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Theyre not trapped, they never have been. Theyve been waiting for this, Doctor...for you...
(Madam Kovarian - The Wedding of River Song)
The Doctor Who Solitaire Story Game adds flavour and detail to Enemy bases and lairs in this latest expansion.
Rather than a generic event, players can now experience detailed encounters written for specific enemies. Now
you can escape from Zygon organic ships, explore dark and forbidding caverns belonging to the Carrionites, or
try to use the Flesh in a Ganger factory. Do you dare to risk sneaking into their lairs? It could be dangerous but
sabotage might be the only way of saving the universe...?
Enemy
Event
Enemy
Event
Enemy
Event
V500
B002
V520
B003
V534
B015
V501
B025
V522
B003
V537
B019
V503
B007
V524
B012
V539
B017
V504
B009
V525
B005
V540
B004
V509
B008
V526
B001
V546
B021
V513
B010
V527
B017
Mv02
B023
V516
B014
V531
B006
Mv05
B016
V517
B024
V532
B011
Mv10
B022
V519
B013
V533
B018
Mv13
B020
B011. Newsroom
(Location) (Base) You have entered the main newsroom of the Editor and
the Jagrafess. The rooms are freezing and manned by disturbing zombie
slaves. You may attempt to access information here with a Computers 8
roll. If you succeed, reveal the Goal or gain +1DM. If you fail, have an
immediate Enemy encounter see v532.
If you Surrender during this Adventure, you are captured by the Editor who interrogates you. Make an Opposed
Brains roll with the Editor with -1 for each Ally captured with you, -2 for each Companion and +1 if you know the
Enemy Goal. If you succeed you fool the Editor in releasing you and gain +1DM. If you fail, take -1DM and you
are intimidated by the Jagrafess so your Bravery is -1 for 1D3 Turns.
If any of your Allies are killed during this Adventure they become a zombie slave of the Editor and you must add
+1 to any zombie slaves you encounter. However if you spend a Luck point during an Enemy Encounter some
spark of life returns to them and they can incapacitate the Editor for 1 Turn only allowing you to Escape or
Confront the Jagrafess on its own.
3-4: The duplicate is imperfect and cannot hold its form for long, but is able to impart some knowledge. Roll for a Plot
event or gain a +1DM.
5: The process is successful, and the duplicate joins you as an Ally. Its qualities are the
same as those of the
character it duplicated, and the duplicate gains Aware and
Victim if they do not already have them.
6+: The Flesh creates a perfect duplicate, but something went wrong... The duplicates qualities are the same as those
of the character it duplicated,
but it becomes a Minion of the Enemy and gains Madman. Lose -1DM.
Scan: You try to scan the Flesh to discover its properties. Perform a Research rolleven if you do not know the Enemy
Goalusing Science as the chosen Trait. Potential results are the same as normal, but on a 12+ your scans instead
provide you with a clue to the Enemy's plans - gain a +1DM or reveal the Goal.
Sabotage: You decide to sabotage the tanks to prevent the Enemy from using them against you, despite knowing of the
Flesh's sentience. If you perform a successful Science 9 roll, the Flesh is rendered inert. If the Enemy is mv13 they are
Defeated but you lose 1D6 Luck points for committing such a horrendous act. If the Enemy is anyone else, no Gangers
can appear for the remainder of the Adventure and you lose 1D3 Luck points for your actions. If you fail, have an
immediate Enemy encounter, adding an additional 1D3 Gangers with properties as per mv13.