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Author: James White
System: Time Lord
Category: Science Fiction
In the Welsh valleys, a UNIT taskforce awaits the arrival of a mysterious spacecraft that has fallen to Earth. The Doctor, the man they trust, the man who has saved them from countless alien menaces, has warned them that the ship belongs to the vanguard of an alien invasion force and must be eradicated at all costs. Even now, the Doctor is on his way from UNIT HQ to help them.
Or is he?
When the TARDIS materialises near the deserted Welsh village of Trevallyn in 1978, the Doctor is faced with a deadly puzzle, a puzzle which could decide the fate of the Earth. What is the purpose of the alien object in the village? Why have old friends turned against him? And who is the man claiming to be his future incarnation?
A DOCTOR WHO scenario for the TIME LORD RPG, featuring the Master and UNIT.
INTRODUCTION WILL THE REAL DOCTOR JOHN SMITH PLEASE STAND UP?!?
This is a TIME LORD scenario, which can hopefully be completed in an evening of play. Any number of players can be involved (though it will work fine with just the Doctor), but in order to maintain series continuity, referees must be careful about the choice of Doctors and Companions. The adventure requires UNIT to be unfamiliar with the Doctor's current incarnation but to have met the Third Doctor. Obviously, only Doctors after the Third may be used (sorry, I'll set about writing an early Doctors scenario soon!). The current Doctor used must not yet have encountered UNIT on his personal timeline (i.e. there hasn't yet been an episode with this Doctor featuring UNIT). The Fifth and Seventh Doctor are all excellent choices, as they differ greatly from the Third Doctor in appearance and personality. For those who acknowledge him, Paul McGann's Eighth Doctor is a fantastic choice. I suppose it might be possible to play this through with the First or Second Doctor, but it would be even more confusing, as they might not have met the Brigadier (or the Master!). Because it is useful to have a chronology of events in this adventure, an arbitrary date has been set (March 1978), but enterprising Referees are welcome to change this date to suit their own campaign. The Doctor should also have a working TARDIS. Players can take the role of UNIT personnel if you are having trouble deciding on suitable Companions (or just if you fancy having some UNIT types involved!). Yates, Benton or the Brigadier shouldn't be used as Companions initially, though you can have them join with the Doctor later (see Appendix - NPCs). Note that the first half of the scenario is considerably more detailed than the latter half. This is because the Doctor is a very unpredictable character, and gamers role-playing him are even more so! There are a huge number of things that could happen, and it would be impossible to cover all of them, merely provide guidelines for likely eventualities. I've chosen Wales as the setting, as it is appropriate to the TV series and fairly familiar to me, but you can change it to any location you deem suitable. Lastly, fans of other DOCTOR WHO systems (such as FASA's game) are welcome to adapt this to their system, and as such rules are kept rather light (DOCTOR WHO role-playing does not require vast quantities of rules in any case).
BACKGROUND the Krael
The Krael are a new alien race which play an important role in this adventure. They hail from the outer reaches of the Milky Way and possess science far in advance of 1970's Earth. The Krael featuring in this adventure of the survivors of a crash landing in Wales. Unlike many of the aliens that fall to Earth in DOCTOR WHO, the Krael have a peaceful, if rather alien mindset, and it is the Doctor's task in this adventure to protect them from UNIT!
The average Krael stands approximately 3 metres tall. A tripod of spindly, spider-like legs supports a roughly humanoid body, baring four equally spindly arms. Each arm ends with a hand with two fingers and an opposable thumb. The head vaguely resembles that of a prehistoric pterosaur, with a crest and two beady, intelligent eyes. Krael are typically naked, though possess no obvious genitalia (this is a family adventure, after all!). Despite this forbidding appearance, the Krael are, in fact, rather frail and vulnerable to bullets.
The Krael are telepathic, and their culture is utterly alien. Krael do not have names, instead being identified by their personalities, as all Krael can see into each other's thoughts. The Krael in this adventure are currently out of telepathic range with their nearest kinsfolk, but can communicate fully with each other. Thus, each Krael know exactly what has become of the others. Krael are uninterested in human affairs and have no desire to interfere. They only want to get off the planet as soon as possible. Once their signalling beacon is up, the nearest Krael ship will make full speed towards Earth to rescue the stranded aliens, getting within Transmat range in 16 research turns (approx. four hours). It will transport the surviving Krael and the main body of the crashed ship to safety. Sadly, because of the Master's machinations, the Krael may well be blown to pieces by UNIT dupes before they can be rescued. This may cause the Krael to retaliate when they discover what has happened to their missing kinsfolk (see The Black Box section later). This is a very bad thing for humanity. Lets hope the Doctor can avert it, eh?!
