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  • 8/11/2019 Classic Special - Daleks

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    Welcome to the Doctor Who Solitaire Story Game...

    Inside each of those shells is a living, bubbling lump of hate.

    (The Third Doctor Death to the Daleks)

    Daleks these inhuman war machines have conducted numerous schemes to control the universe, from the citiesof Skaro to the deepest depths of space. Now the Doctor Who Solitaire Story Game gives you the opportunity to

    recreate some of the Doctors most bitter struggles against the Daleks in the Classic Series, from their very firstencounter on the dead planet of Skaro to their pursuit of the Hand of Omega, from their genesis to their finalend. Can you survive long enough not to hear that terrible word...ex-ter-min-ate!

    How to Use this Expansion

    The Classic series of Doctor Whowas very different to the regeneratedversion first seen on our screens in 2005, especially in the treatment ofthe dreaded Daleks. The New Series has portrayed them as survivors ofthe Time War with their power long since crumbled. But the ClassicDoctors often visited Skaro, usually by accident, their home planet and

    the heart of their Empire.

    To integrate the contents of this expansion into the game you can use thefollowing rules:

    If you ever encounter v508, v511 or v518 then you may replace them with cv01, cv10 or cv15. If you everencounter v541 then you may replace it with cv11 or cv12.

    All the Adventures within this expansion maybe placed as random destinations within e001b or (with theexception of ca25) in their respective eras within e001a.

    If you are ever required to roll on e005, then see CIA Assignment below instead.

    CIA Assignment

    You have received a message or a visit from the Celestial InterventionAgency (CIA) of Gallifrey. The CIA often interfere in the affairs of otherraces, and this time their attention has turned to the Daleks foreseeing atime when the Daleks will have become the dominant life-form in theuniverse. And the CIA cannot permit thatso they want you to act astheir pawn and stop the plans of the Daleks

    If you are currently in an Adventure, then this event takes place when theAdventure is over and you have returned to the TARDIS.

    Gain 1 Luck point and then roll 1D6 for your destination: 1: ca24; 2: ca25; 3: ca26; 4: ca27; 5: ca28; 6: ca29.

    You may automatically Investigate in this Adventure.

    If your destination is Skaro then increase the Goal number by 1 when revealed and on the Goal event, you mayalso gain a +1DM if you have Demolitions. If you Defeat the Enemy in this Adventure, then all future encounterswith Daleks (except in Dimensional Adventures) are replaced by v508. In any Adventures where Davros isrevealed to be the Enemy, reroll for a different Enemy.

    You cannot refuse this assignment as the CIA have the power to destroy your TARDIS and the game is over.

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    cv10. The Daleks of Skaro

    You have encountered city bound Daleks (DM -1; Goals: 1-2: e171; 3-4:e222; 5-6; e283), mutated creatures housed in metal casings with ahated of all life which is not their own. Though confined to their great cityby centuries of nuclear war with the Thals, these Daleks are fanatical intheir determination to make themselves the only surviving race of their

    world, crushing all non-Daleks in the process.

    Roll 1D6 with -1 to the roll if Turn 1-4 and +1 if Turn 9-12, with a further+1 if you have any Thals here and +1 if you can Oppose.

    1-3: 1D3 Daleks, each Brains 4, Brawn 9, Bravery 5.

    4-5: 1D3+1 Daleks (see above) and a Council Dalek Brains 8, Brawn 9, Bravery 5

    6+: 1D3 Daleks (as above) but they are being watched by the Dalek Emperor see cv10a below for options.

    Choose from options below:

    Fight: If this is your first Enemy Encounter and neither the Dalek Emperor or any Thals are here then the Daleks fireparalyzing rays at you in an attempt to learn your origins. Any Character Wounded is instead KOdandcannot continue combat. If you then Surrender or are all KOd see e063 with -1 to the roll. Otherwisecombat occurs as normal. You can attempt to Evade (see option below with -1 to the roll). If you win a Fightagainst the Daleks gain a +1 DM (+2 if this is your first successful combat with Thals in your party) or if youcan Oppose they are instead Defeated.

