The Wonderful World of Nozza!!!

A world of miniatures and war-gaming from the distant past to the far flung future!

Main Characters

The Second Doctor

Brains 12, Brawn 4, Bravery 8 (Aware, Charisma, Computers, Engineering, History, Running, Science, Thief)

The second incarnation of the Doctor was completely different from the first. The stern grandfather was replaced by an impish, playful figure with twinkling eyes and a ready smile. Gone too was any sense of elegance with this incarnation favoring loose shirts, baggy trousers and a ragged bow tie. But appearances can be deceptive and the Doctor‟s keen intellect remained – often hidden until his enemies underestimated him.

500 Year Diary - You gain the History trait. When a non-Human Enemy is revealed, if you (alone) can make a successful Aware 10 roll then either gain a +1DM or +2 Brains for the rest of the Adventure. 

Jamie McCrimmon

James Robert McCrimmon, the son of a Highland piper, was the second Doctor‟s closest and longest-serving companion. Loyal and brave, Jamie enjoyed his travels with the Doctor and their friendship was incredibly strong. Although he was often bemused by what he saw, Jamie threw himself into the adventures with gusto – often ending up having to protect the Doctor or other female companions.

Brains 5, Brawn 7, Bravery 8 (Charisma, Running, Thief, Tracking) Personality (optional): Protective (of all other TARDIS Characters), Resourceful.

Turn 0

Earth - 1935

The TARDIS has landed on the chilly slopes of the mighty Himalayas where a keen wind and dark skies threaten a flurry of snow.

Special: You gain +2 to any Talk rolls with priests or monks unless there is an Enemy here. If there is an Enemy here take a -1 penalty when Talking to them.

Turn 1

Explore.
Discovered clues that need Investigating – see r306d next turn if you wish OR if you can make a successful Move Action next turn then roll for a Location event.

Encounter - Rolled 5 for no encounter.

Turn 2

Investigate
3 + 1 Aware = 4: You may encounter some trouble and encounter Enemies - roll for an Enemy event.

Enemy revealed to be The Krillitanes (DM 0). Encountered 2 Krillitanes (Brains 5, Brawn 6 Bravery 5 (Creature, Troop)).

2nd Doc - rolled 11 + 1 trait to pass Thief 9 roll.
Jamie - rolled 9 + 1 trait to pass Thief 9 roll.

Attempt to follow. Rolled 8 to lose quarry.

Diary roll. Rolled 11 + 1 Aware = 12 Success. Gain +1 DM. (1DM, 4 Luck)

Encounter - Rolled 5 for no encounter.

Turn 3

Investigate
6 + 1 Aware = 7: You discover nothing but may investigate further next turn, adding +1 to the result (cumulative).

Encounter - Rolled 4 for no encounter.

Turn 4

Investigate
9 +1 +1 Aware = 11: You discover vital information. Gain +1 DM. (2DM, 4 Luck).

Encounter - Rolled 4 for no encounter.

Turn 5

Investigate

8 + 1 Aware = 9: You discover some important information. Roll for a Plot event - but choose to reveal the enemy goal.

E262. Breeding Ground (Goal 4) (Invasion)
The Enemy wishes to turn this location into a breeding ground for their species.

Encounter - Rolled 5 for no encounter.

Turn 6

Move
7 + 1 Tracking = 8 Success. Move to E066 Temple.
Rolled 11 + 2 Charisma = 13. Allowed inside.

Encounter - Rolled 6 for an encounter. Rolled 5 - 1 Goal + 4 (Event (1).
Rolled 2 on the Temple Event list for E132. Ancient Relic.
Science 9 test - Rolled 6 + 1 Science = 7. Failed. Use luck point to reroll. (1DM, 3 luck).
Science 9 test - Rolled 12 + 1 Science = 13. Passed +1 DM. (3DM, 3 luck).
History 9 test - Rolled 8 + 2 History = 10. Passed +1 DM. (4DM, 3 luck).

Rolled 1 for no further event.

Turn 7

Seek Help
Seeking help at E066 Temple.
Rolled 8: Authorities need more convincing – add +1 to roll (cumulative) if you Seek Help again next turn.

Encounter - Rolled 4 for no encounter.

Turn 8

Seek Help
Second time lucky.
Rolled 8 + 1 = 9: You either find a physician with Medicine who can treat your Characters normally (see r309) or find reinforcements.
3 Police – Brains 3, Brawn 6, Bravery 5 (Marksman, Tracking, Troop)

Encounter - Rolled 7 for an encounter. Rolled 3 - 2 (Oppose) = 1 for an enemy event.
Encounter 3 Krillitanes led by a Krillitane Elder – Brains 8, Brawn 5, Bravery 7 (Creature).

Can oppose, so Doctor tries to Talk.
Brains 12 roll -3 Elder & -1 Wilderness = Brains 8 roll.
Rolled 10 to fail. Used a luck point to reroll... (4DM, 3 luck).
Rolled 10 to fail. Surrendered. Thrown into a securely locked cell to await further punishment.

Turn 9

Escape
Rolled 10 + 2 Thief = 12 Success.

Encounter - Rolled 7 for an encounter. Rolled 6 -2 (Oppose) = 4 for an Event (2).
Rolled 2 for CE27. Under Seige. Under siege from the advancing Enemy forces.

Turn 10

Move
Thief 9 roll. Rolled 7 + 2 Thief = 9 success.
Tracking roll. Rolled 9 + 1 Tracking = 10 success. Move to E218. Tomb.
Discovered the entrance to a long-lost and ancient tomb. Tomb is not blocked.
Rolled 8 for E082. Important Place. Rolled 5 +1 Turn Number +1 Location event +1 DM+2
= 8. Discover a vital weakness in the Enemy plan. Gain a +1DM (5DM, 3 luck).

Encounter - Rolled 4 for no encounter.

Turn 11

Planning
Lets increase the Doctors Brains.
Rolled 12 + 1 (Quality of 8+) = 13 Success. Doctor +4 Brains (now 16).

Encounter - Rolled 5 for an encounter. Rolled 3 -2 (Oppose) = 1 for an enemy event.
Encountered 7 Krillitanes led by a Krillitane Elder.
Can oppose, so Doctor tries to Talk.
Brains 16 roll -3 Elder & -1 Wilderness & -1 Previous Attempt = Brains 11 roll.
Rolled 8 to succeed!

Gain 4 luck points