The Wonderful World of Nozza!!!

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

Main Characters

The Third Doctor
Brains 11, Brawn 7, Bravery 8 (Aware, Charisma, Computers, Engineering, Pilot, Running, Science, UNIT) Friend: UNIT (ce34)

The Third Doctor was a suave, dapper, technologically oriented, and authoritative man of action who not only practised Venusian Aikido (or Karate) but enjoyed working on gadgets and riding all manner of vehicles, such as the Whomobile and his pride and joy, the canary-yellow vintage roadster nicknamed "Bessie". The First Doctor, upon meeting the Third, described him indignantly as a "dandy."

CE31. Bessie
(Equipment) Bessie can carry 4 passengers and gives a bonus of +2 to any Move Action. You can also make a single Pilot roll instead of individual Running rolls to evade encounters.

Liz Shaw
Brains 9, Brawn 4, Bravery 7 (Charisma, Engineering, Medicine, Science, UNIT) Personality: Dedicated (Science), Quick Thinking.

Dr. Elizabeth "Liz" Shaw is a civilian member of UNIT (United Nations Intelligence Taskforce), an international organisation that defends the Earth from alien threats. Drafted from the University of Cambridge by Brigadier Lethbridge-Stewart as a scientific advisor to UNIT. She is an accomplished scientist, an expert on meteorites with degrees in medicine, physics and a dozen other subjects.

Turn 0

Earth - 1971
(Present Era)

You have been called to investigate mysterious signals received by a space tracking centre just outside London. Could the signals represent a message sent by peaceful extra-terrestrials or is it something more sinister? And what is the connection to a nearby factory where production has suddenly increased?

Turn 1

Investigate

11: You discover vital information. Gain +1 DM (1DM, 4 Luck).

Encounter - Rolled 12 for an encounter. Rolled 3 for Event (1).
CE46. Government Official
Any Characters with Bureaucrat or UNIT cannot take any further Actions unless they can make (collectively but not including Troops) a Bureaucrat 10 or UNIT 9 roll.

Turn 2

Bureaucrat roll. Rolled 10 + 2 UNIT Traits = 12 Passed.


Encounter - Rolled 3 for no encounter.

Turn 3

Investigate

Rolled 6 + 1 Aware = 7: Discover nothing but may investigate further next turn, adding +1 to the result.

Encounter - Rolled 5 for no encounter.

Turn 4

Investigate

Rolled 9 + 1 Aware = 10: You discover some important information. Roll for a Plot event - decided to reveal the enemy.
Enemy revealed to be CV03. The Cybermen!!! -2DM (0DM, 4 Luck).

Encounter - Rolled 8 for an encounter. Rolled 6 for a location.
Rolled 4 for a E102. Laboratory.

Discovered a laboratory filled with useful equipment that may help you Defeat the Enemy. Rolled 5: No further event. Any Characters with Science or Engineering gains +1 Brains until the end of the Adventure. If you choose to Research (r306h) as an Action here, gain +2 to the die roll.

Doctor is now Brains 12 and Liz is now Brains 10.

Turn 5

Investigate

Time do some investigating to try and find out more.
Rolled 7 + 1 Aware = Discover a Location that could be important – roll for a Location event (If you are already at a Location then instead roll for a Plot event).

At a location, rolled for a Plot event. Reveal enemy goal - CE26. Capture Technology (Goal 3). The Cybermen are intent on capturing important technology and then using it for their own nefarious purposes. If you have an Enemy encounter at a Location and have to flee then take a -1DM penalty.

If you have Aware, Computers, Engineering, Science and either 25 Brains or 25 Brawn then gain a +2DM.

Encounter - Rolled 11 for an encounter. Rolled 5 for a character.
Rolled 2 for a nosy reporter. Rolled 6 meet Cathica. Cathica is a tough but inquisitive young black journalist working on a satellite channel. Cathica has Brains 4, Brawn 4, Bravery 5 (Aware, Bureaucrat, Computers, Thief). She joins you as an Ally. Brains 4 roll for Cathica with a +1 bonus - rolled 8 to fail.

Now Brains 26 (Doctor 12 + Liz 10 + Cathica 4) to gain +2DM (2DM, 4 Luck).

Turn 6

Research

Decide to research the situation using Computers.
Rolled 8 + 2 Computers + 2 Lab bonus = 12+: A breakthrough. See e083. Rolled 4. Rolled a 3 on the Computers section. With 2 Computers and 2 Engineering, build a robot – Brains 4, Brawn 3, Bravery 8 (Computers, Laser, Machine, Tracking).

Encounter - Rolled 8 for an encounter. Rolled 4 for Event (1).
Rolled 5 for E151. Brutal Death. Found a gruesome corpse of a person that has been killed by an unknown force. Rolled 5 + 2DM = 7 = Enemy event. Rolled 2 for CV03a. Cybermats. Encountered 1 (Brains 1, Brawn 6, Bravery 9. (Machine)).

Have 2 Engineering and 15 Brains, surround group with metal cables before the attack begins and disrupt the Cybermat control systems– event ends, gain +1DM (3DM, 4 Luck) - can now oppose.

Turn 7

Seek help.

Rolled 9 + 1 Bureaucrat + 1 Charisma + 2 UNIT + 1 Bravery = 14+: Find help or reinforcements. Rolled 4 + 1 UNIT. 4 UNIT Troops – each Brains 4, Brawn 6, Bravery 6 (Marksman, Running, Troop, UNIT) and one UNIT Commander – Brains 5, Brawn 6, Bravery 7 (Bureaucrat, Computers, Marksman, UNIT).

Encounter - Rolled 5 for no encounter.

Turn 8

More Research

Decide to research the situation using Engineering.
Rolled 4 + 2 Engineering + 2 Lab bonus = 8: Slow Going. No result, but if you try again next turn, you may add +1 to result (cumulative).

Encounter - Rolled 4 for no encounter.

Turn 9

More research.

Decide to research the situation using Engineering.
Rolled 5 + 2 Engineering + 2 Lab bonus + 1 Cumulative = 10: Making progress. Gain a +1DM (4DM, 4 Luck).

Encounter - Rolled 5 for an encounter.
Rolled 2 - 2 Oppose = Enemy. Rolled 1 + 2 For Turn + 2 Oppose = 5. 1 Cyberman - each Brains 5, Brawn 8, Bravery 8 (Laser, Troop , Machine).

Try to confuse the Cybermen and escape. If you make a Brains roll with -1 Brains for each Cyberman.
Rolled 7 to succeed and gain +1DM (5DM, 4 Luck).

Turn 10

Defeating Enemies.
Rolled 10 + 5DM = 15: Encounter the Enemy and can now Oppose even if you do not have enough DM.
Encountered 5 Cybermen plus the CyberPlanner – Brains 9, Brawn 5, Bravery 7 (Computers 2, Machine).

Time to Confront. Make an opposed Brains and Bravery (total both plus 1D6 and any Computers) roll.
Doctor 12 + 8 + 5 + 1 Computers = 26.
CyberPlanner 9 + 7 + 4 + 2 Computers = 22.

Success. Gain Goal 3 - -2 DM = 5 luck points.