    Surrender: Roll 1D6: 1-3: The Daleks attack you anyway! 4-5: See e063 with -1 to any Escape Rolls. 6: e061.

    Evade: The Daleks are swift pursuers but confined to their city so you must make Running8 rolls to escape. If youfail or chose not to escape you must choose another option.

    Hide: You must make Thief8 rolls before any other option, otherwise choose another option.

    Follow: This is only possible after a successful Hide. Make a Follow Action: 2-4: Discovered: choose another

    option with -1 to the roll; 5-7: You get lost in the corridors see e078; 8-10: e082; 11+: cv10a.Talk: This option cannot be chosen if the Dalek Emperor is here. You can try and distract the Daleks so you can

    escape make a BrainsRoll with your Brains reduced by 1 for every Dalek here (2 if a Council Dalek). Ifyou succeed, gain +1 DM. If you fail you must Surrender or Fight.

    cv10a. Dalek Emperor

    You have encountered the Dalek Emperor a towering entity who acts asthe leader of all Daleks on Skaro. The Emperor is Brains 10, Brawn 6,Bravery 7 and is accompanied by two Black Daleks, each Brains 6,Brawn 10, Bravery 5, along with any Daleks which are already here.

    Further encounters with Daleks will have +1 to the number encountered.

    If you surrender or get captured by the Dalek Emperor then see e061with a -1 to the roll each turn. You may roll for a Goal Event however asthe Emperor cannot help gloating over its races intentions! If the DalekEmperor is ever killed then the City Daleks are Defeated.

    You can Confront the Dalek Emperor if you can Oppose. Make opposed Brains Rolls if you succeed then theEmperor is Defeated. If you fail lose -1 DM and roll 1D6: 1-2: e062a with -1 to the roll; 3-4: e063; 5-6:e060.

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    cv11. Davros Kaled Scientist

    You have encountered Davros (DM -2. Goals: 1-2: e222; 3-4: e231; 5-6:cv11a), a brilliant but unbalanced scientist of the Kaled race andengaged in weapons research in his races long-standing war against theThals, who crippled and confined him to a devised support chair through

    a explosive shell. Davros (Brains 10, Brawn 3, Bravery 6) is preparing tocreate a weapon of immense power, one which one day will becomeone of the most dangerous threats to the entire galaxy the Daleks!

    Roll 2D6 with -1 to the roll if Turn 1-4 and +1 if Turn 9-12, +1 if anyThals are in your party and +2 if you can Oppose here:

    2-4: You have encountered a group of 1D3+1 Kaled soldiers, each Brains 2, Brawn 7, Bravery 5 ( Troop). Seee081 with -2 to any Talk rolls.

    5-6: You have encountered Davros and his cold ally Nyder - Brains 7, Brawn 7, Bravery 7 (Minion).

    7-8: You have encountered Davros, Nyder and a prototype Dalek Brains 3, Brawn 8, Bravery 5 (Minion).

    9-11: You have encountered Davros and Nyder together with 1D6 Kaled soldiers.

    12+: You have encountered Davros alone (or with 1D3 Daleks - Brains 5, Brawn 10, Bravery 7 - if goal is cv11a).

    Roll 1D6 if the result is 1-2 you may not choose to Talk, otherwise choose from options below:

    Fight: Combat occurs as normal although Davros will automatically Evade if you have greater Brawn here. If youwin a fight against Davros then gain a +1 DM or if you can Oppose then Davros is instead Defeated.

    Surrender: Roll 1D6: 1-3: e063; 4-5: e062; 6: e060. Also roll for a Goal Event as Davros cannot help gloatingover his plans.

    Evade: If Davros is alone you may automatically Evade, otherwise you must make Running8 rolls to escape. Ifyou fail or chose not to escape you must choose another option.

    Hide: You must make Thief8 rolls before any other option. If you fail, or choose not to hide, choose anotheroption with -1 to any initial Runningroll.

    Talk: You try to outwit Davros make an opposed BrainsRoll with your Brains reduced by 2 (3 if Nyder here). Ifyou succeed you can either gain +1 DM or reveal the Goal, otherwise you must either Surrender or Fight.