BACKGROUND The Tenth Doctor?
The Master is not a happy man. The Doctor has foiled his Diabolical Schemes far too many times. Well, this time he will make the Doctor pay. Bwah-ha-ha!!!
Ahem. The Master has an operational TARDIS. He knows all about the Krael, having encountered them before during his wanderings. He knows that a Krael ship is going to be forced to land on Earth, and wishes to start a war between the Krael and humanity, whom the hated Doctor is peculiarly fond of. And for the coup de grace, he has thought of a way for the Doctor to take the blame. Being a Time Lord, he is well aware of the powers of regeneration possessed by the Doctor, and the confusion this causes humans. And this has given him an idea. Pose as a future incarnation of the Doctor and gain UNITs trust, then use UNIT to kill the stranded Krael - Doctor's orders!
The Master has travelled back to Earth, sometime after the Third Doctor left, in disguise as the "Tenth Doctor". He has deliberately broken the Chameleon Circuit on his TARDIS to make it appear as the Doctor's blue police box (though anybody familiar with the TARDIS who views the Master's version closely and makes a Detective Skills roll at 10 will notice small differences; the Doctor will instinctively be able to tell the difference). In his disguise the Master has thick ginger hair, a brightly coloured jacket and trousers and a monocle when the occasion demands. The disguise is very clever, and only exceptional Awareness rolls from the Doctor could spot a few of the Master's mannerisms. The clothing is also calculatingly eccentric - just the kind of thing the Doctor would choose to wear. He has detected the Krael ship approaching Earth using special instruments on his TARDIS (henceforth referred to as the MASTIS to avoid confusion). The following chronology details the Master's activities prior to the Doctor landing near Trevallyn.
March 22nd, 1978: The MASTIS materialises at RAF Billingsley, a UNIT base in Wiltshire. The "Tenth Doctor" stumbles out in a cunningly bemused fashion and is immediately taken prisoner by the amazed guards. So far, so good.
The Master is subjected to interrogation, at which he repeatedly claims that he is the Doctor and that they are all in terrible danger from a forthcoming alien invasion. He asks them to call the Brigadier to see him and verify his claims.
March 23rd, 1978: Major George Claver, commanding officer at RAF Billingsley, finally gives in and calls Brigadier Lethbridge Stewart. The Brigadier leaves London immediately. The Master continues to protest at his incarceration and worries the UNIT troops with his warnings of a Krael invasion.
The Brigadier arrives in the afternoon. Although he is initially sceptical, this is not the first time he has met another of the Doctor's incarnations. The Master begins to work his charms.
March 24th, 1978: Early in the morning, a satellite detects the approaching Krael spacecraft. The ship has developed a malfunction and must land on Earth to avoid detonating in space. A UNIT radar installation verifies the satellite reading. When the Brigadier is informed, the Master feints agitation and urges the Brigadier to act before it is too late.
March 25th, 1978: Throughout the day, the Master works on the Brigadier and the other UNIT personnel, portraying the Krael as ravening intergalactic monsters which must be eradicated at all costs. They steadily come to believe him. UNIT radar installations guess the location that the Krael ship will land. The Brigadier dispatches Captain Mike Yates and a UNIT taskforce to Wales to give himself time to think.
March 26th, 1978: In the face of the incoming aliens, Yates evacuates the village of Trevallyn (the nearest settlement to the predicted landing site), in order to minimise danger to civilians and aid a possible cover-up. The Master urges the Brigadier to take him to Trevallyn.
March 27th, 1978: The Master finally persuades the Brigadier of his identity and his cause. Yates' team take up position in the deserted village and the surrounding hills.
Late at night, the Krael ship lands in Trevallyn.
March 28th, 1978: The Brigadier, the Master and a second UNIT taskforce set off from RAF Billingsley for Trevallyn.
Early in the morning, UNIT soldiers encounter a Krael that is scouting the area. They panic, shoot the alien and take the body back for an autopsy.
At 15:30, the real TARDIS lands in the hills near Trevallyn.
The scenario begins.
