danger 3 that you previously Defeated (if none, use E002). Roll for a
Random Destination (TM02) where Enemy can be encountered. When you go there, add +3 Danger but start Adventure
in Dilemma Phase. When the Goal is revealed, see below instead. If you do not Defeat the Enemy, the game is over.
Gallifrey Rises (Time Lord Enemy) (9VP; Apocalypse): The Time Lord is attempting to resurrect Gallifrey from the ashes of
the Time War. The Time Lord and any Minions are +1 to all Qualities. You may either:
 Persuade Time Lord: Win a (Brainwash) Conflict against the Time Lord (counting only Brains from the Doctor).
 Prevent Materialisation: Move to TARDIS and make a Prevent Action (add TARDIS). Add +1 Danger and lose 1 from
TARDIS Defence if you fail.
Gallifrey Falls (Dalek Enemy) (9VP; Apocalypse): The Daleks are attempting to revisit the Time War and eradicate Gallifrey
from all planes of existence – this time the Daleks will be victorious! Daleks are +1 to all Qualities. You may either:
 Hide Gallifrey in Time Pocket: Make a Brains 15 roll (only Time Lords can add to total). Then Move to TARDIS and
make a Prevent Action (add TARDIS). Add +1 Danger and lose 1 from TARDIS Defence if you fail.
 Destroy Dalek Command: Make a Prevent Action (add Engineer) at the Dalek Lair. If you succeed, any Character
without Running is killed. If you fail, add +1 Danger and have an Enemy encounter.
T11. The TARDIS (Eleventh Doctor)
You stand at the console of the TARDIS, your trusty Time and Space
machine, as it flies through the twisting miasma of the Time Vortex. A
gentle hum fills the air as the glass pillar of lights and instruments
rises and falls in front of you.
You may try to set the controls for a particular destination or just let
the TARDIS materialise wherever she wants (t002). Before you get to
any destination however, roll 2D6. If the result is 10+, then you have
an event in the Vortex (see below). If you have no event, you may try
to repair the TARDIS if it is has taken Damage (see t005).
In an Adventure you can return to the TARDIS at any time (t006). At the end of an Adventure, automatically return to this
section. After you have completed 2 Adventures, see Q11 below.
Defences: 2 Navigation: 4 Resources: 1

Special Rules for the Eleventh Doctor’s TARDIS


You begin the game with Amy Pond as a Companion. You may also spend 2 Luck to have Rory Williams as a Companion.
If you do not start with Rory Williams as a Companion, you may encounter him instead of a Character event in a Post
Modern Era Adventure by spending 2 Luck. You start the game with 5 Luck, 3 Idea cards and Gadgets up to 3 Cost.
Gain +1 to your TARDIS roll when you Set the Controls (t002) for a non-Earth Destination (TM01).

Vortex Events
Something has interrupted your flight through the Vortex. Roll 2D6:
2: V16; 3: V07; 4: V10; 5:V05; 6: V03; 7: V01; 8: V02; 9: V04; 10: V06; 11: V12; 12: V11

Q11. Cracks in Time


As the TARDIS leaves its most recent destination, you look up at the scanner and see a
jagged crack imposed upon the screen. The glass isn’t broken, so what could it mean?
On subsequent Adventures, the first time you roll for an Incident, you instead witness
a ‘crack in time’ at a Location. Add +1 Danger (+2 Danger if a Temporal Enemy has
been revealed). You must make a Brains 15 roll (add Aware, but only the Doctor can
contribute, +1 per previous Adventure where you discovered a crack) and if successful,
gain +1 VP and see Q11a. If you fail, repeat the process in the next Adventure.
Q11a. The Cracks Widen
By now, you have realised that something very powerful has caused the skin of the universe to split. This could mean the
destruction of all reality! You have to find the cause before it’s too late...
Continue to roll for Cracks as in Q11 but now choose to add +2 Danger (+3 if a Temporal Enemy) or kill 1 Character
present. Make a Brains 20 roll (same conditions as Q11) and if successful you discover a jagged piece of the TARDIS door
sign within a Crack. You realise that the destruction of the TARDIS is causing the Cracks – gain +1 VP and see Q11b.
Q11b. The Painting
After returning to the TARDIS, you receive a distress call – see V12. When you meet
the sender of the message, you are given a painting by your old friend Vincent van
Gogh, called ‘The Pandorica Opens’ that shows the TARDIS being destroyed. Looking
closer at the painting, you discover space-time co-ordinates.
Immediately lose 1D3 Luck. After completing the current Adventure (continuing Q11a
Crack roll), roll for Random Destination (TM02 but Adventure must have a Temporal
enemy on the Enemy line – roll again if none). If the painting was given to you by a
Friend, they will go with you. When you reach destination, gain +2 VP and see Q11c.
Q11c. The Pandorica is Destroyed
Begin Adventure normally but add +3 Danger and roll one last time on Q11a. When rolling for an Enemy, roll on the
Temporal Enemy line (r018) and when the Goal is revealed, use the Goal here:
Destroy TARDIS (8VP; Apocalypse): The Enemy, having named the TARDIS ‘the Pandorica’ after an ancient legend, is
attempting to destroy it! If you lose the Adventure then you lose the game. You must return to the TARDIS and then:
 Lure Enemy into Time Loop: Add +2 Danger. Make a TARDIS 9 roll to prepare the ship. Lose 1 Defence if you fail.
Then win an (Outwit) Conflict against the Enemy. Kill a Character if you fail.
T12. The TARDIS (Twelfth Doctor)
You stand at the console of the TARDIS, your trusty Time and Space
machine, as it flies through the twisting miasma of the Time Vortex. A
gentle hum fills the air as the glass pillar of lights and instruments
rises and falls in front of you.
You may try to set the controls for a particular destination or just let
the TARDIS materialise wherever she wants (t002). Before you get to
any destination however, roll 2D6. If the result is 10+, then you have
an event in the Vortex (see below). If you have no event, you may try
to repair the TARDIS if it is has taken Damage (see t005).
In an Adventure you can return to the TARDIS at any time (t006). At the end of an Adventure, automatically return to this
section. After you have completed 4 Adventures, see Q12 below.
Defences: 2 Navigation: 3 Resources: 2