    Confront: This is only possible if you are alone with Davros and you can Oppose. Make an opposed Brains rollwith a +2 Bonus if you have Domination, Historyand Science. If you succeed you have Defeated him. Ifyou fail take a -1DM penalty and are -1 to Qualities till the end of the Adventure. Choose another option.

    cv11a. Create Dalek Race

    (Goal 5) You have discovered that Davros is preparing to activate his

    final plans for creating the Daleks. Four turns after this Goal is revealedtake a -2DM Penalty and all Kaled soldiers in encounters are replaced by1D3 Daleks, each Brains 5, Brawn 10, Bravery 7 (Minion). If you haveBravery 20, Demolitionsand 2 Science here, gain +2DM.

    If you are interrogated and fail a Bravery roll, Davros will learn aboutfuture defeats of the Daleks. You must retrieve the recording and mustmake a successful Tracking8 roll as an Action, otherwise you gain nopoints at the end of the Adventure even if you Defeat Davros and Dalekswill be +1 to all Qualities in future Adventures.

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    cv12. Davros Resurrected Tyrant

    You have encountered your old enemy Davros (DM -2. Goals: 1-2: e222;3-4: e172; 5-6: cv12a), the unbalanced creator of the Daleks. Davroshad been taken and imprisoned as a criminal, but his creations havesought out his location in order to revive him and help them defeat their

    newest enemy, the Movellians. Davros is Brains 10, Brawn 2, Bravery 8and is accompanied by 1D3+1 Daleks, each Brains 2, Brawn 10,Bravery 5. If there are at least three Daleks here then one of them is aBlack Dalek Supreme Brains 9, Brawn 10, Bravery 8 - and Davros is -1to all Qualities due to the conflict of interests between creator and leader.

    Roll 1D6 if the result is 1-3 you may not choose to Talk, otherwise choose from options below:

    Fight: Combat occurs as normal although Davros will automatically Evade if you have greater Brawn here. If youlater wish to Surrender or Evade, see options below with -1 to either die roll. If you win a Fight againstDavros and the Daleks gain a +1 DM or if you can Oppose Davros is instead Defeated.

    Surrender: Roll a 1D6: 1-3: The Daleks attack you anyway; 4-5: See e063 with -1 to any Escape Rolls; 6: e061.Also roll for a Goal Event as Davros cannot resist gloating over his plans.

    Evade: The Daleks are swift pursuers so you must make Running8 rolls to escape. If you fail or choose not toescape you must choose another option.

    Hide: You must make Thief8 rolls before any other option. If you fail, or choose not to hide, you must chooseanother option but take a -1 penalty to any initial Runningrolls.

    Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose anotheroption with -1 to the roll; 5-7: Lose quarry event ends; 8: e082; 9-10: e102; 11+: e146.

    Talk: This option cannot be chosen if the Black Dalek is here. You try and distract Davros - make an opposedBrainsRoll with your Brains reduced by 2 and by an additional -1 for each previous attempt using thisoption. If you succeed either gain +1 DM or reveal the Goal, otherwise you must Surrender or Fight.

    Confront: You can only choose this option if you can Oppose. You try to threaten Davros into not pursuing hisplans. Make an opposed Bravery roll with +1 if you personally have Marksman.If you succeed then youhave Defeated Davros. If you fail take a -1DM penalty and are -1 to Qualities till the end of the Adventure.Choose to either Surrender or Fight.

    cv12a. Analyze Movellan Virus

    (Goal 4) (Disease) You discover that Davros is analyzing the Movelliansdeadly virus so that it cannot affect the Daleks from its lethal properties,but it could be an ideal means of dealing with them if you can get yourhands on a sample!

    If you have 20 Brains, Poison, 2 Scienceand 2 Thiefthen gain a +2DM.

    Alternatively, if you have Poison and manage to find a laboratory(e102), or make a Tracking8 roll in a Dalek City (e146), then you gaina sample of the virus. When you have an Enemy encounter, after the firstround in a Fight option, the virus will kill all the Daleks in the area andyou will have Defeated them.

    If you fail to Defeat Davros in this Adventure, all Daleks in future Adventures are +1 to Bravery.