In order not to make this adventure seem too contrived, it would be best to have it occur when the TARDIS is going to 20th Century England for other business (such as to drop off a Companion or as part of an ongoing story arch). The Doctor slightly miscalculates the jump and the TARDIS materialises near the small Welsh village of Trevallyn in 1978. This will look close enough to home for many characters to want to get out and explore. If the Players really do not want to leave (“Say, this looks like the sort of place UNIT hang out, and UNIT means monsters!”), have the TARDIS instruments show unusual readings coming from a nearby set of human structures (the crashed alien spacecraft). If that doesn't pique their curiosity, just let them dematerialise and move on to the next adventure. Nobody wants to play with uninterested players. However, next time they land on Earth at a time after 1978, have them hit with the consequences of the Master's actions (i.e. the Doctor disgraced, possible war with the Krael). That ought to teach them (he-he-he!).
When the Players leave the TARDIS, they find themselves on a green hillside. It is a clear day with blue skies, though the fresh breeze makes it a little cool. Although there are no structures in sight, there is a narrow footpath that leads round the hill to the west. If the Players take a look around, they will spot a green land rover. A successful Knowledge roll (Diff. 5) tells the Doctor (or an appropriate Companion) that it is of the sort used by the British military in the late 1970's. If they approach they will find that the doors are locked and the keys are not in the ignition (damn!). However, the seats are covered with ration bars and maps of Wales. If the Players look closely (Awareness, diff. 6), they will see papers with a ‘UNIT' letterhead and a red circle marked on the map at the tiny village of Trevallyn. The Players may well try to steal the land rover (or just break in for a rummage), and are welcome to try (make appropriate breaking and entering rolls, as well as some pretty tough Mechanics rolls to hotwire the vehicle). A closer look at the papers show that they are briefings to ‘observe the alien vessel for hostile activity and react with extreme prejudice should any manifest itself', from UNIT United Kingdom HQ. However, if the Players spend more than 2 minutes around the land rover, its owners will return. A shout from above will alert the Players and they will find two UNIT soldiers pointing assault rifles at them and giving the usual ‘Raise your hands and identify yourselves! spiel. This is a problem under any circumstances, especially if the Players are caught in the act of prising open the door!
The situation above is a likely way of the Players encountering UNIT soldiers. Trust me, if something isn't nailed down, Players will try to steal it! However, they may be too sensible/competent for this. Depending on how linear you want this adventure to be, you could have them randomly bump into a UNIT patrol in the hills, with much the same results, or you could let them wander around unmolested. Your decision. From here onwards, the scenario is more free-form, and consists mainly of guidelines. The following paragraphs detail likely people/places to be encountered, and possible events.
Trevallyn - - - - - - - -TARDIS
` 2 research turns |
` | 2 research turns
4 rt's ` |
Travelling times are halved if using land rovers.
These can be encountered at the land rover or at any point in the hills that the Referee chooses. They are dressed in UNIT combat gear and carry assault rifles. They tend to travel in pairs. They will order the Players to halt and identify themselves. The soldiers won't actually shoot the Players unless they really mess things up (e.g. they attack them and can't incapacitate them within two rounds). Even if attacked, the soldiers will just dodge/parry and order them to back down for the first two rounds. If things get out of hand, they will not hesitate to radio base for back up. They will react sceptically to the Doctor asserting his identity, telling the Players that “the Doctor is on his way from RAF Billingsley to help them, not wandering about in the hills looking shifty”. This ought to grab the Player's attention. The soldiers won't give anything else about the plot away, apart from that “the hills are crawling with alien invaders, and thus unsafe for unarmed, oddly-dressed strangers”.
Whatever, the soldier's main priority is to escort the Players back to base for interrogation. They will disarm any armed Players.
This is about half a mile south of the TARDIS. It consists of several tents surrounding a mess/briefing tent and a rough field hospital. It is temporary home to about 10 UNIT troops, as well as Captain Yates, Sergeant Benson and Doctor Heller (the UNIT field doctor). There's lots of cool military equipment lying about (radios, weapons etc.) and several jeeps are also parked here (ripe for stealing!). If the Players are escorted here by soldiers, they are taken straight to the stressed-out Captain Yates for questioning. If they merely stumble across the camp, they are likely to be apprehended by guards straight away unless they are fantastically stealthy/cunning. If apprehended, they are taken to Yates.
