The Wonderful World of Nozza!!!

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

Main Characters

The Eleventh Doctor
Brains 12, Brawn 5, Bravery 9
(Aware, Charisma, Computers, Gloating, Pilot, Running, Science, Thief)
You start with a sonic screwdriver (e183) - gain +1 Brawn when fighting against a Machine, the Engineering Trait and +2 to any Escape or Rescue rolls.

Amy Pond
Brains 6, Brawn 5, Bravery 6
(Aware, Charisma, Running, Thief).

Turn 0

a433. Torajj System 4108.
Rolled a 2 for no encounter
.

Turn 1

Explore action. Rolled a 4 = Hopelessly lost. Went to e078 Lost.

Encounter: Rolled a 9 for an encounter. Rolled a 4 to meet a character. Rolled a 5 to meet a group of 4 Ood (e100). The Ood (being Ood) immediately become Allies.

Turn 2

Rolled a 7, so still lost.

Encounter: Rolled an 8 for an encounter. Rolled a 5 to meet a character. Rolled a 2 to meet a group of 3 mercenaries (e018).
Tried a talk roll. The Doctor failed his Indiscreet roll, so his Charisma counted as penalty.

Despite that, ended up with a roll of 8, which meant the Doctor, Amy and the Odd were allowed to surrender.

Went to e059, where a 1 was rolled for a 0 - goto e060 Marked for Execution.

Turn 3

The Doctor rolled 10 (4+6) + Thief trait + Sonic Screwdriver (+2) meant the Doctor and Amy escaped (13 in total). Rolled a 3 and the Ood are still captured.
No roll for an encounter.

Turn 4

Explore action. Rolled a 6, so discovered nothing.

Encounter: Rolled an 11 for an encounter. Rolled a 5 to meet a character. Rolled a 5 to meet another group of Ood (3 this time).

The Ood (being Ood) immediately become Allies.

Turn 5

Rolled a 8, to meet someone. Bumped into 2 mercenaries this time.

Knowing the Doctor can be indiscreet, decided to Hide this time. Against a Thief 8 target, rolled 7 + 2 Thief traits for a total of 9 = Success.

Encounter: Rolled 4 for no encounter.

Turn 6

Following the Mercenaries. Rolled 9 to lose them.

Encounter: Rolled a 12 for an encounter. Rolled a 3 for an event (2). Rolled another 3 for e296 - Computer Core Malfunction.

The Doctor (having Computers and Engineering (through the Sonic Screwdriver)) tried a repair but failed (Rolled 7 + 1 for trait = 8).

Turn 7

Explore action. Rolled a 9 for clues need investigating next turn (r306d).

Encounter: Rolled a 6 for an encounter. Rolled a 2 to discover the enemy (at last!!!).

Enemy roll (5) revealed the enemy to be the Aquarius Corp (v533, +1 DM).

Enemy goal roll is a 3 meaning e220 - Control Substance (Goal 4).

The Doctor again failed his repair roll for the Computer Core Malfunction.
The Computer Core Malfunction roll was 11 - meaning no explosion
.

Turn 9

Investigate (from previous turn). Rolled an 8 to meet characters.

Again it was e018 - Mercenaries. Again 2 in number. Tried to Evade this time. Rolled an 8 + 2 Running traits to escape.

Encounter: Rolled 2 for no encounter.

The Doctor again failed his repair roll for the Computer Core Malfunction.
The Computer Core Malfunction roll was 9 - meaning no explosion.

Turn 10

Research action. Rolled a 9 (+1 computers) for a pass roll of 10. Gained +1DM (now 2DM), but turn count increased by 1.

This time the Doctor passed the Computer Core Malfunction repair roll.

Turn 12

Defeat enemy. Rolled a 9 but adding the 2DM gives a result of 11. Rolling 1d6 and getting a 5. This meant a Cunning Plan (e128).

The Doctor then tried a Brains roll - needing to score less 9 (12-3).

The Doctor rolled 5. Rolling 1d6 again for the result of the plan, the Doctor rolled a 2!

This meant the Doctor and Amy had outwitted the enemy and defeated them.

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