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Day of The Doctors

Three incarnations of the Doctor have been brought together on Earth from different points in time. They must work together to face a grave threat, but each Doctor believes they are the most important and in charge. They reluctantly follow the Doctor who arrived first to meet the next arriving Doctor. Whatever danger has brought the multiple Doctors together must be stopped, but their competing egos and different approaches may hinder their ability to cooperate and solve the problem.
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0% found this document useful (0 votes)
190 views1 page

Day of The Doctors

Three incarnations of the Doctor have been brought together on Earth from different points in time. They must work together to face a grave threat, but each Doctor believes they are the most important and in charge. They reluctantly follow the Doctor who arrived first to meet the next arriving Doctor. Whatever danger has brought the multiple Doctors together must be stopped, but their competing egos and different approaches may hinder their ability to cooperate and solve the problem.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Day of the Doctors GM: Create the Threat

Roll or choose elements which are threatening the Doctors


A Major Antagonist…
1. Daleks 4. The Sontaran Empire
“Doctor, where are we?” your companion asks as she steps out of the TARDIS. 2. Cybermen 5. The Great Intelligence
“I’m not sure… it looks a bit like Earth. Early twenty-first century. Some sort of, I don’t know, public park. Smells… normal. 6. Another Iteration of the
Nitrogen balance is a bit off, but that’s not out of the ordinary. I don’t know why the TARDIS put us here, though.” 3. The Master
Doctor
“Maybe,” your companion begins, but she’s interrupted by an all-too-familiar “VWORP! VWORP! VWORP!” Is controlling an omnipresent threat…
“Oh no,” you say. You step out onto the planet, and sure enough, there’s another blue box, with another Doctor in the door. 1. Robotic Drones 4. Vashta Nerada
“—Nitrogen balance is a bit off,” he says, and then spots you. “Oh no. This is not the Tunguska event, is it?” 5. Things That Seem to be
“No. Nor the first flight to Proxima Centauri. Something very strange must be occurring to bring me here twice.” 2. Brainwashed Cultists
Ghosts but Aren’t
VWORP! VWORP! VWORP! The other Doctor sighs. “Three times. Maybe. Come on them, let’s greet the next one.” 3. Weeping Angels 6. Silurian Warriors
“How like him,” you grumble to your companion as he wanders off. “Putting himself in charge for no good reason. I should be In order to…
the one in charge! After all, I was here first.” Reluctantly, you follow the other incarnation of yourself. 1. Steal the Heart of the 4. Move the Entire Planet
TARDIS to Another Star
In Day of the Doctors, all players are incarnations of the
Time Lord who calls himself the Doctor. You’ve been 2. Absorb the Memories of 5. Prevent a Seemingly-
brought together on Earth to face what must certainly be very Every Human Insignificant Event
Players: Rolling the dice 3. Replace the Prime 6. Kill, Like, A Billion or
grave danger indeed. When you do something dangerous or difficult, roll six- Minister with a Clone so People
sided dice to see what happens. You will roll up to three dice: Which will lead to them…
Players: Create Your Doctors one if you have some expertise with what you’re doing, one if 4. Tearing a Hole in the
1. Choose which incarnation of the Doctor you are. your Companion is able to work with you, and one if you 1. Killing the Doctor
Fabric of Space
Pick from the thirteen or so options from the long history really, really care about what you’re doing. 5. Destroying Every Other
of the series, or create a new incarnation of the Doctor by (The GM tells you how many dice to roll based on the situation, your 2. Taking Control of Earth
Universe
picking two of the following personality traits: companion’s skills, and your Doctor’s personality. You can argue for
more dice, but the GM gets final say). 6. Achieving Godlike
Grumpy Guilty 3. Stopping Time Itself
Power
Meddling Cool  If you're being HUMAN (social, passionate, kind) you
Moody Clownish want to roll under your number.
GM: Run the Game
Strong Loving  If you're being ALIEN (clever, technical, cold) you want Play to find out what happens. Show the nasty effects of
2. Choose your number, from 2 to 5. to roll above your number. the threat before revealing them, and drop hints about the
A high number means you are more HUMAN; you can 0. If none of your dice succeed, everything goes wrong and main antagonists well before they appear. Give the players
interact with people, understand their motives and needs, the GM explains how things get worse. lots of places to go and things to discover. Call for a roll
charm them or intimidate them or even, if matters are truly 1. If one die succeeds, you barely accomplish your goal, when the situation is uncertain. Don't plan what's going to
desperate, fight them. and the GM introduces a complication or cost. happen, let things get better or worse naturally. Push the
A low number means you are more ALIEN; you can spout situation forward. Things should always change after a roll...
off facts about how the universe works, fix and operate
2. If two dice succeed, you get things done and do it well. "Nothing happens" should never happen.
devices which you've never seen before, and demonstrate the 3. If three or more dice succeed, you do great, and the GM Don’t create rails for the players. If a Doctor tries to create
cold mathematical rationality which allows you to let one introduces an extra positive effect. facts that change what you’re trying to do, let them, and
person die so that you can hope to save more people later. change your plans, rather than refusing them.
If one or more dice roll your number exactly, you are Ask lots of questions. Ask the Doctors why they are doing
3. Explain why you’re the most important one here. Clever, and get a special insight into what's going on. what they do. Ask them why they care. Ask them how they
Choose one or create another explanation: You’re the Ask the GM a question and they'll answer honestly, or
smartest one, You’re the only one taking this seriously, feel about how the other Doctors are handling things.
make a declaration about the world or aliens you're dealing Encourage bickering among the Doctors.
You’re obviously being targeted, You have the most to with and it will be true.
lose, You won’t get all emotional, You just can’t stand Facts you make up require GM approval, so you may need
these other Doctors. Credits:
to hash for a little while until you both agree with the fact. Day of the Doctors, version 1.0 was written by Ed Turner.
4. Create a companion. Twitter: @EddlyT Web: Synanthropes.com
Name a companion for your Doctor, either one from the Helping: To help another Doctor with their roll, explain This game is a hack of Lasers and Feelings by John Harper
show or one of your own. how you're helping them and make a roll. If you succeed, they Web: onesevendesign.com
Give them a style: Tough, Clever, Adventurous, Caring, get another d6 on their roll. Both games are licensed CC-BY-NA-SA
Curious, Lonely. https://creativecommons.org/licenses/by-nc-sa/3.0/us/
5. Describe your stuff. Splitting Up: A Doctor and companion can split up to Doctor Who, the Doctor, the TARDIS, and all related
You have a ridiculous and instantly-identifiable outfit, a cover more ground. Companions acting without their original materials are owned by the BBC and used in what I
sonic screwdriver or equivalent door-opening device, and one Doctors can only ever roll 1d6; their number is always 3.5. will merrily assume is fair use until told otherwise.
free opportunity to pull whatever the heck you want or need
out of your pockets without having to justify how it got there.

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