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    cv13. Imperial Daleks

    You have encountered Imperial Daleks (DM -2. Goal 1-2: e172; 3-4:ce13; 5-6: cv13a), metal warriors that are even more dangerous thanregular Daleks with their augmented mutant biology and elevationcapability. With access to time travel technology and the powerful

    Special Weapons Dalek, these mutants are the deadliest breed of Dalekyou have encountered so far.

    Roll 1D6 with +1 if the Turn Number is 5-8 or +2 if the Turn is 9+. Alsoadd +2 if you can Oppose.

    1-2: A lone Imperial Dalek Scout Brains 2, Brawn 10, Bravery 5

    3-5: 1D3 Imperial Daleks, each Brains 2, Brawn 10, Bravery 5.

    6-7: 1D3+1 Imperial Daleks, (as above) and the Special Weapons Dalek Brains 1, Brawn 15, Bravery 9.

    8+: 1D3+2 Imperial Daleks (as above) and the Dalek Emperor Brains 10, Brawn 2, Bravery 4. If you canOppose the dome rises to reveal Davros, now almost totally augmented into a Dalek himself!

    Choose from options below:Talk: Make a Brains roll (or an Opposed Brains roll if Davros here) with your Brains reduced by 1 for each

    previous attempt using this Action. If you succeed, gain a +1DM. If you fail, choose to Fight or Surrender.

    Fight: Combat occurs normally. You may later Surrender or Evade with a -1 to the rolls. If you win a fight gain a+1DM. If you can Oppose and win a fight against Davros, you have instead Defeated him.

    Evade: To evade the Daleks you must make Running 8rolls. If you fail, or choose not to escape, you must fight.

    Hide: You must make Thief8 rolls before any other option. If you fail, or choose not to hide, you must chooseanother option and any initial Runningrolls are with a -1 penalty.

    Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose anotheroption with -1 to the roll; 5-7: Lose quarry event ends; 8: e082; 9-10: e143; 11+: e146.

    Surrender: You may not surrender to the Special Weapons Dalek. Otherwise roll 1D6 with -2 if you can Oppose,but +1 if Davros here: 1-2: You are attacked; 3-6: e061. If Davros is here, roll for a Goal event as hecannot resist gloating over his plans.

    Confront: This option is only possible if you encounter Davros and can Oppose. You must make an OpposedBrains roll with your roll reduced by 1 unless you have Gloating, and by a further -1 if the Goal iscv13a below. If you succeed then you have Defeated Davros. If you fail, take a -1DM and choose toFight or Surrender.

    cv13a. Quest for the Hand

    (Goal 5) (Artefact)The Hand of Omega is a stellar manipulator createdby the Time Lords as a power source for their early time experiments. It isimmensely powerful and you hid the device yourself some time ago, butthe Daleks are determined to get it for themselves!

    If you have 30 Brains, History, Trackingand destroy a Dalek in a Fightthen gain a +2DM. If you fail to Defeat the Daleks in this Adventure thentake an additional -1DM whenever they are revealed in future Adventuresand all Daleks (and Davros) are +1 to all Qualities.

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    ca24.Skaro 2263(Colonial Era)

    (Wilderness) You have found yourself in the dry and dusty remains of a petrified forest on a hostile planet. Theplace seems empty and barren save for the occasional preserved animal. But there is the uncomfortable feeling ofbeing watched. And then you discover the great alien city in the distance

    Special:You may Investigate here.See e033 as your first Event (1). If you ever encounter a Thal you may spend aLuck point for some radiation drugs (e181).

    Enemy (D6): 1: cv01; 2: cv01; 3: cv10; 4: cv10; 5: cv11; 6: cv11

    Character (D6): 1: ce61; 2: ce61; 3: ce08; 4: e020; 5: e032; 6: e074

    Event 1 (D6): 1: e181; 2: e112; 3: e077; 4: ce62; 5: e079; 6: e002

    Event 2 (D6): 1: ce59; 2: e120; 3: e085; 4: e256; 5: e116; 6: e002

    Plot (D6):1: ce66; 2: e179; 3: e148; 4: e173; 5: e260; 6: e150

    Location (D6): 1: e217; 2: ce65; 3: ce65; 4: e146; 5: e146; 6: e146

    ca25. Parallel Earth - 2172(Near Future Era)

    (Dimensional) You have arrived on Earth in the later years of the twenty second century. But something is terriblywrong as alien thugs march the streets. Earth is meant to be recovering from the Dalek invasion of some yearsago, yet you have found a strand of history where alien life still occupies the planet

    Special: Take a -1DM penalty if Daleks are the Enemy. Resistance members (e285) here are +1 to all Qualitiesand the leader gains Demolitions. If rolling for a Goal, first roll 1D6 if 4-6 instead see ce64.