Special Rules for the Twelfth Doctor’s TARDIS


You begin the game with either Clara Oswald or Bill Potts as a Companion. Each a TARDIS Character card. If not a starting
Companion, you may encounter Clara Oswald or Bill Potts instead of a Character event in a Post Modern Era Adventure
by spending 2 Luck (once only). You start the game with 5 Luck, 3 Idea cards and can choose Gadgets up to 3 Cost.
Gain +1 to your TARDIS roll when you Set the Controls (t002) for the Post Modern Era (TM01).

Vortex Events
Something has interrupted your flight through the Vortex. Roll 2D6:
2: V19; 3: V12; 4: V10; 5:V05; 6: V03; 7: V01; 8: V02; 9: V04; 10: V06; 11: V14; 12: V11

Q12. A Call for Aid


As the TARDIS leaves its most recent destination, you are surprised to see the scanner spring to life and the face of one of
your most dangerous foes revealed – Missy. Even more surprising is that she is asking for your help! Her latest desperate
scheme has backfired and she is being held captive. You must roll for a random destination (TM02) and when you arrive
there perform a successful Rescue Action at the Location with the highest Move number. Then gain 1 VP and see Q12a.
Q12a. Time Vault
Having rescued Missy (see E032 for Qualities and Skills), she joins as an Ally (but counts
as a TARDIS Character) for the rest of the Adventure, helping you to Defeat the Enemy
here. At the end of the Adventure, Missy pledges to change her ways and stop her evil
plans. Not quite trusting her goodwill yet, you decide to build a Time Vault, an ancient
Gallifreyan prison. This costs 3 Resources of your TARDIS (you must try to pay cost by
using Luck if not enough Resources). After building the Vault, gain 2 VP and see Q12b.
Q12b. On Guard
You must now guard the Vault between your Adventures and build a rapport with Missy as she atones for her past crimes
and you ensure her pledges are genuine. However it is unwise to keep the Time Vault within your TARDIS, due to possible
interstitial anomalies, so you must choose a suitable planet (with 0 Danger) where the vault can be left.
When you have done this and left the Vault there, you may return to the vault after each Adventure (add +1 to TARDIS roll
to get there). Roll 1D6: On a result of 2+ you need not have an Adventure where the Vault is located (unless you wish to).
If you don’t have an Adventure (or before it starts if you do), you may spend 1 Luck to visit Missy in the Vault and make a
Charm roll (using Charm from only the Doctor and adding +1 per previous visit): 2-7: Missy is still in contemplation – no
further result; 8-11: Missy offers help and advice – add +2 to one Brains or Skill (using a Skill which Miss has – see E032)
roll in your next Adventure; 12+: Missy is redeemed – gain +3 VP and see Q12c.
Note that if you roll E032 as an Enemy in any Adventure, Missy has escaped from the
Time Vault, all her empty promises forgotten. Lose 3 VP and you cannot progress
further in Q12. Take a -1 penalty in any Encounter option rolls with Missy.
Q12c. Redemption
Missy has apparently turned aside from her old ways and wants to stand with you as
old friends once more - she joins you as a Companion. Gain 1 Luck point but take a -1
penalty for her and other Companions on Companion Leaving rolls whilst she is with
you. If she stays as your Companion for 3 further Adventures, gain +3 VP.

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