Yates is a very worried man. Consequently, he will be very short and brusque with the Players. Role-play their conversation. Yates has the following tip-bits of knowledge which can be coaxed out of him by clever Players:
o A hostile alien race called the Krael have invaded the UK
o Their ship has landed in the village of Trevallyn, about a mile from here
o One has been shot and has been taken to the field hospital
o There have been no UNIT casualties thus far. In fact, come to think of it, the Krael haven't engaged in any overtly hostile activity yet…
o The ‘Doctor' landed last week at RAF Billingsley and informed UNIT of the forthcoming invasion. The ‘Doctor' says the Krael are rapaciously hostile
o The ‘Doctor' and the Brigadier are coming to Trevallyn with a convoy of UNIT troops and heavy weaponry. They should be here on the afternoon of the 28th
o Yates has had to evacuate the village under the pretence that they are at risk from radiation. The evacuees have been moved to a temporary camp 15 miles away.
Players making an Awareness (diff. 5) roll will be able to spot a map of the area on the table behind Yates. A successful Knowledge roll (diff. 6) allows the character to memorise the rough location of the village, the base, the crashed ship, the roads etc.
If Yates mentions the Krael, inform the Doctor's player that these are a peaceful, telepathic and highly advanced race that normally ignores earth.
It is possible to persuade Yates of the Doctor's identity, but should be made very difficult (high Awareness tests and decent arguments on the part of the Players needed). If the Players manage to do this, the rest of the scenario should run very smoothly for them. Yates will have Sergeant Benton and three UNIT troops take the Players to Trevallyn in a land rover to negotiate with the Krael.
Even if they cannot persuade Yates, there is still much hope. Yates will have them put in handcuffs and placed in the HQ tent under guard. As night falls, the Players will probably try and escape; allow them to try and reward a decent effort with the usual "Doctor-Who-Guard-Stupidity". If they do not try and escape, help arrives in the solid form of Sergeant Benson. He will tell the guard he is relieved, then untie the Players when the guard leaves. He will give the Doctor the key to a land rover, offering “You might have a different face, but it could only be you” by way of explanation, then gets the Players to tie him up. When the others find him, he will give the classic "The Doctor's companion smiled nicely at me, then the Doctor jumped me whilst I was distracted! I was simply powerless!" cover story. The Players can then escape (hooray!)
One other location of interest here is the field hospital. Those entering will see an enormous body under a sheet, emitting a noisesome stench not unlike rotting poultry. Characters with Sensitive Nose will not be pleased. If the sheet is lifted, the Players will find a Krael will some big bullet wounds (caused by a UNIT automatic rifle) in it's chest. The Doctor will be able to identify the alien - tell him briefly about the Krael (see Background above). Some pathos is probably called for here. If Yates buys the Doctor's story, he will lead the Doctor in here himself to identify the alien.
ENTER THE BRIGADIER
The Brigadier has been delayed (much to the Master's gall), stopping off at a UNIT base near Leominster to collect more troops and equipment. He will thus not get to the UNIT base until 20:30 hours on the 28th March, thus giving the Players time to escape if they have been captured that afternoon. He will arrive in an armoured car with two APC's closely behind. Also in the car is the Master and two elite UNIT troops (give them better skills/attributes/equipment than the norm). On arrival, the Brigadier will quickly inspect the base and troops and give them a pep talk. The Master will encourage the troops to march on the ship with heavy weapons as soon as possible, and will accompany them himself. At this point his aggressive nature will slip briefly through his disguise, to be spotted by other characters. If the Players are not there to intervene, the Brigadier will reluctantly agree, and five troops with bazookas (along with the Master) will set off for Trevallyn at 21:00. They will get there at 21:15, and blast two of the Krael currently erecting the comm. beacon. The others will flee into the ship, which will prove itself immune to their weapon's fire. The Master will thus order an airstrike. If the Players do not intervene, the Brigadier will, again, reluctantly agree (after some persuasion) and at 23:30 several planes will fly over and annihilate the ship and anybody in it with HE missiles. The Black Box will, however, survive.
If the Players are in the base when the Master arrives, they should be given the chance to set things right. This will take some role-playing and decent rolls, but the Brigadier is easier to persuade than the more narrow-minded Yates. Be sure to play out any arguments with the Master, as they could be fun, and drop clues as to the Master's identity as he loses his temper. Other possibilities include knocking out the Master, kidnapping the Brigadier, breaking all the radios to halt the airstrike, stealing the armoured car (for whatever purpose!), posing as UNIT soldiers, using the sonic screwdriver (somehow!), running back to warn the Krael, bringing a Krael along as an ambassador - anything goes!
If the Players are still imprisoned and in disgrace when the Master arrives, he may try to kill them when nobody is looking. Play this by ear, but allow the Players to try and defend themselves/attract guards. If the guards arrive, the Master will have some serious explaining to do, and will probably be unmasked.
For more possibilities, see below.