    Enemy (D6): 1: cv01; 2: cv01; 3: cv05; 4: cv13; 5: v531; 6: cv02

    Character (D6): 1: ce42; 2: e285; 3: ce63; 4: ce62; 5: ce41; 6: e048

    Event 1 (D6): 1: e120; 2: e034; 3: e101; 4: e035; 5: e186; 6: e002

    Event 2 (D6): 1: e223; 2: ce59; 3: e215; 4: e265; 5: e145; 6: e002Plot (D6):1: e279; 2: e139; 3: e176; 4: e238; 5: e272; 6: e150

    Location (D6): 1: e094; 2: e297; 3: e144; 4: e065; 5: e064; 6: e028

    ca26. Skaro 4000 BC (Antiquity Era)

    (Wilderness) You find yourself dropping for cover as bombs fall over a hostile landscape and troops in gas masksbattle in senseless conflict. But this is not Earth but a far more alien world, filled with black-shirt soldiers andmutated monsters. And in a nearby dome, pure evil is about to be genetically created

    Special:If you have not yet encountered Daleks in this game, gain 2 Luck points the first time you encounter them

    in this Adventure.

    Enemy (D6): 1: cv10; 2: cv10; 3: cv10; 4: cv11; 5: cv11; 6: cv11

    Character (D6): 1: e048; 2: e023; 3: e081; 4: e039; 5: ce61; 6: ce61

    Event 1 (D6): 1: e151; 2: e265; 3: e112; 4: e095; 5: ce62; 6: e002

    Event 2 (D6): 1: e035; 2: e033; 3: e285; 4: e215; 5: e116; 6: e002

    Plot (D6):1: e179; 2: ce55; 3: e139; 4: e142; 5: e154; 6: e150

    Location (D6): 1: ce65; 2: e028; 3: e144; 4: e217; 5: e146; 6: e094

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    ca27. Sector Primus 6 - 4590 (Twilight Era)

    You have landed within the confines of a vast space station facility, used to house dangerous criminals withincryogenic freezing. But the station has come under attack from hostile forces, forces who are attempting to retrievethe strange figure housed in Cryogenic Bay 1

    Special:Any Charismaand Escape Rolls here are made at a -1 penalty.

    Enemy (D6): 1: cv01; 2: cv02; 3: cv12; 4: cv13; 5: v530; 6: v533Character (D6): 1: e019; 2: ce63; 3: ce61; 4: e019; 5: ce67; 6: e081

    Event 1 (D6): 1: e096; 2: e120; 3: e160; 4: ce28; 5: ce30; 6: e002

    Event 2 (D6): 1: e267; 2: ce27; 3: e036; 4: e296; 5: e115; 6: e002

    Plot (D6):1: e159; 2: e155; 3: e139; 4: e176; 5: e140; 6: e150

    Location (D6): 1: ce29; 2: e102; 3: e097; 4: e257; 5: e065; 6: e144

    ca28. Necros - 4615(Twilight Era)

    You have landed on the snowy world of Necros the location of Tranquil Repose, the finest funeral home in thegalaxy and where industrial processing factories provide the food for the over-populated starving planets. The twobusinesses have a surprising symbiotic relationship

    Special:If a Character is killed here and you have 2 Medicine, you may spend Luck points equal to the number ofTraits they have to resurrect them at the end of the Adventure.

    Enemy (D6): 1: cv13; 2: cv12; 3: cv12; 4: v503; 5: v545; 6: cv07

    Character (D6): 1: e100; 2: ce63; 3: ce67; 4: e023; 5: e039; 6: e244

    Event 1 (D6): 1: e194; 2: e120; 3: e079; 4: e151; 5: e095; 6: e002

    Event 2 (D6): 1: e160; 2: e035; 3: e034; 4: e045; 5: e089; 6: e002

    Plot (D6):1: ce55; 2: e210; 3: ce66; 4: e149; 5: ce29; 6: e150

    Location (D6): 1: ce29; 2: e297; 3: e102; 4: e102; 5: e158; 6: e218

    ca29.Earth - 1963 (Present Era)

    You have landed in a London street close to a school on a cold November morning in the early Sixties. Once youwere stuck here while fixing the TARDIS, but now you have returned to conduct unfinished business. But why arethe military gathered round the area? Is there something in the nearby junkyard?

    Special:If you have Ian and Barbara as Companions see e115 at the end of the Adventure. If Imperial Daleks(cv13) are the Enemy automatically see ce66 on the following turn in place of rolling for an Encounter.

    Enemy (D6): 1:cv13; 2: cv12; 3: cv01; 4: v513; 5: v522; 6: v503

    Character (D6): 1: ce22; 2: e023; 3: ce21; 4: ce24; 5: e275; 6: e050

    Event 1 (D6): 1: e038; 2: e075; 3: e034; 4: e223; 5: e069; 6: e002

    Event 2 (D6): 1: e160; 2: e101; 3: e113; 4: e177; 5: e145; 6: e002

    Plot (D6):1: e161; 2: e137; 3: e139; 4: e133; 5: ce66; 6: e150

    Location (D6): 1: e158; 2: e091; 3: e258; 4: e073; 5: e065; 6: e144

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    ce61. Thals

    You have encountered Thals native inhabitants of Skaro that have beenlocked in conflict with their bitter enemies the Kaleds for centuries. Whenthe Daleks destroyed Skaro through nuclear war, the Thals lost theirmilitary mindset and became a peaceful people of nomads.

    If at an Antiquity Era Adventure you have encountered a group of 1D3+1

    aggressive Thal soldiers, locked in battle with the Kaleds. They are eachBrains 2, Brawn 7, Bravery 5 (Marksman, Thief, Troop, Victim). If thereat least three of them they are accompanied by a leader Brains 5,Brawn 7, Bravery 7 (Charisma, Demolitions, Marksman, Running, Thief).

    If they have no leader, the Thals attack - you may Evade (Running 8 rolls) or Surrender (e059). If a Thal leader ishere and you make a Charisma7 roll, they become Allies - roll for a Plot event. If you fail, you are attacked.

    If at any other Adventure location, you have instead encountered 1D6 passive Thals; each Brains 5, Brawn 5,Bravery 5 (Charisma, Running, Tracking) and if there are least four of them there is also a Chief Brains 7, Brawn4, Bravery 7 (Bureaucrat, Charisma, History, Victim). These Thals will automatically become your Allies, and youmay roll for a Plot event. They will not use their Brawn in any Fight however until the Enemy Goal is revealed.

    ce62. Vaaga plants

    (Danger) (Disease) You are attacked by 1D3 Vaaga plants (each Brawn 8) hostile, mutated and semi-sentientplant life originally native to Skaro, though now transported across the galaxy by the Daleks. You may evade thefight after each round by making Running7 rolls. Any Character Wounded by a Vaaga plant is infected andreduces Brawn by 1 at the end of each turn. When Brawn reaches zero, the Character is dead.

    ce63. Lytton

    You have encountered Commander Gustave Lytton (Brains 6, Brawn 7,

    Bravery 7), a dangerous mercenary from the future who is a somewhatloyal Minionto any dark forces present. Roll 1D6 on a result of 4+ heis leading by 1D3+1 mercenaries - each Brains 2, Brawn 7, Bravery 6(Minion, Troop). Take a -1DM penalty and choose from options below:

    Talk: You can only choose this option if there is no Enemy here. You tryto outwit Lytton to escape make an opposed Brains roll with -1 to theroll for each previous attempt and -2 if their total Brawn is greaterthan yours. If you fail, choose to Fight or Surrender.