THE DESERTED VILLAGE
Trevallyn is located half a mile west of the TARDIS, and a mile north-west (as the crow flies) from the UNIT camp. It consists of several grey, slate-roofed buildings surrounding a village green. As the title suggests, all the residents have been moved out, but it is far from empty!
The Krael ship stands on the village green. It is a pyramidal structure surmounted by a translucent globe with pulsates with yellow light. The ship is made from an unnaturally smooth, grey alien metal and has one obvious entry/exit hatch that opens downwards, like a drawbridge. On close inspection, the outside is covered in alien glyphs. The Doctor will be able to identify this as a Krael ship - tell him briefly about the Krael.
The Krael (if left to their own devices) will start erecting their comm. beacon at 19:00. It will take them until 21:00 to get it working without help, and the Krael ship will get within Transmat range by 1:00 (16 research turns). The beacon looks like a concave, wire-mesh pyramid, with a circular base. Lines of multi-coloured energy run along its structure. It is quite beautiful.
MEETING THE KRAEL
As the Players approach the ship, a Krael will emerge from behind a building. Cue shocked expressions and probable screaming. The Doctor will recognise what it is, and probably walk forwards and shake it's hand. Because of the TARDIS telepathic circuits, the Krael can telepathically communicate with the TARDIS crew, but not the UNIT characters (even those helping the Doctor!). The Master can also telepathically communicate with them, though he'll only use it for gloating. Incidentally, Krael communication has a range of about 200 metres without boosting (such as the comm. beacon).
The Krael will initially be suspicious of the Players (remember that one of them has just been shot), as well as surprised that they can actually talk to them. However, the Krael are non-violent and very desperate. They will take up any offer of help, especially from the Doctor, as he seems to know about them and this planet's weird inhabitants. Play out a brief telepathic conversation, briefly surmising the Krael's plight. More Krael will emerge during the conversation and join in.
RESCUEING THE KRAEL
The Players should try and allow the Krael to build their comm. beacon without first being slaughtered, then give them time to be rescued. Characters with McGuffin can help build the beacon (it has a difficulty 8). The comm. beacon takes only 8 research turns to get working, but the Doctor may still like to engage in hurried research - use the rules for research in the TL rulebook.
As shown in Enter the Brigadier, however, the Master isn't going to let this happen. Therefore, the Players will have to come up with some way to stop the UNIT dupes killing the Krael. The Krael ship is invulnerable to rifle fire and bazookas, but not aircraft missiles. The Players can therefore use it to hide from soldiers, but not from the Master's airstrike.
Trevallyn has a wealth of hiding places, and is a great location for chases between UNIT soldiers and the Players. I hate drawing maps for locations (as you may have noticed!) - use any small village or hamlet from a decent real-life map (Ordnance Survey for British readers).
If it looks like their ship going to get wasted, the Doctor can carry the Krael away in the TARDIS, if they can make it back safely (which is a task in itself with the hills full of UNIT troops). Of course, I'm not saying the Krael are being transported to safety - the TARDIS is notoriously unreliable - but its got to be better than being hit with missiles, eh? The Krael will, however, resist this idea until things look really desperate (or are made to look really desperate by clever Players!).
THE BLACK BOX
Even if the Krael are exterminated, there is still a way for the Doctor to obtain a pyric victory by preventing the other Krael from discovering their kinfolk's demise, thus averting a war. This is not a particularly pleasant outcome to the scenario, and Referees may ignore it as not being in the spirit of the series. Fans of the New Adventures may, however, like the idea! Whatever, for those who care, here is how it goes down.
The ship contains a Memory Storage Unit, a kind of telepathic Black Box. Indeed, it looks just like a little black box! This stores the memories of the crew, and provides a way for the Krael to determine what happened to the crew by telepathically analysing the Box's contents. If the Doctor searches the command centre of the ship, he finds the box on an Awareness/Serendipity check, Diff. 7. If he identifies the ship (see earlier), a further Knowledge roll (Diff. 7) alerts him to the existence of such a device, which may aid his search or prompt him to look for the device.
Should the Doctor find the box, a successful Electronics roll (Diff. 8) is needed to disable it. A failed roll is very bad, as it sets off the Box's anti-tampering alarm, which won't please the Krael if they find it. An absolute last-ditch option is to run off with the Storage Unit in the TARDIS and maybe dispose of it elsewhere, but this could have all sorts of complications (I'll leave that for evil Referees to decide, but you can make it like an updating of The Chase, with the irate Krael pursuing the Doctor across time and space!).
Hopefully, the adventure should end with the Krael being rescued and the Doctor (maybe literally!) unmasking the Master. Of course, there are many other outcomes, but I'll be optimistic for the moment. Now what?
Well, the Doctor could just wave goodbye, step into the TARDIS and depart. But there are a lot of issues that could be resolved in future adventures, should the Referee so wish. What happens if the Master escapes? Answer; he'll go wreak havoc elsewhere. What about the Master's TARDIS, still sitting there at RAF Billingsley? Maybe the Master will try and get it back. If he finds out about it, the Doctor may want to take it for a test run. And of course, there's always the chance that UNIT/the government/organisation of your choice will try to use the MASTIS themselves, with predictably disastrous consequences (this gives the Referee carte blanche for a real ‘time-goes-wrong-characters-meet-themselves' fest!). What of the Krael? Will they return to Earth, now that they have been forced to take notice? Will their intervention be for better or worse? Will the Doctor meet them again elsewhere? You have their stats! UNIT have had to completely evacuate Trevallyn - what happens to the locals? Will UNIT be able to successfully cover the events up? Can/will the Doctor help them? What if the Krael weren't the only aliens to land on Earth? The Doctor may find that UNIT need his help sooner than he thought! And of course, what happens if the Players screwed things up? There may be a Krael invasion force cruising for Earth. The Doctor may find himself in prison, with the Master running around with his name and reputation. Even if the Master is foiled, UNIT may still not trust this new Doctor. The Master may steal the TARDIS, and the Doctor will have to get it back somehow (possibly by grabbing the MASTIS and giving chase!).
The only limit is your own imagination!
Blue box fades out
Theme tune starts
APPENDIX - NPCs
The Brigadier, the Master, Sergeant Benson and Captain Yates can all be found in the TIME LORD rulebook, as can stats for typical modern-day soldiers to represent UNIT troops. Statistics for vehicles such as land rovers are also in this wonderful tome.
As mentioned before, the role of UNIT characters such as Yates can be filled by players. You can even create your own UNIT characters for this adventure - they might become future Companions. A good way to run this (if you have the time) would be to spend a short time playing with the UNIT characters, then a short time with the Doctor and his Companions, then have the two groups of players meet for much confusion!
The UNIT field doctor is a callow young man with floppy brown hair and enormous spectacles. He is new to the job and unaccustomed to dealing with this type of weirdness. As such, he will quickly trust anybody who looks like they know what they are doing (e.g. the Doctor), and tell them a lot more than he should. I used the Harry Sullivan statistics (from the TL rulebook) for this minor character - modify this as you see fit.
STRENGTH: 4 Pain Resistance: 1
KNOWLEDGE: 6 Astrogation: 1, Computing: 1, Electronics: 1, Engineering: 1, Robotics: 1, Science: 2, Temporal Science: 1, Transmat: 1
DETERMINATION: 5 Indomitable Will: 1
AWARENESS: 3 Bureaucracy: 1, Precision: 1, Sensitive Nose: 1
Krael don't normally carry weapons. They can however, use their psychic powers to mindblast opponents. To do this, they must beat the difference between their Determination and their target's (supplemented by Indomitable Will). If they beat the difference, their target is stunned and unable to act for one combat roll, being too busy melodramatically clutching their temples. If they fail, the target fights off their influence. Use the familiar BBC ‘high-pitched psychic whine sound effect for this attack. This attack takes a Krael the same amount of time as using a weapon.
Phew! That was big!
I genuinely hope that you have enjoyed reading and playing this scenario. I would be delighted to hear any advice, criticisms, reports on how it went; please email me: firstname.lastname@example.org. I must confess that I am a role-player first and a Doctor Who fan second, and my knowledge of the series is therefore incomplete. If I have made any continuity errors, please email me (using the address above) - I'll try not to make the same mistakes twice!
AKNOWLEDGEMENTS & COPYRIGHT
TIME LORD is a Doctor Who role playing game written by Ian Marsh and Peter Darvill-Evans, originally published by Virgin in 1991. The version used in writing this scenario is the internet freeware edition, made in 1996 by the above authors, obtained in pdf format from email@example.com. No rights to TIME LORD are assumed or implied.
The appearance of the "Tenth Doctor" is somewhat inspired by the actor, author and Whovian Mark Gatiss portrayal of the Doctor in a BBC comedy skit.
DOCTOR WHO and TARDIS are trademarks of the BBC and no rights are assumed or implied.