    Fight: Roll a 1D6 before combat starts on a 5-6 Lytton pulls out a hand held blaster rifle add 2 to his Brawn.

    Evade: Lytton and his men are trained to be swift professionals make a Running 8 rolls to escape.

    Surrender: Roll 1D6 on a 5-6 Lytton has orders to attack you. Otherwise see e061 with -1 to the roll.

    Hide: Lytton is ruthlessly efficient at locating an enemy - make Thief 8 rolls before any other option. If you fail, orchoose not to hide, choose another option but any initial Runningrolls are made with a -1 penalty.

    Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose anotheroption with -1 to the roll; 5-7: Lose quarry event ends; 8-9: e082; 10+: e144.

    On further Enemy Encounters, roll 1D6, with +1 if the Turn Number is 8+: 1-2: Encounter Lytton; 3-4: EncounterEnemy; 5-6: Encounter Lytton and Enemy - all Brains rolls in this encounter have a -1 penalty.

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    ce64. Create Parallel Timeline

    (Goal 5) (Temporal)You have discovered that the Enemy intends to create or secure a parallel timeline where theyare the dominant life forms, by travelling back in time and changing important events. If you have Brains 25, 2

    Awareand 2 History, gain a +1DM. If you travel to Earth at an earlier date (you may use the TARDIS or othermeans and continue the current Turn number and Enemy), double any DM changes there.

    ce65. Lake of Mutations

    (Location) You have discovered the Lake of Mutations - a stretch of water containing mutated creatures andmonsters from the radioactive wars. It presents an ideal short cut into the Enemy base, but is also very dangerous!Make a Tracking8 roll with a +1 bonus for each Thal. If you succeed gain +1DM and automatically see e144 ore146 as if you rolled 3-6, and can ignore the rolls for any guards or traps as you have used another way inside.

    ce66. Dalek Civil War

    (Plot) You have discovered that there are two factions of Daleks here,each opposed to the others goals. This can work to your favour or make

    the situation even more dangerous! When you have an Enemy Event roll1D6: 1-3: You encounter the usual Enemy; 4-6: You encounter the rebelfaction - roll another 1D6 with a +1 if Turn 7+:

    1-4:1D3+1 Renegade Daleks. They are each Brains 2, Brawn 10,Bravery 5 and if there are four Daleks here, one is a Black Dalek Brains 5, Brawn 10, Bravery 6. You can Fight, Evade (Running 8rolls), Hide (Thief8 rolls) or Surrender (see e061) here.

    5-6: A Renegade Dalek Battle Computer Slave - an unfortunate child brainwashed to serve the renegade Daleks -Brains 10, Brawn 8, Bravery 7. You can Fight (but lose 2 points if the slave is killed) or Evade or Hide bymaking Runningor Thief8 Rolls before combat starts. Renegade Daleks are +2 to Brains in future encounters.

    There is also the strong possibility of a battle between factions during the Adventure. When you roll for an EnemyEncounter first roll 1D6 on a 5-6 your group has stumbled into a battle between Dalek Factions with 1D3+1Daleks on each side (if Imperial Daleks are the Enemy then one is a Special Weapons Dalek). Play out the battlegaining +1DM if the Renegades win the battle and -1DM if the Enemy wins the battle.

    ce67. Orcini

    You have encountered Orcini, a Knight of the Grand Order of Oberon Brains 8, Brawn 7, Bravery 9 (Charisma, History, Marksman, Thief,Tracking). He is accompanied by Bostock, his loyal squire Brains 7,Brawn 7, Bravery 8 (Aware, Demolitions, Marksman, Pilot, Victim). You

    may attack them or choose from the options below:Talk: Make a Charisma roll adding +1 if an Enemy here.

    2-5: You are asked to surrender (e059) or are attacked.6-8: You are ignored and Orcini and Bostock simply take their leave.9-10: They exchange information roll for a Plot event.11+: Orcini declares your cause to be just and they join you as Allies roll for a Plot event.

    Evade: You must make Running 8 rolls to escape or choose another option, but with -1 to the roll.

    Surrender: Roll 1D6: 1-2: They attack you; 3-6: e059 with -1 to roll